Unearth

Tackling e-waste through an informative & unintimidating browser extension

Project Summary

Empower users to practice mindful consumption of tech devices through education.

Outcomes

Interviewed  4 participants,
Designed 11 interactive wireframes.

Timeline

Jan '24 - Mar '24,
10 weeks

Team

2 product designers:
・Kendra Wu
・Alyssa Castañeda
2 UX researchers:
・Carolina Araujo
・Hebah Haque

My Role

Research Planning, Principal Interviewer & Moderator, Interaction Design, Wireframing, Visual Design

Background

Only ~15% of e-waste actually gets recycled

Instead, electronic waste ("e-waste") is filling landfills and ocean worldwide.

The consequences of this create increasing concerns for the following areas that affect everyone regardless of geographical location or socioeconomic class to a serious degree, with underrepresented groups suffering the most.

Capitalism's toll on ethical practices in tech

We were interesting in the conglomeration of the Right to Repair, vape waste discussion, and "disposable tech" (i.e., Capitalism enabling companies to constantly push consumers to buy the 'next big thing').

Only ~15% of e-waste actually gets recycled.

Instead, electronic waste ("e-waste") is filling landfills in ocean primarily the Global South and oceans worldwide.

The consequences of this create increasing concerns for the following areas that affect everyone regardless of geographical location or socioeconomic class to a serious degree, with underrepresented groups suffering the most.

Capitalism's toll on some ethical practices in tech

We were interesting in the conglomeration of the Right to Repair, vape waste discussion, and "disposable tech" (i.e., Capitalism enabling companies to constantly push consumers to buy the 'next big thing').

The Problem

Mindful consumption of tech devices is intimidating and inaccessible

Digital device consumers who lack knowledge about sustainable end-of-life options often experience confusion or apathy when discarding their electronics, leading to improper disposal decisions that contribute to environmental degradation and public health risks.

Rather than dumping their electronics straight into the trash or stuffing their devices into a pile to forget about eventually ending up in landfill, my group and I aimed to help educate users on alternatives that are more sustainable for the planet and its inhabitants.

Solution

Unearth's Educational Browser Extension

Educates

→ Reminds users several ways to practice mindfulness while browsing new tech devices

MOTIVATES

→ Enables users to earn points for environmental-friendly awards through uploading receipts after donating / trading in old devices

Accessible

→ Provides a sense of ease & accessibility to users by providing nearby disposal center information

research I: Interviews

Connecting the dots between perceived accessibility and sustainable tech device practices

My team interviewing a participant

Objectives for 30-60 Minute Semi-Structure Interviews

Participant Breakdown

We wanted to start with a large project scope to gain an understanding of possible challenges involved in e-waste through conducting  semi-structured interviews with e-waste experts before we narrowed down our project scope.

Main Findings

Objectives for 30-60 Minute Semi-Structure Interviews

Participant Breakdown

Ideating

A browser extension to learn better sustainable practices

Goal

Empower users to make better decisions for optimizing the life of their tech devices through education, while informing users on their best options for properly disposing their tech devices.

Why

Similar platforms increase user cognitive load and foster dependence

Make users reliant

Current recycling services give court answers without explaining the reasoning to user's quick queries on specific products.

Increase the cognitive load of users

Existing e-waste disposal platforms do not consider unique user environments and situations which raises the cognitive load and effort users must put into locating about proper disposal locations nearby.

This may contribute to the intimidation and inaccessibility users feel, contributing to making less environmental-friendly practices for ease.

Conducting a competitive analysis allowed us to understand what available technology solutions already exist to enable successful e-waste disposal. We also learned what areas these tools could be improved upon for our target user population.

A browser extension may help create a setting in which users are comfortable

Research II: Usability Tests

Enabling participants to get a feel of the product

I created several user flows at the mid-fi level to determine what steps users will take to resolve their pain points, including learning immediate ways to responsibly dispose e-waste for a specific product and gaining motivation to dispose e-waste correctly.

Gathering input on navigation & possible features

Participants rated Unearth moderately easy to use

I led conducting a System Usability Scale in conjunction with mid-fi usability testing to assess participants' immediate reactions and understanding of the product.

finished product

Changes Based on Feedback

1. Rearrange Card Hierarchy

2. Add Prices & Geographical Distance

3. Incorporate Existing Trade-in Services

4. Well Thought-out Rewards

Impact

A Majority of Users Found it Worth Upgrading to Premium

While this was an an academic project, it sought to gain feedback from a variety of users involved in the cycle of e-waste.

To gain an understanding if this product accomplished its goal, we asked users whether they had an interest in a 'premium' version, determining if users considered the product to go beyond "interesting and useful enough".

Premium Version

Measuring Premium Version's Effectiveness

Here are ways I would have measured success the success measures had this project been developed.

Completion rates & comparing metrics between the basic plan and premium plan users, assessing:

Measuring completion rates would be able to tease out where users would drop off in the main flow, while comparing different user plan rates may help determine if users feel that the premium plan is worth upgrading and helpful to use.

Benchmark to find the estimated conversion interest

What percentage of users do we need to convert to premium to break even or turn a profit, given that 80% of users find it worth upgrading?

Then, I plugged in numbers, based on a successful early-stage startup, into ChatGPT to calculate the estimated conversion interest.

Takeaways

Reflecting for Forward Motion

Learnings

Other Ideas Worth Exploring for the Future

Thanks for reading!

Here are some other projects I've done.