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03.

ReRight;
Sustainable Made Easy

ReRight is a recycling company that aims to promote better recycling practices by partnering with local recycling centers to organize the pickup of waste materials for proper waste management.
ReRight also provides information about materials and their proper disposal practices.
In addition to this, they also
promote sustainable brands and shed light on environment-related news and events.

Timeline

4 weeks

Platform

Mobile

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Context

Every day, tons of garbage is generated that does not make it to the right bin for recycling. We need people to recycle more willingly and provide them with an easier means to do so.
ReRight aims to increase recycling rates by allowing users to do so without interrupting their daily activities through a scheduled pickup service.
The challenge was to increase recycling rates by reaching a wider audience through a digital channel

The Challenge

The challenge here was to create a solution that would motivate people to start recycling while also helping them learn more about the environment, better recycling practices, and sustainable living.

Approach

I started by conducting secondary research on the topic followed by primary research through user interviews.

Crucial Findings of the Research

PAIN POINTS

• Lack of awareness about recycling 

   process and centers

• No initiative by peers or

   organisations for recycling services

• People who do try to recycle don't

   do so correctly

• Lack of visibility of

  brands promoting sustainable living

GOALS/MOTIVATIONS

• People are motivated and ready

   to practice recycling because they

   feel a certain responsibility

   towards the environment

• To keep up with changing times

   and live more sustainable

• To practice recycling without

   disrupting daily activities

GUIDING PRINCIPLES

One tap access to recycling information that is easy to understand and implement

Creating an experience that users feel personal responsibility towards; by documenting their own journey, shedding light on sustainable living, etc

Allow users to inculcate it into their daily lives without disrupting their day to day activities

The Problem

Now that the pain points and motivations have been defined, the problem statement can be formulated.

Problem Statement

“To offer a solution that provides users information about sustainable living and allow them to practice better waste management”

As a user story it would translate to

“I want to be able to recycle efficiently without disturbing my daily activities”

Project Goals

The research findings helped define project goals to maintain a balance between the user, business, and technical goals.

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USER GOALS

TECHNICAL GOALS

BUSINESS GOALS

The Solution

The ideas generated during the exploration phase were prioritized with a moscow matrix (must have, should have, could have, won't have) to narrow them down to possible solutions.

MUST HAVE

• Location services for

   recycling centers

• Sustainable brands

SHOULD HAVE

• Recycling

  information about

  materials

• Search input

• Recycling pickup service

COULD HAVE

• User journey log

• News articles about

 environment related  events

• Scan object feature

WON'T HAVE

• Excessive 

  information about

  materials

• Long navigation process

  for recycling practices

The main features of the product were determined with this exercise

  • It must be a mobile app due to quick access and intensive use of the device by the users.

  • A quick schedule option with integrated location service for recycling pickup

  • Location service for recycling centers and their details

  • Environment conscious brands to encourage users to live sustainable

  • A news/ articles feature to keep the users updated about environmental happenings.

Implementation

Next we elaborated the user flow and the site map to start creating wireframes. The user flow elaborates the steps taken by the user to accomplish their goal.

User Flow

User Flow

Site Map

Site Map

Wireframing

The wireframes were first done as rough sketches to explore various options for the features of the app. These rough ideas were then converted wireframes that focused on the functionality of the app, its various pages, and their layouts.

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Designing The Experience

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Onboarding & Sign Up

Homepage

Recycle pickup card with timings

   and pickup location

Top stories in environment

   related news

Popular sustainable brands

User Profile

The users recycle journey is

   recorded and stored on their

   respective profiles

• Achievement badges are

   unlocked as the user avails

   recycling services/information to

   help motivate the user in the

   form of rewards

Search Location

• Location of recycling

  centers present in and

  around the users preferred

  location are highlighted

User can search or select

   their preferred location

   for recycle pickup service

Select Items

Items/ objects selection that are being picked up for recycling to make the process easier on the user as well as business side and to help maintain a record of the pickup service

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UI Guide

Timeslot Selection

The user can pick their preferred time slot from the available options

Pickup Confirmation

Confirmation of recycle pickup with details along with an option to set a text reminder

Sustainable Brands

Brands across various categories

   that promote sustainable

   living with a brief description of

   their story and a link to their 

   platforms.

This increases the visibility of

   sustainable living and educates

   users about the same.

Environment News

Global climate and environment related news stories updated daily 

Recycling Information

Users can look up recycling

   information for an object or

   pick from the categories

   available.

They can also check how to

   dispose of waste based on

   the recycling symbol.

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App Icon

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Type

Nexa Bold

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Roboto Medium

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Paragraph  16

Heading 2  20 

Paragraph small  14 

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Colour Palette

#7FACD6

#C0B9DB

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Iconography

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CTA

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Formfield

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The Process

UNDERSTAND

• Surveys and

   interviews to help

   learn from the

   users themselves 

• Study current

   recycling practices

   

DEFINE

What is the problem

   I'm trying to solve

Understand our

   target user and

   their scenarios

IMPLEMENT

Exploring ideas with

   user journeys and

   benchmarking

Designing the

   experience

TEST

Testing the product for feedback, further iterations and potential problems 

Understand

I started my research by outlining a research plan.

 

 

Secondary Research - To Learn About Common Recycling Trends

 

My secondary research revolved around 2 points. The users and the waste generated around them. Through a survey an online search of articles, statistics, and info-graphics I was able to study the common waste management practices and the comments and awareness surrounding the issue.
 

 

The initial hypotheses :
 

  • Recycling is a discipline and takes practice.

  • People do wish to recycle and do their part for the environment but are unable to due to a lack of awareness and facilities

 

 

Primary research - To Learn From From The Users

 

Based on the secondary research, it was established that there are 3 types of people :
 

  • Those who do recycle but want to do it better.

  • Those who don't recycle but want to recycle.

  • Those who don’t care about recycling and waste management practices.

 

I conducted 5 user interviews to understand the user's main goals, needs, and barriers when it came to their everyday waste management practices. The findings of these interviews were compiled into a comparative table.

 

 

 

The affinity mapping done with these findings yielded these common characteristics:

Recycling isn't a common practice majorly due to lack of awareness

Recycling isn't a common practice majorly due to a lack of awareness

Need for quick information without having to go through articles/posts

Need for recycling services

SUMMARISED FINDINGS FROM SURVEYS AND INTERVIEWS

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Are you aware of recycling practices

How do you dispose of waste

Do you want to start recycling?

Define

I identified two primary personas - a person who is living a sustainable lifestyle but wants to do it better and a person who wants to start living a more sustainable lifestyle.
 

The empathy maps made for these personas helped me identify their pain points and needs.

Persona 1
Persona 2

Implement

User Journeys

User journeys helped get to know our personas better and identify pain points in their daily lives. It also helps us visualize a scenario where the user might face difficulties and engage with the product.

Scenario 1
Scenario 2

Benchmarking

A benchmarking exercise was carried out to cross reference information between various apps in the same sector to see what features were already in practice and what different feature we were bringing to the market with our product.

RecycleSmart

R4BGM Bins

RecycleNation

Recycle Academy

UZED

Positives

Negatives

Rewards for user

 

Articles on recycling

Cognitive load is high

Essential Information

 

Offers recycle pickup

Location service is faulty

 

No past record of pickup

Information about recycling at home

 

Location services

Limited to one city

No search results

Daily tips

 

Categories to assist in search

Too many category options

Limited location results

All recycling symbols covered

No specific information

Search Input

Recycling Centre Location

User Record

Sustainable Brands

Recycle Pickup  Service

Ideate

I ran a crazy 8 session along with a mind-mapping session to generate as many ideas as possible, sketching out solutions (worst possible ideas too) to the defined problem.

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Testing the Product

The completed prototype was tested with potential users from which the following information were extracted :
 

  • How they interact with the app

  • How they go about scheduling a recycle pickup

  • How they access the various sustainable brands and subsequently their website

  • What triggers them while using the app

User 1, 18

User 2, 24

User 3, 47

Interaction with app

Schedule recycle pickup

Recycle item/Access other features

Observations

User faced difficulty understanding the location setup

Navigated through the app with ease

Took time navigating between recycle pickup and recycle right

Comments

Better timeslot options for pickup

Location setup was misleading

Simple but effective interface

Late response on some features

Description of the brand in the brand list to get an idea of what its about

Closing Notes

After feedback from the testing, the design and interface were reiterated to improve the overall experience.

In the future, options of voice and visual input can be explored to be integrated into the application.

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