Looking for a design solution to reduce the levels of electronic waste
Overview
Background
I developed this project as part of the 'User Requirements: Research and Analysis' module in my Master's program in Interaction Design and User Experience Design at UOC. The goal of this module was to explore a problem to determine its relevance to users, and to collect information that would inform the design of a solution.
​
The problem
The easy access to technologies and the constant introduction of new models have led a high rate of consumption of electrical and electronic devices. When these devices become nonfunctional, many consumers opt to discard them rather than repair them. As a result, these devices become waste electrical and electronic equipment (WEEE) or e-waste. Many WEEE contain valuable materials, some with a limited supply, such as platinum, palladium or silver. Moreover, poor e-waste management has detrimental effects on the environment and human health, as these devices contain toxic substances that, when melted down, can pollute the planet and harm those exposed to them.
​
The goal
Identify the needs of potential users regarding e-waste to create a product that could mitigate the problem and help individuals concerned about this problematic.
Role
UX Research
Tools
Miro
Research
Desk research
To gather comprehensive information on the e-waste problem, I conducted desk research. I aimed to review various sources to present key facts and discover the current state of the issue. I began by examining statistical reports. According to the UN, the world generated 53.6 million tons of e-waste in 2019, which translates to approximately 7.3 kg per person. However, only 17.4% of this waste was collected and recycled properly.
​
I also wanted to explore potential solutions to address this issue. Some experts recommend measures such as extending warranty periods for electronic devices, imposing sanctions on companies that produce products with planned obsolescence, or introducing an ecological label. Alternatively, other experts focus on the importance of promoting environmental education and raising consumer awareness.
Benchmarking
Next, I executed a benchmarking analysis of six apps designed to help reduce e-waste level. I selected these apps based on their ethical and sustainable approaches, focusing on those created with the purpose of helping the planet. The apps I chose were:
​
-
Olio: An app that enables users to share leftover food and give away items that are no longer used.
-
Swop it: An app that provides a platform for users to trade items they no longer need.
-
Arroe: An app designed to help users extend the lifespan of their device batteries.
-
FatLlama: A rental app where users can lend their items to people in their local area.
-
CleanSpot: An app that helps users find the nearest recycling points.
-
ClearWaste: An app that allows users to schedule waste pickups directly with waste removal companies.
Benchmarking table comparing six apps that help reduce e-waste. The table is divided into four sections: main characteristics, technical and design features, goals, and the role of users within the app.
Interviews
I conducted five interviews to better understand people's behaviours and opinions in relation to e-waste. The interviews were of a semi-structured type; while I followed a script, I allowed the interviewees to guide the conversation, enabling them to share what they felt was most relevant. This type of interview is particularly valuable in design projects like this one, where no concrete solution has yet been identified.
Affinity diagram
Using the information gathered from the interviews, I created an affinity diagram. To do so, I sorted all the data from the interviews in different groups and subgroups. The detailed diagram can be viewed here (in Spanish).
​
Key insights
-
Several interviewees believe that it's possible to find high-quality second-hand electrical and electronic equipment (EEE) that works well and is reasonably priced.
-
They feel more secure purchasing second-hand EEE from companies rather than individuals.
-
They acknowledge certain risks when purchasing EEE from individuals. However, they believe it's worth it, as most people are honest.
-
When purchasing second-hand EEE, they tend to focus more on the economic savings rather than on the idea of extending the device's useful life.
-
However, when they give away or sell their EEE, they believe they are helping the planet by extending the devices' useful life.
-
All the interviewees had a favorable opinion of repair services, based on their positive past experiences.
-
They do not have a detailed understanding of how the recycling system works. They have shown little interest in it and have encountered obstacles to recycling, such as a lack of time.
-
However, they would be interested in improving their recycling habits to help the environment.
Recommendations
After researching the e-waste problem, I found that there are three ways to reduce e-waste that should be considered when designing a solution for this problematic.
-
Reducing e-waste levels by increasing EEE recycling rates. Given today's busy lifestyles, people need an easy and convenient way to access recycling information. Additionally, offering EEE collection services directly to individuals could further enhance recycling rates.
-
Reducing e-waste levels by facilitating the transfer of used EEE to new owners. Many people decide to sell EEE that they no longer use, as they see it as a way to make an economic profit. Therefore, creating a platform that connects sellers with potential buyers is essential.
-
Reducing e-waste levels by reducing new EEE purchases. Many people are open to buying used equipment. To facilitate this, a marketplace platform should be created where users can purchase used EEE from both companies and individuals. Additionally, users should have the option to locate nearby repair services, encouraging them to choose repair over purchasing new devices.
Definition
Persona
For the definition stage, I created a user persona based on the insights gathered during the research phase. This persona enabled me to empathise with the target users and kept their needs at the forefront throughout the design process.
Sofía
Sofia is a children’s physiotherapist based in Valencia. She finds great satisfaction in her work, as it allows her to enhance the quality of life for children. In her free time, Sofia is active and sociable, enjoying sports and meeting her friends. She is also committed to community involvement and advocating for social issues. Although she is aware of environmental concerns, she feels that her busy lifestyle makes it challenging to adopt a more sustainable way of living.
User persona card featuring Sofia's behaviour, needs, frustrations, and goals. The card also includes her demographic details and information on her recycling habits and use of EEE. The user person card was written in Spanish.
User journey
The next step was creating a user journey map for the user persona. In this fictional scenario, Sofia uses the product to purchase a second-hand e-book reader. The map includes her actions and goals, touchpoints and pain points, as well as her emotions and opportunities for improvement.
User journey map. The map depicts the three phases in which the user interacts with the app: consideration, use and evaluation.
Opportunities prioritisation
To determine which design opportunities should be prioritised in this project, I created a decision table. This approach helped me identify that "Access to information about recycling" should be the top priority, followed by "Search for nearby repair services." Consequently, these two requirements should receive the most focus during the design stage.
User need statements
Finally, I formulated the project opportunities as user need statements using the design thinking point-of-view formula. The user need statements serve as a bridge between the problem space and the solution space, since they connect the current state of the issue with the desired state. They will also help determine the approach for the next stage: the design stage.
Next steps
For this project, I focused exclusively on the research and definition stages, as the module this project was made for primarily centred on UX research. However, I am eager to further develop this project as a personal challenge in the future.
​
If the project was further developed, the next steps would be:
​
-
Defining the information architecture of the product.
-
Creating user flows to illustrate how users will navigate through the product.
-
Design a prototype, progressing from sketches to a high-fidelity version.
-
Assessing the product usability through user testing.