Good Miles

A mobile app and in-car companion that flips the script on drive tracking. Instead of counting a driver's mistakes, it celebrates the small wins and focuses on building good driving habits that last.

Product Designer
Mobile & In-car
Exploration
Good Miles in-car experience

Problem statement

In user interviews, one theme kept surfacing: everyone believes they're a good driver, and no one likes being told otherwise. Yet most telematics-based car insurance track and penalize bad behavior.

"Research in behavioral psychology consistently shows that positive reinforcement produces longer-lasting behavior change than punishment, which typically only achieves short-term compliance."

Kazdin, 2003; Lipsey & Wilson, 1993

When users feel judged, they disengage. And in telematics insurance, disengagement is a data problem: if drivers stop using the app, usage-based pricing simply does not work. We saw users churn after being dinged for how they drive.

Starting from a different premise

Correction-based feedback works in a narrow sense. But it has a fundamental problem: it neglects human psychology. Whenever drivers open the app they often start with a negative sentiment. Correction-based feedback, even when constructive, rarely changes behavior in a lasting way.

The Good Miles concept aims to change this. What if instead of counting the bad moments, we counted the good ones?

Existing design

The existing Driver Board app screen: a Safety Score gauge reading 90, a trip count, and tiles for hard brakes, rapid acceleration, high speeds, and distance.

New design

Redesigned mobile daily-score screen showing 120 Good Miles earned yesterday, drawn as glowing iridescent coins, with a Share button. Redesigned in-car display split between a navigation map and a yellow Beetle car avatar, with a last-trip summary welcoming the driver back.

Every mile driven without a driving event counts as a Good Mile. Users see a counter that keeps growing as they drive. The hope is that this creates a motivating experience, and a less judgemental one.

What Duolingo got right

Duolingo was a meaningful reference point for this project. Their approach to gamification centers on a simple idea: every moment something is done well, take the opportunity to reward it. Streaks, XP, encouragement, all of it reinforces the same message: you did something right today.

That instinct directly shaped my design thinking for Good Miles. Duolingo proved that consistent positive reinforcement is more powerful than correction at building habits people stick to. For a driving app where the goal is genuine behavioral change over months, that matters enormously.

Mobile daily-score celebration showing 120 Safe Miles earned yesterday with a Good Miles coin and the user's circle of friends.

Good Miles: the currency of good driving

01

Drive without events

Every mile driven without a hard brake, rapid acceleration, or speeding incident registers as a Good Mile. The sensor works silently, no action required from the driver.

In-car driving view, paired with the phone's music app, showing the MPG meter and Good Miles coins building up as the car moves through a landscape.
02

Avatar customization

Good Miles unlock skins, accessories, and visual upgrades for your car avatar. Customizations transfer directly to the in-car display: what you build in the app is what you see while you drive.

Mobile avatar garage customizing the Broncosaurus car avatar, with tabs for wheels, tires, decals, and spoilers priced in Good Miles.
03

Real-world rewards

Good Miles redeem for tangible car services like oil changes, car washes, and maintenance discounts, creating a real-world incentive loop tied directly to good driving behavior.

Mobile home screen with the car avatar and a Redeem Rewards row offering real-world perks like an oil change and collectible pins.

Two experiences, intentionally different

01

In-car

For when the user is driving and wants a sense of how they're doing in real time, without being distracted by details.

02

Mobile app

For when the user is done driving and wants to dig into the details and engage with richer interactions.


In-car: your car as a virtual avatar

In-car experience showing the customized car avatar driving down the road in third person, next to the phone's music app, with the running score and a Report button.

The visual centerpiece of the in-car experience is the car avatar, a third-person view of your customized vehicle, seen from behind, moving down the road as you drive. It's designed to feel like a Tamagotchi: a persistent character that's alive, responsive, and genuinely yours.

In-car driving view, paired with the phone's music app, showing the MPG meter and Good Miles coins building up as the car moves through a landscape.

When you drive smoothly, the avatar chugs along contentedly. When a driving event is detected, it reacts with a visual animation that gives immediate, ambient feedback without demanding attention. When speeding is detected, a dynamic speedometer visualization appears. The avatar lives in peripheral vision, never asking to be stared at.

In-car school-zone coaching: a Sweet Spot speed meter guiding the driver to 25 mph as the avatar approaches a school zone and earns a bonus.

The third-person view creates a layer of externalized perspective: you're watching yourself drive. That slight psychological distance is what makes the avatar feel like a companion rather than an overlay. You're not just in the car. You're watching your car do well.


The mobile app: meaning-making after the drive

The app is where drivers reflect, improve, and invest. Opening it after a trip is the payoff: you see your route, the safe miles added, where events happened on the map, and specific coaching on how to prevent each one next time.

Mobile home screen after a drive, with Good Miles coins raining onto the car avatar and rewards and challenges below.

Avatar customization is a significant engagement driver. The avatar built in the app shows up in the in-car display, so every customization choice is something the driver sees on every future drive. This creates a loop: drive to earn miles, spend miles to upgrade the avatar, see the avatar change in-car, want to protect and improve it more.

Mobile avatar customization for the Broncosaurus car, choosing wheels priced in Good Miles.

Challenges and leaderboards also live exclusively here, by design. Signing up for a stretch goal requires attention and commitment, both of which belong off the road. Once a challenge is active, the in-car experience records the data silently. No friction, no decision-making, just driving.

Mobile Challenges screen with active goals: drive Amazing for 10 trips, and a head-to-head lowest-phone-distraction duel with a 1,000 Good Miles prize. Mobile neighborhood leaderboard with a top-three podium and a ranked list of nearby drivers by score.

Prioritizing carrot over stick

The gamification system was designed around a single discipline: every time a driver does something well, take the opportunity to acknowledge it. Not once per trip, not once per week. Every time. This is the instinct borrowed from Duolingo. Celebrate every small win to build consistency and lasting driving habits.

Micro
A smooth braking sequence
Session
A clean trip
Streak
A consistent week
Milestone
1,000 safe miles

For Good Miles, reward moments are designed at multiple scales: the micro (a smooth braking sequence), the session (a clean trip), the streak (a consistent week), and the milestone (1,000 safe miles). Each scale has its own recognition mechanism.

Final wireframes

01

Bad weather

Wireframe storyboard of the in-car bad-weather flow: alerting the driver to upcoming weather, playing a short animation clip, then returning to driving mode.
02

Real-time coaching (approaching school zone)

Wireframe storyboard of real-time in-car coaching as the car nears a school zone, counting down to a speed sweet spot.
03

Reporting potholes

Wireframe storyboard of reporting a pothole from the in-car screen, with a confirmation and the report reaching other drivers moments later.
04

Nudge from mobile app

Wireframe storyboard of a parent nudging their teen driver from the mobile app; the teen sees the nudge in-car and slows to the speed limit.

User journey

Wide storyboard of the full in-car split-screen user journey, from welcome and driving through events, rewards, and challenges.
Wide storyboard of the mobile-app user journey for a parent and teen driver: real-time alerts, reviewing the drive, and sharing challenges.

From wireframes to final UI

After I completed the wireframes and UX direction, I handed off to two other designers who brought the visual design to life.

In-car experience

Final in-car visual design: navigation map beside the yellow Beetle avatar, welcoming the driver with average MPG and score. Final in-car design showing a trip-highlights panel with the last trip's rating and a weekly count of driving events. Final in-car design showing a Heads-Up hazard alert warning of potholes sighted half a mile ahead. Final in-car design showing the live driving view with the car avatar on the road and a Report button. Final in-car design showing a Personal Best reward popup, 100 Good Miles for 50 miles with no events, over the music app. Final in-car design showing trip stats for rapid acceleration and phone distraction, with a leaderboard of nearby drivers. Final in-car design showing an active head-to-head challenge for the lowest phone use in the car.

Mobile experience

Final mobile design customizing the Volkswagen Beetle avatar with wheel options priced in Good Miles. Final mobile Challenges screen with active goals and a head-to-head lowest-phone-distraction duel. Final mobile Family Group dashboard showing the week's trips, miles, hours, and driving-event counts. Final mobile Learn tab recommending driving lessons and quizzes that reward Good Miles. Final mobile Learn personalization step asking the driver's experience level to tailor recommended content. Final mobile home screen with score, real-world rewards like an oil change and custom hot wheels, and an active don't-speed challenge. Final mobile daily-score screen showing 120 Good Miles earned yesterday as glowing coins, with a Share button. Final mobile home screen welcoming the driver with the yellow Beetle avatar and rewards. Final mobile Family Group screen with a live alert that the teen is driving 20 mph over the limit, and a Nudge button. Final mobile Family Group stats with a weekly bar chart of high-speed events by day.

Well received, parked on purpose

The concept was pitched to organizational leadership and was well received. The team recognized the potential of a reward-based model to improve driver engagement and retention. However, the decision was made to hold off on pursuing it. At this stage, the priority was customer acquisition: getting enough users onto the platform first, before investing in engagement and retention mechanics.

It was the right call for where the business was. Good Miles addressed a real problem, but not the most urgent one. The concept remains on the roadmap as something to revisit once the user base reaches a scale where retention becomes the primary growth lever.