PROJECT TYPE: BACHELOR PROJECT
TO-DOS: Conceptualize and redesign the existing Grundfos learing platform called Ecademy, to make it continiously relevant, engaging and motivating.
The solution consists of a user experience centered platform that incorporates game dynamics such as point system, badges, notification, leaderboards and quiz. The main pillars of the concept are user experience and gamification. The solution targets to introduce eLearning to the wholesaler segment or counter personnel of hardware/plumbing shops (selling Grundfos products and services).
The concept tries to solve onboarding by introducing the trial version or guest view meaning that users have the opportunity to access and see every content and feature before making the decision to log in. Users get to learn about how the platform works, what benefits they get if they create a user and are invited to discover the platform as guests.
Under this category I am introducing a pointing and rewarding system to work as recompense and motivator.
Content: Content development was intuitively developed for the guest view and later tailored for the logged in user to match their requirements and interests.
Current Grundfos merchandise rewards will be totally eliminated and replaced with the already existing Grundfos Win and Earn program where users can exchange points for vouchers.
Social implication: Users will get the opportunity to spend their points by donating them to a good cause. In this case points can be converted into donations that help the Water2Life project run by Grundfos.