RE:Cycle | Work | Sadhana's UX Portfolio

RE:

Recycle mindfully.

Recieve points.

Redeem for rewards.


MSI Mastery Capstone β€’ 2022

RE: is designed to make it easier for Millennials interested in sustainable living to determine how and where to recycle properly. It incentivizes users to dispose of items properly by offering points that can be redeemed for rewards at participating local & eco-conscious businesses.

My Role:
UX Research + Design
Design System

Team:
3 members

Duration:
12 weeks

Tools:
Figma
Adobe Illustrator
Miro

The Problem

North America is home to less than 5% of the global population, but we generate 14% of the world’s waste. Recycling has become very expensive for municipalities in this country, and has led many cities to incinerating recyclable material. This has created not only environmental health issues, but has also furthered racial disparities, as these issues particularly affect Black & Latino communities.

That being said, many Americans are interested in changing their behaviors, once they know how!

Our Solution



FEATURES

Process

We followed the Double Diamond framework shown below as we researched, designed, and iterated.

Exploratory Research

To understand the exact nature of the problem, we conducted preliminary, exploratory research.

COMPETITIVE ANALYSIS

We started off by examining other technology solutions that address sustainability by looking ateight competitors. Some questions we wanted answers to:

  1. What stage of the waste diversion process do products focus on?
  2. How are users motivated or incentivized?
  3. How to they engage with their community?
  4. How do products tackle gamification?

COMPETITIVE ANALYSIS INSIGHTS

Incentivization:Action-oriented products focus on environmental impact or rewards.

Gamification:Products are gamified using points, tokens, & leaderboards.

Personalization:Personalizations are based on users location.

Verification:Points are either self-verified or tech-verified.


INITIAL INTERVIEWS

PARTICIPANTS


INTERVIEW INSIGHTS

There are concerns about affordability sustainable living (e.g. buying no-waste products).

The best way to reach consumers is through working with local business & government.

How to dispose of different types of plastics is a source of frustration.

People are motivated by (1) friends, (2) their wallets, and (3) seeing tangible impacts, both positive & negative.

Sketching

To start brainstorming ways of tackling these problems, each team member sketched a concept to address the needs exposed through exploratory research methods.

Formative Research

To further assess what pain points and concepts we wanted our product to address, we used formative research methods.

SURVEY

PARTICIPANTS


SURVEY INSIGHTS

Behaviors: Recycle always/often via curbside single stream.

Pain Points: Confusion about what, where, & how to recycle, lack of options and time.

Motivations: Discounts on local and eco-friendly products and services, want to see personal impact.


DESIRABILITY TESTING

METHODOLOGY

Participants were shown lo-fi wireframes of two different concepts and were asked to select three words that best describe how they feel about it. The study was conducted remotely with 48 participants.


RESEARCH QUESTIONS

  1. How useful is each prototype and its specific features in the eyes of our target users?
  2. Do these concepts illicit feelings of motivation or inspiration? Which ones?
  3. To what level do users understand how each prototype works?

DESIRABILITY TESTING RESULTS


πŸ‘πŸ½ Clear (30)
πŸ‘πŸ½ Understandable (24)
πŸ‘πŸ½ Useful (18)
πŸ‘ŽπŸ½ Uninspiring (5)

πŸ‘πŸ½ Clear (32)
πŸ‘πŸ½ Understandable (21)
πŸ‘πŸ½ Useful (19)
πŸ‘ŽπŸ½ Confusing (3)


Refined Problem Statement

Many Millennials (age 22-35) living in major U.S. cities are often frustrated by confusing location-specific recycling rules and don’t know how or where to dispose items that can’t go in their curbside bin.

Further, when these barriers are resolved, our users lack the motivation to sort and deliver their items to the proper location.


User Flow

We created a user flow in FigJam to organize our features and interactions into 3 streams. This helped us visually conceptualize our idea, and later on create wireframes (zoom in for more detail).

Wireframes

Based on the user flow, we then constructed basic wireframes using Figma.

Mid-fidelity Prototypes

Using an existing design system, we implemented components so that it would be easier to modify their instances in the hi-fi prototyping stage. Using peer and professor feedback, we made slight tweaks/clean-ups to the user flow.

Evaluative Research

To test ensure usability and assess our target users' feelings about the app's features and interface, we conducted evaluative research.

USABILITY TESTING

METHODOLOGY

Three usability tests were conducted with Millenials within the ages of 22-35 with an interest in sustainable living. Participants were given 5 tasks to complete within recycling, rewards and community.


TASKS

Recycling

Rewards

Community


DESIGN IMPLICATIONS FROM TESTING

USABILITY TESTING INSIGHTS


ACTION ITEMS

πŸ“Œ Update labels & icons for recycling action button

πŸ“Œ Specify confirmation of recycling

πŸ“Œ Separate goals & rewards; make them editable

πŸ“Œ Add community challenges

πŸ“Œ Clarify what community posts are for and who makes them

Design System

We created a design system to maintain consistency through the app. Because this app is targeted towards Millennials, we wanted to use fun colors, while still keeping with the sustainability theme.

The logo was also designed based off an illustration from the Blush plugin, and is a combination of a recycling bag, and a gift bag.


Reflection


πŸ˜Άβ€πŸŒ«οΈ Invisible UX
In mine and many of our testing participants experiences, the reason less thought was put into the waste diversion process was because it was inconvenient for users to spend time thinking about how, where, and what to recycle. In designing this app, we had to put a lot of thought in ensuring that its usage did not make recycling more cumbersome than it already is. Obviously there will always be room for improvement, but I think we achieved that from a high level.


♻️ Recruiting
I got a big breadth of experience with research methods through this project. So, recruiting had to happen pretty frequently. Huge shoutout to all testing participants! Lots of repeat participants really enjoyed seeing the evolution of this project, and our team really appreciated and applied their feedback to coming iterations.

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