
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
Climate Action Apps- focus on habit tracking, but lack strong incentives
• JouleBug
• OroecoVolunteering Platforms- enable participation but are not gamified or rewarding at scale
• Goodwall
• UN VolunteersWeb3 / 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
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.Reducing Cognitive Load
• Progressive disclosure of steps
• Clear CTAs per stage
• Visual hierarchy for tasksDesigning for Motivation
Integrated:
• Micro-feedback (completion states, confirmations)
• Progress indicators
• Reward visibility

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.

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.

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.

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

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.

‘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’

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.

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