ticue

ticue

Eticue: Gamification System for Employee Onboarding

Sarah Anil | Niyati Bhangare | Anwesha Patnaik

Mentors: Prof. Kshitija Katare | Dr. Arundhati Thakurta

My Role: Brand Identity, Game Design, UX Strategy, Interactive Experience Design, Research

Duration: 2.5 Months

Software Used: Figma, Adobe Suite, Canva

Research revealed that 85% of employees are disengaged. Miscommunication costs businesses up to $37 billion annually, harming collaboration and team bonding.

Post-pandemic work has led to high employee isolation and disengagement harming collaboration, increases miscommunication costs, and impedes interpersonal skill development in new employees.

Domain:

Behavioral Design

Organizational Design

HR-Tech

Gamification

Target Audience:

Interns

New Employees

Organizations

Design Focus:

Interactive Experience Design

Gamification

Service Design

Behavioral Design

Gen Z

Perception of workspaces

Work ethic

Millennials

Gen X

Interaction

Communi-

cation

Boundaries

Corporate

Govern-

ment

Startups

appreciate its stability

only task-focused

trips and outing

initiate small talk

direct communication

instant messaging

maintain healthy work-life balance

extremely stringent

extend for collaboration

diverse range of medium

newcomer mentorship

view as formal and rigid

disconnected from clerical work

training from seniors

long-term financial stability

enjoy informal workspaces

like fast-paced nature

Collaboration but clear boundaries

Generational Differences

Our primary research involved a series of interviews with employees.

Gen Z employees showed a preference for task-focused interaction and instant messaging, while valuing extremely stringent work boundaries.

Problem Statement

Gen Z (ages 22-27) hybrid workers often lack awareness of office etiquettes, which increases feelings of disengagement with their coworkers.

In contrast, older generations were more inclined toward small talk, diverse communication mediums, and were more open to social events.

We focused on creating a system with three distinct games and a personal kit. Each game was designed to address specific communication and social integration challenges.

Along with working on research and branding my primary contribution was designing one of the three core games, “Manner Match”, developing its specific mechanics and rules to ensure a cohesive and engaging user experience.

Offsie reinforces online meeting etiquette. Players match etiquette cards to tickets for sticker rewards, guided by an HR leader.

Tower Tussle combines dice rolls with physical blocks and interactive quotes or challenges that participants must solve.

Manner Match is a team-building game where teams face role-based “Scenario Cards.” Points are awarded for creative and practical responses.

Personal kit includes a mug, sticky notes with nudges, a habit tracker, and a plant seed pen.

The project validated that gamified experiences effectively break down social barriers and instill positive workplace communication habits. I learned the importance of clear communication and a shared vision to ensure conceptual cohesion.

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