Reflection

Key takeaways

Next Steps

Never-ending iteration: I have learned that iteration is a key proceess to innovation.

Importance of user testing: As I was doing more and more testing, I was able to find advanced ideas and solutions throughout deeper understanding of users’ perspectives.

Storytelling & Deliverability: I noticed that having a feasible and realistic storytelling is a key component for improving a clear and relative deliverability and higher understanding for users.


Expand the design system to be prepared for development

Develop further features and adding more details in designs (Card detail and adjustment pages etc.)

Thrid round of userbility testing with Hi-fi prototype - to discover how all design and information are efficiently and clearly itereated

HMW encourage people to live a more waste-conscious life?

Identify The Waste

Identify the type of waste quickly by using AI technology. Data will be a significant asset for promoting community and state-specific garbage policies.

Record Tracking

Dive deep into data with advanced analysis. Users can get key statistics like CO2 tracking and analysis of their whole discarding progress.

Reward or Donate

Claim rewards. The validation process allows users to gather digital rewards, which can be traded or donated in the app.

Powerful approach to tackling the challenge of waste management

Service Design for a Waste-Conscious Living

Eco-Log

Eco-Log is an app that helps users change their habits by keeping track of how they dispose of waste and showing them the impact of their actions. It rewards users for making eco-friendly choices, aiming to create a positive cycle of environmental change.

Most people throw away dozens of pieces of garbage a day, but it's hard to recognize at once how much they consume and throw away, and how those waste damage the environment. And there is also a lack of continuous motivation to continue this behavior.

End to end Design

  • UX/UI Design

  • Research

12 Weeks

(Aug. 2022 - Oct. 2022)

Passion Project

Figma

Miro

Overview

Background

Primary Role

Timeframe

Team

Tools

Problem

According to a new report from Verisk Maplecroft, a global risk-assessment and consulting firm, US citizens and businesses are the largest contributors to this issue. The US represents 4% of the global population yet generates 12% of global municipal waste.

Discover

More than 80% of respondents were aware of the direness of the garbage issue in the community, but there was a slight difference in the specific disposal methods and the level of social impact expected.

  1. Survey

  1. Interview

I conducted interviews with six people living in the U.S. All interviewees are concerned that there will be side effects if we start to regulate the garbage problem.


However, there is a general consensus among them about the need for compensation in community . They insisted that "rewards" would encourage people to engage the system from a long-term perspective.

I made an affinity map to explore the project, then developed an information architecture and user flow to thoroughly understand each step.

I identified 10 concerns, each unique in its context and relevant to the original problem. From these, I decided to focus on four key insights moving forward.

For organizing the ideas from research, I created an affinity map. All interviewers were aware of the seriousness of garbage issues. However, the priorities of what they put forward as problem solutions were different. I classified into four categories-Awareness, Incentives, Behaviors, and Improvements.

2. Concerns

1. Affinity Map

I created Information Architecture for the holistic sketch.

3. Information Architecture

Define

Develop

Key Insights

Accessible calculation

Nudge Design

Community

Accessible calculations are needed to precisely determine the waste produced by each object and its associated carbon emissions.

People are often unaware of their waste disposal habits, highlighting the need for Nudge design to prompt conscious waste disposal.

There is a need for motivating factors to enhance sustainability and scalability through larger support and regulatory measures.

Key Features

Design

For the Final Design, I revised the design and created digital high-fidelity wireframes. Refer to figma file for more detailed design.

High Fidelity & Prototype

To provide intuitive flow, I sketched based on user flow for the tasks.

2. Wireframe

Develop

Before diving into design, I brainstormed ideas with each features and prioritize essential features while keeping the original design system.

  1. Sketches

Deliver

To test my final prototype’s usability, I asked my interviewees if they would be willing to test out the app.

Usability Testing

Eco-Log received a relatively high score of 80 points in Usability testing.

Users gave positive feedback on recording information and claiming rewards. Due to 'rewards,’ users gave some positive feedback that they felt motivated. Also, they said they enjoyed the interaction between littering and getting rewards from Eco-Log.


On the other hand, I found some features that were most uncomfortable and even unlikely to use them well. It seems necessary to improve other functions such as finding the nearest recycling center or checking the vendor’s schedules.

Takeaways

I found the gap between my assumptions based on qualitative research and how users actually think through usability testing to be quite interesting. I received important feedback from users, which helped me to further empathize with them and understand their major obstacles.

I found the gap between my assumptions based on qualitative research and how users actually think through usability testing to be quite interesting. I received important feedback from users, which helped me to further empathize with them and understand their major obstacles.

The Power of Usability Testing

Nudge Design

My most valuable lesson from the project was to explore what services were needed to change users' behavior. Throughout, I tried to put 'Nudge' strategies everywhere to induce sustainable behavior. Through design rather than directly telling users not to throw away trash, I learned to indirectly send a message for how much small steps can save the planet.

My most valuable lesson from the project was to explore what services were needed to change users' behavior. Throughout, I tried to put 'Nudge' strategies everywhere to induce sustainable behavior. Through design rather than directly telling users not to throw away trash, I learned to indirectly send a message for how much small steps can save the planet.

PAIGEHAN

©

Paige Han

2024

Let’s
Collaborate

PAIGEHAN

©

Paige Han

2024

Let’s
Collaborate

PAIGEHAN

©

Paige Han

2024

Let’s
Collaborate

©

Paige Han

2024

Let’s
Collaborate

©

Paige Han

2024