Cameron Weber
UX / Product Designer
Back
UBGreen
A University Effort to Achieve Zero Waste.
Our Mission
Our goal is to uncover current recycling habits among the UB community and dismantle barriers to participation. By centralizing and simplifying recycling resources, we aim to enhance engagement with campus-wide zero-waste initiatives.
Project Context
We're dedicated to revolutionizing recycling at UB Campus, where despite efforts towards zero waste, essential information remains scattered and often overlooked on the sprawling UB Website. This includes crucial details about recycling locations and upcoming events promoting zero-waste initiatives. Confusing recycling options in cafeterias further complicate matters, leading to recyclable items like paper containers being mistakenly discarded.
Our inquiry aims to understand current recycling practices among the UB community and uncover the motivations behind these behaviors. By improving the accessibility and user-friendliness of recycling information for students and staff, we strive to break down barriers and foster greater engagement with campus-wide sustainability efforts.
Role
Project Coordinator, UX Researcher, UX Designer
Responsibilities
Project Management, User Research Coordinator and Moderator, UX Design and Accessibility Lead
Timeline
Discovery
Through one on one interviews we began analyzing what the student body and staff currently know about the campus's zero waste efforts. By understanding the current common knowledge, stressors and accessibility of zero waste recourses at UB, we were then able to establish the key pain points we needed to address in our solutions. We interviewed 3 students and 1 TA and 1 faculty member to attempt at hearing from different people within the UB community. Due to time constraints and packed schedules for students and staff, the interview process was completed by reaching out to 5 people total.
Through these interviews we noticed a hand full of commonalities that were mentioned by each interviewee. The main concerns that were raised from the aggregated interview data is as follows:
Interviewees were not aware on how to access the UB sustainability website, majority never new this existed.
The societal norms for recycling vary based on culture and environment. Many interviewees mentioned that most items aren't recycled unless done properly, which the university makes difficult with the lack of resources. Amongst students, many would rather throw away out of convenience than find a place to recycle.
All interviewees mentioned they have not heard of any sustainability events at the university and have never noticed any flyers or material promoting such events.
How can we check off these boxes and still create an engaging product? What would catch the eyes of vast audiences and allow for the UB community to grow closer and connect on the sustainability matter? How can you influence someone to care about the sustainability issue?
We went through a week long iteration process assessing what would be the best route. We ruled out a website as it would be difficult to promote and that is the source of the inaccessibility issue currently. We ruled out a physical product such as excess recycling bins because there is still confusion surrounding how and what to recycle.
Through our iteration we decided a mobile application would be accessible to all, easy to use if good design and testing is implemented, and we can add an engaging game element to entice people to participate without feeling the pressure of doing so. Thus we began our wire framing process for the application UBGreen.
The Design
After exploring our information architecture options, we all split up and began sketching wireframes. After a few days we came together to review what we had. We picked the best options and possible screen ideas and began to organize and re-wireframe. This wireframe was then digitalized and made into a lo-fi prototype before we moved on with the design process.
We began user testing for the first phase after the completion of the lo-fi prototype. We gained valuable feedback on what was difficult to see, what was confusing to use, and whether or not the message and purpose of the application was clear.
Image of the beginning of the wire-framing and ideation process that occurred frequently throughout the design process.
Above is one of the User Personas created after aggregating the interview data.
Design Problems
Through lo-fi Testing and post-testing interviews, participants gave insightful ideas and feedback which helped shape our later iterations.
Clarity of the application's purpose.
Many users were unsure of the application's mission. Some users said it was an interesting concept but it was unclear that this was to help with the zero waste initiative on campus. As participants went through the initial design they advised adding information on the application's purpose. The majority agreed that this would help them connect and feel more enticed to actually participate in the game and social aspects.
How to begin the game was unclear.
It took the participants around 30-45 seconds to figure out how to navigate and use the application. Although the lo-fi testing was not completely interactive when tested, the difficulty to understand how to play the game and navigate through the different elements within the design took far too long and would impact the percentage of participants in the long run. As the designers it was clear to us how to use the application so we didn't have any iterations with a tutorial or in depth explanation. After the think-aloud protocol testing we went straight back to the drawing board and reiterated the layout and information presented throughout the application.
The lack of social/ community connection led to participants not feeling the impact.
After explaining our thought process and design post-user testing, many participants didn't understand how it connected the UB community like we anticipated. There was very little implementation of a digital community/ social media type elements. Participants mentioned feedback along the lines of adding a friend network or posting component to share the progress. one participant thought it would be great to see the whole community's impact and have information showing how much has been recycled and where it goes. We agreed that these elements would help evoke more of a sense of connection to the community and sustainability efforts which was our initial goal.
UBGreen
A University Effort to Achieve Zero Waste.
UBGreen
A University Effort to Achieve Zero Waste.
Our Mission
Our goal is to uncover current recycling habits among the UB community and dismantle barriers to participation. By centralizing and simplifying recycling resources, we aim to enhance engagement with campus-wide zero-waste initiatives.
Role
Project Coordinator, UX Researcher, UX Designer
Responsibilities
Project Management, User Research Coordinator and Moderator, UX Design and Accessibility Lead
Project Context
We're dedicated to revolutionizing recycling at UB Campus, where despite efforts towards zero waste, essential information remains scattered and often overlooked on the sprawling UB Website. This includes crucial details about recycling locations and upcoming events promoting zero-waste initiatives. Confusing recycling options in cafeterias further complicate matters, leading to recyclable items like paper containers being mistakenly discarded.
Our inquiry aims to understand current recycling practices among the UB community and uncover the motivations behind these behaviors. By improving the accessibility and user-friendliness of recycling information for students and staff, we strive to break down barriers and foster greater engagement with campus-wide sustainability efforts.
Role
Project Coordinator, UX Researcher, UX Designer
Responsibilities
Project Management, User Research Coordinator and Moderator, UX Design and Accessibility Lead
Project Context
We're dedicated to revolutionizing recycling at UB Campus, where despite efforts towards zero waste, essential information remains scattered and often overlooked on the sprawling UB Website. This includes crucial details about recycling locations and upcoming events promoting zero-waste initiatives. Confusing recycling options in cafeterias further complicate matters, leading to recyclable items like paper containers being mistakenly discarded.
Our inquiry aims to understand current recycling practices among the UB community and uncover the motivations behind these behaviors. By improving the accessibility and user-friendliness of recycling information for students and staff, we strive to break down barriers and foster greater engagement with campus-wide sustainability efforts.
Timeline
Discovery
Through one on one interviews we began analyzing what the student body and staff currently know about the campus's zero waste efforts. By understanding the current common knowledge, stressors and accessibility of zero waste recourses at UB, we were then able to establish the key pain points we needed to address in our solutions. We interviewed 3 students and 1 TA and 1 faculty member to attempt at hearing from different people within the UB community. Due to time constraints and packed schedules for students and staff, the interview process was completed by reaching out to 5 people total.
Through these interviews we noticed a hand full of commonalities that were mentioned by each interviewee. The main concerns that were raised from the aggregated interview data is as follows:
Interviewees were not aware on how to access the UB sustainability website, majority never new this existed.
The societal norms for recycling vary based on culture and environment. Many interviewees mentioned that most items aren't recycled unless done properly, which the university makes difficult with the lack of resources. Amongst students, many would rather throw away out of convenience than find a place to recycle.
All interviewees mentioned they have not heard of any sustainability events at the university and have never noticed any flyers or material promoting such events.
Discovery
Through one on one interviews we began analyzing what the student body and staff currently know about the campus's zero waste efforts. By understanding the current common knowledge, stressors and accessibility of zero waste recourses at UB, we were then able to establish the key pain points we needed to address in our solutions. We interviewed 3 students and 1 TA and 1 faculty member to attempt at hearing from different people within the UB community. Due to time constraints and packed schedules for students and staff, the interview process was completed by reaching out to 5 people total.
Through these interviews we noticed a hand full of commonalities that were mentioned by each interviewee. The main concerns that were raised from the aggregated interview data is as follows:
Interviewees were not aware on how to access the UB sustainability website, majority never new this existed.
The societal norms for recycling vary based on culture and environment. Many interviewees mentioned that most items aren't recycled unless done properly, which the university makes difficult with the lack of resources. Amongst students, many would rather throw away out of convenience than find a place to recycle.
All interviewees mentioned they have not heard of any sustainability events at the university and have never noticed any flyers or material promoting such events.
How can we check off these boxes and still create an engaging product? What would catch the eyes of vast audiences and allow for the UB community to grow closer and connect on the sustainability matter? How can you influence someone to care about the sustainability issue?
We went through a week long iteration process assessing what would be the best route. We ruled out a website as it would be difficult to promote and that is the source of the inaccessibility issue currently. We ruled out a physical product such as excess recycling bins because there is still confusion surrounding how and what to recycle.
Through our iteration we decided a mobile application would be accessible to all, easy to use if good design and testing is implemented, and we can add an engaging game element to entice people to participate without feeling the pressure of doing so. Thus we began our wire framing process for the application UBGreen.
The Design
After exploring our information architecture options, we all split up and began sketching wireframes. After a few days we came together to review what we had. We picked the best options and possible screen ideas and began to organize and re-wireframe. This wireframe was then digitalized and made into a lo-fi prototype before we moved on with the design process.
We began user testing for the first phase after the completion of the lo-fi prototype. We gained valuable feedback on what was difficult to see, what was confusing to use, and whether or not the message and purpose of the application was clear.
Image of the beginning of the wire-framing and ideation process that occurred frequently throughout the design process.
Above is one of the User Personas created after aggregating the interview data.
Design Problems
Through lo-fi Testing and post-testing interviews, participants gave insightful ideas and feedback which helped shape our later iterations.
Clarity of the application's purpose.
Many users were unsure of the application's mission. Some users said it was an interesting concept but it was unclear that this was to help with the zero waste initiative on campus. As participants went through the initial design they advised adding information on the application's purpose. The majority agreed that this would help them connect and feel more enticed to actually participate in the game and social aspects.
How to begin the game was unclear.
It took the participants around 30-45 seconds to figure out how to navigate and use the application. Although the lo-fi testing was not completely interactive when tested, the difficulty to understand how to play the game and navigate through the different elements within the design took far too long and would impact the percentage of participants in the long run. As the designers it was clear to us how to use the application so we didn't have any iterations with a tutorial or in depth explanation. After the think-aloud protocol testing we went straight back to the drawing board and reiterated the layout and information presented throughout the application.
The lack of social/ community connection led to participants not feeling the impact.
After explaining our thought process and design post-user testing, many participants didn't understand how it connected the UB community like we anticipated. There was very little implementation of a digital community/ social media type elements. Participants mentioned feedback along the lines of adding a friend network or posting component to share the progress. one participant thought it would be great to see the whole community's impact and have information showing how much has been recycled and where it goes. We agreed that these elements would help evoke more of a sense of connection to the community and sustainability efforts which was our initial goal.
Design Development
After the first round of user testing we applied the feedback and adjusted the apps structure. After doing so we began to incorporate our graphic elements. Using our mood board we created for guidance, we designed our first mid-fi prototype. After reviewing accessibility guidelines, the colors we chose to implement and certain asset sizes and placements needed to be adjusted. After our final iteration, we presented our application design using a Figma prototype.
Feedback
Participants liked the design and found the application user-friendly for both students and faculty. Suggestions for adding social media features and real-life prizes were incorporated. Despite design adjustments and a project deadline, all initial participants remained committed to zero waste efforts, with willingness to participate increasing by 20% to 80%. As summer 2024 ends, further iterations are resuming following the final presentation with the University of Buffalo's sustainability group.
Image of the beginning of the wire-framing and ideation process that occurred frequently throughout the design process.
Above is one of the User Personas created after aggregating the interview data.
Design Problems
Through lo-fi Testing and post-testing interviews, participants gave insightful ideas and feedback which helped shape our later iterations.
Clarity of the application's purpose.
Many users were unsure of the application's mission. Some users said it was an interesting concept but it was unclear that this was to help with the zero waste initiative on campus. As participants went through the initial design they advised adding information on the application's purpose. The majority agreed that this would help them connect and feel more enticed to actually participate in the game and social aspects.
How to begin the game was unclear.
It took the participants around 30-45 seconds to figure out how to navigate and use the application. Although the lo-fi testing was not completely interactive when tested, the difficulty to understand how to play the game and navigate through the different elements within the design took far too long and would impact the percentage of participants in the long run. As the designers it was clear to us how to use the application so we didn't have any iterations with a tutorial or in depth explanation. After the think-aloud protocol testing we went straight back to the drawing board and reiterated the layout and information presented throughout the application.
The lack of social/ community connection led to participants not feeling the impact.
After explaining our thought process and design post-user testing, many participants didn't understand how it connected the UB community like we anticipated. There was very little implementation of a digital community/ social media type elements. Participants mentioned feedback along the lines of adding a friend network or posting component to share the progress. one participant thought it would be great to see the whole community's impact and have information showing how much has been recycled and where it goes. We agreed that these elements would help evoke more of a sense of connection to the community and sustainability efforts which was our initial goal.
Design Development
After the first round of user testing we applied the feedback and adjusted the apps structure. After doing so we began to incorporate our graphic elements. Using our mood board we created for guidance, we designed our first mid-fi prototype. After reviewing accessibility guidelines, the colors we chose to implement and certain asset sizes and placements needed to be adjusted. After our final iteration, we presented our application design using a Figma prototype.
Feedback
Participants liked the design and found the application user-friendly for both students and faculty. Suggestions for adding social media features and real-life prizes were incorporated. Despite design adjustments and a project deadline, all initial participants remained committed to zero waste efforts, with willingness to participate increasing by 20% to 80%. As summer 2024 ends, further iterations are resuming following the final presentation with the University of Buffalo's sustainability group.
Design Development
After the first round of user testing we applied the feedback and adjusted the apps structure. After doing so we began to incorporate our graphic elements. Using our mood board we created for guidance, we designed our first mid-fi prototype. After reviewing accessibility guidelines, the colors we chose to implement and certain asset sizes and placements needed to be adjusted. After our final iteration, we presented our application design using a Figma prototype.
Feedback
Participants liked the design and found the application user-friendly for both students and faculty. Suggestions for adding social media features and real-life prizes were incorporated. Despite design adjustments and a project deadline, all initial participants remained committed to zero waste efforts, with willingness to participate increasing by 20% to 80%. As summer 2024 ends, further iterations are resuming following the final presentation with the University of Buffalo's sustainability group.