The Benefits of Recycling

Reduce, Reuse and Recycle

The ways we can contribute to better recycling habits

UX RESEARCH/REPORT (2019)

Methods:
Researching, Documenting, Contextual Observation, Interviewing, Online Ethnographies, Storyboarding, User Persona and User Journey Mapping, Reframing

Tools:
Adobe Illustrator, Procreate

Team:
Alannah Frankel, Khaveer Narsai

Reducing personal carbon footprint through better recycling

When we actively try to reduce our personal carbon footprint, we work towards a future in which we can learn to live healthier, and also learn the value of living sustainably. It was recently announced this year by Secretary-General of the United Nations that within the next eleven years, if no change is made, we will reach levels of irreversible damage that will ultimately doom our environment and resources in numerous ways (Meetings Coverage and Press Releases, 2019). This research aimed to encourage even the slightest of behavioural changes within our target audience – identified as the one contributing the most to increases in carbon footprint – and introduce recycling practices that seamlessly blend into their lifestyles. 

Problem Area

To reduce personal carbon footprint in food consumption through either reducing, reusing or recycling takeaway food packaging and products. This project followed a model where team members would first conduct individual research on one research topic and then select the topic with most potential for a solution to be designed. In this case, Alannah researched reducing, Khaveer investigated reusing and I looked into recycling.

Problem scenario

The objective of this research was to identify current millennial attitudes towards recycling and waste disposal in NSW, Australia, and unveil emerging trends in the recycling of takeaway food products and packaging. It revealed the issues that hinder individuals from cultivating and implementing better recycling habits in their daily lives, whilst also looking at the motivations that facilitate eco-friendly habits.

Research

Research was conducted through contextual observations, interviews and online ethnographies, and data was collected through notes, observations and transcriptions.

Contextual Observations

Research first began with contextual observation and analysis, as effective contextual results rely on extensive ‘studies of the connections between physical and social space’ (Khan, 2014). This data uncovered critical interactions and behavioural responses to recycling and waste disposal within daily life. As the demographic focused on Generation Y (24-39), this took place in and around UTS (including cafes directly across the campus such as Starbucks), as it was the most accessible location that hosted a wide range of individuals that might include the majority of the target demographic.

Interviews

The next step in the research process involved interviewing participants within the target demographic of Gen Y (millennials) to investigate the reasons for which this demographic was found to be contributing the most to personal carbon footprints. This method was the most important aspect of the research process as it involved extracting data from face to face interaction. While conducting interviews, it was important to “choose individuals with very different contexts, rather than studying people from similar contexts” to encourage results that are not only insightful but also intriguing (Holtzblatt, 2005). Therefore, a total of thirteen interviews were conducted with fifteen participants from varying contexts and cultural backgrounds.

Online Ethnographies

In order to design a solution for better recycling, it was also important to analyse existing evidence through online ethnographies. In this case, it was important to analyse how users were responding to existing apps for recycling and how effective and useful they were in users’ lives. The apps RecycleSmart and myTOMRA were studied on Google Play and App Store platforms as they provide for both iPhone and Android users. In addition to apps, the Facebook page for City of Sydney was also reviewed to include a social media platform where users more freely express their opinions and shed personal insight on their experiences with recycling and waste disposal practices within Australia. 

Analysis

After the data was filtered and analysed through affinity diagrams, it was then visualized through personas, storyboards and user journey maps.

User Persona

A realistic persona was created using the collected observation, interview and ethnography data and was motivated by Design. Think. Make. Break. Repeat: A Handbook of Methods (Tomitsch, 2018). This method was important in amalgamating insights to create an identity that would relate to the issues in a human experience and journey – to be explored in a storyboard.

Storyboard

‘Narrative storyboards illustrate the context of an interaction sequence: the physical environment, the actions of people, and events that unfold over time.’ (Buxton, 2010). Therefore, sketching storyboards was a useful tool for visually communicating an insight gained from the problem scenario. This step enabled further understanding of users encountering issues with recycling within a specific context – thus “limiting the interaction” to the intended scenario and problem space (Buxton, 2010). 

User Journey Map

The storyboard was then developed into a user journey map to identify specific pain points and areas for improvement.

The following themes emerged by reframing the problem according to the Frame Creation model developed by Kees Dorst:

Motivation to Change

Awareness & Education

Barriers & Opportunities

Frames

The frames that emerged from these themes were explored as follows:

An App designed to award points for every act of recycling

To draw attention to the significant benefits one can experience by the simple act of recycling. Every action has a consequence – if this concept was applied to incite change in terms of personal growth and awareness in an individual, then that individual should be able to elevate their status as someone who is an active contributor to the betterment of the environment. Gamifying the act of recycling to earn points, money or status is one way of encouraging recycling through extrinsic motivation.

An interactive digital bin to encourage recycling

To transform ordinary environments into creative public learning spaces where individuals, specifically millennials, can freely interact and engage in informative recycling workshops. In such spaces, it would be vital to design ways for individuals to gain knowledge as they complete interactive and engaging activities. One such method can be found in introducing ways to transform ordinary bins into those that are more aesthetically appealing or digitally engaging to call to wider audiences.

References

Greenberg, S., Carpendale, S., Marquardt, N., Buxton, B.(2012). Sketching user experiences: The Workbook  ACM SIGSOFT Software Engineering Notes, 39(4), 36-37.

Dorst, K. (2015). Frame innovation: Create new thinking by design.

Only 11 Years Left to Prevent Irreversible Damage from Climate Change, Speakers Warn during General Assembly High-Level Meeting | Meetings Coverage and Press Releases. (2019). Retrieved from https://www.un.org/press/en/2019/ga12131.doc.htm

Tomitsch, M., Wrigley, C., Borthwick, M., Ahmadpour, N., Frawley, J., Kocaballi, A. B., . . . Loke, L. (2018). Design. Think. Make. Break. Repeat a handbook of methods. Amsterdam: BIS B.V.