BT Digital Dash is an award winning app created to encourage kids to get fit for a digital future by creating their own digital athlete to train and race against others, whilst testing their computational thinking skills along the way.
By experimenting with combining different parameters such as food types and exercise types, players would see different statistical outcomes from training their avatar. They were then encouraged to use this data to improve and make their athlete run the fastest in a 100m virtual sprint. The original plan for the project was to allow schools to create and train their athlete at a live arena in small groups, then the top digital athletes would compete with a real life athlete who would sprint side by side with a digital athlete along the digital signage.
The scope of the project changed however due to COVID, so what was initially an iPad app to be used at a live event with hundreds of participants, organisers and spectators, had to then be shifted to make it into a mobile and tablet experience where kids can take part at home. Subsequently a live virtual final of the race was broadcast and presented live by Reggie Yates & Dame Kelly Holmes where the winner scored £10,000 in vouchers for IT equipment for their school.
Digital Dash was award the Epica Silver Award for Best Branded Game & an Epica Bronze Award for Best Mobile App
As the theme of this project was around fitness, nutrition and racing, there needed to be an emphasis on movement and energy. Racetrack patterns were used as an inspiration for the backdrop that appears throughout the app with additional elements adding some digital flair.
After a lot of development, the client wanted something that was clean, energetic but not too child-like even though the audience were 7-10 years old, the goal was to create something that felt aspirational with a sense of “cool” to make them feel older and more grown up.
Furthermore, to cement the BT brand, using the indigo as a base we were able to create some sharp, contrasting accent colours of pink, turquoise & coral which add a sense of energy through various parts of the app. We also played with sheared, asymmetrical buttons to give a sense of movement.
As mentioned earlier, there were defined colours to use when styling the various UI elements on the page; it was just a case of assigning these to the relevant actions such as primary vs secondary CTAs, buttons & toggles, highlights, fields and other related data.
From the initial reference of sheared buttons, I had to reign in the severity of these angles due to a lot of optical discrepancy, whilst having them asymmetrical also proved to be tricky when it came to scalability from a development perspective.
There were also three card designs representing each of the main categories: locker, train & race which had lock states; part of the onboarding was to take them through customising their athlete, then taking them through training and finally putting them in a race.