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Miao

Light Hunter is dedicated to inspiring college students living in school dormitories to save electricity and assist them in establishing long-term energy-saving habits.

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App design / Usability testing / Workflow / Product design / Gamification / AR

Type: Group Project 

Duration: 10 weeks (9/2022 - 11/2022)

Tools: Figma, Miro, After Effects

My Role:  User Researcher, UX Designer, Film Maker

Problem

Severe Climate

Climate change

Climate change can lead to electricity shortages as extreme weather events such as heatwaves, droughts, and hurricanes can damage power infrastructure, disrupt the functioning of power plants, and impact the transmission and distribution of electricity.

Image by Marek Piwnicki

Energy Crisis

More than 65% of the energy produced in the United States is being wasted or lost due to inefficient systems, outdated infrastructure, and inadequate energy management practices.

More than 65% of the energy produced in the United States is being wasted or lost due to inefficient systems, outdated infrastructure, and inadequate energy management practices.

Image by MChe Lee

Energy waste in school

The U.S. Environmental Protection Agency (EPA) estimates that schools could save an average of 25% on energy costs by implementing energy-efficient measures and adopting sustainable practices. 

HMW motivate university students who live in the dormitory to raise awareness of saving electricity?

Solution

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APP+Device

Light Hunter is dedicated to inspiring college students living in school dormitories to save electricity and assist them in establishing long-term energy-saving habits.

Design Process

Research

Problem Define

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Electricity Shortage

Initial Topic: Climate Change

Secondary Research

Observation
Image by ODISSEI
Survey
Image by Scott Graham
Secondary Research
Image by Christina @ wocintechchat.com
Interview

Data Analysis

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Insights

  • People of high consumption should take more responsibility for saving electricity.

  • Essential electricity consumption items can not be reduced, but need to reduce the amount and length of electricity consumption.

  • Individuals' electricity-saving behavior has significantly raised global energy and electricity shortages.

  • Social environment, family education, seasonal factors, and students' lifestyles can affect electricity consumption habits.

  • Misunderstanding leads to weak awareness of power saving.

  • Psychological satisfaction can promote user participation in electricity saving.

  • Rewards can promote user engagement in saving electricity.

Final HMW

HMW motivate university students who live in the dormitory to raise awareness of saving electricity?

Persona

Ideation

Brainstorming

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Concept

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Gamification

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APP + Device, 

                                      which inspires college students living in school dormitories to save electricity and assist them in establishing long-term energy-saving habits.

Key Features for the APP

Gamification: Seize the points from the users who overuse the electricity

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Gamification: Turn off the light in AR perspective

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Incentive mechanism:

Points ranking

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Rewards: Exchange merchandise with points

Key Features for the Physical Device

Data Visualization

Displaying the electricity usage of each individual in the dormitory clearly. Serving as a warning and encouraging competition among fellow students.

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When you overuse the electricity, you will be exposed to the risk of reducing the points which will be ranked and rewarded.

Frameworks

Turn off the lights

When the light in the empty room is on, students can see it from the AR perspective. They can turn off the light in the game and get points as resard.

Seize the points

When the resident in the room overuses the electricity, the indicator light​ out the door will be on, which means this resident may have the risk of losing some points. The direction of the room can be shown in the app. If other users find the light, they can seize the points from the resident. 

Iteration 

User testing

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Evaluation

  • It is hard to notice the Seize button on the homepage.

  • When exchanging the reward, it is easy to press the medal instead of the More button

  • On the homepage, it is confusing what is the meaning of 50% when the users first used the application.

  • When turning off the light, most users click the light instead of the focus frame

Iteration

Final Work

Key Feature 1: Seize

White light means the left amount of your target electricity usage;

Green light means the resident overuses the electricity, and other uses can seize his or her points now.

Different status have different meaning.

The indicator light in the enviornment of the dorm.

After Seize

Key Feature 2: Turn off AR light 

Key Feature 3: Turn off AR light WIHT FRIENDS

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When someone finds a double-point light, you may get a request to help him or her in the vicinity.

 

When you come and turn off the light with your partner, you two will both get double points.

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When you find a double-point light, it will send a request to the person in the vicinity.

 

When your partner comes and turns off the light together, you two will both get the double points.

© 2023 by Taoran Jiang

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