Gamification of the NUUBI App
Problem Statement: Online learning has poor retention= lost revenue
Massive online open courses have 9% drop out rates
US colleges lost $85B in revenue during covid 19.
Goal: Increase retention with incentivized peer learning
Roles and Responsibilities:
UX designer
Team of 4
Solution: Use team based learning system and add gamification to increase retentions.
Low-fi/Iterations
This is the area where I post the iterations of what me and my team were thinking for the designs.

1. Paper wireframe
For this paper wireframe, I was thinking about how I would be able to make my user achieve a badge through gamification.
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2. Paper Wireframe ideas (Group)
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3. Paper wireframe iteration
We started with daily tasks, Leaderboards, and top posts in the first wireframe and did some daily check-ins for the second wireframe. The third wireframe shows instructions on completing tasks.
My own iterations
For this iteration I decided to slide horizontally for the Daily Tasks and the leaderboards. Second, the user will move from tasks to task in order to receive a final rewards for completing tasks.

User Flow: Early iterations
Start: Press App homepage for you
View moving icon for leaderboards and the daily/weekly tasks
Open Daily tasks page
View leaderboards or other items
Yes: Press the leaderboard icon
No: Find the total of daily points
View all rankings of users
Badges page
The end
Wireframe 1 and 2
Zoom in

Wireframe 3 and 4
Zoom in

Section 5 and 6

Wireframe 7 and 8

Wireframe 9 and 10

Wireframe 11 and 12

High-Fidelity Prototypes and Conclusion
Zoom in! the first screen is my homepage and the second and third pages are part of the Daily tasks. I have included a progress bar.

The daily task has 3 pages as seen from the previous section. This page completes the progress of the user while doing their tasks. The weekly task has a calendar to track and the third page concludes the tasks.

All of these screens represent my leaderboards and where each person ranks in a class. This will let the user keep track of where they rank at NUUBI.

The first screen summarizes all the rankings in a class for each user. These are all the top users. The middle screen is a profile of Sua, one of the users using this app. The last screen showcases the archived leaderboards which is scrollable vertically.

These are my last two screens, they showcase the badges that are unearned and earned. Also, connected from the homepage is the how-to-do task screen which scrolls vertically to daily and weekly tasks.

Case Study
Introduction
Title: Creating a gamified application for daily and weekly activities with rewards for the NUUBI App.
Author: Fatou Jack, UX design intern, and Jackfatou@hotmail.com
Stakeholders: Kat Wifvat, Steve, Wilbur, and Lindsey.
Date: December 7th 2023
Project background: This project comes from NUUBI, a student platform that aims at making sure that students do not drop out. Mrs. Wifvat wants to create a team-based learning environment. This means helping to increase retention with incentivized peer learning.
Research goals: Problem: Online learning has poor retention= lost revenue. Massive online open courses have 9% drop out rates
US colleges lost $85B in revenue during covid 19. Therefore, NUUBI has to be designed in a gamified way to keep students learning. The results of the research will affect design decisions by making sure the user can play a game while learning. Find a learning application that will motivate students and keep them learning.
Research
questions
What are the questions your research is trying to answer?
Could you explain your experience with different learning applications?
What makes you want or have the feeling to use a learning application to help you with homework or tests?
How many times do you use the learning app to stay motivated and interact with peers?
How long will it take for you to complete daily and weekly tasks?
Could you explain what day of the week you will have to use this learning app?
What does a good learning app for teens look like?
Key Performance Indicators
(KPIs)
How can you measure progress toward the research goals?
Time on task: How long does it take for a user to complete daily and weekly tasks?
User error rates: How often does the student make mistakes and does not complete the daily and weekly tasks assigned?
System Usability: A survey to understand how many students will use the app when gamified.
Methodology
On November 20th I conducted a usability study and asked my users questions about how they felt about using my app. The location was the United States, preferably people that I know from New Jersey. I conducted a primary research 25 minutes per user. I will collect data by doing user research and putting it on a table to understand user needs. The data that I receive will help me adjust my design so that users can use the app better. Each user demonstrated how they got to the leaderboards, badges, daily and weekly tasks page.
The problem of the research is that it can lead to groupthink. One group thinking one thing. Some of the limitations stem from the user not knowing how to get to certain areas because they got distracted.
Participants
Participants are single, married, and students. 2 females and 2 males. One female is a housewife and she has never used a learning app before. The other female is a UX design student who knows how to use apps and she is still in college. 1 female is married and has a love for ICT and technology. The other male is single and still going to school, the only app he has used was blackboard. I chose all of these participants because they come from different backgrounds and my results will be good.
Script
What questions will you ask study participants?
Intro:
Hello participants, may you please sign this document so that I can have your consent to record? Please be reminded that there are no right or wrong answers. Data is being collected because I wanted to understand the use of the NUUBI learning app in terms of gamification for college students. Also, I wanted to find out if the students will be eager to participate once they know the product is gamified. Thank you participants for your time, my name is Fatou Jack and I will be interviewing you.
Basic questions:
Where do you live? Town or city?
What school do you go to?
What's your age?
Currently, how do you study?
What country are you studying in?
Who is your mentor or teacher?
How many times a week will you be participating in the learning app?
Prompts:
1. Pick the daily and weekly tasks.
2. Follow-up; How quick and efficient was it to get to the daily and weekly tasks?
3. Go back to the home and pick another daily or weekly task.
4. When done with daily tasks click to gain rewards.
After this, click on weekly tasks.
5. When done with weekly tasks click on rewards.
6. Next, head on to the leaderboard page.
7. Follow-up: How do you feel about getting to the leaderboards?
8. On the leaderboards homepage you can see that the daily tasks are completed.
9. Click on your rankings and profile.
10. To see badges you have earned.
11. Thank you for your time!

Conclusion
To conclude, the team and I tried our best to use a team based approach and gamification to increase retention rates for students. We included rewards and badges in order for students to be engaged.