Designing A Future-Forward App That Promotes Clean Energy, While

Designing A Future-Forward App That Promotes Clean Energy, While Also Encouraging Physical Activity As A Secondary Objective

Also Encouraging Physical Activity As A Secondary Objective

As part of Interaction Design Practice course, I collaborated with 2 other classmates to address the UN’s 7th goal of clean energy and tackle the growing issue of Obesity.

ABOUT

Ecotag

We put the power in users hands and motivate them to make good decisions for the planet and for themselves. It involved harnessing kinetic energy from human activity and converting it into electricity.

DURATION

5 Weeks

RESPONSIBILITIES

UX Design, UX Research

TOOLS

Figma

DURATION

5 Weeks

RESPONSIBILITIES

Product Design, UX Research

TOOLS

Figma

PROBLEM

PROBLEM

What is the problem

Users need a way to incorporate sustainable energy generation and regular exercise into their daily routines because current solutions are often inconvenient and lack engagement. This is challenging due to the difficulty of seamlessly integrating these practices into busy lifestyles while maintaining motivation and interest.

SOLUTION

SOLUTION

What We delivered

CHECKHIGH-FIDELITY PROTOTYPE

CHECKHIGH-FIDELITY PROTOTYPE

Electricity Generation and Health Impact

  • This feature tracks the amount of electricity generated through user activities.

  • It provides health impact statistics, showcasing the positive effects of physical activity on the user's health.

  • Users can view detailed graphs and statistics on their progress.

Leaderboards and Adding Friends

  • This feature tracks the amount of electricity generated through user activities.

  • It provides health impact statistics, showcasing the positive effects of physical activity on the user's health.

  • Users can view detailed graphs and statistics on their progress.

Profile and Avatar Edit

  • Users can customize their profiles and edit their avatars.

  • This personalization feature allows users to create a unique identity within the app.

  • It includes options for challenges, editing personal information, choosing avatar designs, etc.

DATA COLLECTION AND PROBLEM FRAMING

DATA COLLECTION AND PROBLEM FRAMING

Research Overview

IN-PERSON OBSERVATION

IN-PERSON OBSERVATION

UNDERSTANDING THE EXISTING MARKET

UNDERSTANDING THE EXISTING MARKET

INTERVIEW AND SURVEY FINDINGS

INTERVIEW AND SURVEY FINDINGS

KEY USER REQUIREMENTS

Ease of

Integration

Ease of

Integration

Easily

Portable

Easily

Portable

Can be

Incentivize

Can be

Incentivize

User

Friendly

User

Friendly

WHO ARE MY USERS

HOW WE SOLVED THE PROBLEM

HOW WE SOLVED THE PROBLEM

HOW MIGHT WE

empower users to generate clean energy

empower users to generate clean energy while promoting fitness through daily activities?

while promoting fitness through daily activities?

After Three Brainstorming Sessions!

In these sessions, we brainstormed many ideas, narrowed down to three. We made a concept map and then made detailed storyboards to ensure user resonance, visualize daily integration, and guide our final selection.

We Chose Design B

We Chose Design B

We Chose The Chip

We chose The Chip for its versatility. Unlike the Bike Device, for cyclists, and the Exercise Mat, for workout people, the chip is universally applicable. It’s lightweight, portable, and easily attaches to items for daily use. It generates clean energy, tracks fitness, and incentivizes use, making it a practical solution for clean energy and fitness promotion.

HOW WE SOLVED THE PROBLEM

HOW WE SOLVED THE PROBLEM

Prototyping and Testing

Prototyping and
Testing

Prototyping: From
Paper To 3D

In the design phase, we used paper prototyping for low-fidelity, enabling quick feedback and changes. For high-fidelity, we used Figma for its interactivity and Autodesk Fusion 360 and Cura for 3D printing the device to give a more real feel.

Testing

After a final round of testing we also decided to conduct individual heuristic evaluations. This method allowed each team member to independently assess the chip against established usability principles, ensuring a comprehensive evaluation free from groupthink or bias.

PS: Proper consent was taken before using the images.

WHAT I GAINED

WHAT I GAINED

Retrospective Analysis

Retrospective
Analysis

Technological Advancements

This project taught me the importance of staying updated with emerging technologies. Our initial struggles with energy output emphasized the need for continuous learning and adaptability in design. I realized the value of incorporating technological forecasts into the design process. This understanding helped align our design goals with feasible technological advancements, ensuring adaptability to evolving innovations.”

User Engagement and Behavior Change

Designing for engagement was challenging but rewarding. Gamification elements motivated users, but required iterative refinement based on feedback. This underscored the importance of user-centered design, prioritizing user motivation and enjoyment. Continuous experimentation and responsiveness to feedback were key in maintaining user interest.

Environmental Impact

Estimating the device’s environmental impact underscored sustainable design. Despite current limitations, the project taught me to project benefits and make data-driven decisions. Translating theoretical impact into practical outcomes emphasized the importance of sustainable products. This experience highlighted designers’ role in addressing environmental challenges.

Got a interesting concept brewing in your head?

Spill the beans and let's make the magic happen!

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Got a interesting concept brewing in your head?

Spill the beans and let's make the magic happen!

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