Final school project(fictional) with the theme Digital Security. There will be two final products, which will be the main product for the campaign. For this project, my target group is young people from 18 to 30. After several research for how to reach out to the young target group, I decided to use gamification as the main strategy in this campaign.
The campaign will use several strategies, starting with guerrilla marketing. At universities in Copenhagen, a computer with a hook will be placed with a sign reading “Free Computer.” When touched, the screen activates with the message: “If this were real life, you’d be scammed.”
The Phishfend app Phishfend offers mini-games that simulate real-life scam scenarios. One prototype, built in Figma, challenges users to identify scam emails. Since the app’s goal is to educate and protect against digital scams, each game includes a reflection step where users explain why the message is a scam.
Lisa Fujishima
Lisa Fujishima3400 Hillerød
CVR. 45032930
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