Puzzleye
product design
eXchangeFun
web application design
Web GIS
web application design
The bee
museum exhibits experience design
Explorability
strategic design
UReader
software design
Household items in fair condition are thrown away and unused items are forgotten in hidden corners while advertising and marketing strategies encourage people to covet new items. This results in low use of products and high demand for new ones, leading to increased manufacturing, pollution and consumption of natural resources. To help with green consumption, we designed eXchangeFun-a community household items trade and exchange platform-to better facilitate local reuse activities, with the purpose of increasing the use of products and slowing down consumption. eXchangeFun reminds people to trade their forgotten items, provides compelling user experience, and strengthens the community. Instead of preaching sustainability, our approach is to find a win-win solution to meet both people’s needs and sustainable goal.
How design can help to achieve the United Nations Millennium Development Goal of environmental sustainability.
we conducted literature review, exemplar study and observations in the realm of green consumption in order to understand the challenges and problems, and get inspirations from existing efforts and designs.
Most of the current designs focuses on providing green information such as carbon footprint to educate or inform people.However, we believe that those methods only help the group of people who have already adopted green behaviors to do better, yet have limited influence on people who do not care that much. We were seeking for a solution that both improves common people’ lives by satisfying user needs and promotes green consumption.
Green consumption is not only about buying green products. Reusing or repurposing, sharing or donating things can increase the use of products and reduce the need for new ones, which consequently reduces mass manufacturing that pollutes environment while consuming natural resources. We saw lots of usable things are dumped away or left forgotten in the basement while consumerism encourages people to constantly covet for new things. This observation reinforced our decision on promoting reuse of things.
We were also encouraged by people’s attitude and reuse behaviors. People do reuse and exchange household items because they can obtain the things they need at a cheaper cost, and help others at the same time. However, the local reuse and exchange are not well facilitated by existing services such as bulletin board, craiglist, mail list, forum and etc. Our core became clear: design a service to support local reuse and exchange of household items.
go to the top
| useful items are dumped | unused things are piled up and forgotten (Photo courtesy of njhdiver) |
| consumerism | trade via bulletin board |
existing services analysis
We brainstormed many concepts around green consumption along the way. While the core became clear, we nailed down our initial concept – a platform for trading and exchanging household items within a community. We examined the pros and cons of existing services, talked to community members and gathered some insights about how to make exchange an easy and fun experience and how to make it have more impact on reducing consumption. We need to:
Based on the insights, we developed our concept, conducted user evaluation on initial ideas, and solidified the initial design in the form of wireframes and digital mockups as Imagine Cup round 1 submission.
We conducted another round evaluation and design critique session, and summaried the following iteration considerations:
We generated more concepts and sketches in iterations, and came up with our final design. In the final design, there are several highlights:
Building upon the trust and feeling of closeness that people have for their community, the design creates more opportunities for reuse. By reducing the disposal of useful items, less trash goes into the landfills and the demand for manufacturing is decreased. If we can maximize the lifespan of items and encourage a culture of reuse and exchange in our communities, we can take a small step towards maintaining environmental sustainability.
We also developed high-fidelity working prototype using Expression Blend and WPF. We made a video to briefly explain the design argument and show a scenario of how eXchangeFun works.
go to the top
brainstorming concepts with sketching
| concept of exchange | initial design sketch |
| wireframe | evaluation |
initial design mockups
initial design mockups
working prototype of the final design
A short video of brief design argument and a scenario.
eXchangeFun should be provided for free so that there will be more people engaged in sustainable behaviors. As for the cost of building and maintaining the site, there are several potential financial sources:
eXchangeFun is not constraint to only one community. When you filled your address, the system will automatically put your account into the networks of communities that can be considered as local according to your choice of local range. When people move out, they can change their address to join other networks. People without an account can see item information but cannot post their items.
Design for promoting sustainable behaviors is always a tough topic because the conflicts often exist between sustainable goals and people’s own convenience. Often times, people think being “green” means extra effort, extra money and limited choices. I think sustainable design should still be human-centered design in the first place. Rewards mechanism or competition-like behavior-change type of design and green information bombast type of design won’t work in the long run if they do not solve the essential conflicts and really put humans in the first place. But in terms of achieving the sustainability goal, it involves more “design-thinking” and collaboration of many fields than only designers and designs.
This project is the most complete design I’ve ever involved. From narrowing down the scope to fine-tuning details of the interface in high-fidelity prototype, my design skills and thinking were improved comprehensively in this project. Sometimes it is difficult for interaction designers to get into the design details, because they’re so used to systematic thinking. Making design right is also very important after making the right design. Working with the details helped me to see how each small element can be vital for the user experience as a whole, and how each part relates to the whole design. Macro-level and micro-level thinking are both required in this project in order to deliver a compelling design.
go to the top