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Group UX Project

Gamification of MyCampus

Engage in student life, the fun way

Role
UX Researcher & Designer
Focus
Student engagement & campus navigation
Methods
Survey research, personas, wireframes, heuristic evaluation
Outcome
95% found gamification elements useful
Overview

Enhancing student engagement on Sunway MyCampus

Sunway University's MyCampus app is a student app designed to centralize campus information and activities. However, it faced challenges with low student engagement and usability issues that hindered its potential. This project aimed to revamp the app by introducing gamification elements to boost student participation and improve the overall user experience. The goal was to create a more engaging and interactive platform that encourages students to explore campus life and stay connected with university events.

Project overview slide
Objectives

The goals for this project

Three goals anchored the project from the start: making campus information easier to access, improving navigation around campus, and using gamification to motivate participation.

Objectives slide
User Research Findings

What was actually getting in the way?

We ran a preliminary survey to understand what was actually getting in students' way. The pattern was consistent: low motivation for extracurriculars, missed events due to scattered information across platforms, and a campus navigation experience that made getting around harder than it needed to be.

Personas

Three students, three different needs

The research findings were translated into three personas representing the key user types on campus: a new student still finding their footing, an existing student who's never quite engaged with clubs, and a club president juggling it all from the other side.

New Student

Eugene Siew

Age 19 · Looking to join a club
  • Struggles to find clubs that match his interests
  • Gets lost navigating an unfamiliar campus
  • Misses events due to lack of notifications
Existing Student

Arvind Kumar

Age 21 · Not currently in any clubs
  • Finds it hard to keep up with event info across platforms
  • Wants to register for events that interest him
  • Wants to stay engaged with the university community
Club President

Alica Wong

Age 23 · Manages multiple clubs & events
  • Needs one centralized platform for club activities
  • Wants to track member participation and engagement
  • Needs to communicate with members efficiently
Design Concepts

From problems to proposed solutions

Translating the personas' needs into design directions by centralizing club and event management, building an intuitive campus navigation system, and layering gamification on top: achievements, badges, vouchers, and a levelling system to drive engagement.

Wireframes

Mapping the core flows

Before any visual design, the core interface flows were mapped out as wireframes, covering the general interface, account management, club pages, and the club moderator's view.

Heuristic Evaluation

Testing the wireframes against usability heuristics

The wireframes and prototype were evaluated against Nielsen's usability heuristics. Consistency and standards rated highest with no issues reported. Visibility came second, with only one tester experiencing minor issues; the rest reported no issues at all, with two others noting only minor issues.

Heuristic evaluation results
Prototype

Gamification, brought to life

The final prototype centered on the key gamification features browsing clubs, viewing club events, event details, and member lists — alongside a full profile system with levels, milestones, and badges to reward participation.

Prototype - gamification features
Prototype - profile, milestones and badges
Engagement Testing

What were our findings?

Engagement testing measured how respondents felt about the app's new gamification features and overall experience, with most users frequently engaging with the app several times a week.

61.9%
Essential Needs
of respondents said they would use the app on a regular basis
95%
Gamification Elements
said gamification was useful in increasing motivation to participate in university life
100%
Enjoyment
of respondents agreed gamification improves user experience and engagement