This document summarizes the unit leaders design process for a project aimed at overcoming barriers to green consumption. It involved:
1) Analyzing personas, barriers, and challenges through mindmaps and implications for an incentive-based design to reduce shopping time and provide information.
2) Creating wireframes and navigation designs including flowcharts to guide the design.
3) Conducting paper prototyping through brainstorming, co-design with personas, and iterations tested in sessions to create a smartphone app allowing users to compare prices, view green scores and alternatives.
4) The final paper prototyping tested the overall flow and adjustments to the app's design.
3. Wireframes
• Personas
• Implications for design
• Barriers green consumption
• Challenges
4. Mindmap
Increases
Skepticism Labels
price
Young adults Inhibiting barriers to
Influenced Price
green consumation
by children Little time to
Who Information get information
Women Ecological Technolog Not used in
shopping y all
Implications situations
Incentive Overcome Challenges
for design Pricing
At competitive
instead barriers
levels
Consumer Technology
In-store Time Consumer
friendly use
advertising friendly
technology
Scarce Inform at point
of purchase
11. Paper Prototype
Brainstorm
• Think aloud in group
Co design
• 5 Primary Personas
• Questions and discussions
12. Paper Prototype
Brainstorm most important results
• Incentive (GreenPoints & Sharing)
• SmartPhone application
• Different than existing shopping apps
o Green alternatives
o Green scores
• Barcode scanner
13. Paper Prototype
Co design most important results
• App not more time consuming
• Certainty Greenness product
• Ecological footprint
• Search function
14. Paper Prototype
Paper prototyping and iteration
• Methods
o Two sessions
o Testing the flow of the design
o After each session iteration and adjustments
o 6 primary and 6 secondary
• Most important results
o Good overall flow
o GreenMe profile
o Comparing prices
o Button adjustments