A Master Thesis Project

SustainAble

Empowering People to Live More Sustainable Lives

Project Brief

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.

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AI/ML Enhanced

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.

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Gamification

The app uses gamification to provide short-term goals that are tangible, hence providing motivation.

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Psychology

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.

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Information

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.

Introduction

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.

My Role

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.

Supervisor

Prof. Ingrid Stahl
Techische Hochschule Ingolstadt

Background & Motivation

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.

What obstacles do individuals seeking sustainability encounter?

Literature Review

Literature Review

Sustainable Limit of emission: 2.3t/year

Quantitative Research

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.

Quantitative Research

Qualitative Research

Qualitative Research

Users lack information, trust and motivation to push themselves to be Sustainable.

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:

  • Builds trust with the information with transparency.
  • Provide relevant information that can help them take informed decision.
  • Provide custom personalized recommendations that users can relate to and easily deploy in their lives.
  • Blend in the application as a tool and not something they actively spend time on.
  • Provide users with continuous motivation to change habits.

Defining users and design.

User Persona

Persona

Story Board

Storyboard

Colors

Blue
Green
Orange
Black

Blue: Primary
Green: Secondary
Orange: Tertiary

Typeface

To ensure readability and ensure different line weights DM Sans was the selection of typeface.

Font

Accessibility

Incorporating WCAG 2.1 guidelines at AAA Level, makes the application design inclusive.

  • Visual: Incorporating colors with readable accessibility and also for visual impairments like various types of color blindness.
  • Mobility: The design consciously enables single hand use at almost all core elements throughout the application.
  • Understandable: Bite sized information, with detailed view by user choice lowers cognitive load and provides users with sense of control.
  • Predictable: Animations and screen design are minimal and predictable without them being flash.

Components

Components

Building on user needs.

Habit

  • Users have a daily routine and habit of doing similar actions.
  • It is difficult to change habits easily as habits are involuntary and easy.
  • Psychological Analysis can play an important role to understand and ease the transition.

Information

  • Lack of information creates a deficit to take informed decisions.
  • Users don't have one true reliable source of information.

Personalization

  • Habits and routines are very personal from one person to another.
  • Everyone has some part where the can change and some part where they don't want too.
  • User needs to be comfortable with change.

User Flow

Userflow

Incorporating Psychology

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:

Social Cognitive Theory (SCT)

This theory suggests that people learn by observing others and imitating their behaviors.

Social Determination Theory (SDT)

SDT postulates that there are three basic psychological needs that drive human motivation and behavior; Autonomy, Competence, and Relatedness.

What You See Is All There Is (WYSIATI)

This concept suggests that people tend to make decisions based on the information they have available, rather than seeking out additional information.

The Habit loop

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.

Integrating approaches to design.

Psychological Integration

An application that acts like a Tool.

Initial Design Process

Design Process

Design & Features

Homescreen
Statistics
Scan
Gamification
Community

Try the app...

User Testing

User test

Conclusion

Conclusion

Future Works

Future works

Here are some of my other projects:

Want to know more?
A short call goes along way.
Reach out at ishaninde@gmail.com