Telenav · 2023 Design Sprint · Concept Product Good Driver & Zilla

Good Driver& Zilla

Two teams. Two days. Two opposing design philosophies — and a synthesis that shipped real features across four products.

Format
Design Sprint
Duration
2 Work Days
Team Size
2 × 5 Designers
Impact
3 Shipped Products

The brief was
insurance upsell.
We made something else.

Telenav ran a design workshop with an unusual format: each designer picked a top App Store app, studied what made it work, and presented their findings to the full team. My team chose Duolingo — specifically its use of streaks, positive feedback loops, and intrinsic motivation to make something hard feel worth doing every day.

After the presentations, the teams split and applied what they'd learned — not to education, but to driving. The goal was to explore how gamification could make safe driving more engaging, with a secondary angle around Novo's insurance product.

The Duolingo study shaped everything. Good Driver's entire philosophy — reward the behavior you want, don't penalize the behavior you don't, make progress visible — came directly from what we observed in how Duolingo handles learning.

The Duolingo insight

"Make the behavior you want feel like something people choose — not something they're required to do."

What I
owned

  • Led design for Team A (Good Driver) through the full sprint
  • Defined the product philosophy: positive reinforcement over surveillance
  • Designed onboarding, gamification loop, garage, trips, and challenges
  • Created the visual identity — logo, color system, app icon
  • Directed 3D car customization concept and digital commerce model
  • Designed the in-car extension (Ford/Lincoln mockup)
  • Created branded merchandise concepts (swag)
  • Produced a brand ad — hired a voice actor to recreate Matthew McConaughey's Lincoln commercial with Good Driver voiceover
  • Later contributed the Safe Miles mechanic into Novo mobile, NICA, Scout, and ZNLT token rewards

This was a two-day sprint, which meant every decision had to be fast and defensible. I was responsible for both the product thinking (why does this mechanic exist, what behavior does it reinforce) and the execution (actual screens, actual identity, actual pitch).

The sprint format also meant the work had to communicate on its own — no time for lengthy presentations. The screens, the identity, the swag, and a brand ad produced in the same two days all had to tell the story immediately. When your pitch includes a fake Matthew McConaughey Lincoln commercial, you've committed to the concept.

Two days,
zero to shipped concept

The workshop ran as a structured sprint: half a day of briefing and brainstorming, then the teams split and worked independently before a final presentation. The constraint wasn't capability — it was time. Everything that existed at the end of day two was designed, identified, and presented in under 16 working hours.

Phase 1 · Research
Study & Present
Each designer independently picked a top App Store app and prepared a presentation on what made it work. My team chose Duolingo — specifically its use of streaks, positive reinforcement, and habit-forming loops to make learning feel like play.
Phase 2 · Apply
Concept & Build
After all presentations, the teams applied what they'd learned and designed original products. The Duolingo study directly shaped Good Driver's philosophy: reward safe behavior, build streaks, make improvement visible. Team B went darker — monsters, battles, creature collection.

The team also produced a brand ad: a voice actor hired to sound like Matthew McConaughey, overdubbed onto his real Lincoln bull commercial. We cut it into a Good Driver spot. It was the most effective 90 seconds of the entire presentation.
Phase 3 · End
Present & Synthesize
Both concepts presented. Leadership recognized them as complementary, not competing. The synthesis combined Good Driver's reward loop with Zilla's monster mechanics — and the ideas eventually shipped across four products.
The Ad
The Matthew McConaughey moment
We hired a voice actor to recreate Matthew McConaughey's voice and overdubbed it onto his actual Lincoln bull commercial — recut as a Good Driver brand ad. The original Lincoln spot has McConaughey driving through a field, philosophical monologue, a bull. Ours had the same footage, the same cadence, a different pitch entirely. It was two days into a design workshop. It was mind-blowing. It was the best 90 seconds of the entire presentation — and probably the clearest signal that the team had genuinely committed to the concept.

Same brief.
Opposite instincts.

The most interesting thing about the sprint wasn't either concept individually — it was how differently two groups of designers read the same brief. Both teams rejected the insurance-first framing. But what they built in response revealed two genuinely different theories about what makes behavior change work. Zilla came later — it was the synthesis. These were the two original ideas it grew from.

Team A — Good Driver
"We know you're a good driver. Let's prove it."
Positive reinforcement as the core mechanic. Safe miles earned by driving well. A customizable car that reflects your skill. Community challenges that make other drivers better too. The product assumes competence and rewards it — rather than monitoring for failure.
Positive reinforcement Earn & customize Community Self-improvement
Team B — Monster App
"Unsafe driving creates monsters. Defeat them by driving well."
Each unsafe driving event — hard braking, speeding, late-night driving — spawns a road monster. Drivers collect and battle them by improving their behavior. The negative is reframed as a game enemy rather than a personal failure. Darker energy, more competitive, game-first.
Monster collection Road hazards as enemies Card battles Territory control

The product,
screen by screen

Good Driver is built around one core loop: drive safely → earn Good Miles → spend them on your car. Five screens, a clear hierarchy, and a visual language that feels more like a gaming app than an insurance product.

Active screen
Onboarding

Onboarding establishes the premise immediately: you're a good driver, here's how to prove it. The introduction form asks what kind of driver you are and lets you choose an avatar — framing the product as personal from the first screen.

The Garage is the home screen. Your car — named by you, customizable with earned items — sits at the center. Good Miles and Good Deeds balances are always visible. This is the reward surface: the thing you're driving toward.

Trips shows your daily earnings and driving events with a map of your route. Positive metrics lead. Negative events are listed below — present but not the headline.

Challenges introduces social competition: head-to-head challenges against people in your "Good Circle." Whoever uses their phone less while driving wins.

Sketch to screen
in one day

Sketch - Garage

Garage

Sketch - Trips

Trips

Sketch - Goals

Goals

Sketch - Profile

Profile

Day 1 wireframes — all screens sketched in the first session

All four screens were sketched in the first work session. The layout logic was established before anyone opened Figma — information hierarchy, nav structure, the balance between positive and negative feedback. The structure didn't change; only the fidelity did.

This kind of sketch-to-final velocity only works if the decisions in the wireframe are real. The sketch isn't a rough pass — it's a working spec drawn fast.

The in-car
experience concept

Beyond the mobile app, the team explored what Good Driver could feel like as an embedded driving experience — a real-time companion that responds to your driving as it happens. Not a post-trip summary, but something ambient: earning Good Miles visually as you drive, getting gentle nudges at the right moment, and feeling the weather and road conditions reflected in the interface.

Moodboard - winter driving
Moodboard - report road issue
Moodboard - speed flow concept
Moodboard - speed sweet spot
Moodboard - driving with Good Miles counter
Moodboard - earning in real time

In-car driving concept — Good Miles earned in real time, ambient coaching, road condition awareness

Learn by doing,
not by watching

Good Driver included a learning system built on mini-games rather than tutorials. The parallel parking game uses a 3D top-down view with a steering wheel input — you practice the maneuver in a simulated environment and earn Good Miles for completing it.

The OX hazard game puts you in a moving-car scenario where you have to make the right call — brake or turn on high beams — as road hazards appear. It earns points while reinforcing real driving decisions.

The principle: learning should feel like play, not homework. Both games are short, replayable, and directly tied to the earnings system so there's always a reason to come back.

Parking game

Parallel parking game

OX hazard minigame

OX hazard mini-game

3D illustrations built in Spline by a collaborating designer.

Beyond the phone:
in-car and merchandise

Good Driver was conceived as a cross-platform experience from day one. The car you customize on your phone appears in the dashboard of your vehicle — your avatar drives alongside the navigation UI. The brand extended further into physical merchandise: a beanie and mug with custom car artwork, designed to show that this could be a product people identify with, not just an app they use.

Good Driver in Ford vehicle dashboard
In-car concept — your customized car avatar appears alongside the navigation map in the vehicle dashboard.
Good Driver branded beanie Good Driver branded mug

Merchandise was part of the pitch — showing that Good Driver had the potential to be a brand people choose, not just a product they're enrolled in. The custom car art on the swag is generated from the user's in-app vehicle.

The synthesis:
enter Zilla

Zilla wasn't Team B's original concept — it came later, as a deliberate synthesis of both approaches. Good Driver's reward loop combined with the Monster App's creature-based mechanics produced something neither team had built alone.

The monster universe got named, expanded, and fully realized: 18 characters, each tied to a specific driving behavior or road condition. Brakezilla (hard braking), Speedzilla (speeding), Parkzilla (high-theft areas), Nightzilla (late-night driving), Jamzilla (traffic jams). Full collectible system — rarity, levels, card stats, battle mechanics.

The insight both teams had landed on — safe driving should be intrinsically motivating — now had two expressions working together: Good Driver's positive identity layer, and Zilla's mastery-and-collection layer. Two ways into the same behavior change.

All 18 Zilla monsters

All 18 Zillas — each created by a specific driving condition or behavior.

Good Driver + Monster App
= Zilla

After both teams presented, the clearest outcome wasn't that one concept won — it was that the two concepts described different parts of the same product. Good Driver was the positive layer: earn, customize, improve. The Monster App was the engagement layer: collect, battle, conquer.

Zilla came out of that synthesis. It took Good Driver's reward currency and the Monster App's creature mechanics and combined them into one product — a second app that could sit alongside Novo as a companion experience. The Zilla name, the expanded monster universe, the card system — all post-sprint work that grew from those two original concepts.

That companion app never shipped as a standalone product. But the ideas didn't disappear.

The synthesis

Good Driver's reward loop + Monster App's creature mechanics = Zilla. Neither concept alone. Both concepts together.

One idea.
Multiple lives.

The Safe Miles concept didn't ship once — it evolved across products and took on different forms depending on what each product needed. Points in Novo. Real tokens in ZNLT. Gift card redemptions in NICA and Scout. The same core idea — reward safe driving with something tangible — expressed in four different ways across two years.

Novo Mobile App
Safe Miles as Points
The Good Miles mechanic shipped as Safe Miles — earned for every mile driven without safety events. Monthly safety challenges with tier progression (Explorer → Achiever → Champion → Legend) let drivers track improvement and unlock rewards over time.
ZNLT App
Safe Miles as Tokens
The idea evolved further — Safe Miles became earnable ZNLT tokens in a dedicated companion app, turning safe driving into a real digital asset. The Good Driver vision of driving earning something genuinely valuable, taken the next step.
NICA
Driving Challenges
"Drive 10 Perfect Trips" with real reward redemption (Amazon gift cards) — the challenge mechanic from Good Driver embedded into the in-car infotainment experience for Audi and Stellantis vehicles.
Scout Launcher
Challenges & Rewards Tab
The earliest integration — challenges and rewards UI built into Scout, Telenav's navigation app. The same "Drive safe. Enjoy the rewards." framing from Good Driver's onboarding, now in a navigation product used daily.

Evidence — across all four products

What this
project actually is

Good Driver started as an internal workshop exercise. It ended up influencing four products over two years — and the core idea kept evolving. Points in Novo. Tokens in ZNLT. Gift card redemptions in NICA and Scout. The same question asked at different altitudes: what is a safe mile actually worth to someone?

The sprint format forced a kind of clarity that longer projects don't always produce. There was no time to hedge. You pick a point of view and build it completely. The two teams built very different things, but both built them completely — and that's why the synthesis worked. You can't combine two vague ideas. You can combine two sharp ones.

The mechanic that traveled furthest and took the most forms — Safe Miles — is also the simplest one. That simplicity was a deliberate decision in the sprint, and it's why it survived every translation from concept to product.

The lasting lesson

A concept that ships one idea cleanly outlasts a concept that ships ten ideas vaguely.