Using Gamification for a Greener Community

Independent Project
Designing an end-to-end mobile app that aims to promote sustainability through gamification techniques.
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Role: UX, UI, Branding
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Product: Mobile Application

Schedule Pickups

Users can schedule pickups to recycle uncommon or hazardous items such as batteries, car oil, and old electronics.

Schedule Prototype GIF
Recycle Prototype

Recycle Confidently

Users can quickly see if an item is recyclable or not based on their location, as each city may have different recycling standards.

Rewards & Badges

Users can earn rewards and badges for completing monthly challenges, recycling goals, and share achievements on social media.

Rewards Prototype GIF

Software

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Figma

Maze Icon

Maze

Scope & Team

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80 Hours

One (1)

Designer

Problem

Wish-cycling contributes to waste contamination and increased sorting costs. This is an opportunity to help make the recycling process easier.

Solution

A mobile app that provides guidance on recycling using gamification techniques and local recycling information.

UI Design

Project Background

Inspired by the Sustainable Development Goals

The United Nations' Sustainable Development Goals (SDG) inspired me to explore waste management issues. Waste has contributed to the ongoing climate crisis and increasing greenhouse gas emissions. "Wish-cycling" specifically can be harmful to the recycling process because additional trash contaminates the waste stream, causing them to be rejected by the recycling facility.

SDG Goal 12SDG 13SDG 14

How might we encourage recycling to support a greener future?

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hypothesis

“If there are too many different materials and misinformation, then people will find recycling confusing.”

surveys

The Recycling Experience

I was curious to learn more about what the current recycling experience was like for others through these questions:

  • What do people mainly recycle?

  • How do people recycle?

  • When does recycling get confusing?

Under the time constraints, I surveyed 25 participants in California about their recent recycling experiences to quickly gather information and identify any themes.

Insights

60%

recycled within the kitchen space

84%

were likely to recycle on a daily basis

88%

hesitated recycling certain items

Common Confusions

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Contaminated Items (e.g. Foods, Liquids)

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Different Plastics or Uncommon Materials

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Unclear or No Recycling Labels

An opportunity to help increase recycling confidence

Although 84% of participants were likely to recycle on a daily basis, 88% yet expressed having felt uncertain before when recycling specific items. This reveals how there is an opportunity to help clarify the uncertainties and increase recycling confidence.

user interviews

Gathering More Context

After discovering initial recycling patterns, I wanted to dig deeper and figure out why people felt uncertain in the first place. After talking to 4 participants, I learned that there were 2 main factors that impacted one’s recycling habits.

Insights

#1: Exposure to recycling resources

With increased exposure to recycling resources, one's overall comfort with recycling improved, while decreased exposure led to reduced confidence in recycling specific items.

#2: Situational and environmental context

Depending on the person’s situation and environmental context, recycling habits may increase or decrease.

user journey + Co-creation

Let's Brainstorm

To begin identifying areas of opportunities to help increase recycling confidence and exposure to recycling resources based on previous findings, I decided to conduct a Co-Creation Workshop, where people are brought into the design process to gather collaborative feedback.

Co-Creation Workshop

User journey

Co-Creation WorkshopDuring this workshop, I wanted to better visualize a person’s journey before and after using the kitchen space since 60% of survey participants placed their recycling bins within the kitchen area.

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Observations -> Opportunities

Observation #1: Using Maps

Participants relied on a map to search for the nearest best resources.

Opportunity #1: Nearest Locations

What if we provide users with a map of the nearest recycling centers and local recycling guides based on their location?

Observation #2: Going Out

Participants felt less excited to go out, use transportation, and interact with people to obtain resources.

Opportunity #2: Pickup Services

What if we provide pickup services for users looking to recycle uncommon items (e.g. batteries, spray cans, etc.)?

Observation #3: Mission Complete

Participants enjoyed finishing their mission at the end.

Opportunity #3: Rewards and Achievements

What if we provide users rewards and recognize their achievements for recycling?

Transforming opportunities into solutions

the mvp

Minimum Viable Product

With the need to make recycling resources more accessible, optimize convenience, and boost recycling confidence, the mobile app’s MVP features were to include:

Features

Map Pin Icon

Pickup Services

Recycle Symbol

Recycling Guides

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Badges & Rewards

usability testing

Putting the Prototype to the Test

Through usability testing, my goals were to assess user navigation and ease by asking participants to complete the following tasks below based on the MVP features.

Overview

Three (3)

Moderated

Eleven (11)

Unmoderated

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Maze

Tasks

Recycle Icon

Is it Recyclable?

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Schedule a Pickup

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View Recycling Badge

Usability Metrics

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Success Rate

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Misclick Rate

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Duration

Quotes

Win #1

"Pretty straightforward. Love the app idea! A very neat way to get more people to recycle and get their questions answered."

Pain Point #1

"I was expecting more of like examples, otherwise I’d be clicking through all of them which takes a lot of time."

Win #2

"I like the badge system, it makes me feel accomplished. Especially since I can show it on social media."

Pain Point #2

"I didn’t know what the symbols mean so I wasn’t sure where to look."

Win #3

"I like how since the app is simple, it’s easy for older people to navigate through it."

Pain Point #3

"Since I didn’t have an egg carton in front of me, I would have googled what type of number the egg carton would be in."

After conducting usability tests, I learned that people preferred seeing pictures of items instead of recycling symbols since the plastic number abbreviations were unfamiliar or not commonly used.

Iterations 2

Recycling ScreensSince users were not familiar with the plastic material numbering and abbreviations, the recycling symbols were replaced with images of commonly used items for easier recognition.

Iterations 1

Home ScreensCompared to the old wireframe, the new wireframe includes a search bar for quicker access to finding recycling information, a map of the user's current location, and expanded details of the scheduled pickups.

branding

Green and Sustainable

The app’s branding was inspired by existing earth tones and nature to represent being eco-friendly, green, and sustainable.

RECO UI Kit
UI Mockups

outcomes

Impacts & Reflections

Although this project aims to encourage sustainable habits, I’ve learned that proper recycling has many layers of root issues and further research would be required to truly make this app scalable and useful. However through research and co-creation, I’ve learned how valuable gaining user insights can be along with user collaboration.

Improved App Usability by 10%

After implementing user feedback and conducting another round of usability tests, these refinements increased the app’s usability by 10%.

If I had more time:

  • If feasible, I would have explored AR technology to help improve the process of identifying whether an item is recyclable or not.

  • If I had more time, I would have conducted more than one Co-Creation workshop to obtain a larger pool of data.

What I learned:

  • Involving your users during the ideation and design process can provide valuable insights that lead to creative solutions.

  • Visualizing information through pictures or visual aids helps increase human perception and understanding.

other work