The initial challenges raised by the discovery session outlined that the application would need to accommodate three fundamental structure requirements:

The solution needs to be a single app and unified user experience

The app needs to accommodate multiple bite-sized modules (games/experiences/interactives)

It needs to be accessible to all audiences, regardless of tech or connectivity (minimum spec 3G + entry-level smartphone)

In order to accommodate these three competing requirements, we would have to build much of the gamification mechanics at a level that is abstracted from any individual content module.

Use Case

There are three types of drivers: bad drivers, those who will improve with training and those that are already good. During the discovery workshop, the following core learning objectives were identified to help improve those that need it:

Safe Behaviours – improving awareness and rewarding for safe behaviour

Understanding consequences – individuals need to understand their personal risk profile and are shown the consequences of poor driving

Provision of specific learning scenarios – e.g. breakdowns, vehicle checks, driver wellbeing etc

Improving Anticipation – help users learn to better anticipate and react to other driver behaviour

Improving Perception – improve perception of risks presented by the environment and context

Reinforce ‘Absolute Rules’ – reinforce key messages behind this brand

Reinforce ‘Work-safe’ / Home-safe’ – reinforce key messages behind this brand

Teaching Risk – educating users as to what is an acceptable level of risk

The mobile app was nominated for the Learning Technology Awards 2020 for the Best Use of Mobile Learning category