Disclaimer : This project is a UI/UX Bootcamp Skilvul program in collaboration with DTS KOMINFO Indonesia and Waste4Change as Challenge Partners. I am not employed or bound by a professional contract with Waste4Change.
Hello , My name is Eka Muthia Sari, and this opportunity I’m going to share the results of a project which is redesigning “ Send Your Waste” Programs at Waste4Change. My team, namely Pramita Puspaningtyas Putri, Sinta Ariani, and Yemima Sutanto. here we work together step by step from design thinking Process, Userflow, Wireframe, Design system, UI design, Prototyping, Usability Testing with guidance from Kak Yolia as mentor from class A21.
Waste4Change is a company that provides solutions for responsible waste management. Present for the first time in 2014 which started from a discussion between two companies in the solid waste sector. With Waste4change, we can take advantage of various services such as consult, campaign, collect and create.
Waste4Change wants to reduce the number of users asking how to use web apps and difficulties in sending packages due to trouble with API integration which sometimes can also be cause by miscommunication in flow and copywriting on the page.
in this challenge, I’m working in the team of 5.
- Job Role : In working on this project, from the beginning we worked on it together and divided the tasks evenly from the design process to the prototyping.
- Time period : 8 weeks (August — September 2022)
- Tools : Figma, Figjam, Google Docs, Google Spreedsheet, Discord, Maze
Design Thinking Process
in this case study, we use design thinking as a way of designing a design solution. Design thinking is an iterative process that uses a human-centered approach to create innovation in a product design.
- Emphatize — At this stage, the user case study is deepened and studied the flow of the Waste4Change system. The purpose of this stage is to assist the designer in finding out the views & needs of the target user with research before defining the problem statement and making ideation.
- Define — At this stage, it is done by defining user problems from the results of Empathy and making How-Might We as an opportunity.
a. paint points — on paint points, after collecting information in the previous stage, we define various problems.
b. How-Might-We — After identifying the problem points, we discussed the problems again and started voting. from the results of the most votes on How-Might-We will be used as a solution in the future.
a. Solution Idea — At this stage, we brainstorming as much as possible regarding the existing solutions from the ideas of the previous how-might-we questions.
b. Affinity Diagram — after getting an idea, then the ideas are grouped by category to make it easier and stay focused in designing solutions.
4. User Flow —Before prototyping, we improve the user flow to guide us through wireframe and high-fidelity designs.
5. Wireframe — The next step is to create a wireframe, which is to make a rough application structure based on existing ideas to illustrate and make it easier to design.
6. Design System — Next, we divide the tasks in creating a design system so that the designs made later are more consistent by using design colors according to the challenge partner.
7. Design Interface
8. Prototype — then make interactions to facilitate the testing process by the user.
9. Testing — The last stage of this UX case study is testing 5 respondents who meet the user criteria to find out whether the application created has met the user’s needs or not. the criteria includes :
- Age 25–40 years old (both male and or female)
- Productive / busy daily life
- aware with environment issues
- Do not have to be used to manage waste
the method used quantitative with forms and usability testing. we used Maze to ask them several questions, then tested the prototype so we can track their opinion and behavior with the platform.
10. Research Finding
based on the results of the research we have done that all of our 5 respondents have never used waste4change before, or a similar platform that helps them manage their waste properly. and this is our chance to get to know them better and gain insights from potential new users. And unexpectedly, only 20–40% of participants gave high scores for ease of task. some are frustrated about how some buttons did not work and do not understand which buttons to click.
from the results of this study it was found that there is potential for participants to use waste4change in the future, but they are still not convinced of the benefits of waste management for themselves. also still confused because there is no motivation and support from the surrounding environment. and according to them, it is quite difficult to manage waste to be sent to waste4change and prefer to deliver it to a regular waste bank or landfills.
11. Conclusion — our objective of this project is to meet user expectations by providing a more enjoyable experience and better UX. But there are still improvements before launch. From the results of research and usability testing and our redesigned waste4change prototype, the majority of respondents are still confused about the order flow, the display design at the drop point address, waste details (weight), prices for types of courier services need to be increased to be clearer.
- implement more effective flow design
- set menu hierarchy and a more minimalistic appearance
- integrate and clarify the setting of the amount of shipping volume
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