ComposTech mobile app

A gamified mobile app to make a sustainable green future

HOW WILL PEOPLE DEAL WITH

KITCHEN FOOD WASTE IN 2025?

HOW CAN TRANSFORMATION DESIGN AND GAMIFICATION

ENHANCE THE SUSTAINABILITY

THROUGHOUT FOOD CYCLE'S CONSUMPTION STAGE,

WHILE INCREASING PUBLIC AWARENESS REGARDING FOOD WASTE?

ComposTech was my thesis project for the Master's Degree in Industrial Design at Design School Kolding. My goal was to design a domestic composter that would be desirable inside homes as new kitchen gadget in modern kitchens. 

This project seeks to better understand how industrial design and gamification can play an active role to tackle the problem of food waste from different perspectives and approaches. 

As a designer, I realized that making an object for recycling the food waste is not really enough to cope with a complex issue as a food challenge. I wanted to go beyond and find a way to motivate a new sustainable behavior.

My new challenge was to design a service with a strategy for persuasion and education to change attitudes towards food waste. So beyond the composting system, I have designed a gamified web-based application so that ComposTech owners can easily keep track of their fertilizer production and earn money by

selling it back to the company. The big goal of our products and services is to transform food waste into a valuable resource, while educating communities and inspiring sustainable action. 

In today’s mega-sharing world, there’s a lot to be said about the power of online platforms.

Strategies for marketing to Millennials are changing every day. The world’s biggest brands and startups, gamify their customers' interactions and engagement.

Gamification can solve the large-scale and complex challenge and problems, and Millennials have a

strong desire to make a difference in the world. They are the recycling generation, raised on the idea that sorting garbage minimizes waste. 

Apps are a more prevalent destination for millennials than for any other age group.

BACKGROUND

The Challenge

In medium and high- income countries food is wasted at a greater rate during the consumption stage, meaning that it is discarded even if it is still suitable for human consumption.

Food waste in industrialized countries can be reduced by raising awareness among food industries, retailers and consumers. There is a need to find good and beneficial use for safe food that is presently thrown away.

The Issue

One of the difficulties to change human behavior is that there has been a large gap between

users’ action and its consequence.

The People

Millennials are the Digital Generation, they aren’t just using technology to connect with friends.

In today’s digital generation gamification has become a popular tactic to encourage specific behaviors, and increase motivation and engagement.

STRATEGY

The Challenge

To identify a system to encourage households to recycle their food waste and make this activity through Persuasive and Gamification design, easier and more fun for them.

The Insight

Gamification Make The World Better.

Gamification in mobile app technologies has emerged as a popular strategy, both in commercial culture and the field of educating as a means of influencing behaviors.

The Goal

To get households to recycle their food waste more actively by making the activity more

enjoyable and game-like.

To generate awareness, spark action, and shift consumer behavior. 

To design a platform to engage individuals in communities, challenges, and opportunities for the broader movement of recycling.

The Big Idea

An online platform with a reward program that encourages users to do more Green Actions to make a sustainable green future.

RESEARCH

Who Are Millenials?

Millennials would be more willing to make a purchase from a company if their purchase supports a CAUSE they believe in, even if it means paying a bit more.

53% of Millennials households, already have children.

The most powerful and surprisingly different generation of Parents.

Millennials are 2.5X more likely to be an early adopter of technology, than other generations.

Millennials believe new technology makes life easier.

They believe that new technology must serve a purpose in order to be considered “FUN and COOL”

They want brands to entertain them and let them get involved in global challenges and issues.

They feel a responsibility to share feedback with companies after

their experience.

They are the Digital Generation, they aren’t just using technology to connect with friends. In today’s digital generation gamification has become a popular tactic to encourage specific behaviors, and increase 

motivation and engagement.

Go mobile-first

Millennials are the mobile first generation.

 98% of millennials owning a smartphone.

Millennials have different expectations in mobile app design

They want to feel special.

Make them feel like they are

your ​number 1 customer. 

Behavioural Change Through Gamification

Who Are Millenials?

Millennials would be more willing to make a purchase from a company if their purchase supports a CAUSE they believe in, even if it means paying a bit more.

53% of Millennials households, already have children.

The most powerful and surprisingly different generation of Parents.

Millennials are 2.5X more likely to be an early adopter of technology, than other generations.

Millennials believe new technology makes life easier.

They believe that new technology must serve a purpose in order to be considered “FUN and COOL”

They want brands to entertain them and let them get involved in global challenges and issues.

They feel a responsibility to share feedback with companies after

their experience.

They are the Digital Generation, they aren’t just using technology to connect with friends. In today’s digital generation gamification has become a popular tactic to encourage specific behaviors, and increase 

motivation and engagement.

Go mobile-first

Millennials are the mobile first generation.

 98% of millennials owning a smartphone.

Millennials have different expectations in mobile app design

They want to feel special.

Make them feel like they are

your ​number 1 customer. 

Behavioural Change Through Gamification

The Millennials have changed the consumer journey forever.

If our target group are aged 18-35, their online and mobile behavior should be dictating the online marketing strategy.

Gamification is a powerful tool for behavior changes. 

A host of new mobile apps are designed to reduce food waste and hunger and make sharing and recycling food easier.

TRENDS FOR FOOD WASTE

2017

TRENDS

FOR FOOD WASTE

IDEATION

Gamification is a powerful tool for behaviour changes.

1

As the gamification is directly related to human psychological need and behavioral patterns, they are becoming powerful tools for achieving goals in non-entertainment contexts.

The most critical part of gamification is that it does not imply creating games but making learning more fun and engaging, without undermining its credibility. A good gameful design means designing systems and services that are motivating, easy and fun to use and keep the users engaged and immersed. 

2

Apps can be designed to act as a powerful tool for persuasion for changing attitudes towards food waste.

The tools for creating persuasive products are getting easier to use, with innovation in online videos, social networks, and mobile applications. These days we can use these tools to design new experiences and influence user’s behavior via technology channels. Apps and gamification can help in making this changes by providing information, encouraging behavior change and maintaining new behavior. 

3

Persuasive design to encourage sustainable behavior 

One of the difficulties to change human behavior is that there has been a large gap between users’ action and its consequence. Nowadays it has been common to use persuasive design in order to change human attitudes. 

Apps can be designed to act as a powerful tool for persuasion for changing attitudes towards food waste, but these applications should not overwhelm the user as environmentally responsible and behaviors need to be done repeatedly to have a positive effect. 

FINAL CONCEPT