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Quiz de l'Anthropocène

UX redesign of a gamified environmental learning platform

Quiz de l'Anthropocène is an interactive educational platform featuring 30+ quizzes and 25,000 participants, designed to raise awareness about environmental issues. The challenge: transform this educational resource into a captivating learning experience.

Our approach combines gamification with scientific rigor to deliver a personalized and social learning experience. The new design is built on three key pillars: adapting to user expertise levels, integrating social elements, and ensuring a seamless user journey.

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Problem Statement

How can we create an enriching learning experience through play that users want to share with their community?

Objectives

  • Simplify the user interface
  • Integrate gamification elements
  • Improve content organization
  • Facilitate social sharing

Design Process

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User Research

Quantitative Phase:

  • 55 respondents
  • 60% female, concentrated in the 26-35 age range
  • Analysis focus:
    • Playful learning behaviors
    • Social dynamics and sharing
    • Environmental awareness and digital usage

Qualitative Phase:

  • 8 semi-structured interviews of 30-40 minutes
  • Objectives:
    • Explore environmental awareness journeys
    • Understand game-based engagement mechanisms
    • Evaluate the impact of eco-design on user experience

Key Insights:

  1. 70% enjoy learning through play
  2. 89% share impactful information
  3. Users seek content adapted to their knowledge level

Users favor playful learning about environmental issues and appreciate social and eco-designed platforms. They seek progressive goals, motivating rewards, and enjoy sharing compelling information.

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User Profile Analysis

Primary Persona

I care deeply about climate issues and enjoy discussing them with those close to me.
- Charlotte

Core Needs:

  • Raise awareness in their community
  • Deepen their knowledge
  • Share their convictions

Secondary Persona

I want to understand how to act at my level.
- Nicolas

Core Needs:

  • Simply understand the stakes
  • Adopt ecological practices
  • Learn without guilt

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Design Solutions

Key Features

  1. Standard vs Adventure Mode
    • Level adaptation
    • Personalized progression
    • Thematic pathways
  2. Progression System
    • Immediate feedback
    • Comparative scores
    • Badges and rewards
  3. Social Sharing
    • Shareable results
    • Friend challenges
    • Community leaderboards
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User Testing

Protocol

  • 5 participants (ages 23-30)
  • 45-60 minute sessions
  • In-person and remote testing

Key Results by Phase

Phase 1: Platform Retention

  • Intuitive navigation: 90% success rate
  • Friction points identified: Resolved
  • User satisfaction: SUS score 90/100

Phase 2: Gamification Retention

  • Adventure mode: Needs clarification
  • Progression system: Well received
  • Feedback: Appreciated but needs enrichment

Phase 3: Social Engagement

  • Sharing options: To be enriched
  • Shareable content: Format to optimize
  • Social motivation: Confirmed

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Priority Iterations

  1. Clarify adventure mode
  2. Enrich sharing options
  3. Optimize feedback system
Figma Prototype
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leslie.hj.xu.design@gmail.com
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