Energy Bear: Gamified Energy Saving App

Side Project - 2023

# UI Design

# UX Design

# APP

My Role

Emily Lin (Researcher/Designer)

My Deliverables

Secondary Research, Data Analysis, User Interface Design, User Testing, Prototyping, Design System

Timeline & Duration

Nov 2023 - Jan 2024 (7 weeks)

Design Process

The process was framed with a hypothesis-driven approach, which aligns with the lean and agile method commonly adopted in the industry, This approach allows rapid iterations and implementations.

Product Discovery

Background

Climate Change & Energy Consumption

Energy consumption of households plays an important role in climate change, their relationship is as illustrated.

of harmful greenhouse gas emissions are from energy sector.

of total greenhouse gases emissions in the UK are from households.

Benefits of Smart Meter

trees would be equivalent to the CO2 savings the UK could achieve if everyone used a smart meter.

of CO2 saving in homes will be contributed by smart meters.

Problem Statement

Target User Group

We might have the money to make changes, but we just don’t have the time.

The “young good life” family

To cash-rich but time-poor young parents, family is the priority. They are proud and competitive as a family.

The “ME” archetype

They mainly care about the benefits for themselves and their family and do not usually put much time or effort into other things.

Established Liberals

With financial security, they have comfortable, trusting and untroubled perspective in general (Climate Outreach, 2022)

+

Focus Area

Reducing their domestic energy consumption and engage positively with climate actions

How might we design a mobile app that utilises smart meter data to encourage cash-rich, image conscious but time-poor parents to reduce their domestic energy consumption and engage positively with climate actions?

How might we design a mobile app that utilises smart meter data to encourage cash-rich, image conscious but time-poor parents to reduce their domestic energy consumption and engage positively with climate actions?

How might we design a mobile app that utilises smart meter data to encourage cash-rich, image conscious but time-poor parents to reduce their domestic energy consumption and engage positively with climate actions?

Problem Statement

The COM-B model was used to recognise possible behaviours of the target user and to identify underlying opportunities for behaviour changes.

Assumptions Mapping

The Assumptions and Questions toolkit from IBM (2018) was utilised to identify high-risk and uncertain assumptions.

After analysing behaviour assumptions, 5 aspects, colour-coded as below, of assumptions and questions were further collected and evaluated. An action plan was also built to resolve high-risk and uncertain ideas, and their position on the matrix would be moved if addressed.

Assumptions Mapping

According to the action plan of assumptions mapping, it was found that some high-risk and uncertain ideas might be resolved with secondary research, thus research of the following issues was conducted:

Proto-Persona

A proto-persona was created to better understand the user and to guide further direction.

Key Insights

The key insights were extracted from emotional pain points to unpack what the user’s feelings tell us. The laddering technique was adopted to explore the deeper meanings and causes. In the end, I found 3 key insights that indicate the underlying emotional needs/goals of the user.

Feeling the needs to constantly striving to be on her best to compete with other parents.

She has lunch with other parents regularly.

She bonds with the community through kids’ activities.

Conversations are always about kids’ performances.

The parents tend to compare the children.*

The parents prefer to think their children are the best.

The competitiveness is to feel superior to others.

She wants to feel recognised and respected as a “good” parent.

Feeling that their life is chaotic.

No time to plan or organised things in life.

She is always out and seldom be at home.

She go to the children’s activities with them.

The family do things and spend time together.

The family has a close and amiable relationship.*

She choose to spend her time with the family

To bond deeply with family is the priority.

Feeling tired balancing family and work.

Her every-day schedules are always very busy.

She have to take care of children, socialise with other parents, and keep a part-time job.

The conversations always surround the children’s performances.

Most things she does are for the family.

She is devoted to her family.

She wants to provide the best life for the family.

Emotional pain points

Key insights

* New assumptions

User Need statement

As a busy but devoted young mother, I need a way to be able to concretise our achievements as a green family so that I can feel recognised and respected as a “good” parent.

As a busy but devoted young mother, I need a way to be able to concretise our achievements as a green family so that I can feel recognised and respected as a “good” parent.

The user + context

part-time manager and a socialised mother

active and passionate mother

busy but devoted young mother

What does the user need

How Might We statements focused on the chosen insight were used to ideate what the user needs from this app. Since both user needs and business goals are crucial, the statements were prioritised using the matrix below. In the end, “to be able to concretise their achievements as a green family” was found most suitable.

What does the user want to achieve

To understand why is the need important to the user, I referred to the 13 fundamental psychological needs identified by TU Delft (2020) and found "recognition", "stimulation", and "relatedness" to best match the key insights of the persona. Also, after prioritisation, "recognition" was considered the most significant.

Understanding user’s journey

A user journey of a typical weekend of Ellie was created to break down what the user might usually do and feel throughout the day. This was also useful to identify opportunities in every task.

I believe there is an opportunity to design a mobile app for busy but devoted young mothers that enables them to concretise and share their achievements as a family and overcomes their constant struggle to compete with other parents so that they can feel recognised and respected.

Design & Validate

Design Principles

Key Insight

Experience Design Principles

She wants to feel recognised and respected as a “good” parent.

Encouragement

We should foster the users’ self-value and encourage internal pride in their parenting performance by providing them with a sense of achievement and recognition.

To bond deeply with family is the priority.

Connection

Our app should help deepen emotional bonds among the family members. It should connect the family through warm and positive shared experiences.

She wants to provide the best life for the family.

Empowerment

We hope to create a user experience that empowers mothers to balance their busy lives efficiently and confidently with our seamless, time-saving automation and information.

Features Iteration Process

Final Feature Set

Low Power Mode

The app allows users to turn on/off electricity from plug sockets in the house while reducing standby energy.

Low Power Mode

The app allows users to turn on/off electricity from plug sockets in the house while reducing standby energy.

Usage Examination

Allow users to examine domestic energy usage via the app by checking plug sockets to see whether the electricity is on.

Usage Examination

Allow users to examine domestic energy usage via the app by checking plug sockets to see whether the electricity is on.

AI Suggestions

AI would provide tailored suggestions about the suitable time to use energy based on users’ habits and energy tariffs.

AI Suggestions

AI would provide tailored suggestions about the suitable time to use energy based on users’ habits and energy tariffs.

Automations

AI will generate automation rules based on users’ habits to turn on/off electricity at scheduled times.

Automations

AI will generate automation rules based on users’ habits to turn on/off electricity at scheduled times.

Gamification Experience

The app is gamified as a pet-raising simulation, the pet would level up when users reduce usage or follow suggestions.

Gamification Experience

The app is gamified as a pet-raising simulation, the pet would level up when users reduce usage or follow suggestions.

Reports

It informs users of their use of energy under different metrics and provides a timed summary of achievements.

Reports

It informs users of their use of energy under different metrics and provides a timed summary of achievements.

Context Scenario

Unlike the previous high-level storyboard, this user scenario describes a more detailed experience of how the user could interact with the app.

Main user Flow

As a
I want
so that I can

As a
I want


so that I can

busy but devoted young mother
my action to be acknowledged for its positive impacts on my family
feel recognised and respected as a “good” mother.

busy but devoted young mother
my action to be acknowledged for its positive impacts on my family
feel recognised and respected as a “good” mother.

Testing Prototype

Question

How can we allow users to customise automations?

How can we let users find suggestions easily?

How can we let users know wether the is low power mode is on or not?

How can we let users know what is low power mode

Plan

To learn

Can users know what everything means?

Can users know what everything means?

Can users know what everything means?

Are all the information needed? or lacking something?

Are all the information needed? or lacking something?

Are all the information needed? or lacking something?

Where would user get stuck or spend more time?

Where would user get stuck or spend more time?

Where would user get stuck or spend more time?

Main aim

To learn

Top-level: Does the concept make sense?

Flow:

Is the main flow workable?

Can users know what everything means?

Are all the information needed? or lacking something?

Where would user get stuck or spend more time?

Reflection

Design Issues to resolve

Users are not sure about what would change for low power mode.

Users are not sure about what would change for low power mode.

Users don’t know where AI takes part.

Users don’t know where AI takes part.

Users want to know where/which electricity is on.

Users want to know where/which electricity is on.

Users think the graph is helpful but not related to the examination.

Users think the graph is helpful but not related to the examination.

Users couldn’t understand suggestions.

Users couldn’t understand suggestions.

Users don’t think they’d share the statics.

Users don’t think they’d share the statics.

How did I go about resolving them

Offered more details and options to edit.

Offered more details and options to edit.

Added icons and explanations for AI features.

Added icons and explanations for AI features.

Listed specific locations of the sockets.

Listed specific locations of the sockets.

Moved the graph to report instead.

Moved the graph to report instead.

Enhanced wording, add a checkbox for users to check.

Enhanced wording, add a checkbox for users to check.

Made it about the AI pet rather than the amount.

Made it about the AI pet rather than the amount.

Deliver

Design System & UI Components

The design system is based on the design library of Apple iOS 17 and iPadOS 17. SF symbols were also used for most icons.

The design system is based on the design library of Apple iOS 17 and iPadOS 17. SF symbols were also used for most icons.

Final Design

Positive Engagement

Users can engage positively with climate change while enjoying the app.

Encouragement & Recognition

Using positive language to encourage users to continue using the app and feel recognised for doing the right thing.

Useful Features for Daily Life

From managing energy usage while leaving the house to things to do at home, each feature can be helpful for users’ everyday use.

Desirable Experience

While users getting devoted to their pet, the app would not only be a useful, energy-saving tool but more a desirable and meaningful journey.

Solving Users’ Pain Points

With automation, users do not have to invest lots of time in it, empowering them to spend time on family or their work.

Reducing Energy Use

Users can effortlessly spot the electricity waste in the house to reduce energy use.

Less Chaotic

With suggested timetables, the chaotic lifestyle would no longer be a pain point.

Reflection

Other high-risk uncertain issues

While most of the high-risk uncertain assumptions and questions identified during the discovery stage have been addressed with secondary research (page 6), I still found a couple of potential high-risk uncertain issues after reflecting on the final design: