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Creativity Techniques for Social Engineering
Threat Elicitation: A Controlled Experiment
Kristian Beckers1, Veronika Fries2, Eduard C. Groen3, and Sebastian Pape1,4
1Social Engineering Academy
kristian.beckers,sebastian.pape@social-engineering.academy
2Technical University of Munich
veronika.fries@in.tum.de
3Fraunhofer IESE
eduard.groen@iese.fraunhofer.de
4Goethe University Frankfurt
sebastian.pape@m-chair.de
Abstract. We propose a controlled experiment to assess how well cre-
ativity techniques can support social engineering threat assessment. So-
cial engineering threats form the basis for the elicitation of security re-
quirements, a type of quality requirement, which state what threat should
be prevented or mitigated. The proposed experiment compares a serious
game and the Morphological Forced Connections technique with regard
to their productivity, as well as completeness and precision.
Social engineering is the illicit acquisition of information about computer sys-
tems by primarily non-technical means. Although the technical security of most
critical systems is usually being regarded, such systems remain highly vulnerable
to attacks from social engineers that exploit humans to obtain information (e.g.,
phishing) [3, 4]. To develop systems that are more resilient to threats from social
engineering, the security requirements should specifically address such threats.
Moreover, performing a threat assessment of social engineering is hard, be-
cause an attacker (a) does not need any (advanced) technical skills, and (b) can
conduct an attack without advanced equipment. Hence, anyone can inflict signif-
icant damage through social engineering5. We have developed a serious game for
social engineering [1, 2] (see Fig. 1), which is suitable for educating non-security
experts about the threats of social engineering, as well as for eliciting security
requirements to prevent and mitigate social engineering threats. The empirical
elicitation and assessment of security requirements concerning social engineering
is difficult, as it is not the system’s security measures themselves that are causing
the security threat, but unpredictability of humans with system knowledge. For
example, humans can give away passwords. In the business context, these tech-
niques additionally rely on the participation of common employees, who posses
the required practical and domain knowledge.
5http://www.checkpoint.com/press/downloads/social-engineering-survey.pdf
Copyright 2017 for this paper by its authors.
Copying permitted for private and academic purposes.
2 Kristian Beckers, Veronika Fries, Eduard C. Groen, and Sebastian Pape
Figure 1: Game on Social Engineering
This makes foreseeing possible social
engineering threats the main challenge.
The elicitation of requirements to this
end draws on the stakeholders’ abil-
ity to make new associations, and
therefore requires creativity techniques
for the combination of existing (work)
practices and potential threats.
In order to validate the suitability and effectiveness of our game (cf. [1, 2])
for eliciting security requirements concerning social engineering, we propose to
conduct an experiment of 90 minutes in which we compare its yield for social
engineering threat elicitation with that of the Morphological Forced Connections
technique [5]. This established creativity technique was chosen because of its
suitability to transform a combination of preexisting (work) aspects into new
conceptual combinations (i.e., a threat) through inference.
The context of our experiment is the CreaRE workshop. Social engineering
threats for a predefined scenario are elicited from the participants in either of
two conditions. Our hypothesis concerns the productivity and precision of both
approaches. We hypothesise that the serious game is more productive and precise
than the creativity technique. We define true positives (TP) as correctly iden-
tified threats (i.e., correct result that experts have previously found or or that
they verify during the experiment). False positives (FP) are threats reported by
participants but not verified by expert review. We measure productivity in the
number of TP discovered during a limited time frame and precision as the per-
centage of TP of the overall discovered threats. The independent variable is the
technique used for the social engineering threat assessment, with two levels: ”so-
cial engineering game” and ”Morphological Forced Connections technique”. The
dependent variables are the total number of threats elicited with each method,
the number of threats that are identified to be correct, and the time required to
identify these threats. The correctness is validated by security experts reviewing
the elicited threats and an assessment of the participants during the experiment.
The results of our experiment should provide an indication of how suitable
the two creativity techniques are for performing social engineering threat elici-
tation. We need additional research to address the fundamental threat of social
engineering to security.
References
1. Beckers K., Pape S. A Serious Game for Eliciting Social Engineering Security
Requirements, Proceedings of RE, IEEE Computer Society, pp. 16-25, 2016
2. Beckers K., Pape S., Fries V. HATCH: Hack And Trick Capricious Humans - A
Serious Game on Social Engineering, Proceedings of BHCI, ACM, pp. 1-3, 2016
3. Mitnick, K.D., Simon, W.L.: The Art of Deception. Wiley (2009)
4. Hadnagy. C.: Social Engineering - The Art of Human Hacking. Wiley (2011)
5. Boden. M.A.: The Creative Mind: Myths & Mechanisms (2nd Ed), Routledge (2004)