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
π― the goal
To Boost E-Bike Usage by residents of Chandigarh
to enhance the user experience for e-bike riders
Jump to Solution
π 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.



πfield 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

π 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.

π€ 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.
π affinity mapping
Grouping Opportunities to find the Problem Statement


PERSONA 2 : OLDER RIDERS
π 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
π‘ideation
π‘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
π 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, Iβve 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




