Case Study

Metro Mission

Mobile choice game to encourage safer public transport journeys.

Team Project
My Roles
  • Project Manager
  • User Research
  • UX Design
  • Prototyping
  • App Development
Metro Mission hero

The Challenge

To explore how Auckland Transport could help people feel safer and be safer on public transport, while encouraging more positive behaviour among passengers.

The Issue

Passengers often feel unsafe on public transport due to negative behaviour, particularly from teens. While those actions are not always physically threatening, they create an environment that makes people feel unsafe. A key issue is the lack of clearly communicated behavioural expectations across public transport.

The Result

A mobile, choice-based game that guides users through real-world scenarios, rewarding positive decisions to encourage better social behaviour on public transport.

Gameplay screens
Character choice
Poster mockup

How We Got There

01

Research & Insights

As the research lead, I conducted a survey on public transport behaviour. Asking who is disruptive, what actions are most common, and if there should be more education.

Survey Insights
Key takeaway

Commuters feel teens are the most disruptive and think there should be more education around behaviour.

02

Target Audience

Survey results identified teens as the most disruptive, but secondary research shifted our focus to intermediate-aged students to build positive behaviour before habits form.

Target Audience
Why this age group?

Younger audiences are more receptive to behaviour change. Catch the issue before it arises.

03

Solution Ideation

As a team, we explored several solution directions, including a noise meter, before deciding on a choice-based mobile game as the final concept.

Solution Ideation
Why a game?

Games make learning feel rewarding. Kids already spend time on phones/tablets.

04

User Flow

I mapped out a user flow outlining the gameplay journey, from choosing a character to answering questions and earning points to unlock characters.

User Flow
05

Prototyping

Working through game logic and core mechanics. Mapping level content, text, visuals, and overall game flow before developing high-fidelity screens.

Wireframes
06

Feedback & Refinement

Through work-in-progress sessions with the client and user testing, we gathered feedback on the game flow and incorporated insights into each iteration.

07

Development

We made refinements before I developed the final app using HTML, CSS, and JavaScript, bringing the game to life with character selection, branching scenarios, a point system, and character unlocking.

Hi-fi Prototype Code Development
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