Plan Attractiveness - Activation and Stimulation

  1. Plan
  2. Design and Build
  3. Sell
  4. Evaluate

On a higher level the CH can be gamified and ambassadors for the CH can be gathered and rewarded within a broader community. The community should be challenged.

A LEVEL-2 of gamification is making use of counters where cyclists see there effect as they pass by. A LEVEL-4 is where cyclists are all tagged or are within a community, and recieve points. F.e. in the case of Bonheiden, youngsters were tagged and rewarded at the village fair, which resulted in a bicycle usage increase from 20% to 70% within one year. Also platforms like STRAVA, AMBASSIFY and INFLUITIVE allow to interact with the user and gamify bicycle highway usage and stimulate community marketing.

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