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SECTIONS
00 · Cover
01 · Overview
02 · My Role
03 · The Problem
04 · Research
05 · Insights
06 · Ideation
07 · The Solution
08 · Future Scope
AUDIO OVERVIEW
~2 min
Spoken walkthrough: problem, approach & outcomes
0:00 2:00
PROJECT
Eco-Cash
contextIU Grand Challenge
roleResearch + Design
domainEnvironmental
platformMobile (iOS)
timeline8 weeks
HIGHLIGHTS
10+
users interviewed
50+
ideas brainstormed
3
usability issues found & fixed
UP NEXT
GEA-Spin →
connected laundry as a service
ACADEMIC WORK · INDIANA UNIVERSITY 01 · Eco-Cash 02 · GEA-Spin 03 · Studytable
◇ 00 · Cover
CASE STUDY · IU GRAND CHALLENGE

Eco-Cash: Gamifying conservation to reconnect students with Indiana's forests

Eco-Cash is a crowdsourced, gamified mobile app that incentivizes students to visit forests, complete conservation tasks, and earn redeemable rewards. Designed in response to IU's Grand Challenge on Environmental Change, it uses AR and behavioral nudges to make forest stewardship accessible, social, and rewarding.

Eco-Cash — gamifying conservation for Indiana students
◇ 01 · Overview

Project overview

The product

Eco-Cash is a mobile application that uses gamification and AR to encourage students to engage with Indiana's forests. Users visit forest areas, complete conservation tasks — from planting saplings to photographing biodiversity — and earn points redeemable at campus vendors like Starbucks via their Crimson Card.

The mandate

Indiana University's Grand Challenge on Environmental Change challenged students to address deforestation at a scale where technology could offer a practical solution. The goal was to narrow a planetary-scale problem to a specific, actionable intervention that students could own.

DESIGN GOAL

Design a collaborative mobile application that raises public consciousness about deforestation by making forest visits social, rewarding, and habit-forming for Indiana students.

◇ 02 · My Role

My role

As a core team member on Eco-Cash, I led user research, owned the visual design, and drove usability testing and prototyping from low-fidelity sketches through to the final hi-fi screens.

This was an 8-week sprint under real-world constraints: no direct access to forest rangers, limited budget, and the need to ground every design decision in evidence gathered through field research and expert interviews.

User research Field research Visual design Prototyping Usability testing Heuristic evaluation
◇ 03 · The Problem

The problem

"The exploitation of the wilderness has led to various domino effects — global warming, soil erosion, loss in biodiversity. Indiana's forests are continuously going through simultaneous changes, with rising temperatures impacting everything from air quality to agriculture."

STAT 01

400% logging increase

Logging on Indiana state forests increased at least 400% since 2002, dramatically reducing old-growth canopy and wildlife habitat.

STAT 02

Wildlife set-asides collapsed

Before 2005, 40% of Indiana state forests were maintained for wildlife. By 2018, that figure had fallen to just 3%.

STAT 03

Conservation funding dried up

The Benjamin Harrison Conservation Trust has seen its primary revenue decline by more than 50% over the last 20 years.

STAT 04

Only 4% of land protected

As per HEC, only 4% of Indiana's land area is protected for ecological value or outdoor recreation — one of the lowest rates in the region.

◇ 04 · Research

Research & discovery

We used three complementary methods to build a complete picture: secondary research to establish the scale of the problem, competitive analysis to understand the market, and field research to see Indiana's forests firsthand.

METHOD 01

Secondary research

Reviewed forestry data, environmental reports, and Indiana state records to quantify the deforestation problem and establish a factual baseline.

METHOD 02

Competitive analysis

Mapped existing solutions — apps like EcoTour, conservation platforms — to identify gaps and opportunities for a gamified, location-based approach.

METHOD 03

Field research

Visited Military Park, Canal Walk, and surrounding sites — lab testing can't replicate what you observe when you go there yourself.

Field research: what we saw

Military park and Canal Walk Very few people in the park, fewer trees Parking lot with fewer trees, more empty spaces Resident enjoying the Regatta
Field visits: Military Park, Canal Walk — sparse trees, underutilized green spaces, low foot traffic relative to capacity.

User interviews

We interviewed officials from the Indiana Forest Alliance — protecting forests for 25+ years — plus 10 millennial participants, combining expert knowledge with real end-user perspectives.

"Forests are being lost to development. Once changed into another land-use, they are rarely allowed to revert back — habitats are usually permanently lost."

— ENVIRONMENTAL EXPERT

"Earlier in my days, there were many farm fields across Speedway. My uncle had a farm field — all of it is now developed and converted into urban areas."

— LONG-TERM RESIDENT

"I believe technology could be the answer to all this."

— INTERVIEW PARTICIPANT
◇ 05 · Insights

What the research kept saying

Affinity mapping

Affinity diagram synthesizing research findings
Affinity mapping: grouping interview findings to surface behavioral patterns and underlying themes.
1.

Awareness ≠ action

People know climate change is happening but aren't sure how it occurs or where they can personally contribute. The gap between concern and behavior was the central design challenge.

2.

Students want parks, not lectures

Hoosiers want more parks and trees — and most users were already interested in exploring nature. The design had to meet them there, in the forest, not in a classroom or an app that lectures about climate change.

3.

Tangible rewards drive behavior

College students respond to concrete incentives. Points redeemable at Starbucks via the Crimson Card created a reward loop tied directly to existing student infrastructure — no new habit required.

4.

Technology as the credible bridge

Multiple participants believed technology could solve the engagement problem. AR offered a way to make invisible things visible — exactly where to plant, what tasks exist — guiding people without requiring prior expertise.

User personas

Two user personas: college student and young professional
Two personas: the deal-seeking college student and the weekend-explorer young professional — both motivated by discovery, both open to nature, both responding to tangible incentives.
◇ 06 · Ideation

Ideation & direction

With research insights in hand, we reframed the problem. From 50 brainstormed ideas, Eco-Cash emerged as the concept that hit all three feasibility dimensions — technical, social, and economic.

REFRAMED PROBLEM STATEMENT

How do we develop a collaborative application that will raise public consciousness about deforestation?

Three functional pillars

Motivate

Motivate

Get users more involved through task-driven engagement tied to real places they can reach.

Gamify

Gamify

Make conservation engaging through AR-guided tasks, points, progress, and social sharing.

Reward

Reward

Redeem points for real value — Starbucks via Crimson Card — creating a tangible incentive loop.

Feasibility check

01

Technical: Partnering with an established AR provider like EcoTour reduces build time significantly — leveraging existing infrastructure rather than building from scratch.

02

Social: Target users are college students who will embrace earning cash-like points — the reward model fits existing student behavior around deals and campus discounts.

03

Economic: Starbucks and similar brands benefit from student engagement — a co-sponsorship model means the incentive is funded by the businesses, not the university or the app.

Storyboarding the experience

Storyboard showing user journey through Eco-Cash
Storyboard: visualizing how a college student discovers a forest area, visits it, completes a task, and redeems rewards — end-to-end.
◇ 07 · The Solution

The solution

Three phases: paper prototypes to establish the skeleton, heuristic evaluation to find and fix critical issues, then hi-fi screens implementing what we learned. Every problem found in testing was solved before the next phase began.

PHASE 01 · LOW-FIDELITY

Pen and paper first

Low-fidelity prototypes on paper
Low-fidelity paper prototypes based on features discovered during brainstorming — fast to make, faster to throw away.
PHASE 02 · HEURISTIC EVALUATION

Three critical issues found and fixed

Applying Nielsen's 10 Usability Heuristic Principles plus a cognitive walkthrough (Spencer methodology) surfaced three issues that would have broken the experience. Each was resolved before hi-fi work began.

ISSUE 01

Registration form had too many fields — time-consuming and friction-heavy for new users signing up on the go.

FIX

Introduced Crimson Card scanning at registration — one scan auto-fills all student details instantly.

ISSUE 02

Unclear what would happen after clicking a task — no feedback or next-step guidance once selected.

FIX

Added clear instructional screens after task selection — step-by-step guidance throughout the task flow.

ISSUE 03

Users had to carry their physical Crimson Card to redeem points at every visit — inconvenient and breakable habit.

FIX

Embedded the barcode in the Rewards screen — users scan directly from the app, no physical card needed.

PHASE 03 · HIGH-FIDELITY

Three core flows

Forest availability

Browse available forest areas nearby, see task descriptions, difficulty, and estimated visit time before committing to a trip. The discovery surface had to be compelling enough to motivate the first visit.

DESIGN DECISION

Show distance, task count, and point value before the user commits — reducing the friction of "is it worth going?" before they leave campus.

Forest availability and task selection screens
Browse forest areas, view available tasks, and plan your visit — all before leaving home.

AR mode

Once in the forest, AR mode overlays task locations in real space — pinpointing where to plant saplings, photograph wildlife, or complete conservation activities. No expertise needed.

AR mode screens for trail exploration
AR trail guide: task locations visible in real space, eliminating guesswork in dense forest terrain.

Rewards

Completed tasks earn points tracked in-app. The Rewards screen shows the embedded Crimson Card barcode for instant redemption at Starbucks — the fix from heuristic testing made real.

Rewards screen with embedded barcode
Earn points, view balance, scan barcode directly from the app — closing the reward loop in three taps.
DESIGN PRINCIPLE

The entire reward flow had to work without the physical card. If redeeming was harder than showing the card, the digital loop would break. Convenience is what makes the habit stick.

◇ 08 · Future Scope

Where it goes from here

01

Institutional partnerships

Collaborate with schools, universities, and conservation organizations to organize structured student trips and awareness campaigns at scale.

02

EcoTour integration

Formalize the AR partnership with EcoTour to expand technical capabilities and reach more forest areas without rebuilding the infrastructure from scratch.

03

Expanded forest network

Onboard more forest areas by coordinating with state authorities and conservation bodies, growing the task catalog and geographic reach across Indiana.

REFLECTION

Eco-Cash was my first exposure to the full design process under real constraints: no direct access to half our audience, field research replacing lab sessions, and a wicked problem with no obvious technology solution. What it reinforced is that the design process — research, synthesis, ideation, test, iterate — is the method, not just a framework. You don't skip steps because the problem is hard; you do them more carefully.

NEXT · ACADEMIC WORK 02
GEA-Spin: turning dorm laundry into a connected, revenue-sharing service
© 2026 Abhikant Nirbhavane case study · eco-cash