GetGreen:
Gamified Mobile Experience

GetGreen:
Gamified Mobile
Engagement

GetGreen:
Gamified Mobile Experience

GetGreen: Gamified Mobile Experience

Role: Product Designer, Visual Designer
Team: 3 UX Designers + 1 UX Researcher (Vivian Xiao, Cheewen Jing, Tiffany Dewitt)
Timeline: Sep 2023 - Jun 2024
Tools: Figma

Role: Product Designer, Visual Designer
Team: 3 UX Designers + 1 UX Researcher (Vivian Xiao, Cheewen Jing, Tiffany Dewitt)
Timeline: Sep 2023 - Jun 2024
Tools: Figma

UIUX Design — UX Research

UIUX Design — UX Research

TL;DR
TL;DR
Improved early user retention by 35% by reducing the mobile app home page's cognitive load and introducing gamification to build user habit and enable real world impact
Improved early user retention by 35% by reducing the mobile app home page's cognitive load and introducing gamification to build user habit and enable real world impact
Overview
Overview
Overview

What is GetGreen?

GetGreen is a mobile app that helps individuals build eco-friendly habits through actionable sustainability challenges and educational content.

During my capstone project, I worked on a cross-functional team of four (3 designers, 1 researcher) in close collaboration with GetGreen’s co-founders and engineering team. Our goal was to address low user engagement and early drop-off, while designing solutions that were feasible for a small development team and aligned with GetGreen’s product vision.

Actions

Users can mark actions as complete or save actions to access at a later time.

Leaves

Users earn different amounts of leaves from every action they complete. Each leaf represents the avoidance of 10 lbs of CO2 emissions.

Explore

Users can explore GetGreen to discover educational content about sustainability and actions that interest them across different categories.

Goals & Badges

Users can earn badges as they achieve goals within specific sustainability categories. Each badge awards a varying number of bonus leaves.

Problem & Research
Problem & Research

Low engagement after first-week use

Despite strong intent around sustainability, users often stopped using GetGreen after their first week. Through stakeholder input and prior research, we identified that users:

  • Struggled to see relevant actions for their lifestyle

  • Felt overwhelmed by too many choices and unclear progress

  • Lacked a strong sense of motivation or impact from continued use

Key Constraints

GetGreen explicitly asked us to improve engagement and retention without a full app overhaul, due to:

  • A small engineering team (1 frontend, 1 backend)

  • A tight timeline, with features targeted for release near Earth Day

  • Existing architectural limitations in the product

They were also curious whether AI could help solve these challenges — but were open to non-AI solutions if they better served user needs.

Research Methods

  • Stakeholder interviews

  • Auto-ethnographic diary study

  • Literature review on habit formation and sustainability behaviors

  • 90-minute co-design workshop with 4 target users

Key Insights

  1. Relevance drives action
    Users disengaged when actions didn’t fit their daily routines or context.

  2. Lack of direction creates overwhelm
    Without clear next steps or visible progress, users felt unsure how to continue.

  3. Motivation requires visible impact
    Abstract metrics (like leaves) were meaningful only when tied to tangible outcomes.

Based on these insights, we deprioritized improving search and instead focused on relevance, direction, and motivation — the biggest drivers of early churn.

Define & Ideate
Define & Ideate

A balancing act of user needs and business goals

From research and co-design, we established four guiding principles:

Personalization
Personalization

Surface actions and goals that feel realistic and relevant to each user.

Visual Impact
Visual Impact

Make sustainability progress visible and emotionally resonant.

Directed Goals
Directed Goals

Reduce cognitive load by clearly guiding what to do next.

Digestible Information
Digestible Information

Deliver educational content in small, engaging moments.

Design Iterations
Design Iterations

Design Exploration on many levels

We explored multiple concepts of varying complexity and reviewed them in person with GetGreen’s CEO, CTO, engineers, sales, and social media teams. Together, we prioritized ideas that balanced user value, feasibility, and business goals.

Daily Trivia

Driving daily engagement through lightweight interaction

To encourage frequent app visits, we designed Daily Trivia — a quick, interactive question users could answer in seconds.

  • Positioned on the home screen as a daily entry point

  • Designed to educate without overwhelming

  • Leveraged trivia content GetGreen already had through a university partnership

Originally envisioned as a broader “Daily Check-in,” we scoped this down to trivia to reduce engineering complexity and enable phased implementation.

Monthly Challenge: Earn Leaves to Plant Trees

Turning abstract impact into a tangible reward.

To address motivation and long-term retention, we designed a monthly challenge that allowed users to earn leaves toward planting a real tree, planted by GetGreen on their behalf.

Key iterations

  • Early testing revealed confusion: users thought they had to plant the tree themselves

  • We refined copy, visuals, and naming to clearly communicate the value

  • Final framing: “Earn Leaves to Plant Trees”

When tested with co-design participants, this feature strongly resonated once the real-world impact was clear.

The Final Designs

The Final Designs

New Home Page

A more focused and consistent homepage that:

  • Guides users toward meaningful actions

  • Highlights progress and challenges

  • Reduces decision fatigue on entry

Daily Trivia

A fast, engaging learning moment designed to build a daily habit.

Monthly Challenge

A real-world incentive that reinforces long-term engagement and sustainability impact.

Visual Impact Statements

Weekly notifications and summaries that translate leaves into CO₂ impact equivalents, helping users understand why their actions matter.

Results
Results

+35% increase in early user retention

by introducing clearer direction and motivating daily entry points

64% Daily Trivia adoption within the first 30 days

validating its role as a lightweight daily habit trigger

71% users participated in the Monthly Challenge

confirming that real-world incentives significantly improved motivation and engagement

Successful capstone showcase

Our team successfully presented our project at the HCDE Spring 2024 capstone with great feedback from the judges. Our sponsor also came and watched our presentation.

Our team successfully presented our project at the HCDE Spring 2024 capstone with great feedback from the judges.

Reflection
Reflection

This project strengthened my ability to:

  • Design within real-world constraints

  • Balance user needs, business goals, and engineering feasibility

  • Advocate for simpler solutions that deliver meaningful impact

Rather than over-engineering, we focused on clarity, motivation, and habit formation — the core drivers of sustainable engagement.