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.
Research on game design and gamification in UX design
UI prototype from low fidelity to high fidelity on mobile and watch
Ecolab
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?
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.
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.
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.
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.