Winning Project of Accenture NZ’s 2024 Tech Bootcamp
Developed as a part of Accenture’s Tech Bootcamp, Traffle is our team of seven’s winning project that sought to intervene in the travel space, and incentivise users to make sustainable and informed travel decisions through our raffle reward system. With only four days, this project was a high speed design sprint from initial brainstorm to developing a functional coded prototype, and was a great experience that covered everything from brand design to mobile prototyping and user testing.
6 other Tech students & graduates
3 Mentors from Accenture
Me - as the Designer
Read about the design process ↓
With our brief asking us to elevate the travel experience in cities our very first step was to analyse existing problems we ourselves have encountered in the travel space through our lived experiences.
And with this information, we then developed a series of personas with a target audience of university students due to our team’s composition being current or recent university students.
Shannon
Joann
Jared
Through the lens of these personas, we then further broke down our problem space, utilising the ‘Rose, Thorn, Bud’ framework as presented to us by Accenture’s design team, to help us identify key opportunities for intervention.
Which after further collaboration and brainstorming, led us to develop the specific problem statements that we would address our problem space with.
How can we incentivize people to travel more sustainably through gamification?
By tailoring it to our user’s lifestyles, how can we ensure that it is a seamless part of their daily life?
Though there were numerous ways we brainstormed we could potentially address these problem statements with, from a leader board system, to a habit building system such as ‘Habitica’, we finally chose that aside from the standard navigation features a travel app needs, our intervention will focus on two key features:
A raffle rewards system to help encourage users in making more sustainable travel decisions
An integration feature suite, to help make our solution a seamless part of our user’s lives.
Why raffles? The SAPS framework!
Status:
Continual use of our app in the intended, most sustainable way, allows users to unlock hidden locations that offer higher ticket rewards.
Access:
Users are able to access exclusive offers and deals, which they can use at local stores, cafes and restaurants.
Power:
Users are given the power to choose what mode of transport they need.
Stuff:
Users are provided with raffles and the items that may come from out of that.
With our foundational concept established, I then developed our mood board to inform our brand design and establish some key principles.
Overlaying desire on reality.
Building meaning through contrast.
And with this principle of ‘building meaning through contrast’, I especially wanted the colour choices of the brand to be selective, with only 2-3 vibrant hues. And through these bold colours to also communicate the playfulness and energy in our brand’s mission, and set it apart from it’s competitors.
I also wanted our typography to match this energy, and so after scouring through Google fonts and font pairing sites, I finally settled on our heading font ‘Josefin Sans’, and body font ‘Lato’.
Josefin in particular, is a playful font with many small features in its letters, such as the ‘e’ being rolled and the w’s little overlap.
Lato, while more simple in features, still has a vibrant quality to it, while having much greater legibility as a body font.
And finally to bring the brand together, I developed our logo, and coincidentally in this process, the name for our product: Traffle. A playful combination of our product’s defining characteristics in our desire to encourage travel, and reward with raffles.
Finally with the brand developed, I then worked on refining our user-journey, and elevating the low-fidelity prototypes my teammates had developed with the brand, to create our final Figma prototypes.