Ecolab UX Gamification

Data driven user experience research and redesign

Project Overview

Applying gamification elements to Ecolab existing app design to better incentivize high quality cleaning results.
This UX gamification design includes research, real life data analysis, gamified UI/UX design demo and points gamification system.

My Contributions

  • Research on game design and gamification in UX design

  • UI prototype from low fidelity to high fidelity on mobile and watch

  • Design with attention data visualization

Company

Ecolab

Step 1: Case Study Overview

Why it needs a redesign?

Hospital cleaning staff needs a streamlined, engaging, and reliable platform for better conducting room cleaning and mitigating the risk of hospital-acquired infections (HAI).

The challenge

The biggest challenge in this project was the balance between staff focusing on their cleaning job and xxxxxxxxxxxxxxx
A trade-off we dealt with was that we'd like to show users as many reminders as possible, but we also must consider their relatively tight cleaning schedule between rooms and rooms.

Redesign objectives

  • Incentivize cleaning staff when doing everyday repetitive cleaning work.
  • Better monitor room cleaning results.
  • Maintain and promote cleaning staff's work quality.

How might we

How might we motivate hospital cleaning staff to conduct higher quality work, especially when the work comes to be monotonous.

Solution

  • Apply gamification elements and game mechanism for higher engagment.
  • Work with data analysts to figure out at what time specifically their scores drop. And do a customized reminders at that point.

Step 2: Research & Analysis

Qualitative Research

Hand Hygiene (HH)

Leapfrog 2022 Hand Hygiene Fact Sheet sets HH standard for hospitals and other medical facilities.
High turnover rate, physical burnout
Easy training, less repetitions
Non native speakers
Simple visual preferred over wordy explanations

What is medical system doing to continue to improve hand hygiene compliance?

  • Arousing Awareness and Education Campaigns
  • Keeping Staff Accountable

Personal Protection Equipment (PPE)

Studies showed that due to the belief of low risk exposure, insufficient time, and unavailable PPE supplies, PPE non-compliance appeared to be a common concern in medical system. Also, with the fear of limited supplies during the COVID-19 pandemic, the situation remained so.

Quantitative Research

Scores at different start time - "score valley"

Based on the real life data from two individual room cleaning staff that we've monitored for two months, we took their every start hour (the time cleaning started) as x axis and their average scores as y axis.

We were drawn by "the valley" that inevitably happened at the particular time to both subjects. Interestingly, before and after the time most of the subjects' scores remained above 90.

Brainstorming

We started off flashing out ideas to enhance the dropping scores by giving reminders on what they can earn points from, such as conducting proper hand hygiene.

Systems for self actualization - showing the scores to other people, so that users would tend to pay more attention on the requirements that they would've missed before.
Relay race mechanism - showing the scores to other people, so that users would tend to pay more attention on the requirements that they would've missed before.
Point system - showing the scores to other people, so that users would tend to pay more attention on the requirements that they would've missed before.

Step 3: Data Driven Design

Design Decisions

After meeting with the client, we agreed on moving most of the gamified features to mobile device and keep the watch user interface as simple as possible, due to the idea of minimal clicks for cleaning staff as well as watch battery concerns.

Front Load Incentives tbd

  • Incentivize cleaning staff when doing everyday repetitive cleaning work.
  • Better monitor room cleaning results.
  • Maintain and promote cleaning staff's work quality.

Watch UI

We kept the watch interface mostly same as the original Ecolab design except adding one screen, because the staff shouldn't be notified when they are in cleaning sessions.

Back Load Results tbd

  • Apply gamification elements and game mechanism for higher engagment.
  • Work with data analysts to figure out at what time specifically their scores drop. And do a customized reminders at that point.

Iterations Based on Usability Test & Heuristic Eval

Game Mechanism for Incentives

We applied journey mechanism to incentivize users keep up with the good work because it'd the last stop in this route. At first, we made the route curved. However, the feedback from our usability test said that the it wasn't straightforward enough to immediately tell the current progress and what the users were supposed to click on, because the filled green bar seemed to be already pressed. Also, the acknowledgement on the bottom is bold so that users were confused which one they were on.

That being said, on the second iteration, we modified the layout from the curve to a straight line, for a better visual hierarchy. Additionally, we greyed out the final acknowledgement, to avoid confusions.

Loading Screen After Cleaning

After testing, we found that the minimized bar on the bottom wasn't obvious enough for users to immediately realize they were supposed to scroll up. In addition, when the data showed, the waiting wheel seemed to be too small to notice. Thus, users got confused about the scores from previous sessions with the one they are waiting.

That being said, for the second iteration, we focused on keeping the spinning wheel as big as it was, and did a split screen to show the information.

The Redesign

BEFORE

AFTER