Reusable Cup Scheme Design
Shih-Ching Chang
Contents Section Number
Page Number
1. Insights to Opportunities
4
2. Behaviour Change Strategy
8
3. First Design Iteration
10
4. Second Design Iteration
11
5. Testing and Evalutation
14
6. Final Design
15
7. Wider Scale Evaluation
18
8. Reflection on Ethics
19
9. Reflection on Own Transformational Learning
20
10. References
21
1.0 Insights to Opportunities 1.1 Background
1.2 Target and Intended Behaviour
Single-use coffee cups have contributed to serious environmental problems.
According to design for behaviour change process, after understanding
Due to its convenience for consumers and affordability for businesses,
users in context (which was conducted and provided by research pack),
single-use cups are widely used across the world. However, the low
target behaviour then needed to be identified (Lilley and Wilson, 2017).
recycling rate and the difficulty to recycle disposable coffee cups lead
When target behaviour was being identified, not only insights were
to most takeaway cups end up in landfill, contributing serious pollution
considered but also findings on related issued were examined. After
(Kanniah, 2021; Doward 2020). This issue has been more serious with the
problematic behaviour has been defined, the intended behaviour was then
constant growth in global coffee consumption.
decided to guide through the whole design for behaviour change process.
One the one hand, it can be addressed by making the recycling system
(See Figure 2)
more efficient and increasing the recycling rate; on the other hand, it can be tackled by reducing the use of disposal coffee cups. According to the 3R framework and circular economy, it is more important to reduce or reuse the product to achieve a more sustainable goal instead of recycling (Cole et al., 2014). Therefore, while there are two different insight directions from the research pack in tackling single-use cups issue, the insights toward the reusable cups are chosen to develop further solution in this project. (See Figure 1)
Figure 2: The definition of ‘Target Behaviour’ and ‘Intended Behaviour’
Figure 1: Insigts and findings from research pack
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Design for Behaviour Change
Figure 3: HMW Matrix
1.3 Ideation
before the overall idea evolution. (See Figure 3)
With insights and findings as constant reminders, four ideation methods
3. Five ‘Whys’
were employed to generate as many ideas as possible.
This method was used to know the root cause of target behaviour 1. (See Figure 4)
1. Crazy 8’s Crazy 8’s method was used to ideate different ideas to the Insight 1 in a very
4. What if
short time. (See Appendix 1)
After some design directions were discussed in previous ideation methods,
Figure 5: What if
‘What if’ method was used to come up with ideas more focused on the
2. HMW
design directions. (See Figure 5)
‘How Might We’ method is a powerful tool for designers to come up lots of different ideas. The result of HMW method was further analysed using matrix Design for Behaviour Change
Figure 4: Five ‘Whys’
5
1.4 Concept Evaluation
1. Concept Direction
Different perspectives and ideas were generated during the ideation process.
After some features were incorporated into the service system, initial design
After all the ideas were analysed, the ideas can be categorized into two
concept was defined in the following statement.
groups: one that oriented toward service, and the other that focused more on different features addressing different behavioural problems. Instead of choosing only one from all the ideas to develop, by incorporating those features into a service design system, it could not only separate the design from the current rental system but also tackle the users’ problems in different stages and pain points of using the reusable cups which were analysed using User Journey Map. (See Appendix 2) Therefore, the ideas were then incorporated into a service system framework.
Figure 6: Concept Analysis and Evaluation
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Design for Behaviour Change
1.5 Secondary Research After early concept was formed, secondary research was conducted to further solidify assumption and clear direction.
1. Sharing Economy after COVID-19
2. Extended Self in Sharing Ecobomy
According to various reports, sharing economy is highly impacted by
Although possession always linked to consumers’ sense of self, this can
COVID-19. Consumers care more about cleanness and concerned more
be deemed as an unwillingness to share with others and lower sustainable
about hygienic problem than before. (Vinod and Sharma, 2021; Neo, 2020).
awareness in the sharing economy context. However, findings show that
Reusable cup is considered a more personal and intimate product because
although users found using the sharing service can be recognized positively
it is what one use to drink and directly touches one’s mouth. Therefore,
by the society, the extend of a person’s perception of an object linked to their
although the use of the reusable cups in buying and filling coffee in store
extended self can influence their willingness to turn to a more sustainable
is claimed to be safe, many still doubt the idea and resort back to the
mode of consumption. (Wolf, 2018)
disposal cups. Hygienic concern has set back the progress toward a more sustainable consumption mode: sharing economy.
Design opportunity:
Opportunity: To design a more diverse rental system by providing different
To not only provide something that consumers can relate themselves
options for people with different levels of hygienic concern.
to but also to embed the positive and sustainable images in the social context.
Design opportunity: To design a more diverse rental system by providing different options for people with different levels of hygienic concern.
Design for Behaviour Change
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2.0 Behaviour Change Strategy
2.1 Choice of Strategies
There are three strategies for design for behaviour change. They are on a
Three criteria, coupled with consideration of users’ autonomy in consumption
course). There are two kinds of feedback: financial (discount or voucher) and
continuum spectrum of influence; one end toward the control of users and
behaviour, were considered (See Table 1) Two strategies (feedback and
nonfinancial (convenience, infographic, design collection). Both were used in
the other toward the control of the products. (Lilley, 2009)
behaviour steering) were applied with different weight in the first two design
this design system.
their phone. Furthermore, they can easily check their achievement which progress according to their use of reusable cups (what they save during the
iteration. Since this is a service for coffee buyer, it needs to allow user to have higher control in decision making and the acceptance of the users of
2. Behaviour Steering
forceful strategies should also be considered.
Users can use the sleeve too carry the reusable cups around. The
The use of feedback took up a large portion of different entry points of
prescribed use of the cup and sleeve could make user more willing to use
behaviour intervention. While users still can make their own decision,
the reusable cups or the system since sleeve is easier to carry. Moreover,
behaviour steering was used in specific time to prompt the user toward the
the app will notify the users to bring their reusable cup, reducing the
intended actions. Initially, persuasive technology was not used in first two
cognitive load of the users.
Figure 7: Axis of influence (Lilley and Wilson, 2017). Number of (orange)
iteration of design due to its forceful nature; however, it later introduced to
points represent how much it is applied in this design.
the design after iteration. (See Final design section)
3. Persuasive Technology Persuasive Technology was not applied due to its forceful nature in the first
2.2 Application of Strategies
two iteration. However, it was later introduced to the final design to better fit the notification to users’ routine by tracking users’ ordering and collection
1. Feedback
time and frequency.
Whenever users use the reusable cup, there will be real-time feedback on
The context in which the interaction takes place Feedback
Behaviour Steering
Persuasive Technology
The using of reusable coffee cups mostly happens in public space. (e.g., café) However, the precedent action before using it: remember or be willing to take the reusable cups usually takes place in private spaces. (e.g., student’s own room, shared kitchen) It is harder to have other social cues around in private context.
The user’s level of acceptance
The gravity (seriousness) of the consequences of the action taken. It’s an unobtrusive way to guide Users may ignore the the users. feedback entirely. Positive feedback may lose users’ attention after a while of time. Although the design prescribes an intended behaviour while block the unintended, users still hold the power of making decision. Users have lower control which may result in their unwillingness to try at the outset.
Application in chosen target behaviour Widely used in different interaction points
Users may encounter some Used in specific time to limitation if they do not follow lower users’ cognitive the scripted behaviour. workload (provide cognitive shortcut) (Wendel, 2013). Users have more rebound *Later used in final effect or stop using this design. service.
Table 1: Consideration and application in selecting behaviour change strategies
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Design for Behaviour Change
2.3 Other methods 1. Behaviour Model
3. Social Norm
The overall service framework was designed based on behaviour models,
Taken away from the lecture of HUBBUB, social norms or social can be
such as BJ Fogg’s Behaviour Model and Wendle’s the Create Action funnel
used to motivate users toward a desired behaviour. When users know others
(Wendel, 2013). The service was designed not only aiming to achieve one-
are making their contributions to reduce single-use cups waste by using
time behaviour change, but also to create a habit or routine to have long-
the reusable cups, it might directly or indirectly motivate them toward using
term impact on the using of reusable cups and reducing the single-use cups
reusable cups. Social norms can be one of the factors influencing users’
waste. (See Figure 10-11)
intention toward the behaviour (Wilson, 2013). Furthermore, by formulizing users’ ‘self-concepts’ toward their contribution to the earth (Wendel, 2013). (See Figure 12)
Figure 8: Fogg Behaviour Model
Figure 10: Application to Fogg Behaviour Model
Figure 11: Application to CREATE Action Funnel
2. Gamification Game mechanics was applied to attract and engage the users to the service.
Figure 12: Augmented Model of Behaviour (Wilson, 2013)
Points were rewarded when users use the reusable cups. Personal and community achievements were visualized. Some achievement status was divided into a progress to make users feel challenging but still competent in Figure 9: CREATION Action Funnel (Wendel, 2013)
overcoming the challenges. The curiosity theory was also later used in the final design to keep users motivated.
Design for Behaviour Change
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Reusable cups
1. Semi-Strucutre Interview Quesitons
The size of the cups will be designed according to the size of coffee sold in the café. Users can exchange to larger or smaller size of the reusable cup if they feel the current one does not fit their need. They can still choose to keep their reusable cups due to hygienic concern instead of retuning the cups back to the rental circulation.
3.1 First Stage Testing As a system-based design, storyboard was used to explain the concept to the users along with the designer explaining the concept. After reading the information sheet and signed up the consent form, two participants (one in person and one remote) were tested following some general questions. (See Figure 14-16 and Appendix 3-5)
Figure 13: Preliminary concept sketch
3.0 First Design Iteration The preliminary concept is to combine physical product: reusable cups and sleeves with an app in a café shop service system. Users can scan the QR code to set the app link to the sleeve.
App After setting up, the app is defaulted linked to phone clock alarm. After alarm is stopped, it will direct users to the app and users then can order coffee in advance. Later notification of brining the sleeve and cup will be on after a
Figure 14: Storyboard page 1
Figure 15: Storyboard page 2
Figure 16: Storyboard page 3
Figure 17: Storyboard page 4
designated time, which can be adjusted by users. While collecting the coffee using the sleeve, users can see immediate “gain points” feedback in the app. Points can be exchanged to either a new physical sleeve design, a digital sleeve design, or discount for coffee. The app also shows visualization of personal and community achievement.
Sleeve Sleeve can make it easier to carry the cups on the go. Compared with reusable cups, sleeve is more flexible in terms of the design aspect. Besides, sleeve is simpler to be manufactured, requires less material, and is easier to recycle, overall producing less carbon footprint. When all the reusable cups used in the system look the same, it also provides a way for users to personalize and identify their own cups. It can also provide a better grip for user to hold the cups and provide insulation from the hot coffee.
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3.2 First Stage Feedback and Redesign
4.0 Second Design Iteration
2. Storyboards
Feedbacks from users were organized and were later decided whether to
After the first stage iteration, design was then revised and then went into the
Storyboard was revised focusing on the user and process instead of the
turn them into actions or not. (See Table 2)
second user testing.
screen. (Figure 18 show digitalized version for better readability, original
Feedback
Action
They feel digital sleeve collection is not attractive and confused between digital and physical sleeves.
Change the digital collection to other more engaging way.
#2
Users feel they like to collect the physical sleeves if they like the design.
Instead of requiring them to return the old sleeve. It can also give options for user to choose to collect them.
#3
Users’ willingness to use the service highly depends on the design of sleeve and app
While designing prototypes next stage, it is needed to make the visual design more engaging for users.
Users like to see their achievement.
Find more data on related how much user save when using reusable cups instead of single-use cup.
#5
They find they can order in advance then collect coffee convenient.
Keep this feature
#6
Question about if users don’t buy or bring the sleeve and reusable cup?
Other option for the users who don’t buy or forget to bring the set can still use the reusable cups
#7
The handle of the sleeve doesn’t fit their need.
Add the detachable handle design
#1
#4
paper storyboard please find Appendix 7)
4.1 Prototypes
3. Digital prototype
The aim of this stage of prototypes was for target users to experience the experience of both digital and physical products in the service system. Be-
Low-fidelity digital protype was made using Figma. The prototype was tested
sides, a revised version of storyboard was used for the designer to explain
on the phone of the designer. The previous feedback mention whether the
the idea. Due to the limitation of time, low-fidelity prototypes were used. (See
design is appealing or not may decide their willingness to use the system or
Figure 17)
not. Therefore, although it was a low-fidelity prototype, it still applied some graphic to make users more immersive in experiencing the prototypes. (See
1. Sleeve and Reusable Cup Prototype
Figure 19)
Low fidelity sleeve prototypes were made from cardboard, and the reusable cup was represented by the single-use cup bought from the café with label on the lid. (See Figure 17 and Appendix 6)
Table 2: First stage testing feedback and actions.
3.3 Reflection It is a fine balance between meeting what users new (or want) and achieving intended sustainable behaviour. While getting feedback from the users is key to every user-centric design approach, whether to incorporate all the feedbacks to the design need to be thoroughly considered especially when they are compromising the design intention. In addition, it is usually efficient to forcefully make user to do the intended behaviour; however, users may not be willing to at the outset. Even when they are forced, the rebound effect and negative attitude toward the design should also be weighed.
Figure 17: Sleeve, cup, app prototypes Design for Behaviour Change
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12 Figure 18: Digitalized Storyboard (See Appendix 7 for original ver.)
Design for Behaviour Change
Design for Behaviour Change
13 Figure 19: App digital prototype
5.0 Testing and Evalutation
1. Function Evaluation
Before testing, participant read through the information sheet and signed the
Different features and aspects of the design were evaluated from users’
consent form. (See Appendix 3-5)
feedback.
5.1 Sampling
Clock alarm (Behaviour Steering-cognitive shortcut) Users thought it can be more customisable to fit different needs. Notifications (Behaviour Steering-cognitive shortcut)
Five participants were recruited to test the prototypes. All are students
Users find it helpful to notify them to bring the reusable cups. However, some
studying in Loughborough university and having habit of drinking coffee.
users said they might turn it off after using a while or just ignore it.
Some have the habit of using dedicated reusable cups, and others tend to
Order and Collect(Non-finanafical benefit)
buy coffee in single-use cups.
User felts it is convenient to order in advance.
5.2 Methodology
Sleeve (Behaviour Steering-easier to carry)
Figure 20: P4 used the sleeve and reusable cup prototype.
Some users reflected the sleeve is not necessary in their use of reusable cups.
All testing were moderated by the designer considering it is a service
Gamification (Points, Achievement progress)
system. The users were asked to think out loud when experiencing the
1.Most users find it interesting to see different designs and to change their
prototypes. Observation methods were used during the process. Photos
characters. Although different use of points attracts different user groups,
were taken and the whole sections were audio recorded. The testing section
voucher was still chosen as the most attractive option.
is planned in three stages. (Detail see Appendix 8-9)
2.Users liked to see their contribution to the environment however small. It can motivate them and make them feel they are really doing something good
1. Storyboard
to the environment.
Storyboard was explained to give participants general idea about how the
Community (Social Norm)
service system works.
Compared with personal achievement, they tend to care less about how the community does on using reusable cups.
2. Experiencing Prototypes
Reusable cups exchange/ rent system (Sustainable Intention)
Users experienced the prototypes (sleeve, reusable cup, and the app)
Users find it useful to exchange the cup if the size is not fit for the size of
and the staff in the café store was role played by the designer. Users were
the coffee their orders. However, many of them still concerned about the
guided by the designer to go through different scenarios of using the service
hygienic issue and would rather keep their own cups without returning to the
system.
café. It was also found that the system was difficult for them to understand
Figure 21: P2 experienced the app.
very quickly.
3. Semi-structured interviews Semi-structured interviews were conducted after users experiencing the
2. Behaviour Evaluation
prototypes. Questions were designed according to the criteria for evaluating design for behaviour change interventions. (Wilson, 2013)
More suitable for people with regular routine Most users said if the location of the café shop is close, and they have
5.3 Evaluation
regular schedule they would like to use the service long-term. However, they felt the service is not so useful when they are outside or originally not
Three criteria for evaluating design for behaviour change interventions were
planning to drink coffee (impromptu buying).
proposed by Wilson (2013).
Negative attitude toward alarm
•
Function
Some users felt they tend to have negative attitude toward clock alarm.
•
Behaviour
Therefore, if the app linked to alarm, they might be likely to cancel the link.
•
Consequence
Limitation
The first two criteria will be discussed in this section. The evaluation of
They also find it is limited to use this system in just one café brand.
consequence was later discussed in the ‘Evaluation on ethics’.
Design matters Apart from the system itself, the design of the physical and digital products
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Design for Behaviour Change
can be determinant for users to use this system. Figure 22: P5 read thorugh the storyboard..
6.0 Final Design
6.2 Final Design
6.1 Design Revision after second user testing
The following figures offered more detailed explanation on final design. (See Although there were a lot of insightful feedback gathered form the testing
Figure 24-26)
and interviews, the design revision at this stage focused on the things that influences users’ behaviour in the service framework. The design changes are as followed.
Figure 24: SleeveUp Service Framework
Figure 23: Second Design Revision Design for Behaviour Change
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16 Figure 25: Digital and physical product rendering
Design for Behaviour Change
Figure 26: App and Serivce explaination
Design for Behaviour Change
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7.0 Wider Scale Evaluation After the service system framework had been finalised, the detailed design of app interface and physical cups and sleeves should also be finalised before launching the wider scale evaluation. (See Table 3) The wider evaluation was planned according to the unanswered questions. Before the evaluation, baseline data is needed to be collected, such as the rate of consumer using reusable cups, the relationship between the rate in relation to the frequency of buying coffee.
App
Sleeve & Cup
Stage 1
User flow Wireframe
Material Study
Stage 2
Layout Design Graphic Design
Form Factor Design (Leakage and easy to clean & drink) Appearance Design
High-Fidelity Prototype
Prototype
User Testing
User Testing
Stage 3 Stage 4
Table 3: Design Stages
Table 4: Wider Evaluation to unanswered questions
Unanswered Questions
Methods
Sampling
Time period(s)
Metrics of Success
How effective is notification in reminding user to bring their reusable cups?
Quantitative research on the relationship between the notification and the use of reusable cups.
100 university students who buy take away coffee at least twice a week.
1. Compared with the uptake of reusable cups before and after using this service (with the notification on).
Whether the design (sleeve/cups/character) can engage people to use this
1.Quantitative research on where the users spend their points on 2. Quantitative research on how many times people tap into the related pages. 3. Quantitative research on the use of personal reusable cups or the SleeveUp reusable cups
100 university students who buy take away coffee at least twice a week.
1. The first 4 weeks after using the service 2. Another 4 weeks after 6 months of using the service 3. Another 4 weeks after 12 months of using the service 1. The first 4 weeks after using the service 2. After new designs launch
4. Survey on how users feel about the design.
100 university students who buy take away coffee at least twice a week. NA
1. First time using the service 2.After new designs launch 4 weeks
Do people use sleeve with the reusable cups?
Café store on-site observation
How effective can personal achievement motivate users?
Quantitative research on how many times personal achievement is read and how many times it is shared with other people or on social media.
100 university students who buy take away coffee at least twice a week.
4 weeks
How effective can community (social norm) motivate users?
Quantitative research on how many times community is read and how many times it is shared with other people or on social media.
100 university students who buy take away coffee at least twice a week.
4 weeks
The different effectiveness of using this service and the reusable cups between regular drinkers and impromptu drinkers
1. Quantitative research on the use of the reusable cups and the times of ordering coffee (Data from apps)
Two groups of students 1. 50 university students who buy take away coffee before going to school. 2. 50 university students who buy take aways coffee but not on a regular basis NA
4 weeks
Two groups of students 1. 50 university students who buy take away coffee before going to school. 2. 50 university students who buy take aways coffee but not on a regular basis.
A year
Is it a short-term or longterm behaviour change? 18
2. Rates of using the app to order beforehand or in-store order. Quantitative research on the use of the reusable cups and the times of ordering coffee (Data from apps)
Compared the cost and effect of a new design. Compare with other re
1.Compare how users use the sleeve in different ways. 2.Compare the times of the use of sleeve and the use of reusable cups. 1.Compare how many times users use the app and how many times users click into personal achievement page. 2. Compare how many time users browse personal achievement page and how many time user share the content Compare how many times users use the app and how many times users click into community page. 2. Compare how many time users browse community page and how many time user share the content Compare two different groups in terms of how many times they buy coffee using the app and how many times they buy coffee in other ways.
Analise overall trend. Design for Behaviour Change
8.0 Reflection on Ethics Consequence is the last criterium of evaluation for behaviour change proposed by Wilson (2013). Given the recent criticism, design for behaviour change should be scrutinized in different ethical issues. The reflection was guided by the material provided and the flow chart (Berdichevsky, D. and Neunschwander, E., 1999). (See Figure 27-28) Although the intention and motivation were driven by the studies of previous research works and users have relative higher control over the design product, there were still some issues risen after user testing and the evaluation by the designer. Some key issues were discussed in the following section.
8.1 Addition Although using gamification and constant reward can keep users retain their interest in using the service, it could possibly lead to users’ addiction to the service. Users may order coffee even if they do not want to drink just to collect more points to buy the new sleeve or new character or just to see their achievement progressing. That may further cause users to become more addicted to coffee than before. This consequence may apply to most users; however, it should be carefully considered and tracked any abnormal use of the service.
8.2 Impact on stakeholders This design needs extra work from the staff to enable the point reward. While users may benefit from earning the point, it can be anticipated that
Figure 27: Using Intended/ Unintented and Desirable//Undesirable Outcome Matrix
staffs have extra workload in realizing this service. In extreme cases, users may want to earn more points by forcing the staff even when they are not using reusable cups. In addition, the time of coffee collection may add more pressure on staffs if café is in its busy hour. Apart from the workload of the staffs, the renting system (rent, return, exchange) requires extra storage space and more washing facilities for the reusable cups. In smaller stores, there maybe no such space for these extra spaces and facilities.
8.3 Information Security Overall, the service collect data from in-store and app statistics. On the one hand, the app applies the ‘little sister’ method to provide personal data in a visually engaging way (personal achievement) and to adjust the notification time. On the other hand, users’ personal data are also collected and feed into the community data. These data contain personal preferences and consumption behaviour. Users may feel controlled or inspected while using the app or afraid that the information was misused. (Berdichevsky, D. and
Figure 28: Flow chart clarifying the levels of ethical responsibility associated with predictable and unpredictable
Neunschwander, E., 1999).
intended and unintended consequences. (Berdichevsky, D. and Neunschwander, E., 1999, pp. 55)
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9.0 Reflection on Own Transformational Learning 9.1 Reflection on design process
9.2 Reflection as a designer
1. Prototyping
1. Underlying Skills
In the process of testing, I found how the prototypes were made and
On reflecting the underlying skills, compared with the one I did for Design
presented to the users can hugely influence their perception and attitude
research method, I felt there was an overall improvement. The most obvious
toward the design. In the first stage of iteration, I drew the storyboard using
improvement would be ‘problem solver’ and ‘prototype’. During the design
lots of app screens. For some users, they might focus on the screen instead
process, I learn not only from secondary research and lectures but also from
of the overall story flow and indirectly influence their judgement about
the users.
the service. Another example is the prototype of physical product using cardboard. While it is an effective way to represent what the product may
2. Design for Behaviour Change?
look, there is some confusion when testing with users. For example, the lack of flexibility of the cardboard sleeve has resulted in some users thought it
During the journey of this module, I felt design for behaviour change is
may not be convenient. In conclusion, although prototype is an effective way
effective in guiding the users to the intended behaviour through conducting
to test and understand users, I should consider more about how prototypes
my project. Among all the learnings, it is ethical issues that make me reflect
are presented to the users or add extra explanations if needed.
my role as a designer. Before this module, I seldom evaluate and securitize
2. Testing different ideas
my design from an ethical perspective. However, as designers, we are
Figure 29: Underlying Skill comparison between design research method
responsible for what we design and how it might influence people in a wider
and design for behaviour change
societal, environmental, and economic environment. While developing the concepts, I came up with different ideas and adjusted it before testing. After the testing, I felt it might be better if I put different ideas into testing the users to better understand what really works.
3. Testing different ideas It was fruitful for me not only in terms of the better design solution but also the understanding of the importance of design iteration after two quick design prototyping and testing with users.
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10.0 References Belk, R. W., (1988), Possessions and the Extended Self, Journal of Consumer Research, 15(2), pp. 139-168 Berdichevsky, D. and Neunschwander, E. (1999), ‘Toward an ethics of persuasive technology.’ Communications of the ACM 42(5) pp. 51-58. Cole, C., Osmani M., Quddus M., Wheatley A., Kay K. (2014) ‘Towards a Zero Waste Strategy for an English Local Authority’, Resources, Conservation & Recycling, 89(2014) pp.64-75. Doward, J. (2020) Why Britain’s 2.5 billion paper coffee cups are an eco disaster Available at: https://www.theguardian.com/environment/2020/apr/26/why-britains-25-billion-paper-coffee-cups-are-an-eco-disaster (Accessed: 30 January 2022). Kanniah, J. C. (2021) Why is recycling single-use coffee cups so difficult? Available at: https://perfectdailygrind. com/2021/06/why-is-recycling-single-use-coffee-cups-so-difficult/ (Accessed: 30 January 2022). Lilley D. (2009), ‘Design for sustainable behaviour: strategies and perceptions’, Design Studies, 30(6), pp. 704-720. Lilley, D. and Wilson, G. T. (2017) ‘Design for sustainable behaviour’ in Chapman, J.(eds.) Routledge handbook of sustainable product design. Routledge, pp.127-144. Neo P., (2020), Safety vs sustainability: Single-use food packaging use rises due to COVID-19 – but is it truly safer? Available at: https://www.foodnavigator-asia.com/Article/2020/04/07/Safety-vs-sustainability-Single-use-food-packaging-use-rises-due-to-COVID-19-but-is-it-truly-safer (Accessed: 30 January 2022). The Global Education Project (no date), Animals at Risk from Climate Change. Available at: https://www.theglobaleducationproject.org/ (Accessed: 30 January 2022). Vinod P. P. and Sharma D., (2021), COVID-19 Impact on the Sharing Economy Post-Pandemic, Australasian Accounting, Business and Finance Journal, 15(1), pp.37-50. Wendel, S., (2013), Designing for Behavior Change: Applying Psychology and Behavioral Economics, O’Reilly Media. Wilson, G. T. (2013), ‘Design for Sustainable Behaviour: Feedback Interventions to Reduce Domestic Energy Consumption’, Doctoral Thesis, Loughborough University. Wolf, U. (2018), ‘I own, therefore I am? The role of material possession for consumers’ self-perception and attitude towards non-ownership consumption modes.’
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