Impact Miner 2.0

Impact Miner is a mobile app where people can get rewarded by competing in climate positive challenges

Industry: Climate Tech- Atlantis
My Role: Lead Product Designer
Status of Project: Proposed

Impact Miner’s goal is to get users to participate in digital/physical bounties (a series of tasks) which have a monetary reward. The activities are created by organisations on our web platform Impact Foundry. I started by solving the most basic issues:

Business Context

Climate action platforms often face a critical gap:
• High intent, but low sustained engagement
• Actions are fragmented and not rewarding
• Impact is invisible or hard to measure

Business Goals

  • Increase user retention through repeat actions

  • Build a behavior loop around completing bounties

  • Enable scalable onboarding of organizations and projects

  • Create a system where impact is measurable and rewarded

Competitive Landscape

  1. Climate Action Apps- focus on habit tracking, but lack strong incentives
    • JouleBug
    • Oroeco

  2. Volunteering Platforms- enable participation but are not gamified or rewarding at scale
    • Goodwall
    • UN Volunteers

  3. Web3 / Earn Platforms- excel at behavioral loops and incentives, but lack meaningful real-world impact
    • Sweatcoin
    • StepN

Key Gaps Identified

  • Real-world impact

  • Gamification

  • Financial incentives

  • Social/community layer

Users & Personas

Persona 1: The Climate-Conscious Explorer
  • Age: 20–30

  • Motivated by: Sustainability, community, purpose

    Behavior:

  • Wants to take action but doesn’t know where to start

  • Engages with bite-sized, accessible tasks

    Pain Points:

  • Climate action feels overwhelming

  • Lack of visible impact

    Needs:

  • Simple, guided actions

  • Feedback on impact

Persona 2: The Reward-Driven Achiever
  • Age: 18–28

  • Motivated by: Rewards, competition, progression

    Behavior:

  • Engages with gamified systems (Duolingo, fitness apps)

  • Returns if there is a clear progression loop

    Pain Points:

  • Drops off if rewards feel unclear or delayed

    Needs:

  • Clear incentives

  • Progress tracking

  • Instant gratification

Persona 3: The Impact Organizer
  • Represents: NGOs / climate orgs / communities

  • Motivated by: Scaling participation

    Behavior:

  • Creates campaigns, initiatives, or projects

    Pain Points:

  • Hard to mobilize users consistently

  • Lack of measurable engagement

    Needs:

  • Easy bounty creation

  • Scalable participation

  • Data & validation

Design Approach

  1. Breaking Down Bounties
    Each bounty was structured into:
    • Context → Why it matters
    • Tasks → What to do
    • Submission → Proof
    • Reward → Outcome
    This created a repeatable interaction pattern across all bounty types.

  2. Reducing Cognitive Load
    • Progressive disclosure of steps
    • Clear CTAs per stage
    • Visual hierarchy for tasks


  3. Designing for Motivation
    Integrated:
    • Micro-feedback (completion states, confirmations)
    • Progress indicators
    • Reward visibility

  1. The activities users were seeing were from organisations in different parts of the world with different missions. Hence we decided to add a new feature called ‘Squads’ where people can join organisations that they share common goals with. This would allow for local projects as well as increased competition/cooperation between members, leading to better outcomes.

  1. The map was an important way for people to find new activities around them but was not shown upfront and the map size was too zoomed out. So we made the change to zoom in such that the activities users see are nearby and hence more doable.

  1. This went hand in hand with a new feature we wanted to create called ‘Vitals’ which would show the overall health of your area based on multiple factors.

  1. The ‘Earn’ section did not have all the relevant information such as the amount earned till date and others were hidden behind unnecessary clicks. The new design shows the amount earned till date for motivation as well as all their NFTs (digital collectibles), and a list of their transaction history

  1. The profile page was too simple. I remade it keeping in mind that it’s something people should be proud of sharing. Hence, we also added an achievement section.

  1. ‘Market’ was also too simple along with products hidden behind clicks. I made it more simple to navigate, added a way for users to create a wishlist, make new product suggestions and have dynamic sections such as the ‘sustainability starter kit’

  1. One of the most important new additions I designed was a thorough walkthrough for a new user. We also created a new feature called ‘Field notes’ such that people can capture multiple types of information quickly when outside, even with no data. Lastly, I made a dark mode version of the app.

  1. I also wanted to add some sound and animations. I've added one such exploration below

Bonus- I created this and this video to explain how Impact Miner works

Prototype (best on desktop) >

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