Boosting E-bike Usage Through Gamified Experiences.


Ecoride

Elevating E-bike user experience to increase e-bike adoption in Chandigarh city.

My Roles & Responsibilities

User Research, Information Architecture,

Ideation, Wireframing, Visual Design,

Prototyping

Duration

Nov 2023 - Dec 2023

Tools

Figma, Miro

🎯 the goal

To Boost E-Bike Usage by residents of Chandigarh

to enhance the user experience for e-bike riders

Jump to Solution

Let's Connect

Feel free to reach out for collaborations or just a friendly hello 

πŸ” secondary research

Bridging the Gap: Understanding Barriers to E-bike Adoption in Chandigarh

These were the Main Findings:

Chandigarh boasts an extensive cycle track network but low e-bike usage.

Existing Facilities:

Low E-Bike Adoption:

A survey indicates a mere 9% of Chandigarh residents opt for cycling as daily commute.

E-Bike usage Gap:

A significant gap exists between cycling infrastructure and actual bike usage.


πŸ“field research

Empathizing with the users: Gathering insights through Interviews

Individually wrote Some Insights and grouped them to find overlaps

A few people I interviewed:

Out of all the people I interviewed Only 3 of which used bikes for short commutes

Through desk research I was able to identify key barriers such as infrastructure limitations, cost concerns, range anxiety, and awareness gaps. Understanding these challenges is crucial for developing effective strategies to promote e-bike usage and contribute to a sustainable transportation ecosystem in the city.

10 E-bike users

8 Non E-bike users

πŸ“‹ synthesizing insights

After taking notes from interviews, I wrote my insights and then grouped them to find overlaps.

Also mapped out the pain points of e-bike users which gave me an idea about

the significant pain points e-bike users face while cycling.

πŸ‘€ creating personas

Grouped our target audience into 2 main personas

PERSONA 1 : YOUNG RIDERS

After gathering insights from our research, we had an idea of who our target audience was.

πŸ—‚ affinity mapping

Grouping Opportunities to find the Problem Statement

PERSONA 2 : OLDER RIDERS

πŸ‘Ÿ mapping the user journey

Laying down all the information to find opportunities

Now I knew my target audience and their pain points, I laid down all this

information, along with their thoughts and actions- from when they go cycling and their purpose of cycling

Breaking down the HMW statements to ideate

πŸ’‘ideation

πŸ’‘Solution

E-Bike companion Mobile Application

Designing E-bike Display Screen

Ideating On 2 Stages

Designing an E-Bike companion app

Low-Fidelity Wireframes

Defining the user flows

Crafting the Design system

Information Architecture

πŸ’­ takeaways

Feature

Home screen allows user to see his/her e-bike riding metrics, battery status, points earned from challenges and ongoing challenges

Feature

Gamifying the riding exprience by including challenges, leaderboard, point rewards,

Feature

navigation


User can select popular rides to plan his/her cycling routes or join available group rides

Throughout this project, I’ve gained valuable insights and knowledge
Putting the user at the core of my design process taught me the significance of empathy and the power of human-centred solutions.


Gamifying the riding experience

Overview

The Goal

Secondary Research

Field Research

Synthesis

Archetypes

User Journey

Takeaways

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