Joltz

What Is it
A digital and physical product redefining energy production for every consumer
Team

Anuja Pai, Chris Kumaradjaja, Di'Mond Winston, Baoqi Xiao, Rachel Sisson

Role

Lead UX Designer

Date

6.20-6.20,
1 Week Design Sprint

Tools

Figma, Adobe XD

Service

UX Design - Mobile Application

awards

Competition Winner, leading to Provisional Patent

Design Challenge

Our team was tasked with analyzing social and technological trends on the rise resulting from the world created post-pandemic and create a product or architectural solution to that trend. Through research, we found a strong shift from oil and gas to environmental consciousness, with technology emerging in the past year that has restructured the energy sector as we know it. These advances are also paired with changing lifestyles and priorities for everyone in the world today.

Our Approach

These two major trends showed the most opportunity at the forefront of our development:

1. Socialization in a newly conscious world
2. Energy consumption.

Our solution, Joltz, is an emerging technology application focused on turning consumers into prosumers; allowing them to generate their own energy through a pair of (piezoelectric) energy-harvesting shoes.

Empathize

Trends Research

Our team identified three overarching categories that were producing the majority of these rising trends: emerging technologies in energy, human behavioral changes, and economical shifts. As we analyzed these sub-trends, we pinpointed which shifts had the most potential to meet society's growing needs.

We conducted interviews throughout the firm to validate our primary assumptions of what users' needs were. A primary user group identified through these interviews were users who desire to be a productive consumers, try to live active lifestyles, and want new forms of financial freedom.

This user group confirmed initial assumptions about prosumers, but research also revealed that producing one's own energy was not the only opportunity to meet users' needs. Other user problems included accessibility to affordable energy production technology, the city's energy grid is unreliable, and the time it would take a user to produce one's own energy would be too exhaustive.

Based on rising trends, we found these opportunities

1

Emerging Technologies in Energy

  • Piezoelectric Materials
  • Typology Optimization
  • Microgrids, Energy as a blockchain model
  • Distributed infrastructure

2

Human Behaviors

  • Productive consumer
  • Self-sufficiency
  • Active lifestyles/ Obesity epidemic
  • Independence- being able to produce for personal gain
  • Community/ Competitions
  • Mental health benefits

3

Economical Impact 

  • Rise of blockchain financial models
  • Equity across all institutions
  • Donations and charitable contributions
  • Individual vs corporation

Define

Pain Points

Time

Most people don't have the free time it would take to produce their own energy.

Affordability

Self-sufficient energy technology, like solar panels, isn't affordable for most people.

Sociability

Post-pandemic society has led to more isolation among communities; people are craving connection.

Activity

Post-pandemic society has provided a shift in thoughts towards activity; people desire to move, be outside, and be active.

Ideate

Competitive Audit

There are currently no known direct competitors for this product. For its design, we chose to analyze indirect cases that exceeded in the market for blockchain systems, tennis shoes, active social interaction, and one product focusing on piezoelectric material.

(-)
Gaps
  • Only some competitors provide background information for new tech/trends
  • New technology creates language gaps for users
  • Users can either shop the product or use the product, but not both
  • New technology isn't being marketed to everyone, only select investors
  • Users can compete with others, but not specific people
(+)
Opportunities
  • Offer simple way to understand the technology before jumping into the application
  • Limit the use of complex language
  • Allow users to purchase the product and use the product in the same application
  • Create a technology product that is marketable for everyone
  • Create a simple way for users to compete with close friends and family through the app

User Flows

Competing with friends as users generate energy

Wireframes

After analyzing possible future user pain points, I started laying out the user experience on paper; and took those ideas created to design the foundational digital experience.

Test

Low-Fidelity User Testing

After testing potential users, we gathered useful feedback that informed our future designs. Users required visual assistance to understand a complex new physical technology. Users wanted to be prompted when they became physically near an energy bank. Users like the option to spend their joltzcoins, but wanted more of a variety of ways to use them. Users preferred a quick option to travel back to the map from the achievements page.

Findings

Prompt users when they near an energy bank

Give users more ways to spend their energy

Users prefer a quick way to travel back to the map from the achievements page

Low-Fidelity to High-Fidelity

Our goal for the usability studies was to allow users to explore collections, listen to an audio tour, and review a summary of the collection; while also being able to test their understanding of art within the gallery.

“I don’t understand the shoes enough to focus on all that I can do and track with the shoes”

-Participant A
"I'd like to be encouraged to walk 10,000 steps a day by the way this product is set up.”

-Participant D

High Fidelity Mockups

We paired our user data and wireframes to create high-fidelity mockups. The primary user experience focuses on: Creating an account, understanding the blend between the physical and digital product, an interactive map, tracking your personal achievements, competing with friends, and spending the energy the user creates using joltzcoins. Our goal would be that our users would use their joltzcoins to purchase joltz, donate them, or use them to pay for everyday items like their electric bills.

High Fidelity Prototype

Final Product

Accessibility
Considerations

Color

Use of color follows WGAG standards

User Mobility

Design takes into account the physical product experience for users with limited physical mobility

Takeaways

Impact

The app makes users' needs feel met throughout the overall user experience.

  • Users feel more socially connected to their friends/family
  • Users are able to work towards being self-sufficient
  • Users are able to afford new technology
  • Users can spend the energy they generate how they like

What I learned

When designing the digital experience for Joltz. I learned that when introducing new technology, making the experience easy to use is most important. Our interviews with potential users and usability studies were crucial in discovering these flaws. Something we were able to fine-tune as we designed our final iterations

Next Steps

City Partnerships

One aspect of this design that we didn't have time to address was the idea that users could partner their microgrid with the city's grid. This relationship holds tons of opportunities for self-sufficiency and helping one's own city reach new future opportunities.

Beyond Shoes

Another step we weren't able to reach in a week's time, was designing how the Joltz experience could cater to large groups of activity such as whole spin classes, a group of bike riders, or even a kid's soccer game.