mindfulconsumption-thumbnail2.jpg

Mindful Consumption

Mindful Consumption INTERACTION DESIGN

Tools: Sketch, Illustrator, Adobe XD

Mindful Consumption is an interactive system that aims to improve personal well-being through self-tracking and self monitoring. By rewarding users for “mindful actions,” this gamified app makes users more aware of their habits

Process: self-tracking

At the start of this project, we chose a habit to adopt for 10 days and diligently track and reflect on our progress.
The habit I started was picking up litter on my normal walking routes to school, work, and home. I logged the amount of pieces of trash I picked up, when in my routine I picked them up, as wellas the weather, my mood, whether something was recyclable, and additional thoughts. I translated this information into visualization studies, focusing on trends between information.

Choosing a direction:

At this point in the process, I began constructing and ideating on what our final deliverable would be. After some research and benchmarking, I came
to the conclusion that it would be quite difficult to create an app that would encourage people to strictly pick up litter. I began thinking about the source of the litter— litter comes from consumption.
I began tackling the question of “is there a way to make people more aware of what they are consuming in their daily lives?” Addressing the larger issue (overconsumption) before it trickles down to an alternate issue (litter on road and walkways) was a more practical approach.

Process: Personas and User Experience

The next step was to define the breadth of users who would interact with this system. In terms of passion and interest towards consumption and waste, I created 3 personas who span from being very proactive towards living a conscious lifestyle, to being very detached from their consumption habits. This was a vital way of thinking because it introduced the question of “how do I create this system so that it is appealing and encouraging to the widest audience?” That is, not just appealing to someone who is already making a conscious effort in their life. Another question that helped me shape my system was
“How do we turn idle curiosity or inaction into an actionable habit?”

Process: wireframes and Information Architecture

I wanted this app to fit in as seamlessly as possible with the user’s daily routines, so I imagined an on-boarding experience to develop a user profile. The app is notification-based depending on the user’s habits and tendencies. Ultimately, Mindful Consumption would focus on 6 aspects of the user’s life in which they could be more conscious of what they’re consuming and how much waste they are producing. For each “mindful action” the user takes, they will receive one point in that action’s respective category (if they use their reusable coffee cup, they receive that point for the day).

For the final deliverable on this assignment, I chose a specific user route to prototype. The route I choose is the user will receive a daily check-in notification, they’ll review their weekly progress, and then edit their goals accordingly.

FINAL CLICK THROUGH

Developed in Sketch and XD.