“Will you be our buddy?”
Bin Buddy
An educational web app that provides elementary classrooms interactive experiences through vermicomposting.
Video created by Tess
Year
Fall 2021 - 3 months
Role
User Research & Interview, UX Design, Concept Design, User Testing
Teammates
Tools
Figma, Adobe Creative Suite, Google Drive, Mural
Problem
Food waste is a problem in Los Angeles, over one million tons goes into LA's landfills each year. We wanted to help divert food and other compostable waste from going into LA landfills, by approaching this problem with a composting solution, vermicomposting.
Insights
As our journey unfolded, we found that there were barriers preventing people from composting, such as limited space and knowledge on the topic. We also found that there are schools that do not have the infrastructure for a composting garden.
Solution
This brought us to a composting option known as vermicomposting, or a worm bin, as our solution. We found that composting isn’t common knowledge and decided to solve for the root issue, lack of composting education by bringing it into the classrooms.
How It Started
During our initial meeting, we aligned as a team for our problem focus and direction of our project for the Food Challenge. We decided to explore Food Waste/Farm Fresh. After bouncing ideas around together, Tess, our teammate, who is very passionate about composting, brought up the topic. We then chose to move forward and learn more about composting in our next step.
Preparatory Research
We began by researching online and found that composting can be a very powerful tool to help the environment. Composting would reduce the amount of carbon dioxide emitted into the air by diverting food waste from being collected and transported by garbage trucks to these local landfills.
Additionally, compostable waste such as food scraps and paper products in these landfills emit methane, a powerful greenhouse gas that is more potent than carbon dioxide and a major contributor to global warming.
We discovered an important finding, SB 1383, a bill that goes into effect on January 1st, 2022, a California state wide effort to reduce greenhouse gas emissions. All residents and businesses will be required to reduce their organic waste disposal in order to meet the 75% emissions reduction goal by 2025. So not only are schools required to provide recycling bins, but will also include compostable materials options.
Research Findings
“Local education agencies are currently required to maintain mandatory commercial recycling and organic recycling programs, including ensuring that schools have properly labeled recycling containers to collect bottles, cans, paper, cardboard, food waste, and other recyclable materials. SB 1383 builds upon these efforts by expanding the definition of organic waste to include food scraps, landscape and pruning waste, organic textiles and carpets, lumber, and wood.”
-CalRecycle
https://www.calrecycle.ca.gov/Organics/SLCP/schools
Research Findings
“There is an opportunity for education and messaging about the ease and necessity of composting as the target tends to agree with statements that composting is too much work (60%) and the yard waste cart makes it unnecessary to compost (60%).”
-Summary of Composting Survey
https://www.stopwaste.org/sites/default/files/Documents/compostsurveysummary.pdf
Proposed Solution
"Let’s spread awareness on vermicomposting and make education accessible for 2nd-6th grade classrooms in South LA.”
Discovering Unmet Needs
We found several unmet needs from those who shared common barriers to composting.
We learned from Denise’s experience that instead of a faulty bin, there was an opportunity for a better designed bin. She also tried to solve the problem on her own, but failed. She needed help with how to fill the bin correctly. She eventually gave up and quit composting since she had no other choices.
We learned from Luis that there are schools in LA that do not have the infrastructure for a composting garden for their students. Also, that the accessibility of an educational tool is determined by meeting appropriate age levels and individual needs, that are required for an optimal learning experience.
Target Audience Interview
“I don’t know a lot about composting things.”
We learned from John that composting isn’t common knowledge and that there are people out there that want to do good for the planet, but are worried about making mistakes and are willing to try, if it’s an easy process.
Expert Interview | Ferris
“Composting is an elegant solution to a myriad of food waste problems.”
We interviewed Ferris Kawar, SMC’s current Sustainability Manager. We learned from this experience to focus on one system, which we had decided would be elementary schools, those without access to compost gardens by bringing them into the classrooms
Pitching Concepts
Our first potential prototype concepts were based on our findings from the research, personas, journey map, moments that matter, and contextual interviews.
As limited space and a lack of composting knowledge were barriers to composting at home, we pitched three ideas for an appropriate solution. We decided to combine the app and bin concepts into one product for the next phase.
Feedback and votes that we received for our concepts
Web App Iteration Phase 1
Physical Sketches
I created the 2D sketches of our web app that included the login page, homepage, bin page, hub location page, user account page, stats page, and icons.
App + Bin
iPhone mockup by Jake Strassberg and bin iterations designed by Tess Dziallo
Digital Wireframes
Wireframes designed by Jake Strassberg
Prototype Phase I
We chose to focus on designing the gamifying experience of the web app for the first prototype iteration. As an educational resource, this web app feature could be an interactive tool for adults and children. We decided that our participants to test our prototype would be children in the target age range, K-6.
We strongly believed in developing and building lifelong composting habits, starting in childhood. Tess and I were able to conduct user testing over Zoom with 4 different children at the ages of 7, 8, 9, and 12. Jake designed this game in Figma.
Usability Testing & Implemented Changes
This was the first screen the children were prompted with.
Before (Top) The page the children saw.
After (Bottom) Tess developed the branding: the font, colors, and buttons were updated. Our prototype expanded and a navigation button to the homepage was added.
The children then had to read and follow the directions.
Before (Top) The page the children interacted with.
After (Bottom) The branding was applied and the composting bin was replaced with our concept bin.
I created these images for the Food Waste Picker game using Photoshop and Illustrator.
When a child chose the correct item an encouraging message displayed.
Before (Top) The screen the children saw.
After (Bottom) Branding was applied, “Good job!” was added for encouragement, and an interactive drawer that opened when the mouse hovered over the bin when dragging an item.
Also, our prototype expanded and a navigation button to the homepage was added.
This was the last screen of the game.
Before (Top) The page the children saw.
After (Bottom) The branding was applied: the font, colors, and buttons were updated. Our prototype expanded and a navigation button to the homepage was added.
Project Pivot
After we did the user testing, we wanted to dedicate our focus exclusively on a younger target audience. We wanted to create interactive experiences and opportunities for children to learn about composting options. We learned from our research, personas, contextual interviews, and then user testing, that there is a gap in composting knowledge in both adults and children.
We wanted to spread awareness and create accessibility in composting options for children who may not be exposed to a composting garden or a composting routine. To make vermicomposting a fun interactive experience that provides a learning opportunity to carry on way into adulthood. If children keep learning about options to help the planet even in a limited space, this a valuable lifelong habit to instill.
Competitive Analysis
Composting Apps
We compared composting apps, since there were no vermicomposting apps to compare to. We also found that there were no gamifying experiences in those composting apps.
Educational Insights
And when comparing educational insights, we found another opportunity to create interactive experiences while observing the natural recycling process with Earthworms.
Vermicomposting Bins
When comparing vermicomposting bin designs, we found that there were no bins with an interactive component, or a transparent side for observation, or casters for mobility. This gap provided an opportunity to provide these features in a single product.
Abstract
The purpose of our prototype is to spread awareness on vermicomposting and create accessibility through digital and interactive experiences by bringing a compact worm bin into the classroom. We hope to educate students on the environmental benefits and how it diverts food waste from going into our landfills. We strive to educate, develop, and build lifelong habits by exposing 2nd-6th graders to this see-through worm bin, interactive games, and fun experiences for teachers and students, or individually, to benefit from.
The most meaningful features are the transparent side of the bin so students can see worms in action and the QR code on top of the worm bin that grants access and set up of the program. There is also the “Get To Know Your Bin” feature that explains what a worm bin is and how it works. The “Food Waste Picker” feature is an educational game that allows a student(s) to guess the correct item that goes in the worm bin. The “Worm Simulator” feature is an interactive experience where a student becomes a worm traveling through soil in search of food.
The bin status helps students learn how to properly maintain a vermicomposting bin. It includes the moisture sensor, thermometer, and notifications for changing the drawer. And then, there is “My Buddy” which allows each student to customize their own worm and compete against fellow classmates on the leaderboard.
Prototype Phase II
We did user testing with eight of our classmates.
Usability Testing & Implemented Changes
Student login page to access web app
Before (Top) This was the first design of our student login page, created by Tess.
After (Bottom) Language options were added to the bottom and the branding was updated.
Homepage that the student lands on after logging in
Before (Top) This was the first iteration designed by Jake and branding by Tess. The students’ account status is in the upper right corner.
After (Bottom) The branding was updated, color added to the background of the features, and the “Bin Status” dashboard added to the upper left corner.
“Get to Know Your Bin” feature
Before (Top) This first iteration was designed by Jake, branding by Tess, and content added by me.
After (Bottom) I added hierarchy for the text and Tess updated the branding.
This was the first iteration designed by Jake.
Before (Top) This was the first iteration designed by Jake, branding by Tess, and content added by me.
After (Bottom) The branding was updated and the bin design changed to meet the correct order of vermicomposting layers.
The bin becomes interactive by dragging the drawers.
Before (Top) The first iteration of the drawer pulling out was designed by Jake, branding by Tess, and content added by me.
After (Bottom) The branding was updated, bin design and interactive component by Tess.
“Worm Simulator” created by Jake.
Before (Top) The controls were confusing to our testers because the W, A, S, D keys were not intuitive as arrow keys. Some users also forgot which keys since the instructions only showed up on the first screen.
After (Bottom) We changed the design of the instructions to resemble keys. This design remained throughout the game to help our testers remember the instructions. We also added audio to read the instructions outloud.
“Worm Simulator” created by Jake.
Before (Top) Some of the testers found the food scrap image confusing.
After (Bottom) The image was changed to a more visual representation of a “food scrap”.
“Worm Simulator” created by Jake.
Before (Top) The first iteration of this action.
After (Bottom) We added an audio option to the text..
“Worm Simulator” created by Jake.
Before (Top) After the food shrunk while holding the “M” key down, it started the animation, then asked the tester to press continue to finish the animation.
After (Bottom) Jake added a button “Watch the Food Digest” to pop up once the food shrunk, allowing the animation to start and finish without interruption.
“Worm Simulator” created by Jake.
Before (Top) The first iteration when the animation ended.
After (Bottom) The added audio option for the text and points earned by Jake. Tess updated the branding.
Final Project
Leadership Board
This can be accessed from the home page’s top right corner, where the student can see where they are placed in their classroom.
Shop, where a student can redeem points for worm customization
Before (Top) Displays the options available based on points.
After (Bottom) A prompt asks the student if they are sure.
Worm and points update, designed by Tess.
Before (Top) The worm is now wearing the hat redeemed.
After (Bottom) The home page dashboard worm icon is updated too.
Compostable items education
This page teaches which items are compostable and which ones are not.
Food Waste Picker
Before (Top) This was the second iteration of the game designed by Jake.
After (Bottom) I added an audio icon to the text. The cafeteria background, tables, branding, and updated bin was added by Tess.
Correct answer in Food Waste Picker.
Before (Top) This was the first iteration of a correct answer. Game designed by Jake, branding by Tess.
After (Bottom) I added an audio feature for the text. When we did testing, we saw that there are different reading levels for each child, some may need more assistance than others.
The cafeteria, tables, bin, and user icon added to match branding by Tess.
Last page of Worm Simulator game
Before (Top) This was the second design of the game’s ending, designed by Jake and branding by Tess.
After (Bottom) The branding and points earned updated by Tess.
Incorrect answer in Food Waste Picker
Before (Top) This was the second iteration of what happens when an answer is incorrect. Game designed by Jake, branding updated by Tess.
After (Bottom) Some of our testers were not sure why they chose the incorrect item. They felt this game would be more educational if it taught them why it was incorrect, so we added answers to the incorrect items.
The cafeteria background, tables, and bin updated to match branding by Tess.
I really enjoyed working on this project and grateful for the group dynamic that I had with Tess and Jake. Not only had I gained composting/vermicomposting knowledge during this project, I also begun using Figma for the first time and learned so much over the three month duration.
I think our design met the target audience, it was fun and has the potential to be developed further for different age groups by creating levels of difficulty. We aimed to spread awareness on vermicomposting and make education accessible to a younger audience, and I believe we are at a good starting point.
The next steps should be more user testing with different ages of children, and interviews with teachers to gain more insights of composting curriculum in classrooms.
Reflection
Notes from our group reflection on this project
Our group’s ongoing Figma file throughout the 3 months.