Case Study

Thingiverse

implementing a rewards program on a 3D printing sharing website

Role

UX/UI designer, UX researcher

Tools

Figma, Maze, FigJam, Mural

Duration

4 weeks

Goal

Incentivizing and increasing user engagement on a website where users share, download and remix 3D printing files by implementing a rewards program

Results

Worked with main stakeholder to create responsive website according to their needs and budget

Revamped logo, branding and style of the bakery

Directed UX team to create a cohesive and coordinated app

Background

Over the last two decades, 3D printing has become popular as consumer models continue to become more affordable and more advanced.

With this explosion of popularity, platforms emerged for people to share their knowledge and ideas.

Thingiverse is one of these websites.

What is Thingiverse?

  • Thingiverse is a website of user-submitted 3D models, where users can share and download them for free.

  • The site has a strong open-source culture, where users are encouraged to "remix" models and share those variations as well.

  • Users can comment on and share pictures of their printed creations.

  • Thingiverse is currently owned by Ultimaker, which is a brand that creates products for 3D printing.

Why would users go to Thingiverse instead of other similar sites?

Why would users go to other 3D repository sites?

What is Thingiverse?

  • Thingiverse is a website of user-submitted 3D models, where users can share and download them for free.

  • The site has a strong open-source culture, where users are encouraged to "remix" models and share those variations as well.

  • Users can comment on and share pictures of their printed creations.

  • Thingiverse is currently owned by Ultimaker, which is a brand that creates products for 3D printing.

Why would users go to Thingiverse instead of other similar sites?

Why would users go to other 3D repository sites?

This is a conceptual case study that is unaffiliated with Thingiverse or Ultimaker.

I followed the Nielsen Norman Group's design thinking phases for this project.

Empathize: How is Thingiverse doing?

Thingiverse has a very strong open-source culture.

Users design and share 3D models, whether for utility (kitchen parts, shelves, brackets and other household items) or for fun (toys, figures, cosplay).

The site has a "remix" feature that encourages users to tweak the original models for specific use cases (for example, making a more compact version of a 3D printed whistle).

In more recent years, the perception of Thingiverse has gotten more negative, as users took issue with the poor servers and lack of updates to the site.

General user sentiment on how Thingiverse has fallen off

"Thingiverse is the Myspace of 3D printing. it was first, but it won't last."

"Search function barely works. You search for a dog and the first page or two are literally just what's currently trending."

“Thingiverse is a sad place these days. A relic from the time where MakerBot was an integral part of the maker community.”

"Yes, but I remember a time when it was basically the YouTube of 3D models. It was the one central place to go. Now, there is no other central platform."

However, despite the perceived decline in quality of Thingiverse, it is still the most popular 3D repository site.

I wanted to question users in more detail, so set up an interview guide and started gathering participants.

User interviews

I conducted interviews with a variety of 3D print enthusiasts.

User interviews

I conducted interviews with a variety of 3D print enthusiasts.

User interviews

I conducted interviews with a variety of 3D print enthusiasts.

User interview insights

All seven participantsknew about the existence of Thingiverse. Users are drawn to the fact that there are no paid features.

Users do not want to socialize for “leisure” - if there is communication, it is utilitarian, such as comments on the file to ask for help/clarification

While a marketplace, subscription, or other paid features are not out of the question, they are detrimental to Thingiverse’s reputation as a “free” site

There was a unanimous no from all seven interviewees that they would not enjoy a forum or discussion space.

Users that download files have no incentive to participate in the community.

Users that upload files enjoy receiving feedback and seeing pictures of their creations.

Further research: competitive analysis

I wanted to see what the competitors in the space were doing to attract users from Thingiverse.

Further research: competitive analysis

I wanted to see what the competitors in the space were doing to attract users from Thingiverse.

Further research: competitive analysis

I wanted to see what the competitors in the space were doing to attract users from Thingiverse.

Competitive analysis insights

Other sites have more curation in comparison to Thingiverse. One common complaint about Thingiverse is the lack of quality control - anyone can upload any model.

Many other sites monetize, which can attract users who want to sell models. These are generally perceived to be higher quality than free ones.

Monetization: other sites offer printing services, so users can receive their item printed in a specific way.

Some sites specialize in a niche; for example, tabletop miniature models.

Business model canvas

I considered the different ways that Thingiverse could be valuable for the business - partnerships, greater value propositions, increased revenue streams.

However, looking at my service blueprint, many of the possible revenue stream ideas clashed with the user goals.

Business model canvas

I considered the different ways that Thingiverse could be valuable for the business - partnerships, greater value propositions, increased revenue streams.

However, looking at my service blueprint, many of the possible revenue stream ideas clashed with the user goals.

Business model canvas

I considered the different ways that Thingiverse could be valuable for the business - partnerships, greater value propositions, increased revenue streams.

However, looking at my service blueprint, many of the possible revenue stream ideas clashed with the user goals.

Service blueprint

I had many ideas about possible revenue stream ideas, but many of these clashed with the user's feelings, thoughts and actions around Thingiverse.

Service blueprint

I had many ideas about possible revenue stream ideas, but many of these clashed with the user's feelings, thoughts and actions around Thingiverse.

Service blueprint

I had many ideas about possible revenue stream ideas, but many of these clashed with the user's feelings, thoughts and actions around Thingiverse.

As shown by the user interviews and research, there was a tricky line to tread.

What would be good for business goals was not necessarily the same as an enjoyable user experience.

Define: where are users' problems?

User personas

Using the research, I came up with two distinct user personas.

User personas

Using the research, I came up with two distinct user personas.

User personas

Using the research, I came up with two distinct user personas.

Problem statements

Building from these user personas, I came up with some questions to try and answer.

Problem statements

Building from these user personas, I came up with some questions to try and answer.

Problem statements

Building from these user personas, I came up with some questions to try and answer.

Project goals

Although the user goals and business goals were so different, I focused on what commonalities they had.

Project goals

Although the user goals and business goals were so different, I focused on what commonalities they had.

Project goals

Although the user goals and business goals were so different, I focused on what commonalities they had.

"Downloader" user goals
  • Get 3d models for free 

  • Get good quality 3d models

  • Have access to large variety of files 

  • Find the exact model that I want 


"Uploader " user goals
  • Feel fulfillment in providing a free item to community

  • Get reviews, pictures, thanks, feedback on 3D models

Project goals
  • Thingiverse as a website that has every file that users want

  • Foster a bustling community that users want to participate in (uploading, sharing, commenting, sharing pictures)

  • Website that is easily and efficiently navigable

  • Reliable search and download

  • High user satisfaction

  • Reduced frustration with searching, finding new files, deciding on the “right” file

  • NOT necessarily to make money from users directly, but monetization in some way

Business goals
  • Improve brand name recognition

  • Improve brand name loyalty

  • Drive customers to brand products (Ultimaker store) 

  • Become a leading name in 3D printing

  • NOT necessarily to make money - Thingiverse longstanding status as free repository

    • Monetization - less of a cost sink - currently running google ads and Fiverr partnership 

  • Incentivize designers and greater community to participate on site

"Downloader" user goals
  • Get 3d models for free 

  • Get good quality 3d models

  • Have access to large variety of files 

  • Find the exact model that I want 


"Uploader " user goals
  • Feel fulfillment in providing a free item to community

  • Get reviews, pictures, thanks, feedback on 3D models

Project goals
  • Thingiverse as a website that has every file that users want

  • Foster a bustling community that users want to participate in (uploading, sharing, commenting, sharing pictures)

  • Website that is easily and efficiently navigable

  • Reliable search and download

  • High user satisfaction

  • Reduced frustration with searching, finding new files, deciding on the “right” file

  • NOT necessarily to make money from users directly, but monetization in some way

Business goals
  • Improve brand name recognition

  • Improve brand name loyalty

  • Drive customers to brand products (Ultimaker store) 

  • Become a leading name in 3D printing

  • NOT necessarily to make money - Thingiverse longstanding status as free repository

    • Monetization - less of a cost sink - currently running google ads and Fiverr partnership 

  • Incentivize designers and greater community to participate on site

"Downloader" user goals
  • Get 3d models for free 

  • Get good quality 3d models

  • Have access to large variety of files 

  • Find the exact model that I want 


"Uploader " user goals
  • Feel fulfillment in providing a free item to community

  • Get reviews, pictures, thanks, feedback on 3D models

Business goals
  • Improve brand name recognition

  • Improve brand name loyalty

  • Drive customers to brand products (Ultimaker store) 

  • Become a leading name in 3D printing

  • NOT necessarily to make money - Thingiverse longstanding status as free repository

    • Monetization - less of a cost sink - currently running google ads and Fiverr partnership 

  • Revitalize website and activity

  • Incentivize designers and greater community to participate on site

  • Thingiverse as a website that has every file that users want

  • Foster a bustling community that users want to participate in (uploading, sharing, commenting, sharing pictures)

  • Website that is easily and efficiently navigable

  • Reliable search and download

  • High user satisfaction

  • Reduced frustration with searching, finding new files, deciding on the “right” file

  • NOT necessarily to make money from users directly, but monetization in some way

Project goals

Customer experience journey map

I mapped out how a current user might experience Thingiverse, and where they would feel positive or negative moments.

I also mapped out how users might feel about a theoretical new feature: a rewards shop.

Customer experience journey map

I mapped out how a current user might experience Thingiverse, and where they would feel positive or negative moments.

I also mapped out how users might feel about a theoretical new feature: a rewards shop.

Customer experience journey map

I mapped out how a current user might experience Thingiverse, and where they would feel positive or negative moments.

I also mapped out how users might feel about a theoretical new feature: a rewards shop.

Feature set

After deciding on the idea of a rewards shop, I had to figure out the details of how it would work.

Feature set

After deciding on the idea of a rewards shop, I had to figure out the details of how it would work.

Feature set

After deciding on the idea of a rewards shop, I had to figure out the details of how it would work.

User and task flows

After deciding on the most important features, I mapped out what routes a user might take while navigating the rewards shop.

User and task flows

After deciding on the most important features, I mapped out what routes a user might take while navigating the rewards shop.

User and task flows

After deciding on the most important features, I mapped out what routes a user might take while navigating the rewards shop.

Prototype: building out the rewards shop

I used Thingiverse's existing design and branding in order to build new features that would seem seamless.

The rewards shop, missions and history page.

Test: validating the ideas

User testing

To test the viability of my ideas, I had users navigate through my new features.

User testing

To test the viability of my ideas, I had users navigate through my new features.

User testing

To test the viability of my ideas, I had users navigate through my new features.

User testing insights

The 12 users had a 100% success rate in completing the tasks (finish a mission, buy a shop item)

Users noted they had difficulty telling that the tabs (My points, rewards shop, points history) were tabs and not a progress bar

Five users noted they could not easily tell how many points they had accumulated.

For the points history page, 5 out of 12 users noted they had difficulty telling apart gaining or spending points.

Users were also asked their preference between these two shop versions - one with a filter for digital and physical items and one without.

Users were fairly split, with 7 preferring A and 5 preferring B.

With this feedback in mind, I made changes as I increased the fidelity of the wireframes.

I made the rewards tabs clearer to read.

I lessened the affordance of the points history numbers and also color coded them for easier readability.

With the more polished prototype, I did a round of usability testing with 20 users.

Usability test results

Users had a 100% success rate for the task of completing a mission

Users had a 84.6% success rate for the second task, partially because of administrative error in directing users to the right target.

100% of users explained correctly what the purpose of the filters are.

I iterated one last time, adding further functionality to the "Sort by" feature and color-coding the physical and digital items.

Implement

Conclusion and next steps

Users were able to successfully complete the tasks relating to the new feature. The gamification of socializing means that users could be motivated by rewards in order to promote behavior that is beneficial both for other users and for Thingiverse.

In the future, I would like to implement further integrations with the site (for example, personalizing recommendations and missions), and implement more ways to incentivize favorable user behavior.

Impact

Users were successfully able to navigate the rewards shop, with 100% success rate

Users could explain the different features of the rewards shop.

Users felt the experience of the new feature was seamlessly integrated into the existing site.

What I learned:

Doing research can yield unexpected findings - I did not expect that users would be so against socialization features

E-commerce information hierarchy is very complex, and users already have expectations of how a storefront should behave

Look to existing pattern libraries and how competitors implement goals

Making sure that new components fit within an existing design system - if users can tell the difference, something is wrong