A Master Thesis Project
Empowering People to Live More Sustainable Lives
The application aims to educate individuals on the importance of sustainable living and provide practical tips and resources to help them make sustainable lifestyle choices.
The app is user-centered and adaptable to each user's particular lifestyle, needs, and aspirations for sustainable living based on there choices and preferences.
The app uses gamification to provide short-term goals that are tangible, hence providing motivation.
The app incorporates behavioral psychology principles to encourage action and change habits. The app appeals to both intrinsic motivations, such as the desire to have a positive impact, and extrinsic motivations, such as rewards or social recognition.
The app provides information on the impact of our lifestyle choices helping users reduce their carbon footprint through everyday activities such as transportation, food choices, and energy consumption.
The Sustainable Living app helps users make sustainable lifestyle choices by providing practical tips and resources. It incorporates behavioral psychology principles and gamification to encourage action and change habits. The app provides information on the impact of our lifestyle choices on the environment and offers policies and practices to prioritize environmental sustainability. The app's unique features, such as AI and ML integration, a sustainability calculator, and a community platform, enrich the user experience.
As a UX design master student, I was the sole researcher and designer for the concept. I ideated the concept, user flow, design system, UI Design, prototype, testing, including a written document.
Prof. Ingrid Stahl
Techische Hochschule Ingolstadt
Their is a growing concern over the unsustainable practices that human societies have embraced over the past few decades. These practices have contributed to environmental degradation, climate change, and other related issues that threaten the well-being of our planet and future generations.
The motivation for this project is to promote sustainable living practices and raise awareness about the impact of our daily choices on the environment. We believe that by providing information and resources on sustainable living, we can empower individuals to make informed decisions and take action towards a more sustainable future.
Sustainable Limit of emission: 2.3t/year
To understand the perspective of sustainability as survey was conducted because it is economical and helps bring a lot of data to analyze and focus on types of problems.
The survey focused on three sections and with both open and closed questions for users to answer. This provided a controlled data which was easy to analyze later.
People understand that being sustainable is important. The route to be sustainable is filled with hurdles like lack of information, community, transparency, belief and difficulty in changing habits.
The challenge is to craft a solution that not only provides people with information about sustainability but also:
Blue: Primary
Green: Secondary
Orange: Tertiary
To ensure readability and ensure different line weights DM Sans was the selection of typeface.
Incorporating WCAG 2.1 guidelines at AAA Level, makes the application design inclusive.
The application aims to help users change their desired habits, to ensure that it is done positively and with ease it is important to understand psychology of humans and habits. Here are some of the approaches:
This theory suggests that people learn by observing others and imitating their behaviors.
SDT postulates that there are three basic psychological needs that drive human motivation and behavior; Autonomy, Competence, and Relatedness.
This concept suggests that people tend to make decisions based on the information they have available, rather than seeking out additional information.
Habits are the patterns of behavior that we engage in regularly without conscious thought. They can be positive or negative, and they shape our lives in many ways.Habit Loop refers to the three-step process by which habits are formed: cue, routine, and reward.