EcoScholar
Recycle and Fund Education for Children in Need
Client: Chanja Datti Recycling Co LTD
My Role: UX Research, UX Design, UX Strategy
Tools: Figma, Miro, Zoom
Background: Chanja Datti is a social enterprise that transforms waste to value. Their efforts are currently focused in Nigeria. EcoScholar is the name of their app and the initiative to fund children’s education through donation of recyclables.
Two Real-World Problems In Nigeria
Waste management & children out of school
This picture was taken in Lagos, Nigeria. As the city grew, the landfill couldn’t keep up.
One in every five of the world’s out-of-school children is in Nigeria.
— Source: Unicef
Part of The Solution
Transforming waste to value
Chanja Datti’s app, EcoScholar, is a two-sided mobile application that not only allows users to donate and collect recyclables, but also fund a child’s education.
Meet the Users
Based on user interviews, we created two user personas.
The Recycler
Recycler Pain Points:
Financially can’t support children in need while also supporting family
No time to volunteer
The Collector
Collectors’ Pain Points:
High gas prices and can’t afford to drive around a lot
Waiting for recyclers at pick-ups
Analyzing the Original Design
By conducting a Heuristic Evaluation
About Heuristic Evaluation
During this review, I followed Nielsen 10 Usability Heuristics. Following these guidelines, I came across several potential usability issues. I will list a few of the major concerns below.
Foreseen Critical Usability Issues
Having recycler enter the weight of their recyclables into the app (Lacking Recognition over Recall)
Confusing language in some areas (Lacking between Real World & System).
For example, “Donate your trash to education” on the homepage. The word, “trash,” often has a negative connotation and may be misunderstood.
Hamburger menu hides navigation (Lacking Visibility of Status)
Starting the Redesign
My Team & I Were Asked to Redesign the Mobile Application Using UX Methodologies.
How might we…. ?
…. make it simple for the recyclers to donate their recyclables?
… reduce the cost and time it takes for the collector to pick up the recyclables?
Research Findings from Usability Testing
Remote & Moderated Usability Testing on Chanja Datti’s original design to understand usability issues.
About User Testing:
The user testing consisted of 6 participants; one collector, and five recyclers. The testing sessions were held remotely via Zoom, participants were asked to share their screen and voice out thoughts as they interact with a clickable prototype. The participants were recruited from Chanja Datti’s existing client base. We tested the existing flows for dropping-off recyclables, requesting a collector to come pick-up and the collector flow. Our goal was to discover any usability issues within the mobile application.
Usability Findings from Recyclers
“How am I supposed to I know the weight my recyclables?”
Background
The original design asked users to weigh the recyclables themselves so that the collector would know whether or not it would be worth the gas to come pick-up.
“What are tokens, anyway? I have no idea what they could be.”
Background
The original design incorporated tokens that the user would earn based on which items were donated and their quantity. Each recyclable had a different token value. Once the user obtained a sufficient amount of tokens, the user was able to use the tokens to support a child.
“Can I search for nearby recycling hubs for dropping off recycables?”
Background
The original design had users click on the map to find a recycling drop-off location.
Usability Findings from Collector
Due to lack of time and not being able to find willing participants, we only interviewed one collector. Looking back, it would have been helpful to have feedback from more collectors.
“Can I filter the pick-up locations?”
Background
The screen above is the list view of the collections that the collector has.
“I’d like to click on location icons and get more info.”
Background
The screen above is the collector’s homepage of the original design. The screen shows the upcoming collections and their locations.
Full Prototype
Recycler Dropping off Recyclables
Recycler Requesting for Pick-up of Recyclables
Retrospective
Lessons learned and what we’d do with more time
This project was not only intrinsically rewarding, but I also learned a lot. We had the opportunity to innovate and solve a meaningful real-world problem.
Throughout the duration of the project, the biggest constraint was the budget. My team and I were in constant conversation with the stakeholders about the cost of adding features. By having a budget, we were able to better focus on the Minimum Viable Product and not become distracted by shiny features.
If allotted more time for this project, we would do another round of user testing on our redesign. We received invaluable insights during the user testing we conducted on the original design. The feedback steered our design decisions.
We recognize that the current design still has room for improvement, but we are happy to have moved one step closer to a design solution.