Scale
Scale is a gamified tool that helps starting entrepreneurs kickstart their business journey.
The iteration of this project was created alongside clients from the XERO UX team. They supervised the project and provided feedback throughout the project.
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6. Low fidelity wireframing

These are the wireframing after taking in the initial feedback. I've also removed the ranking system entirely, focussing on the "climb the ladder" concept and solidifying the games for each level
1. Audience
This app targets entrepreneurs who range from 25 to 40 years old, as ‘the average age to start a business is 35 years old’ (Kappel, 2024).
The app becomes more effective being that it’s tailored towards users who have no parent or guardian without guidance, where those who reside within the age group would most likely already have a small business or just experience, savings, networking skills or any other life experiences.
3. Persona

2. Research
Based on DuoLingo’s success, the octalysis frame work was the core of my research, using psychology as a way to keep users engaged whilst keeping the learning component active

4. Initial wireframing and concept

My initial concept during this stage was to gamify social media activity within the app. The idea was to encourage businesses to post more frequently by introducing a points based system.
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The value in reward driven experience is that it creates motivation through progress tracking and friendly competition.
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5. Initial Feedback

Taking in the feedback from the XERO team, I decided to change my original concept of using social media. Instead, I would teach users the basic business language and guide them through the required forms and legal requirements to start their business. The app achieves this through a quiz that rotates through different legal aspects of business skills and paperwork, allowing users to earn XP (experience points) as a reward (gamification).
This continues the reward based system but instead provides users with a tool to familiarise themselves with the space of businesses and knowledge in order to start a successful business. (Like DuoLingo teaching language, but instead we're teaching business knowledge).
This simplifies the general app honing into one issue and solidifying a resolution, rather than to bring different elements to the app that would further complicate it (Using a ranking system, adding streaks etc..)
7. Figma prototypes, medium fidelity wireframing


8. Feedback
The feedback I received was:
- Strong overall concept, which needed to be polished “I like what you did with the gestures, but a simple game without anything else wouldn’t make me want to come back to play the game”
- Having a better UI to reflect gamification since the prototypes (at the time) were boring and too simple.
- Using metaphors or analogies to shape the aesthetics of the roadmap. “Perhaps a ladder to show the user SCALING up the tasks”
9. Result
Based on DuoLingo’s success, the octalysis frame work was the core of my research, using psychology as a way to keep users engaged whilst keeping the learning component active


