More sustainable universities

More sustainable universities

Roles

Interaction design

Visual design

Project management

Year

2020 - 2022

Client

University of Amsterdam

The average student in Amsterdam produces 27 kg of waste per year. 70% of the trash that is collected from the university campuses of UvA (Universiteit van Amsterdam) and HvA (Hogeschool van Amsterdam) comes from outside sources, meaning the waste is not originated in the campus, rather it is brought into the campus by all campus users such as students, staff, and guests. Most of this waste consists of food and beverage packaging. It appears like the users buy food and beverages from outside of the campus, like nearby supermarkets, or cafes, and dispose of their waste in campus facilities.

The beginning

The beginning

The project started as a traineeship at the Digital Society School in Amsterdam.

The project started as a traineeship at the Digital Society School in Amsterdam.

Multidisciplinary team

Multidisciplinary team

Our team consisted of me alongside with four other members with backgrounds in UX research, industrial design, mechanical engineering, and computer science.

Our team consisted of me alongside with four other members with backgrounds in UX research, industrial design, mechanical engineering, and computer science.

Changing role

Changing role

As the project progressed, my role evolved from an interaction designer to a project manager.

As the project progressed, my role evolved from an interaction designer to a project manager.

Research question

Research question

How might we inspire students to make more sustainable choices in regards to their waste production, without having their needs unfulfilled or unadjusted?

How might we inspire students to make more sustainable choices in regards to their waste production, without having their needs unfulfilled or unadjusted?

Understanding the problem

Understanding the problem

During the research phase, our team conducted different research activities to understand people's motivations in regards to sustainability, how to promote sustainability, and what are the best strategies to intervene.

During the research phase, our team conducted different research activities to understand people's motivations in regards to sustainability, how to promote sustainability, and what are the best strategies to intervene.

Motivations

Motivations

Consistent sustainability relies heavily on people's ability to turn short-term behavioural change into long-term habits. There are two modes when conceptualising habit shifting - nudges (subtle changes in communication) and friction (making conventional choices less desirable).

Sustainable marketing

Sustainable marketing

The resounding themes surrounding sustainable marketing involve minimising perceived risk, and connecting to people's desire for self-development and self-improvement.

The resounding themes surrounding sustainable marketing involve minimising perceived risk, and connecting to people's desire for self-development and self-improvement.

Intervention strategies

Intervention strategies

We discovered multiple intervention strategies, such as making sustainability convenient, giving enough information (eg., reasons for performing a specific behaviour), giving feedback, or offering incentives.

Sparking a conversation

Sparking a conversation

During the first weeks of the project, we created a conversational object, a product meant to spark a conversation, and invite its users to interact with the topic.

During the first weeks of the project, we created a conversational object, a product meant to spark a conversation, and invite its users to interact with the topic.

Quick prototype

Quick prototype

We created a quick prototype called "WasteMatch", platform similar to Tinder matching students according their daily waste.

We created a quick prototype called "WasteMatch", platform similar to Tinder matching students according their daily waste.

Questionnaire

Questionnaire

The prototype was accompanied by a poster and a questionnaire that could be answered by any student passing by.

The prototype was accompanied by a poster and a questionnaire that could be answered by any student passing by.

Focus group session

Focus group session

One of our early-stage user research included a focus group session. The session included three students, and they all described themselves as ecologically minded. The session lasted for about 50 minutes, and we asked six open-ended questions about their opinions on sustainability at their university, recycling, motivations, and habits.

One of our early-stage user research included a focus group session. The session included three students, and they all described themselves as ecologically minded. The session lasted for about 50 minutes, and we asked six open-ended questions about their opinions on sustainability at their university, recycling, motivations, and habits.

Focus group insights

  1. The university could do more to educate its students about sustainability

  1. Students were not aware of the university's goal of becoming fully circular by 2030

  1. Having competitions where you can compete with other promotes the idea of personal capability

  1. Receiving feedback about your past performance can help get people engaged

  1. The content in our solution should be derived from credible sources

  1. Students would like to have incentives for their actions, and see results

  1. They don’t like to have intrusive notifications on their phone

Focus group insights

  1. The university could do more to educate its students about sustainability

  1. Students were not aware of the university's goal of becoming fully circular by 2030

  1. Having competitions where you can compete with other promotes the idea of personal capability

  1. Receiving feedback about your past performance can help get people engaged

  1. The content in our solution should be derived from credible sources

  1. Students would like to have incentives for their actions, and see results

  1. They don’t like to have intrusive notifications on their phone

Focus group insights

  1. The university could do more to educate its students about sustainability

  1. Students were not aware of the university's goal of becoming fully circular by 2030

  1. Having competitions where you can compete with other promotes the idea of personal capability

  1. Receiving feedback about your past performance can help get people engaged

  1. The content in our solution should be derived from credible sources

  1. Students would like to have incentives for their actions, and see results

  1. They don’t like to have intrusive notifications on their phone

Concept solution

Concept solution

Our team proposed a mobile app called "UniRecycle" to encourage sustainable behaviour among university students.

Our team proposed a mobile app called "UniRecycle" to encourage sustainable behaviour among university students.

Gamification

Gamification

The app gamifies sustainable actions through a point system, rewards, and competition.

The app gamifies sustainable actions through a point system, rewards, and competition.

Reminders

Reminders

Notifications would be send to students to help build sustainable habits.

Notifications would be send to students to help build sustainable habits.

Why an app?

Why an app?

Supported by our research, there are several reasons why we decided to develop an app.

Supported by our research, there are several reasons why we decided to develop an app.

Phones

Phones

We discovered (not surprisingly) that phones play an integral role in people's daily lives.

We discovered (not surprisingly) that phones play an integral role in people's daily lives.

Notifications

Notifications

Timely (non-intrusive) reminders are crucial for building habits by refocusing individuals on their goals.

Timely (non-intrusive) reminders are crucial for building habits by refocusing individuals on their goals.

Four pillars

The app is built on four pillars - gamification, transparent information, feedback, and reminders.

Gamification & rewards

Gamification & rewards

Students can earn points for each sustainable challenge, and exchange them for tangible rewards from our partners.

Transparent information

Transparent information

Each challenge has a description explaining how exactly it helps the environment.

Positive feedback

Positive feedback

The users are being encouraged with positive feedback throughout the entire app.

Timely reminders

Timely reminders

The app sends a notification right before the challenge starts, so users don't forget about it.

Securing partnerships

Securing partnerships

After securing a development budget, it was crucial to find companies which were willing to help us.

After securing a development budget, it was crucial to find companies which were willing to help us.

Development

Development

To develop the app we hired the Dutch Coding Company

To develop the app we hired the Dutch Coding Company

Partners

Partners

For the app to work we needed to find companies, which were willing to provide rewards for our users. In the end, we partnered up with four companies across The Netherlands.

For the app to work we needed to find companies, which were willing to provide rewards for our users. In the end, we partnered up with four companies across The Netherlands.

Results & learnings

Results & learnings

Co-founded and developed an app from scratch

Published the app to Google and Apple app stores

Secured partnerships with multiple companies

Learned about product development

Understood the importance of product strategy

Improved my design, research, and management skills

Let's get in touch

Let's get in touch