User Interface Design
Usability Testing
A Gamified App to motivate eco-friendly travel & commute
User Interface Design
Usability Testing
A Gamified App to motivate eco-friendly travel & commute
User Interface Design
Usability Testing
A Gamified App to motivate eco-friendly travel & commute



The Challenge
Transportation is contributing to 29% of total U.S. greenhouse gas emissions.If an average worker avoided using their car to commute just two days per week, greenhouse gas emissions would be reduced by approximately 1,600 pounds per year, per individual.
Design a gamified competition feature for a smartwatch app to encourage people from one office commute to work on foot or cycle.

In the Netherlands, an average of 23% of all the trips are made by bike increasing life expectancy by 6 months
With the levels of pollution ever rising across the world we all need to do our part to help reduce this pollution. Seventy-five percent of carbon monoxide emissions come from automobiles. In urban areas, harmful automotive emissions are responsible for anywhere between 50 and 90 percent of air pollution. So, decreasing the number of vehicles on the roads is a great way to reduce the air pollution, for this cycling to work is a great way.
How gamification help in motivation and consistency for cycling
One of the major aspect of the app is to have a good gamification system throughout. So, it is necessary that the system has a specific goal and continuous feedback to keep the player focused in achieving this goal. As this app is focused on making people cycle/walk their way to work, having a teams would provide a social aspect to the game as well.
Testing the prototype leads to key recordings
After completing the first version of the user interface design of the app, I started to test the app using Maze. I did not have the resources to do a vast test so I tested my design with 12 people and evaluated the issues. For the testing of the prototype, I provided the users with a few tasks to complete and took their opinions on some aspects of the app. After understanding their interaction with the App I have identified the issues and tried to come up with a possible solution. The first version user flow is shown below.

Bounce rate for opening details screen was 41.7% and the incomplete completion rate 16.1%
One of the tasks was to find the details of the Daily Movement and the Bounce rate for that task was 41.7% and the incomplete completion rate being 16.1% with the average duration in incomplete completion being 59.6 seconds, the heatmap shows that the users were not able to find the view details link. This problem could be fixed by increasing the font size of the link and making it a bit more visually prominent for the users to easily see and navigate to it.

The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution
Another problem was faced when the task was to find the details of the badges the user had earned. Here the heatmap shows that users clicked on the badges directly to view the details which did not navigate them to the details. The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution.There were users who were not able to understand that the CO2 emissions reduced meant. Adding the an information dialogue along with the emissions reduced would provide a good insight into what it means.

With testing complete, building upon experience with engaging visual design
Rest of the app was working pretty well, along with 84% of the users finding the gamification elements to be interesting. After the first round, I went on to design the final user interface due the limited resources for usability testing again. This section gives a brief overview of the different screens of the both the apps.
Also, one of the main purpose of the mobile app is to actively and passively track the movement of the user. So, the app focuses on the providing the user with a means to record time and distance of the workout. The App also gives the brief overview of the daily movement and the leaderboard.


The Monster Gamification (Yes, pun intended)
One of the main aspects of the app is the gamification in the app to motivate the users to move around or basically cycle/walk their way to the office. Their are two gamification elements in the app. Th first one is creating a team, selecting a monster with a specified distance and trying to "defeat" it along with your team members. The next part is a leaderboard which shows which team member has the most "damage" (distance covered) on the monster. Also, the player also gains different badges for achievements like being in the top three in the leaderboard, completing 50 kilometres in a week, and many such badges. This type of Gamification brings an aspect of achievement along with the social element.


Results & Outcomes
This was a design challenge from Product Design Challenge. I took this challenge to understand the usage of gamification in UX and user research concepts which I learned from an Interaction Design Foundation Course. Through this project, I was not only able to apply gamification but also research and understand different aspects of the Watch UI design. Although this app was not very vast the different concepts I learned and was able to apply in this project.
The Challenge
Transportation is contributing to 29% of total U.S. greenhouse gas emissions.If an average worker avoided using their car to commute just two days per week, greenhouse gas emissions would be reduced by approximately 1,600 pounds per year, per individual.
Design a gamified competition feature for a smartwatch app to encourage people from one office commute to work on foot or cycle.

In the Netherlands, an average of 23% of all the trips are made by bike increasing life expectancy by 6 months
With the levels of pollution ever rising across the world we all need to do our part to help reduce this pollution. Seventy-five percent of carbon monoxide emissions come from automobiles. In urban areas, harmful automotive emissions are responsible for anywhere between 50 and 90 percent of air pollution. So, decreasing the number of vehicles on the roads is a great way to reduce the air pollution, for this cycling to work is a great way.
How gamification help in motivation and consistency for cycling
One of the major aspect of the app is to have a good gamification system throughout. So, it is necessary that the system has a specific goal and continuous feedback to keep the player focused in achieving this goal. As this app is focused on making people cycle/walk their way to work, having a teams would provide a social aspect to the game as well.
Testing the prototype leads to key recordings
After completing the first version of the user interface design of the app, I started to test the app using Maze. I did not have the resources to do a vast test so I tested my design with 12 people and evaluated the issues. For the testing of the prototype, I provided the users with a few tasks to complete and took their opinions on some aspects of the app. After understanding their interaction with the App I have identified the issues and tried to come up with a possible solution. The first version user flow is shown below.

Bounce rate for opening details screen was 41.7% and the incomplete completion rate 16.1%
One of the tasks was to find the details of the Daily Movement and the Bounce rate for that task was 41.7% and the incomplete completion rate being 16.1% with the average duration in incomplete completion being 59.6 seconds, the heatmap shows that the users were not able to find the view details link. This problem could be fixed by increasing the font size of the link and making it a bit more visually prominent for the users to easily see and navigate to it.

The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution
Another problem was faced when the task was to find the details of the badges the user had earned. Here the heatmap shows that users clicked on the badges directly to view the details which did not navigate them to the details. The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution.There were users who were not able to understand that the CO2 emissions reduced meant. Adding the an information dialogue along with the emissions reduced would provide a good insight into what it means.

With testing complete, building upon experience with engaging visual design
Rest of the app was working pretty well, along with 84% of the users finding the gamification elements to be interesting. After the first round, I went on to design the final user interface due the limited resources for usability testing again. This section gives a brief overview of the different screens of the both the apps.
Also, one of the main purpose of the mobile app is to actively and passively track the movement of the user. So, the app focuses on the providing the user with a means to record time and distance of the workout. The App also gives the brief overview of the daily movement and the leaderboard.


The Monster Gamification (Yes, pun intended)
One of the main aspects of the app is the gamification in the app to motivate the users to move around or basically cycle/walk their way to the office. Their are two gamification elements in the app. Th first one is creating a team, selecting a monster with a specified distance and trying to "defeat" it along with your team members. The next part is a leaderboard which shows which team member has the most "damage" (distance covered) on the monster. Also, the player also gains different badges for achievements like being in the top three in the leaderboard, completing 50 kilometres in a week, and many such badges. This type of Gamification brings an aspect of achievement along with the social element.


Results & Outcomes
This was a design challenge from Product Design Challenge. I took this challenge to understand the usage of gamification in UX and user research concepts which I learned from an Interaction Design Foundation Course. Through this project, I was not only able to apply gamification but also research and understand different aspects of the Watch UI design. Although this app was not very vast the different concepts I learned and was able to apply in this project.
The Challenge
Transportation is contributing to 29% of total U.S. greenhouse gas emissions.If an average worker avoided using their car to commute just two days per week, greenhouse gas emissions would be reduced by approximately 1,600 pounds per year, per individual.
Design a gamified competition feature for a smartwatch app to encourage people from one office commute to work on foot or cycle.

In the Netherlands, an average of 23% of all the trips are made by bike increasing life expectancy by 6 months
With the levels of pollution ever rising across the world we all need to do our part to help reduce this pollution. Seventy-five percent of carbon monoxide emissions come from automobiles. In urban areas, harmful automotive emissions are responsible for anywhere between 50 and 90 percent of air pollution. So, decreasing the number of vehicles on the roads is a great way to reduce the air pollution, for this cycling to work is a great way.
How gamification help in motivation and consistency for cycling
One of the major aspect of the app is to have a good gamification system throughout. So, it is necessary that the system has a specific goal and continuous feedback to keep the player focused in achieving this goal. As this app is focused on making people cycle/walk their way to work, having a teams would provide a social aspect to the game as well.
Testing the prototype leads to key recordings
After completing the first version of the user interface design of the app, I started to test the app using Maze. I did not have the resources to do a vast test so I tested my design with 12 people and evaluated the issues. For the testing of the prototype, I provided the users with a few tasks to complete and took their opinions on some aspects of the app. After understanding their interaction with the App I have identified the issues and tried to come up with a possible solution. The first version user flow is shown below.

Bounce rate for opening details screen was 41.7% and the incomplete completion rate 16.1%
One of the tasks was to find the details of the Daily Movement and the Bounce rate for that task was 41.7% and the incomplete completion rate being 16.1% with the average duration in incomplete completion being 59.6 seconds, the heatmap shows that the users were not able to find the view details link. This problem could be fixed by increasing the font size of the link and making it a bit more visually prominent for the users to easily see and navigate to it.

The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution
Another problem was faced when the task was to find the details of the badges the user had earned. Here the heatmap shows that users clicked on the badges directly to view the details which did not navigate them to the details. The misclick percentage on this screen was 58.3% and 17.3% gave up. So, to fix that making the badges clickable to open the badges details is plausible solution.There were users who were not able to understand that the CO2 emissions reduced meant. Adding the an information dialogue along with the emissions reduced would provide a good insight into what it means.

With testing complete, building upon experience with engaging visual design
Rest of the app was working pretty well, along with 84% of the users finding the gamification elements to be interesting. After the first round, I went on to design the final user interface due the limited resources for usability testing again. This section gives a brief overview of the different screens of the both the apps.
Also, one of the main purpose of the mobile app is to actively and passively track the movement of the user. So, the app focuses on the providing the user with a means to record time and distance of the workout. The App also gives the brief overview of the daily movement and the leaderboard.


The Monster Gamification (Yes, pun intended)
One of the main aspects of the app is the gamification in the app to motivate the users to move around or basically cycle/walk their way to the office. Their are two gamification elements in the app. Th first one is creating a team, selecting a monster with a specified distance and trying to "defeat" it along with your team members. The next part is a leaderboard which shows which team member has the most "damage" (distance covered) on the monster. Also, the player also gains different badges for achievements like being in the top three in the leaderboard, completing 50 kilometres in a week, and many such badges. This type of Gamification brings an aspect of achievement along with the social element.


Results & Outcomes
This was a design challenge from Product Design Challenge. I took this challenge to understand the usage of gamification in UX and user research concepts which I learned from an Interaction Design Foundation Course. Through this project, I was not only able to apply gamification but also research and understand different aspects of the Watch UI design. Although this app was not very vast the different concepts I learned and was able to apply in this project.