The ecoGator app: gamification for enhanced energy efficiency in Europe

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The “ecoGator” app: Gamification for enhanced energy efficiency in Europe

Transcript of The ecoGator app: gamification for enhanced energy efficiency in Europe

The “ecoGator” app: Gamification for enhanced energy efficiency in Europe

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› The “ecoGator” project

› Co-Creation process

› Research question

› The gamification concept

› Conclusion & Summary

Agenda

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12 European partners develop the smartphone app “ecoGator” in order to support consumers in their purchase decisions by providing up-to-date information about the most energy efficient products on the market.

Smartphone optimized consumer web portals (including Euro-Topten sites) will be used to raise awareness of the benefits of energy efficient and sustainable products. For more information http://www.myeconavigator.eu/

Project goals

› Roll out of ecoGator smartphone appwith a total number of downloadsof at least 80,000 times.

› 4 million households shallbe reached

› The project is expected to yield savings of 155 GWh/year till end of 2015.

The “ecoGator” project

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Consortium of 12 partners of 10 EU-countries

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… will guide consumers in two different modes: the “shopping/browse mode” and the “day-to-day” mode

› Shopping mode: Supports consumers at the point of sale in shops to identify themost efficient products through providing user-friendly, accessible guidance.  

› Day-to-day mode: Increases customer awareness of concerning benefits of sustainable and energy-efficient use of products.

The “ecoGator” App

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Co-Creation process

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A main challenge in this project was to determine whether and how the gamification part can influence users motivation. Bearing these facts in mind, the central research question arises as follow:

• Can the underlying gamification strategy of the “ecoGator” app motivate users to use this application regularly?

Research question

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Functional prototype – gamification concept

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Activity Points

Scan an energy label or provide label data manually 400

Perform Challenges: you have to perform a specific activity 400

Play the quiz: 10 questions are taken randomly. Points are awarded depending on how much time has passed until correct answer given. If you are fast in answering you get 50 points each. If you need more time than 15 Seconds to answer, your points are lowered in the next 15 Seconds to zero. max. 500Reviews: Review a tip how useful it is 100

Product Comparison: for each product compared to another of the same category 100

Earn points for each of the following social media activities: - share your current level status, - „share“ and „Like“ the most interesting tips, - share started challenges. - invite users to participate in prize contest 100

Level Status PointsLevel 1 score 10.000Level 2 score 25.000Level 3 score 50.000

The more points you get, the greener ecoGator will get. This are the threshold limits for every level status .

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Example Screens: Categories

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Usability test of day to day mode (gamification elements) of first iOS version via evolaris mobile Living Lab (www.livinglab.evolaris.net)

Functional prototype – usability test of gamification concept

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The evolaris mobile Living Lab conducted usability tests with 15 respondents based on an iOS version prototype during April and Mai 2014.

15 Austrian respondents had to perform some pre-defined tasks. Using a guideline based on the defined research question and the app prototype, the respondents were guided through the interview.

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Functional prototype – usability test of gamification concept

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› 13 persons liked the choice of the integrated game elements.

› Different priorities regarding the app functions and the gamification aspect.

› Further incentives necessary for those who do not play games on the smartphones.

› Not all target groups accepted each possibility to collect points but there remain some motivational mechanics for everyone.

Functional prototype – usability test of gamification concept

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› The app is very well suited as a shopping assistant.

› A tool that helps consumers to choose an energy efficient product.

› “ecoGator” seems to be successfully designed for those who are already sensitive to energy saving.

› Gamification could probably turn the “ecoGator” app into a powerful tool.

Conclusion

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Planned roll out for iOS and Android: 01. October 2014

Final evaluation by consumer organisations

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This project has received funding from the EU

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