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

The Discover phase included:
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.
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:
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.

The gamification app was designed based on strategic awareness of the evolving EV ecosystem.
User personas were developed to represent:
Stakeholders identified included:
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.
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.

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

A sustainable Product-Service System (PSS) reorients production and consumption practices.
The EV application addresses lifecycle phases including:
Sustainability is not an add-on but embedded within the app’s strategic framework.

The goal was to design a high-fidelity mobile application that:
Core features include:
The design model references Koivisto and Hamari (2019), emphasizing achievement-oriented, social-oriented, and immersion-oriented affordances.
Remote usability testing was conducted with 10 EV users.
Key findings:

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