Large public events like the Olympics often arise to large amounts of waste and there are differing levels of intrinsic motivation for people to engage in eco-friendly behaviours, as well as physical barriers, such as limited access to bins.
Ecotrack is a mobile application aimed at promoting eco-friendly behaviours through incentives and educational content. Users can easily classify their waste and locate nearby bins to overcome barriers of limited access.
CONTEXT
Academic app concept
Highest mark in cohort for individual prototype
ROLE
Research
Wireframing
Prototyping
Usability Testing
TEAM
Me (mobile)
1x team member (smart watch)
TIMELINE
10 weeks
TOOLS
Figma
Balsamiq
RESEARCH
Have you ever attended an event, just to find the area covered in rubbish everywhere?
With the above question in mind, I led the desktop research gathered from various sources (academic journals, news outlets) and online ethnography from social forums to gain insight into social behaviours. Our objectives encompassed researching:
Current sustainable solutions implemented in the Olympics
Waste disposal practices in large sporting events
Individuals' behaviours regarding waste disposal
ANALYSIS
Key insights
Barriers to eco-friendly practices
External factors such as the number of bins available, whether they are easily accessible influence on sustainable behaviours.
However, incentives can also act as a motivator for inciting sustainable practices
Knowledge
Lack of knowledge and confusion regarding waste classification was a barrier for users to engage in sustainable habits.
Additionally, while some abided by recycling rules, they did not feel a sense of impact for their efforts.
Motivations and behaviour
PROBLEM DEFINITION
"How might we make it easy, convenient and motivating for users to engage in waste disposal processes at large public events?"
SOLUTION
Mobile device use case
Users can easily classify their waste with the help of AI photo recognition and will be notified of the number of points they earn to unlock their next milestone and be guided towards the nearest bins.
KEY LEARNINGS
Conducting testing when there is limited access to users
Often times hearing from the users are ideal but with limited time constraints, this led to limited access to users. This experience highlighted the need for flexibility and adaptability in the testing process.
Being intentional with visual language across platforms
As this was a group collaboration in which each member had to focus on a different device, this project taught me a lot about being intentional with visual density and how they scale up or down on different platforms whilst maintaining a cohesive visual brand identity.
The impact of micro-interactions
I learnt that adding microinteractions, as simple as a feedback tooltip can make users feel more included and elevate a product. Moving forward, I would love to further explore micro-interactions to subtly enhance overall usability.





