Electric automobiles (eCars) are considered less harmful to the environment than conventional, fossil-fueled vehicles. Due to economic incentives provided by the Norwegian government, eCars have enjoyed great success in Norway. Because of this, the number of eCars now outnumbers the number of publicly available charging points. This charging point shortage is further exacerbated by eCar drivers that occupy charging points without needing electricity. The premise of this thesis has been to research how a mobile application can be designed and developed so as to encourage eCar drivers to move their cars so that other, more needy eCar drivers get access to charging points. In addition, our research has uncovered a list of user requirements that, among other things, reveal user needs that are not currently being met by current technology aimed at eCar owners. The research has been done through a user-centered design process, and the problem area has been investigated by triangulating three research methods, namely an online survey, twelve interviews with eCar drivers in which prototypes have been utilized as a means for evaluating design ideas and functionalities, and a document analysis of an online forum for eCar enthusiasts. The design and development processes have been concurrent and continually guided by user feedback. Throughout the design process, concepts from Self-Determination Theory, Persuasive Technology, and Gamification have been used in order to explore how the app can facilitate the sharing of charging points between eCar drivers. The findings suggested that some eCar drivers are motivated to move their eCars to let other eCar drivers charge, but lack a simple means to tell them when other eCar owners need charging. Furthermore, the results suggest that points, badges, and leaderboards, which are frequently used in gamified systems, are insufficient as motivators on their own. Rather than implementing points, badges, and leaderboards in the belief that this will change user behaviour, a thorough understanding of the users is necessary in order to design technology that is perceived as informative rather than controlling, and that supports the users’ needs for competence, relatedness, and autonomy.