Caravela is designed to empower Non-Profit Organizations in raising funds more effectively. With the integration of gamification, our platform strives to foster higher user engagement, resulting in increased benefits for NGOs. By gamifying the fundraising experience, Caravela aims to attract a broader audience and amplify the positive impact and support provided to these essential causes.
THE CHALLENGE
Create a way for user to be more engaged in the platform
MY ROLE
I was fully responsible for the project’s research, illustrations and gamication logic
THE TEAM
Sole designer on the team, worked with three developers and the guidance from a lead designer
Research
To create a gamification that could engage the caravela users we used as a base the gamification octalysis framework and based on the previous interviews decided which techniques could be used, With the analysis of the octalysis, the two paths that ware going to be used ware ownership and social influence
OWNERSHIP
When users feel more engaged when they feel like they own something, this can be virtual goods, achievements, or recognition, fostering a sense of pride
SOCIAL INFLUENCE
Based on the human need of social interaction, Encourages users to connect with others and share their achievements.
Badges
To create a sense of ownership within the app, badges were introduced, crafted to encourage users to embark on a journey from quick and easy tasks, such as completing their profile, to more time-consuming ones like volunteering.
COMPLETE PROFILE
Completing your profile with full name and picture
SHARE
Sharing 5 , 10 and 50 actions or NGOs with your friends
DONATIONS
Giving donations to 5 Ngos
VOLUNTERING
Voluntering in 5 ngos
Implementation
The user can view the badges they haven’t won yet, so that they know what they need to accomplish.
When clicking in a badge the user can see a better description of de badge