Avani - Reducing Carbon Footprint Through Gamified Eco-conscious Actions
Overview
'Avani' in the Sanskrit language means earth or earthly. Avani is an idea for an app to inspire individuals to reduce their carbon footprint. It inspires people to carpool, use public transportation, recycle and buy eco-friendly products. It has gamification features such as a leaderboard and points. Upon completing a task successfully, such as using EcoBin for recycling, the user gets some points. The idea is to install EcoBins across the area where the project is functional. The user can look for the bins from "Find Bin" feature and put the recyclable item into the EcoBin. Same idea applies to EcoBus. On tapping the kiosk on the bus, the user will be able to log time and gain points on the app. These points can be redeemed by purchasing eco-friendly items from the EcoStore.
How might we . .
. .design a mobile application that seamlessly integrates eco-conscious actions into users' daily lives, while leveraging gamification to educate, motivate, and reward individuals for reducing their carbon footprint consistently?
Objectives
1. To understand the users' perspectives on what sustainability means to them.
2. Conduct a thorough user research using focus groups and one-on-one interviews.
3. Build a user-friendly app that pushes users to walk in the path of sustainable living.
User Research
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Conducted interviews and surveys with target users to understand their attitudes towards sustainability, current behaviors, pain points, and preferences regarding eco-conscious apps.
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Identified key motivations, challenges, and desired features to inform the design process.
1. One-on-one interviews
Conducted in-depth interviews with 20 participants aged between 25-40, representing diverse demographics (50% male, 50% female) and varying levels of environmental awareness. Participants were asked about their current behaviors related to sustainability, attitudes towards gamification in apps, and preferences regarding eco-conscious actions.
Findings
Themes identified
After analyzing the qualitative data, following themes were identified
Awareness and Education
- Participants express a desire to learn more about sustainability and understand the impact of their actions on the environment. - Lack of awareness about eco-friendly practices and their benefits is identified as a barrier to adoption.
Convenience and Accessibility:
- Challenges related to accessing recycling facilities and eco-friendly options in participants' local areas are prominent. - Convenience plays a crucial role in influencing behavior, with participants seeking easier and more accessible ways to engage in sustainable actions.
Motivation and Incentives:
- Participants express a need for motivation and incentives to adopt eco-conscious behaviors consistently. - Gamification elements, such as earning points and rewards, are identified as effective motivators for engaging users in sustainability efforts.
Social Influence and Community:
- Participants highlight the importance of social influence and community support in promoting sustainable living. - Opportunities for collaboration and competition with friends or peers are seen as valuable for fostering accountability and motivation.
Behavioral Change and Habit Formation:
- Participants express interest in incorporating sustainable actions into their daily routines and forming long-term habits. - Strategies for facilitating behavior change, such as reminders and goal-setting features, are identified as helpful for sustaining engagement over time.
Personalization and Customization:
- Participants value personalized experiences tailored to their individual preferences and lifestyle. - Customizable features, such as setting sustainability goals and tracking progress, are desired for enhancing user engagement and satisfaction.
Environmental Impact and Global Awareness:
- Concern for the environment and a desire to make a positive impact on a global scale are prevalent among participants. - Participants express a sense of responsibility to contribute to environmental conservation efforts and address pressing issues like climate change.
Empowerment and Actionability:
- Participants seek empowerment and actionable steps to make meaningful contributions to sustainability. - Avani is seen as a platform for empowering individuals to take tangible actions towards reducing their carbon footprint and making a difference in the world.
2. User persona
Low-fidelity prototypes
High-fidelity prototypes
User onboarding
Sign in / Sign up
Landing page and setting goals
Carpooling and EcoBus features
EcoBin, Leaderboard and EcoStore
Conclusion
In conclusion, Avani aimed at seamlessly integrating eco-conscious actions into users' daily lives while leveraging gamification has the potential to make a significant impact on environmental sustainability. Through my research and design process, I identified key user insights, pain points, and preferences, which guided the development of a user-centered solution. By incorporating gamification elements such as challenges, leaderboards, and rewards, I aimed to create an engaging and motivating experience for users to adopt and maintain sustainable habits.
Features such as personalized eco-friendly tips, carbon footprint tracking, and community sharing fostered a sense of accountability and camaraderie among users, encouraging ongoing participation. The iterative design process allowed me to refine and improve the application based on user feedback, ensuring that it remained intuitive, user-friendly, and aligned with the needs and preferences of our target audience.
The development of this mobile application represents a significant step towards promoting environmental sustainability by empowering individuals to make eco-conscious choices in their daily lives.
What did I learn?
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User-Centered Design: Prioritizing user needs and preferences is paramount in creating a successful mobile application. Conducting thorough user research and including interviews helped me gain valuable insights into user behavior and preferences, guiding my design decisions.
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Gamification for Engagement: Integrating gamification elements can enhance user engagement and motivation. By incorporating challenges, rewards, and social features, I was able to create a more interactive and enjoyable experience for users, encouraging continued participation.
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Iterative Design Process: Embracing an iterative design process allowed me to refine and improve the application based on user feedback and testing results. Regular iterations and user testing sessions helped me identify pain points and areas for improvement, ensuring that the final product met user needs and expectations.