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

75 hours, August to September 2024

Goal

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

Results

Balanced user and business goals to add a new feature

Integrated rewards missions and shop features with existing branding and style

88% of users testing were able to navigate through missions and shop

Background

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

With this explosion of popularity, platforms have 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 do users go to Thingiverse instead of other sites?

Why do 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 do users go to Thingiverse instead of other sites?

Why do 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?

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

Thingiverse has a very strong open-source culture.

For example, 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 declined in quality

"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. From a competitor's blog post:

Since I had gathered the general sentiment around Thingiverse, I wanted to dive deeper by talking to users of the site.

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 participants knew about the existence of Thingiverse. Users are drawn to the fact that there the site is free to use and participate in.

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 or 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.

On other sites, there is a marketplace for users can buy and sell files. These files are generally perceived to be higher quality than free ones.

Monetization: other sites offer printing services, so users can receive a printed version of a model, with many different options available (colors, sizes, print material).

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

Business model canvas

I considered the different ways that Thingiverse is valuable for Ultimaker's overall brand and what possible avenues there were for improvement, such as:

  • possible revenue streams (advertising, paid features, a marketplace for users)

  • increasing partnerships (with printing services, creators, sponsors)

  • broadening and retaining the userbase of Thingiverse

  • how to reduce costs for the site

However, many of the possible revenue stream ideas clashed with the user goals.

Business model canvas

I considered the different ways that Thingiverse is valuable for Ultimaker's overall brand and what possible avenues there were for improvement, such as:

  • possible revenue streams (advertising, paid features, a marketplace for users)

  • increasing partnerships (with printing services, creators, sponsors)

  • broadening and retaining the userbase of Thingiverse

  • how to reduce costs for the site

However, many of the possible revenue stream ideas clashed with the user goals.

Business model canvas

I considered the different ways that Thingiverse is valuable for Ultimaker's overall brand and what possible avenues there were for improvement, such as:

  • possible revenue streams (advertising, paid features, a marketplace for users)

  • increasing partnerships (with printing services, creators, sponsors)

  • broadening and retaining the userbase of Thingiverse

  • how to reduce costs for the site

However, many of the possible revenue stream ideas clashed with the user goals.

Empathy map

With the business's point of view established, I brainstormed from the user's point of view.

These were extremely different from the business concerns.

Empathy map

With the business's point of view established, I brainstormed from the user's point of view.

These were extremely different from the business concerns.

Empathy map

With the business's point of view established, I brainstormed from the user's point of view.

These were extremely different from the business concerns.

As shown by the user interviews and research conducted, what would be good for business goals was not necessarily the same as what the user cared about. I had to figure out where the fine line to walk would be.

Define: where are users' problems?

User personas

Using the different findings from my research, I came up with two distinct user personas.

User personas

Using the different findings from my research, I came up with two distinct user personas.

User personas

Using the different findings from my 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.

3D modeller users upload to sites other than Thingiverse because they have more community engagement or rewards for partcipating.

3D modeller users upload to sites other than Thingiverse because they have more community engagement or rewards for partcipating.

Users that upload models need incentives to keep doing so, such as feedback from other users.

Users that upload models need incentives to keep doing so, such as feedback from other users.

HMW attract and retain users to our website?

HMW incentivize users to engage more socially, without making it seem like a chore?

HMW attract and retain users to our website?

HMW incentivize users to engage more socially, without making it seem like a chore?

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

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
"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

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 brainstormed how to add the new features of the rewards shop and rewards points tracker.

From there, I used Thingiverse's design and branding in order to build the new features that would blend seamlessly into the existing site design.

The rewards shop, missions and history page that I created.

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.

Before

After

I increased the visual clarity by highlighting the selected tab.

Before

After

I lessened the affordance of the points history points. I also color coded the addition and subtraction of points 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.

Final iterations

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

Final iterations

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

Final iterations

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

Updated the Rewards tabs with icons

Updated the Rewards tabs with icons

Changed the point amounts (500 points) to lessen affordance

Changed the point amounts (500 points) to lessen affordance

Completed missions are moved below incomplete ones for better information hierarchy

Completed missions are moved below incomplete ones for better information hierarchy

Updated reward shop banner text and graphic

Updated reward shop banner text and graphic

“Sort by” menu is now responsive and filters items appropriately.

“Sort by” menu is now responsive and filters items appropriately.

Items are color coded to indicate whether they are physical or digital goods.

Items are color coded to indicate whether they are physical or digital goods.

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