Training to Instill a Cyber-Aware Mindset
Autor: | Larry Flint, Lauren Massey, Kelly Neville, Jose Medina, Amy Bolton, Alex Nickels |
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Rok vydání: | 2019 |
Předmět: |
Knowledge management
Computer science business.industry media_common.quotation_subject 05 social sciences Metacognition 050109 social psychology Cognition Mindset GeneralLiterature_MISCELLANEOUS 0501 psychology and cognitive sciences Systems thinking business Video game Sophistication 050107 human factors media_common |
Zdroj: | Augmented Cognition ISBN: 9783030224189 HCI (15) |
DOI: | 10.1007/978-3-030-22419-6_21 |
Popis: | The rapidly increasing sophistication of cyber threats occurring in parallel with our growing reliance on networked systems for everything from shopping to managing critical infrastructure is not a coincidence. Ransomware events, compromise of personal financial information, and hacking into critical infrastructure systems make the headlines on a seemingly daily basis. Still, the average system user continues to operate in a mode that signals belief those events will happen to someone else. This paper presents work conducted to determine training objectives and strategies for altering that “other guy” mentality and instilling a cyber-aware mindset. System users with a cyber-aware mindset should be less likely to fall for attacker ploys and more likely to actively contribute to their organization’s cyber defense. We identify two major categories of training objectives: cyber awareness and mindset objectives. Cyber awareness training objectives encompass three main areas of knowledge and capability: system baseline performance, anomaly detection and response, and systems thinking. Mindset training objectives encompass cognitive adaptations associated with acquiring a new mindset. These are adaptations to knowledge structures, cognitive heuristics, and metacognition. These training objectives are being used to guide the design of a scenario-based video game for training a cyber-aware mindset. This work highlights the importance of relevant conceptual knowledge to cyber awareness and research needs associated with mindset change, including mindset-change measurement, which we have begun to address for the purpose of evaluating the video game’s efficacy. |
Databáze: | OpenAIRE |
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