Snap

Snap is a platform designed to personalize the customer experience through education and gamification, aiming to help users learn effective tricks to reduce energy usage and consequently save on their energy bills. By employing a gamified concept, Snap seeks to engage a broader user base, making the journey towards energy efficiency more interactive and enjoyable.

Time Duration

Time Duration

6 Weeks

Deliverables

Deliverables

Research, MoSCoW method, Progression Bar, Gamified pyramid, Wireframes, Prototype

Tools

Tools

Figma, Miro, Adobe Illustrator, Adobe Photoshop, Octalysis

Industry Type

Industry Type

Energy

Type of Project

Type of Project

Academic project

Project goal and objective

The central focus of this project is to address the issue of energy consumption in the United States. Snap, as an application, aspires to motivate the residential sector, which currently consumes a significant 21% of the nation's energy, to actively participate in energy-saving practices.

The challenge we face lies in motivating users to adopt energy-efficient practices. Pennsylvania households, for instance, consume 8% more energy than the national average, resulting in 16% higher energy bills. The lack of awareness about energy-saving methods is a significant barrier.

How might we engage Pennsylvania households, spending more on energy bills, in using Snap's gamified approach to educate and motivate them to reduce energy consumption and lower costs?

Solution

To address this, Snap users will earn points by scanning their electricity bills and participating in lotteries, which can be redeemed as discounts on future electricity bills. The gamified tools within the application serve as a powerful motivator to inspire more efficient energy use.

Impact

The hypothetical impact of the project holds great promise, with initial user testing revealing a 4 out of 5 success rate. Scaling up to 100,000 users in Pennsylvania, where households consume 8% more energy than the national average and spend 16% more on energy bills, could result in substantial benefits. A conservative estimate of a 10% reduction in energy consumption per user could save 9.6 million Btu per year per household, potentially translating to $10 million in collective annual cost savings. Furthermore, the gamified approach's effectiveness in exciting users and motivating them to earn discounts on electricity bills could lead to increased engagement. Not only would this project significantly impact users' wallets, but it could also have a positive environmental effect, potentially reducing carbon emissions by thousands of tons each year.

03

User Testing

04

out of 5 Success Rate

10%

Reduction in energy consumption per user - hypothetically

Progress Stairs

Progress- stairs are indicated through levels to communicate users' journey during the four phases. Users are expected to interact more with the application and its gamified system as they climb the stairs and move to the following levels.

Prototype

Process

  • Research & Analysis: During the research phase, I initially conducted secondary research to gain insights into energy consumption across various sectors. Subsequently, I conducted interviews with individuals to gain a deeper understanding of their energy consumption patterns and to delve into the intricacies of electricity billing.

  • Research & Analysis: During the research phase, I initially conducted secondary research to gain insights into energy consumption across various sectors. Subsequently, I conducted interviews with individuals to gain a deeper understanding of their energy consumption patterns and to delve into the intricacies of electricity billing.

  • Research & Analysis: During the research phase, I initially conducted secondary research to gain insights into energy consumption across various sectors. Subsequently, I conducted interviews with individuals to gain a deeper understanding of their energy consumption patterns and to delve into the intricacies of electricity billing.

  • Conceptualisation: Following the research phase, I proceeded to develop a solution for the project. With a plethora of ideas and potential features for the app, I employed the MOSCOW method to meticulously outline the essential "must-have" features while also identifying and categorizing the "won't-have" features to streamline the application's design and development process.

  • Conceptualisation: Following the research phase, I proceeded to develop a solution for the project. With a plethora of ideas and potential features for the app, I employed the MOSCOW method to meticulously outline the essential "must-have" features while also identifying and categorizing the "won't-have" features to streamline the application's design and development process.

  • Conceptualisation: Following the research phase, I proceeded to develop a solution for the project. With a plethora of ideas and potential features for the app, I employed the MOSCOW method to meticulously outline the essential "must-have" features while also identifying and categorizing the "won't-have" features to streamline the application's design and development process.

  • Defining the stages: Later, I took the initiative to delineate the target behaviors of our users across each phase, namely Discovery, Onboarding, Scaffolding, and Endgame. During this phase of the project, I worked on defining the success metrics or win states for the gamification system, outlining what would constitute success.

  • Defining the stages: Later, I took the initiative to delineate the target behaviors of our users across each phase, namely Discovery, Onboarding, Scaffolding, and Endgame. During this phase of the project, I worked on defining the success metrics or win states for the gamification system, outlining what would constitute success.

  • Defining the stages: Later, I took the initiative to delineate the target behaviors of our users across each phase, namely Discovery, Onboarding, Scaffolding, and Endgame. During this phase of the project, I worked on defining the success metrics or win states for the gamification system, outlining what would constitute success.

  • Design and Testing: Later, I moved on to the design and testing phase, which included creating low-fidelity wireframes for layout and navigation, establishing a style guide for visual consistency, and building a high-fidelity prototype. Following user testing, design adjustments were made based on the observations and feedback received.

  • Design and Testing: Later, I moved on to the design and testing phase, which included creating low-fidelity wireframes for layout and navigation, establishing a style guide for visual consistency, and building a high-fidelity prototype. Following user testing, design adjustments were made based on the observations and feedback received.

  • Design and Testing: Later, I moved on to the design and testing phase, which included creating low-fidelity wireframes for layout and navigation, establishing a style guide for visual consistency, and building a high-fidelity prototype. Following user testing, design adjustments were made based on the observations and feedback received.

Conclusion

This project illuminated the transformative power of gamification in driving user engagement, offering a fresh perspective for UX design. The discovery of 'gamification' expanded horizons, revealing the complexities of captivating users in non-game applications through these techniques. It emphasized the need to harmonize user desires with business objectives, where the application should be seen as a source of potential gain, like lotteries, points, or leaderboards, while delivering a genuinely enjoyable experience. Striking this balance is pivotal for project success.

In conclusion, this endeavor highlighted the paramount importance of user-centric design and the potential of gamification to revolutionize user experiences while fostering brand loyalty. As UX designers, our role is to bridge the gap between user satisfaction and business goals. By consistently exploring innovative concepts like gamification, we can craft digital experiences that meet user needs and provide value for the companies involved. This learning has indelibly influenced my perspective, guiding me to evaluate every application through the lens of gamified engagement and its potential to create captivating and profitable brand experiences.

Sanjana Shah

Converting thoughts into reality

2023. Designed by Sanjana Shah

Sanjana Shah

Converting thoughts into reality

2023. Designed by Sanjana Shah