Energy Ave.

UX Research Product Design EdTech

Designing a gamified energy conservation experience for PlanetFlip: research-backed, fully playable and built in 10 weeks.

Role
Researcher & Designer
Duration
10 Weeks
Team
8 People
Client
PlanetFlip
Executive Summary

Energy Ave is a fully playable, browser-based game teaching household energy conservation through room-by-room interaction: designed, tested and shipped in 10 weeks for PlanetFlip, a Kโ€“12 sustainability platform. I led user research across two formal study rounds, conducted stakeholder interviews with NPS staff and drove concept selection using a weighted decision matrix. The team shipped in March 2025, meeting or exceeding all five pre-defined success metrics: 12-minute average sessions, 90% task success, 80% knowledge improvement, 2.5-month development timeline and full mobile and desktop accessibility.

Energy Ave gameplay footage (2ร— speed).

00. My Role

Lead researcher on an 8-person team.
Stakeholder Interviews (NPS) Concept Evaluation & Selection Study 1 Procedure & Introduction Study 2 Execution Conclusions & Recommendations Initial Wireframes & Lo-fi Hi-fi Design Contributions Item Cards & Variant Design Survey Response Chart

My primary contribution was research. I designed the structure for both testing rounds: a formative affordance test and cognitive walkthrough on static wireframes, followed by a summative gameplay observation and post-task survey. I also wrote the Study 1 introduction and procedure. I led the Study 2 sessions with stakeholders and student participants, synthesized findings into the project's conclusions and recommendations and built the user test survey response chart. I also conducted in-person stakeholder interviews with NPS staff and drove the concept evaluation process that selected Energy Ave over three competing designs. Within an 8-person team, I was the lead researcher: the person who designed the studies, ran the sessions and ensured findings translated into product decisions.

01. The Problem

How might we design a gamified energy conservation experience that's engaging to complete, intuitive without instruction and meaningful enough to translate to real life?
Challenge

Sustainability education leans on information delivery, not interactive engagement. Younger users already know it matters. They need a tool that turns awareness into habit.

Our Approach

PlanetFlip had concepts but nothing built or validated. We designed a fully playable, research-backed game from scratch: educationally grounded, usable without instruction and engaging enough to hold attention.

What is Energy Ave?

Energy Ave title screen
Title screen with pixel-art aesthetic carried through every scene.
Room by Room

Players navigate a virtual home (bedroom, bathroom, kitchen) clicking on items in each space.

Spot & Fix

Tap household appliances and electronics to identify and correct energy-wasting behaviors.

Learn & Earn

Each interaction triggers a real-world energy fact card. Earn points, fill the meter, unlock the next room.

02. Research Goals & Questions

Research QuestionResearch Goal
RQ1. What patterns in existing sustainability games drive or kill engagement?Understand what makes existing sustainability games succeed or fail at engaging users.
RQ2. Which concept best meets the needs of our target users and client?Identify which concept best balances educational impact, usability, feasibility and engagement.
RQ3. Can users understand how to play without a tutorial?Validate whether the interaction model is intuitive without explicit instruction.
RQ4. Does the game motivate players to apply energy-saving habits in real life?Evaluate whether the game teaches, engages and motivates real-world behavior change. Note: real-world behavior change wasn't directly measurable within the project timeline. A longitudinal follow-up remains the open question.

Success Metrics: Defined Upfront

MetricMethodTarget
User EngagementSession Timingโ‰ฅ 10 min/session
Task Success RateUsability Testingโ‰ฅ 85%
Knowledge ImprovementPre/Post Surveyโ‰ฅ 75% of users improve
Development FeasibilityTimeline Trackingโ‰ค 3 months
Device AccessibilityTechnical TestingMobile & desktop

03. Stakeholder Interviews

Three organizations. Three perspectives that shaped our direction.
  • PlanetFlip Founder: past concepts were designed but never shipped.
  • SD Climate Collaborative: surfaced a workplace training use case.
  • NPS / Cabrillo: validated the public-institution use case.

Concept Feedback

CategoryWhat Stakeholders Said
LikedLife-sim aesthetic, real-world integration. "Cozy" feel similar to Animal Crossing and Stardew Valley.
WishedMore critical thinking, community-building and customization options.

04. Choosing a Concept

Four ideas. One weighted decision matrix. One winner, for the right reasons.
Ocean Cleanup Quest
Submarine game; clear trash from reefs.
Waste Management Sim
Town life-sim; minimize waste.
Selected
Energy Ave
Conserve energy in a virtual home by finding and fixing energy-wasting behaviors room by room.
Trash Dash
60-second waste-sorting mini-game.

Weighted Decision Matrix

Criteria Weight Energy Ave Ocean Cleanup Waste Mgmt Trash Dash
Functionality 3 0 0 0 0
Usability 4 0 0 โˆ’1 0
Desirability 2 0 โˆ’1 0 โˆ’1
Feasibility 4 0 โˆ’1 0 +1
Ecological-Sustainability 1 0 0 +1 โˆ’1
Weighted Total n/a 0 โˆ’6 โˆ’3 +1

Scores are relative to Energy Ave (baseline = 0). Trash Dash's +1 edge came entirely from Feasibility (w=4): a 60-second mini-game is easier to build. Energy Ave matched or beat it on every other criterion, including Usability (w=4) and Desirability (w=2), which stakeholder feedback had flagged as primary.

05. Study 1 ยท Formative Testing

Affordance test + cognitive walkthrough, before a single line of code was written.

Method

Affordance Test
Affordance Test
Cognitive Walkthrough
Cognitive Walkthrough

A clickability/affordance test (what looks interactive?) plus a cognitive walkthrough of static wireframes (can users reconstruct the logic unaided?). Catching affordance problems pre-build is far cheaper than post-build. We validated the core interaction model before committing any engineering time.

Participants (n=3)

Two UCSD seniors and one 13-year-old 8th grader.

Part 1. Affordance Test Results

Participants circled elements they believed were interactive (n=3, cognitive walkthrough framing, not quantitative).

Discovered by all
  • PC / Laptop
  • Lamp
  • Light switches
  • Blow dryer
  • Outlet
Missed by one or both
  • Thermostat
  • Window
  • Sink
  • Shower faucet
False positives
  • Bed
  • Toilet

Part 2. Cognitive Walkthrough

Lo-fi flow diagram, title to component card
Game flow diagram shown to participants: title โ†’ room โ†’ click โ†’ component card.
Lo-fi flow diagram, next button branching
Next-button flow: branches to congrats screen or returns to the room.

All three participants reconstructed the game's logic without instruction. Cody moved through the flow fluently; Paul had a self-correcting "aha moment" that actually confirmed the game's internal logic: only electricity-conducting items should be clickable. Preesha, the closest to the target age group, read it as a "storyline through a household," correctly predicted the pop-ups and praised the 8-bit aesthetic unprompted.

Key Fixes Flagged
  • Increase visual affordance for thermostat & window: add glow or animation cue.
  • Reduce visual weight of the bed: consistently selected as interactive despite being passive.
  • Fix energy bar update logic (Preesha flagged it was not updating correctly).
  • Implement the timer: pause button appeared non-functional to participants.

06. Study 2 ยท Summative Testing

Full gameplay + post-task survey. Did the finished product meet our success metrics?

Method

Gameplay Observation
Post-task Survey

Participants played the full game, then took a 7-question post-task survey. Behavioral data + self-reported experience. Observation shows what users do; surveys show how they feel. For a voluntary, intrinsically motivated product, both matter.

Participants

7
Participants
2
Segments (stakeholders & students)
~45
Min / session

Results vs. Success Metrics

90%
Task Success Rate
Target: 85% โœ“
80%
Knowledge Improvement
Target: 75% โœ“
100%
Said goal was clear
Unanimous
100%
Praised visuals & music
Unanimous
12 min
Avg. Session Length
Target: 10 min

Qualitative Themes

Aesthetics & Atmosphereโœ“ Unanimous Positive

All seven praised the visuals and audio unprompted. Descriptors ranged from "cute" and "chill" to comparisons with early-2000s browser games. A real differentiator in a sterile category.

"Cute aesthetics... kinda like girl2games and barbie.com." (P4)
Challenge & Rewardโš  Primary Pain Point

The clearest criticism: lack of challenge. Interactables were too easy to spot. The pattern was strong enough across participants to require a design iteration.

"This feels like it's aimed at elementary schoolers." (P1, stakeholder)
Point Visibilityโš  Actionable UX Gap

Points needed to be numerically visible and items needed to flash on click. The energy bar should reflect running total, not the increment just added: the most directly actionable feedback of the round.

"I wished the energy bar reflected the new value rather than how much it added." (P7)
Discoverabilityโš  UI Gap

Not immediately clear the back button was what added points to the score. Needed explicit UI surfacing before the next build iteration.

07. Synthesis & Key Insights

Three insights emerged from affinity mapping across behavioral observation, survey data and stakeholder input.
Insight 01

The interaction model works. The reward model doesn't, yet.

All three Study 1 participants reconstructed the game's logic without instruction. A pattern that held across every gaming experience level in Study 2. The internal logic proved intuitive: users correctly inferred that only electricity-conducting items were interactive. What failed was the emotional payoff. High completion rates didn't translate to felt motivation, and the feedback loop needed to be faster and more visible: a distinct design problem from clarity.

Insight 02

The aesthetic direction is a genuine competitive advantage.

Every participant praised the visuals and audio unprompted: unanimous across seven people in a category dominated by sterile educational tools. Comparisons came up organically: Stardew Valley, Unpacking, Barbie.com. That kind of unsolicited reference signals genuine differentiation, not just polish, and is worth protecting in every future iteration.

Insight 03

The target audience wasn't fully represented in testing.

Both rounds skewed to UCSD undergraduates: only Preesha, 13, was near the actual target demographic. I identified this as a structural gap in the study design: a dedicated round with 8โ€“12 year olds would likely surface friction around reading level, attention span and comprehension that the current data simply can't address.

08. Impact on Design

How research directly and traceably changed what got built.
  • 1
    Point Visibility
    Point values made numerically visible on each interaction card.
  • 2
    Click Animation
    Items flash visually on click to confirm the interaction registered.
  • 3
    Audio Feedback
    Sound cues added to item interactions for tactile feel.
  • 4
    Energy Bar Fix
    Energy bar updated to show running total, not just points just added.
  • 5
    Back Button Clarity
    Back button behavior made more visually explicit in the UI.

Broader Outcomes

Platform Interest
PlanetFlip explored integration of Energy Ave for partner climate orgs. The SD Climate Collaborative independently flagged it for their curriculum.
Game Shipped
Fully playable in Construct3 by March 18, 2025. All five pre-defined success metrics met or exceeded: 12 min avg. session, 90% task success, 80% knowledge improvement, 2.5-month build, mobile + desktop. Instagram launch account created for outreach.

09. Reflection

Energy Ave being played on a laptop
Energy Ave in the wild: a participant playing the final build.

What Went Well

The two-study structure was the most valuable methodological choice. Splitting formative (wireframes) from summative (build) caught affordance problems before they were built in.

Mixed methods (observation + survey) gave a richer picture than either alone. The gap between completion and satisfaction was where the most interesting design work lived.

What I'd Do Differently

The biggest gap was participant representation: both studies skewed to UCSD undergrads. A study with 8โ€“12 year olds would've surfaced different friction: reading level, attention span, comprehension.

I'd also push for a longitudinal component: a follow-up 1โ€“2 weeks post-play to measure whether energy-saving behaviors stuck at home. The more important, still-unanswered question.

What I'm Taking Forward

This project sharpened my ability to design studies that constrain scope without sacrificing signal, and to write findings that actually change what gets built, not just what gets documented.

End of case study ยท Energy Ave / PlanetFlip ยท 2025