Pocket Leadership Trainer

Mobile App UI/UX

Abstract In this project, I studied current gamification conception and identified its underlying concepts as well as the implementation of those concepts in the design of my application, Pocket Leadership Trainer. Typical examples of game elements including points system, levels, and badges (Gnauk, Dannecker & Hahmann, 2012) are used in the project.

Pocket Leadership Trainer is a mobile application that employs the model of a fitness app in order to train and develop leadership qualities on a daily basis using a peer support system. The concept was developed using an iterative, user centered design process that included contextual inquiry survey, low and high-fidelity prototypes, and usability testing.

Author Keywords Mobile applications, habit-forming technology, fitness, leadership quality, user centered design, contextual inquiry, behavior change.

Introduction The challenge of creating this app is to carter to the mobile using habit of young adults. The app needs to take advantage of a network of friends which create support and at the same time, competition. It also needs to be a low comitment that is built from engaging the users in taking small but meaningful initiatives to making better decisions that follow a strict code of integrity.

Preliminary Research and Survey I began by conducting literature survey in the field of gamification and microinteractions for interaction design. I also gathered information from survey completed by 18 college-educated students.

Contextual Inquiry 
I interviewed 18 individuals between the ages of 18 and 26. My primary goal was to study their mobile application using habit to see if they would be open to game mechanics such as targeted behavior definition, mission, social relationships, and competition. I also wanted to gauge their interest in personal development in the area of leadership qualities. The response was lukewarm in this regard despite the overwhelmingly positive returning data on the previous one.

The findings that influenced the design of the experience included:

None have an application for a classroom on their phone

Many have fitness app on their phones but don’t use them very often

Many have games on their mobile phones

Some feel that the idea of being a leader is not very relevant

Many feel that they would more likely to use an app because of their friends

Many wish to spend minimal time on an educational application

Implementation of microinteraction theory and practice
 
Based on our research findings I brainstormed ways for the user to:

Complete small tasks by engaging in microinteractions instead of long, lengthy lessons

Be more aware of their performances

Setting their own objectives

At the core, my objective was to break up the lessons into smaller pieces. These pieces were to be strategically placed in levels and to be unlocked using microinteractions. They did not require too much thoughts. They were intuitive. They were human in the way they were written with their short and friendly feedbacks. They were not, however, insignificant. Each of them contained four fundamental parts including: Trigger, rules, feedback, and loops and models. Because of that, they were able to be so small that the user would not notice when engaged in the moment, yet meaningful at the same time.

Implementation of gamification theory and practice

Points System serves as one of the tangible rewards include leveling up and unlocking achievements or items. Each daily action gives 10 pts while competition with a friend earns the player 20 pts. Each reading question answered right adds 10 pts to the player’s scoreboard while a post on the discussion board will earn the player 20 pts. With each level unlocked, the player gets 100 pts bonus. There is also a challenge system that gives the player various pts ranging from 10 to 30.

Levels lets user define their standards for progress and to make the users more aware of their performances. There are 12 levels in the application.

Badges serve as the combination of the two systems mentioned above. They serve both as an indicator of progress and as tangible rewards. User gets to see their progress in an objective, rational way and their friends’ as well.