Owned feature design for coaching users' driving behaviour
Help users improve their driving behaviour by coaching the driver through their previous trips
8 months (January - September 2022)
2 iOS developers, 3 android developers, 1 lead designer (me), 1 normal designer, 1 area product owner, 1 scrum master, 1 QA
We started the project with the business goals. Since our main goal was to acquire + retain clients we picked a solution which was marketable to clients. In the end this sales driven strategy did not help us increase or retain our clients.
Acquiring and retaining clients will only happen if we provide them with a valuable feature. Therefore we should have started by considering both the client's and users' goals.
This is a view the user sees when they are browsing one of their previous journeys. They can click on the pins to see details about their driving. The pins include information about harsh maneuvers such as braking, cornering etc.
Show the user a pin for speeding as well as harsh maneuvers. This will help us give more specific coaching about speeding eg. “You were speeding in a school zone, beware children may run onto the streets suddenly.”
Developers don’t know where to show the pin. What if the speeding was for only 1 km? eg. pulling into a motorway? Does autobahn count as Speeding? If there are more than 30 speeding pins should they be clustered into 1 pin? etc.
This app is essentially trying to change driving behaviour. This is an incredibly difficult task. The accepted knowledge in behavioural psychology today is that behaviours follow a loop of trigger, action and reward (shown on the right).
There was a compromise made at the start of this project between Sales and UX Design. Sales had promised a “coaching feature” to our clients. Adding a coaching feature enables the user to take the right action in the hook model. However, the user will not take the right action if they are not motivated by the reward. Furthermore, the action won’t become a habit/behaviour if the user does not have a trigger.
Due to time constraints we could not work on all the aspects of the hook model. If we were to follow the principles of MVP or agile development then we should have created a closed habit loop first (no matter how basic) before continuing to improve upon just 1 part of the loop. In other words, we should have put our resources towards creating triggers + strengthening the user’s motivations (rewards).
This was a compromise I, as a UX designer, had to make in a sales driven product strategy.
I am always growing and improving the framework/rationale which I base design decisions on. Here are some of the key concepts I used to make decisions in this specific project with a few examples: