We conducted literature review, site visits and analyzed existing solutions. Our primary insight was that recycling methods for consumers are time-extensive, lack transparency and non-standardized across cities.
The second insight was that while there are many second-hand use options for consumers for functioning-electronics, much of electronic waste comes from PC parts, such as hard drives, motherboards and graphic cards.
Our exploratory researched helped us scope down problem to sustainable PC part management. We then identified target groups that could possibly most benefit from used PC parts, which were PC-builders/hobbyists, and gamers who build and customize their own PC's for gaming performance.
Behavioral research showed PC-builders/gamers don't manage their PC parts because they value convenience, trust, knowledge and current recycling practices are inconvenient and lack transparency.
Another interesting insight we've learned about this group was that they are helpful in providing facts and knowledge within their specific groups. Amongst a PC building group, or a gaming group, they are more likely to help strangers with assembly, providing long step-by-steps on reddit. On surveys, while most did not recycle or sell their old products, a majority freely gave away their old items to friends.
Current solutions for sustainable e-waste management is time-intensive, lack trust and transparency. Yet, PC builders value efficiency, trust and are strongly motivated to help others in their community.
Once we decided on helping PC builders and gamers manage waste via second-hand use, we listed requirements that were focused encouraging our users.
These requirements gave us a broad guideline for quick brainstorm sketch session.
We decided on three main ideas by voting on which ideas we liked best as a group. We fleshed out three concepts via storyboarding and discussed as a team.
We evaluated each ideas against our five requirements, and E-waste Recycle Hub met our 5 requirements best, so we moved forward with this idea.
Using Figjam, we created user journey for two use cases, when a user is donating their old item and when they are receiving an item.
For each user journey, we also created user flows for their mobile experience which we used as a guideline for our low fidelity wireframes.
We conducted a visual design study by evaluating sites commonly visited by our target user group which we had previously collected in our user surveys.
We collected inspiration from Pinterest to align on and create a visual style guide. We used the feedback from our user testing to arrive at our high fidelity wireframes.
Now that our problem scope is much more narrow-- I'd like to do a UX audit of similar solutions in the donation space to see what works and doesn't work
Prototyping a simulation of a drop-in center, where users can pick up or donate their used item to see what the experience feels like outside of the app.
Because we've learned later in our design process that our users highly value the relationship between donator/receiver, another, I'd explore how we can better enhance this relationship, and also do a competitive audit on existing apps that do this well.
Our solution removed the physical obstacles of finding and accessing a donation shelf and our usability test showed the tasks were simple enough for users to complete. We wondered, how can the experience feel more rewarding? How can we better connect our potential users, PC-builders to befriend one another as they are in close proximity to each other?
This was a project completed within a semester at Georgia Tech but we are excited with our solution and eager to see how this project may evolve. While it focuses on a small population of users who are PC-builders and PC-building hobbyists-- a relatively niche hobby, we believe it has the ability to scale.
What if this service existed for various hobbies that require other electronics? Perhaps a beauty community that shares hair appliances, or novice-chefs who can share kitchen appliances? The impact of ideas are exciting and this project was an eye-opening exercise sustainability.
ramisa murshed research design
maria-paula lengua research
max nelson design