A national RCT proved standard reminders don't change behavior. So I designed a world where every safe drive unlocks a new island grounding behavioral science in something people actually want to open.

LEVEL 01
THE PROBLEM
GM connected-vehicle data revealed a stubborn pattern: even drivers who knew the risks showed inconsistent seatbelt use on short trips. The problem wasn't knowledge it was motivation. Punishment-based reminders were creating resistance, not habits.
People die globally each year from road traffic crashes
Of US crash fatalities involve unbelted occupants
Reduction in unbuckled drives with shared-pot behavioral intervention.
LEVEL 02
RESEARCH
Grounded in Ebert et al. (2025) a peer-reviewed study in the American Journal of Public Health. Tested 4 interventions across 1,139 GM customers. Key takeaway: behavioral engagement alone didn't work. Pairing it with shared-pot incentives produced sustained change even after the study ended.
Punishment doesn't build habits
Warnings create annoyance, not compliance. The design had to be reward-first from the very first screen.
FINDING 02
Shared rewards beat individual lotterie
The RCT validated cooperative mechanics over competitive ones a core design principle throughout.
FINDING 03
Streaks + gain-framing sustain behavior
Mapping the status quo revealed exactly what needed to change and why.
STANDARD SAFETY APP VS. GAMIFIED APPROACH
BEFORE GAMIFICATION
Repetitive warning popups
Dismissed in under a second. Creates friction, not behavior change.
Compliance scores & dashboards
Abstract numbers with no emotional resonance. No motivation to improve.
Negative reinforcement only
Loss-framing creates guilt. Drivers learn to tune it out entirely.
No social connection
Drivers feel surveilled, not supported.
AFTER GAMIFICATION
Island exploration via safe driving
Every 10 safe miles unlocks a new island. The map IS the progress bar.
Story-driven progression
Safety becomes identity you're a Sky Guardian, not a rule-follower.
Gain-framing throughout
Your skypath awaits. Reward-first always.
Invite-only friend circles
No public leaderboards. Friends share milestones quietly.
LEVEL 03
PLAYER PROFILE
Primary player type: Explorer / Achiever. Wants discovery and personal expression, not direction and scoring. Designing for the most resistant user forced every mechanic to earn its place.

PRIMARY PERSONA · EXPLORER / ACHIEVER
Ava Carter
24 - Literature Student, Austin TX
Imaginative
Curious
Playful
Creative
Adventure Seeking
92
Rule Resistance
85
Social Motivation
68
Creative Engagement
96
"How might we help Ava feel buckling up as a habit rather than a rule?"
WHAT FRUSTRATES HER
Repetitive reminder kill her vibe
She resists being told what to do. Progress that feels like obligation rather than achievement makes her disengage immediately. Competitive leaderboards would alienate her entirely.
WHAT SHE NEEDS
A journey, not a checklist
Progress that feels relaxing and personal. Not a corporate safety app with compliance scores. She needs to feel like she's choosing this.
DESIGN IMPLICATION
The constraint made the product better
The player profile directly eliminated warnings, compliance scores, and public rankings replacing them with curiosity-driven design at every touchpoint.
LEVEL 04
DESIGN PROCESS
Applied the 6-step gamification design process from For the Win (Werbach & Hunter). Each phase directly informed what got built and what got cut.
01
Define
Objectives
Strategy
02
Map
Behavior
Research
03
Describe
Player
Persona
04
Design
Activities
System
05
Add
the Fun
Play
06
Deploy
Tools
Mechanics
LEVEL 05
THE SOLUTION
A GM-connected mobile app using telematics data to detect real-time seatbelt use and mileage. Each safe, buckled drive earns progress toward a new island on a personalized map.
LEVEL 06
RESULTS
ACHIEVEMENT
Increase in safety training recall scores from the GM engagement program
RCT RESULT
Reduction in unbuckled drives in the randomized controlled trial
BEHAVIOR
Buckling rate with shared-pot behavioral intervention vs. 88.3% control
JOURNEY
Full gamified journey phases, Discovery through Endgame
DESIGN
Gamification design steps applied from objectives to behavioral tools
SUSTAINED
Behavior change held through post-intervention follow-up lasting habits formed
LEVEL 07
LEARNINGS
Gamification fails when it's a layer, not a foundation
Research doesn't just inform design it validates risk
The resistant user needs the most thoughtful design
Identity is the strongest long-term motivator














