UI/UX Case Study: How We Create Solutions for “SentYourWaste” (SYW) Program at waste4change.com

Ismadie
6 min readOct 31, 2021

--

Disclaimer. This project is part of the UI/UX Training Program held by the Ministry of Communication and Information with Skilvul and Waste4Change as Challenge Partners. I am not employed or bound by a professional contract by Waste4Change.

Introduction

Hello Everyone! This time, I’m going to share the whole design process I've done with my team for the Waste4Change Challenge, it’s a really cool challenge I thought because I doing the whole process with my friends Thowaf Fuad Hasan and Fanny Auli Eeisen.

This project is a Team project given from taking part in training at Profesional Academy Digital Talent Scholarship by Digitalent Kominfo and Skilvul. The design process is carried out according to the directions given by the Mentors we already meet online per week aligns with the timeline.

We've done a lot of great things as a team and My role in the team is Brainstorming the whole project (Define, Ideate, Crazy8), Creating a Design System, UI Design, Interview, and Testing.

Are you ready for the whole process?😁Let's get started!🚀

Company Intro: Waste4Change

Waste4Change is a company that provides solutions for responsible waste management. Present for the first time in 2014 which started from a discussion between two companies in the solid waste sector. With Waste4Change, you can take advantage of various services such as consult, campaign, collect and create.

Defining The Problem:🤔

W4C wants to reduce the number of users asking how to use web apps and the difficulty in sending packages due to trouble with API integration which we sometimes see can also be caused by miscommunication in flow and copywriting on the page.

Understanding the challenge:

For this reason, W4C provides RWU (Recycle With Us) services with several programs such as SYW (Send Your Waste) either Regular or Sponsored Programs.

SYW (Send Your Waste) is a voluntary program for the people of Indonesia that targets housewives to be able to manage inorganic waste in their homes. This program helps its users to ensure that the sorted waste can be processed responsibly. This program is also integrated with logistics partner APIs such as Gojek and Paxel. Briefly, here is the user flow regarding the issues mentioned:

SYW Regular: Recycle Landing Page → SYW regular → payment → send → received
SYW Reward Points: Recycle Landing Page → SYW sponsored → send → received → point → redeem

The features that should be improved by my team to this problem are as follows:

  1. Recycle Landing Page
  2. Shipping Page
  3. Rewards Points Page
  4. Payment transition page/ logistics partner API

Target Users:👩👨

Gender: Woman
Age: 25–40 years old
Profession: Housewife
Geographical: Java
Behavior / Habits: Caring for environmental issues, Sorting trash, Hobbies are reading and farming

Although user personas have been described by Waste4change.com, we are given chance to develop new user personas and targets for the SYW program.

New Personas

Gender: Woman
Age: 22–40 years old
Profession: Fresh graduate or Employee
Geographical: Java
Behavior / Habits: Caring for environmental issues, Manage and Sorting trash, Active in the community, having much knowledge about tech.

Objective:🎯

After we figure out the challenge my team defines the objective becomes the list below:

  1. Knowing the user’s pattern of throwing garbage
  2. Knowing user interest in recycling
  3. Knowing the level of understanding of the SYW program from Waste4change.com
  4. Knowing the usability level of the solution in the delivery process flow, reward points, and tracking.

Design Thinking Approach

In the whole design process of this project, we use the design thinking method to redesign and create the best solution, we think this method is easy and suit the current user needs.

Empathize

We figure out the user problems, the user was really stressed out, confused and so many asked how to use SYW program on web apps, also difficulty in sending packages due to trouble with API integration and understanding the flow.

For this reason, we focus to make a better UI and Happy flow and Also good copy to make users easily achieve their goal of sending garbage to waste banks Waste4change.

Define

From the results of user findings, observations and research, it is determined what difficulties (pain points) needs, and focus (goals) of the users will be used as the basis for the next stage.

Ideate

In this phase, we try to write down the solution from the paint point, we create an affinity diagram to organize and prioritize the solutions, which one should be executed at the first.

We know a lot of ideas comes out when we figure out the solution, our team group per each solution become the simple solid solution so that the result is shown on the affinity diagram below:

Affinity Diagram

We realize there were a lot of solutions need to be done, we prioritized the solution become 4 level groups: Do It Now, Do Next, Do Last, Later.

After we prioritize the idea, we started Crazy8’s, and it’s fun because its fast sketching exercise that challenges people to sketch eight distinct ideas in eight minutes and we do it remotely.

After finishing crazy8’s, we are going to the next phase Prototyping.

Prototyping

To better understand what users really needs, we make user flow, to make design more efficient and less effort for users.

User Flow

We create user flow in 2 types, its because there are 2 types of members for SYW program, the Regular Program, and the Point Reward Program

In a regular program, the user didn't get the point after sending garbage, it is different from the Point Reward Program after the user sends garbage it will get point and the point can be converted to a third party merchant in the SYW program

Low-Fidelity

After we make happy flow, now started to create low-fidelity to make the solution become real and easy to understand by the users.

High-Fidelity

After the lo-fi was created, we started to make High-fidelity, we used design system to make design faster and efficient

Prototyping

As we know after the High-fidelity design is complete, we need to prototype it to make users interact with and get their feedback, here is the final prototype as shown below.

Test

Let's jump into the final phase Testing. we do in-depth interviews and usability testing to measure the solutions we've made. we used the usability metric informed become single ease questions (SEQ) and it's efficient to measure this project.

CONCLUSION

From the results above, it can be concluded that the design made is sufficient to meet user needs and is easy to use.

However, it can be further improved according to the feedback provided by user participants. We realize, in redesigning Waste4change web apps, there are still many shortcomings and another point of view needed from the user who is the target of Waste4change Last Wish.

Hope this design will help users to contribute SYW program waste4chnage easily.

--

--