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ECO2
Reducing household carbon emissions through a gamified, accessible energy app built on real-time smart meter data.

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OVERVIEW

Project Type: UX Research, Content Strategy, Website Redesign

Duration:3 Month

Role: UX Designer & ResearcherDesigner

Tools: Figma, Google Forms, Miro, Mockup App

THE CONTEXT

The UK government has installed smart meters in over half of domestic households to enable better monitoring and reduction of energy consumption and carbon footprints.

However, many users rarely engage with their In-Home Displays (IHDs) or energy apps due to poor usability, lack of motivation, and insufficient real-time feedback.

This disconnect limits the potential environmental benefits of smart meters.

THE PROBLEM

Although smart meters are widely installed, many users never engage with their energy consumption data. 

 

Key issues:

  • Users don’t know what actions to take

  • Existing apps are often basic, passive, and lack motivation

  • There’s no emotional connection to the environmental impact

AIM & OBJECTIVES

Aim: To create an engaging, accessible app prototype that empowers UK householders to understand and reduce their energy consumption and carbon footprint.

 

Objectives:

  • Present real-time smart meter data in an intuitive, user-friendly format.

  • Motivate behavior change through gamification, personalised tips, and progress tracking.

  • Improve app usability and retention via iterative user feedback.

THE APPROACH - DESIGN THINKING

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Research

  1. ​Two targeted surveys (expert + non-expert users, n=45)

  2. Interviews with 4 smart meter users

  3. App store review analysis

  4. Competitor review of 7 energy/sustainability apps

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Key Insights

1. 63% of non-expert users were unaware of their energy usage

2. 78% wanted reminders or tips for energy-saving behavior

3. Only 1 of 7 competitors used gamification effectively

4. Users want personalised, simple and motivating interfaces

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Understanding Users

From empathy maps and behavioral patterns, I developed two personas

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Defining Requirements

Based on this research,
I prioritised features that would make the experience.

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Designing the Flow

I mapped the core experience

WIREFRAMES & FORMATIVE TESTING

In the early stages of design and development, the formative method is used to identify issues with user interface (UI) design.

It also offers solutions to address these issues during the initial phases of development.

  • Developed low-fidelity wireframes using Mockup App to communicate concepts early.

  • Conducted formative usability testing with five participants (including reading glass wearers).

  • Used Think-Aloud Protocol, Nielsen heuristics, and surveys to identify issues: excessive screens, small fonts, hidden features

STYLE TILE

Design objectives:

•Simple design -Easy to read

• Inclusive - no gender distinctions

• Free from distractions

• User-friendly

• Easy to use

• Accessible

Colour:

The selected colours are suitable for most individuals, the colour scheme chosen ensures that even those with colour vision deficiencies can easily use and access the app.​

 

Button colours - #F5F5F5 , Text colour- #000000 , Background colour - #FFFFFF .

 

 

Primary colours - #4285F4  , #FBBC05  

Fonts:

Typography played a significant role in the branding process, focusing on improving readability and user engagement, During the low-fi formative testing phase, some of the participants suggested that the font size should be increased, note that a few of these participants were wearing reading glasses. 

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FINAL SCREENS

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THE RESULT

1) Error rate insight : Errors mostly in sign-up and navigation

2) Task Success rate insight : High success despite minor UI issues

3) Task completion time insight : Sign-up and navigation time-intensive

4)Net Promoter Score: 43, indicating positive sentiment with room to improve.

5)71% felt app was not yet launch-ready, highlighting the need for refinement.

UNDERSTANDING

100% of users felt better informed

EMPOWERMENT

70% felt confident reducing energy

NPS

USER RECOMMENDATION & NEXT STEPS

  • Simplify navigation and reduce screens.

  • Increase font size and diversify language for clarity.

  • Enhance button visibility and consistency.

  • Clarify onboarding content and add visual feedback.

  • Fix glitches and optimize input methods.

  • Include visuals for technical terms.

  • Improve leaderboard design to increase motivation.

  • Plan iterative redesign informed by testing feedback.

All content copyright Oitz Design 2025 ©​​

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