Design Innovation
Dec 2025

How Gamification Can Improve Electric Vehicle Adoption and User Engagement

Design, Meaning and Innovation in the EV Era

Modern information and experience economy theories suggest that value increasingly lies not only in function, but in meaning. As Krippendorff (1989) states, design is “making sense (of things).” Designing can act as a catalyst for imagination (Walsh, 1996), yet it remains a complex and sometimes risky endeavor.

Innovation must be new and distinct, but it must also remain recognizable and meaningful. Within design-driven innovation, enterprises collaborate with designers, users, suppliers, and external stakeholders to understand and reshape socio-cultural models.

Electric vehicles (EVs) are rapidly expanding worldwide as part of the global shift toward sustainable mobility. Governments across Europe, North America, and Asia are actively encouraging zero-emission technologies. Kapustin and Grushevenko (2018) predict that by 2040, EVs could account for 11% to 28% of all vehicles globally.

Despite this growth, barriers remain:

  • Range anxiety
  • Long charging times
  • Limited charging infrastructure
  • High initial cost

This project responds to these challenges by proposing a gamified mobile application designed to enhance the EV user experience. By integrating design thinking principles and gamification strategies, the app encourages sustainable driving practices while creating an engaging and rewarding experience.

Methodology: Applying the Double Diamond Design Process

The project follows the Double Diamond framework developed by the UK Design Council (2005), structured into four phases:

  • Discover
  • Define
  • Develop
  • Deliver
Figure 1. Double Diamond Process Model

The Discover phase included:

  • Literature review
  • Semi-structured interviews
  • Observational research

The Define phase identified key obstacles in the EV user experience.

During Develop, iterative prototyping was conducted using wireframes and interactive prototypes in Figma.

Finally, Deliver involved usability testing and validation to ensure alignment with user expectations.

Ethical considerations were prioritized throughout data collection, and limitations included subjectivity in defining problem statements and the need for continuous iteration.

The State of the Art: Gamification and User Engagement

Games have existed across cultures throughout history. Huizinga (1955) introduced the concept of homo ludens, emphasizing play as a fundamental human trait.

Gamification, defined by Deterding et al. as the application of game design elements in non-game contexts—has evolved significantly over time. Research has shifted from asking whether gamification works to understanding how, when, and under what conditions it is effective.

Studies show that gamification can:

  • Increase engagement
  • Encourage behavioral change
  • Improve learning outcomes
  • Enhance customer value

In energy and sustainability sectors, gamified systems have been used to promote energy-efficient behaviors. However, design quality is critical. Small modifications can significantly affect user experience (Rapp et al., 2019).

The EV market is expanding rapidly, especially in China, Europe, and the United States.

Europe is expected to become one of the most advanced EV markets by 2030, supported by strong regulatory frameworks such as the Fit for 55 package and the EU Clean Vehicles Directive.

Figure 2. Global electric car stock in selected regions, 2010-2022 Source: IEA analysis based on country submissions, ACEA, EAFO, EVVolumes and Marklines.

Target Audience and Market Segmentation

The gamification app was designed based on strategic awareness of the evolving EV ecosystem.

User personas were developed to represent:

  • New EV adopters
  • Technology enthusiasts
  • Environmentally conscious drivers
  • Sustainability advocates

Stakeholders identified included:

  • EV manufacturers
  • Charging infrastructure providers
  • Government agencies
  • Environmental organizations
  • Financial institutions
  • Media and influencers

The early strategic phase determines innovation potential. By aligning user motivations with sustainability goals, the app aims to create a meaningful connection between drivers and the electric mobility transition.

Design Inspiration: Mind Mapping and User Insights

User surveys were conducted to validate assumptions and uncover new insights regarding EV user expectations.

Empathy mapping and quantitative data analysis allowed a comprehensive understanding of emotional and functional user needs.

A SWOT analysis of four widely used EV-related applications revealed a key opportunity: limited gamification features in existing solutions.

The mind map translated abstract ideas into actionable design elements aligned with the design thinking framework.

Figure 3. Mind Map

User Engagement Through Storytelling

“Knowledge is captured in stories. Stories are the foundation of the process for examining a customer's needs and behavior.” – Mark Zeh

Storytelling plays a powerful role in User Experience (UX) design. Humans are psychologically inclined toward structured narratives involving:

  • Characters
  • Context
  • Conflict
  • Resolution

The application integrates storytelling in promotional campaigns and in-app challenges, encouraging eco-driving habits through narrative-driven progression systems.

Figure 4.Visual Storytelling for promotional Campaign

Sustainability and Product-Service Systems

A sustainable Product-Service System (PSS) reorients production and consumption practices.

The EV application addresses lifecycle phases including:

  • Raw material considerations
  • Production
  • Distribution
  • Anticipation of end-of-life

Sustainability is not an add-on but embedded within the app’s strategic framework.

Table 1. Life- Cycle Phases

Product Development: Conceptualizing the Gamification App

The goal was to design a high-fidelity mobile application that:

  • Encourages energy-conscious driving
  • Integrates gamification elements
  • Promotes social sharing
  • Builds a community of EV users

Core features include:

  • Challenges section with selectable missions
  • Real-time tracking
  • Rewards and badges
  • Learning Cards with educational content
  • Community sharing features
  • Customizable settings

The design model references Koivisto and Hamari (2019), emphasizing achievement-oriented, social-oriented, and immersion-oriented affordances.

Usability Testing and Hypothesis Validation

Remote usability testing was conducted with 10 EV users.

Key findings:

  • 9/10 users found onboarding intuitive
  • 6/10 felt overwhelmed by visual signals
  • 2/10 struggled locating battery information
  • 9/10 expressed excitement and willingness to recommend the app
Figure 5. Homepage High - Fidelity prototype.

Business model hypotheses tested:

Exclusive Challenges and Rewards

  • 9/10 found challenges meaningful
  • 8/10 valued reward-sharing features

Community and Social Impact

  • 90% increase in engagement with community features
  • Strong correlation between social impact focus and positive brand perception

Users emphasized the importance of community interaction and social belonging within EV networks.

Conclusion: Gamification as a Driver of Sustainable Behavior

This project demonstrates that gamification can enhance user engagement in the electric vehicle ecosystem.

Electric vehicles are exceeding adoption expectations, and sustainable mobility continues to expand globally. The application integrates carefully selected gamification features to:

  • Promote eco-driving habits
  • Encourage behavioral change
  • Strengthen community engagement
  • Increase user retention

Usability testing confirmed that gamified systems positively influence engagement and motivation.

The next step involves refining the business model to reach a broader audience and expand functionality in response to user feedback.

This research contributes to user engagement literature by examining how achievement, progression, and social interaction mechanisms influence eco-conscious behaviors in gamified mobile applications.

References

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