Document Management & Tasking
Gamified Mobile Business Tasking App
Product Type: Gamified Business Mobile App
End Users: Team Employees
Scope: Concept through interactive prototype, for 1 type of user.
Pain Points: Department directors needed a mobile app designed for their teams to improve team work performance, improve individual work performance, and incentivize employees through AI-recommended tasking sequences and virtual affirmation in the style of video games.
1) It needed to have a data model that enabled the app to measure work performance “in real life” and then reward it virtually.
2) It needed to entertain, providing the user with a sense of movement and progress, yet providing a relatively intuitive and familiar means of navigating the product to prevent user distraction from app goals.
3) It needed to provide a sense of competition for the user to generate incentive, while also providing incentive for the user to work in unity with their larger team to achieve both employer goals.
Challenge: Creating entertainment value on each screen for the user while also creating a somewhat predictable and intuitive navigation system so the user does not feel lost but maintains productivity momentum when using the app. Also, creating competition without provoking actual team rivalries.
Timeline: 2 Weeks
My Role: Lead Designer.
Approach to Solving Problems:
1) Creating a way for the app to determine at what point virtual rewards are earned requires a data-based method of measuring rewards related to user activity. In this case, the completion of tasks related to overall team business goals can be used as that measurable unit. This can be used to create an information structure for the app that determines what happens virtually in response to what happens “in real life”.
2) I conducted my own research on common UI features within the most popular multi-player video games.
3) I used mobile UI design best practices, specifically focusing on progressive disclosure and context-based navigation to create a guided experience for the user and direct their focus towards actionable next steps.
1) To have a data model that enabled the app to measure work performance “in real life” and then reward it virtually:
I created a data model for the app based on one of the most basic ways to measure actual work performance – task completion.
The app determines when the User gets a virtual reward by using the most basic measurable unit of data – task completion. The app organizes “tasks” under their common over-arching “goal” in order to measure goal completion for the user. Completed goals are used by the app to determine the rewarding of virtual “badges”, which are generated by completing multiple related goals that demonstrate the same skill or achievement.
The users measurable contributions to “Team Goals”, or Team Statistics, can also earn the user badges related to teamwork.
Badge completion is used to generate a user score, which is in turn used by the app to determine the user’s performance “Ranking” within the team.
The app also provides work direction for the user in the form of “recommendations” geared to help the user achieve more badges, and therefore a higher score and rank within the team.
2) To entertain, providing the user with a sense of movement and progress, yet providing a relatively intuitive and familiar means of navigation:
I designed the UI design based on mobile app design best practices, specifically focusing on progressive disclosure and context-based navigation to create a guided experience for the user and direct their focus towards actionable next steps, as well as create a sense of movement throughout the app. I incorporated a variety of animation directions and types to keep this movement entertaining.
3) To provide a sense of competition for the user to generate incentive, while also providing incentive for the user to work in unity with their larger team to achieve both employer goals.:
The app rewards structure rewards the user both for independent work, as well as for individual contributions to teamwork and team support. Though team “ranking” and personal “score” provides a brief sense of competition with others, the majority of the rewards structure is based on badge earning and personal goal completion that include team-related versions of these. Whereas the user sees a reflection of their score and team ranking on the initial screen – which are bi-products of task and goal completion – the user spends the most amount of time on screens that reflect rewards coming from competition against their own previous performance (badges), as well as screens that reflect the impact of their teamwork-related achievements on team performance KPIs (on the dashboard), which the app strategy recommendations reinforce by designing suggested next steps around badge-earning and making a positive impact on team performance KPIs.
This product was enthusiastically received by management but requires a stronger business case in order to fund development.