UX/UI Design · Sustainable Mobility

EcoMotive — Ride-Hailing
Meets Micro-Mobility

A UX case study merging ride-hailing and micro-mobility into one eco-conscious platform — built on user research, shaped by four rounds of usability testing.

Year
2023
Industry
Sustainable Transport
Platform
Mobile App
Role
UX/UI & Interactive Designer
Tools
Figma · Miro · Photoshop · Maze
EcoMotive Hero
01 — Concept

One platform for
every green journey

London's air pollution and urban congestion are growing problems — and fragmented transport apps aren't helping. EcoMotive merges ride-hailing and micro-mobility into one platform, offering bikes, e-bikes, scooters, and full electric cars under a single interface.

The mission is twofold: make sustainable transport the easiest option, and reward users for choosing it.

EcoMotive app screen
02 — Challenges

Three problems
to solve from the start

Designing a unified mobility platform isn't just a UI problem — it's a mental model problem. The project surfaced three core design challenges before a single wireframe was drawn.

EcoMotive challenges overview
03 — Research & Insights

Research that
shaped every decision

Research included a survey of 88 participants, 10 user interviews, and an affinity diagram across 4 pain point categories. Card sorting with 9 participants shaped the information architecture. From this, one primary persona emerged: an environmentally conscious urban professional who finds existing micro-mobility apps fragmented and difficult to trust.

88
Survey
participants
10
User
interviews
9
Card sorting
participants
4
Pain point
categories
Insight 01
Fragmentation is the core frustration
Users switch between multiple apps for different vehicles. A unified platform was the most-requested improvement across both surveys and interviews.
Insight 02
Eco intent is there — the tools aren't
Most participants wanted to make greener choices but had no way to compare environmental impact across transport options in real time.
Insight 03
Payment breaks the experience
Users found payment flows unclear — especially when switching vehicles, applying rewards, or returning to a station. This became a primary design focus.
Research affinity mapping
04 — User Flow

Mapping the journey
before the interface

Before wireframing, I mapped the complete user journey — from onboarding through vehicle selection, group ride, reward redemption, and return to station. This surfaced two critical decision points early: how users switch between vehicle types, and how the payment and reward flow connect. Both became central to the iteration process.

User flow map
05 — Exploration & Iterations

Four problems.
Four rounds of testing.

Four rounds of usability testing uncovered three recurring design problems. Each went through multiple iterations before landing on a solution that felt right for users and true to the product's eco mission.

Problem 01
Landing page clarity
Problem

Users were overwhelmed by all vehicle options at once. The map — the most important tool for selecting a vehicle — was buried beneath the feature grid.

Solution

Made the map the primary interface. Vehicle type switching moved to a segment control bar at the bottom. 4 iterations led to a final design where spatial context comes first — users see where vehicles are before they decide what to take.

Problem 02
Group ride confusion
Problem

Users couldn't simultaneously choose a group ride and select individual vehicles. The scooter option also raised a security concern — it required uploading a driving licence, which users were uncomfortable sharing.

Solution

Introduced a dedicated group ride button to separate the two decisions. Removed scooter from group ride options entirely. In the final version, users can start a group ride in two ways: by tapping the group ride button, or by scanning a second vehicle after their first.

Problem 03
Gamification without the gimmick
Problem

Integrating the ecopoint reward system into the landing page without making the app feel like a game. Users needed to understand it quickly — but it couldn't dominate the core transport experience.

Solution

After 5 icon placement iterations, the final version uses a persistent but subtle ecopoint icon on the map screen. Tapping it expands into the full gamification layer — journey history, leaderboard, badges, and saved CO₂ — without ever disrupting the primary booking flow.

Problem 04
Vehicle information at selection
Problem

Users struggled to access comprehensive vehicle details during selection — battery level, pricing, saved carbon, distance, and station name were all needed before committing to a vehicle.

Solution

Introduced a card design that surfaces all key vehicle information in a compact, scannable format. The card appears when a vehicle is tapped on the map — keeping the map uncluttered until the user needs the detail.

Landing page iterations
Group ride iterations
Gamification iterations
Vehicle card iterations

06 — Interface System

Built for trust,
designed for nature

The visual direction draws from natural environments and premium brand references — resulting in a palette that feels both eco-conscious and trustworthy. A purple primary signals the ecopoint gamification layer while neutral tones keep the map-first experience calm and focused.

The full component system was built in Figma and tested for WCAG AA compliance across 5 colour vision types.

Visual Language
Draws from natural environments and premium brand references. Palette feels eco-conscious and trustworthy without relying on clichéd green.
Colour System
Purple primary for the ecopoint gamification layer. Neutral tones keep the map-first experience calm and focused on spatial context.
Accessibility
Full component system built in Figma. WCAG AA compliance tested across 5 colour vision types. Developer handoff with full token documentation.
Interface system overview
Component system
Colour tokens
07 — Final Design

Four vehicles.
One seamless experience.

EcoMotive delivers a unified micro-mobility experience across four vehicle types, with built-in gamification that makes sustainable choices feel rewarding rather than obligatory. The final design emerged from four usability test phases and over 15 design iterations across the core user journeys.

EcoMotive final design

08 — Reflection

What this project
taught me

01
Restraint is the skill
Merging two mental models — renting and riding — into one interface requires extreme restraint. Every feature we added needed to earn its place, because the moment the app felt complex, the eco mission failed.
02
Research surfaced the invisible
Usability testing across four rounds revealed that users didn't struggle with the eco concept — they struggled with trust. Building confidence in the map, pricing, and return flow was as important as the environmental mission itself.
03
Gamification must serve the core
The ecopoint system only works because it never competes with the primary booking flow. Sustainable behaviour change happens at the margins — a persistent icon, a satisfying number, a badge earned quietly.

"Every feature we added needed to earn its place — because the moment the app felt complex, the eco mission failed."

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