Game Design • Sustainability • APP

UpZone:
Creative Eco-Design Game

ROLE

Product Designer

TOOLS

Figma, Adobe Illustrator, Google Workspace

YEAR

2022

Thumbnail Image of Amp.ai dashboard.

Project Overview

The purpose of UpZone is to address the barriers parents face when upcycling and to further support their current practices and goals. We applied user-centered design strategies and an evidence-based design process to address the upcycle problem and encourage sustainable behaviors.

Problem

Upcycling conserves more energy, less water expenditure, and produces fewer emissions than recycling. Through research insights, we found that “Family and Children” are the most common group within an online upcycling community. They motivated by extrinsic and intrinsic motivations. However, parents face barriers including lack of materials and supplies, ideas and inspiration, and time.

An image says key problems with two quotes from users

Design Solutions

UpZone is an upcycling card game with a mobile app that supports families to upcycle household items in a collaborative and creative way.

00/ How to Play

In this game, players work together in 3 rounds to gather materials, brainstorm project ideas, and build new creations using materials found in their own home. Players use the prompt cards provided to inspire creativity and enter the Up Zone before time runs out.

01/ Game Card and Pamphlet

The game contains cards, tokens and pamphlet. Parent and children follow the instructions to play the upcycling game with existing household items.

Screen shows two different photo album layout options.
Screen shows two different photo album layout options.

02/ UpZone App

The app is designed to assist the card game in a family context. The app supports the scanning function as well as getting project inspiration.

I. The game consists of three rounds. Instruction reminders are provided in each round with a timer to facilitate the gameplay.

Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"

II. The material cards and extra information after scanning them or navigating to the card through the app.

III. All the action cards to provide additional card deck and potentially for future expansions.

Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"
Screen show how to upload photos for the events and add "ALT-Text"

IV. The inspiration page after scanning a build card or navigating to the card through the app.

User Research

This section outlines the research process, covering user research, planning, and analysis during the project.

Literature Research

Rationale: We looked for empirical evidence to support our study. We used literature reviews about upcycling, competitive analysis of products and services to support upcycling.

This helped us to narrow down our project scope, understand people who are upcycling, their personality, beliefs, and motivations, etc, and to identify parental attitudes towards upcycling and user goals.

User Goals

User Persona named Ryan, who is a project manager.

Survey

Rationale

Survey allowed us to efficiently capture data from a large sample size of our target population. It also enabled us to gather contact information from individuals willing to participate in follow up interviews. This survey was an effective research tool that broadly captured the characteristics, practices, motivations, and challenges among parents who upcycle. It also allowed us to validate the user goals and tasks we identified from our literature research and observations of online upcycling communities.

Procedure

We first engaged with our target population using a 17-question survey. Each question was designed with rationale behind. They were transferred to Qualtrics and I distributed them to online groups and communities.

We received 108 responses to our survey within one week. We then screened these responses to focus on our user group and this left us with 40 qualifying responses that we used for analysis.

Semi-structured Interviews

Rationale

Semi-structured interviews allowed us to gain a deeper understanding of our interviewees’ upcycling behaviors as well as their motivations and goals when completing the activity. We were able to dive deeper into how parents upcycle with their children and how their children respond and engage with upcycling.

Procedure

After analyzing the survey responses, we brainstormed our interview questions based on the information we wanted to gain in more detail. I reached out to the 8 individuals who provided their contact information in our survey and conducted 4 semi-structured interview sessions.

Insights

We used affinity mapping techniques to analyze the notes. Using Miro, we were able to collaborate and organize our data into an affinity diagram.

A screenshot of user stories.
A screenshot of user stories.

Ideations and Design

This section outlines the step-by-step ideation and design process, including design workshop, planning, decision-making, development, and presentation in the project.

Ideations

While funneling through our research, we followed the Disney method for brainstorming. The Disney method includes 3 distinct categories of ideas: dreamer, realist, and critique.

Each team member initially came up with 10 design concepts that help our target user group to reach their goals, overcome their constraints, and accommodate their attributes. Our 10 designs funneled into 2 final ideas that we will then build on in the future to develop our final prototype.

Sketches of step 5 and 6 with some progress indicator exploration.

Design Requirements and Lo-fi Prototype

The findings from research with our target population informed the creation of both functional and non-functional design requirements for our prototype. The product should ...

A diagram shows different states of a new user.

We did our initial game design on the floor of our HCI lounge and on the whiteboard in front of our dean’s office c: Kudos to our friends who generously gave us feedback and inspired us to create UpZone!

How game rules evolved from initially a competitive game to a collaborative game:

A diagram shows different states of a new user.

Video Prototype

In order to display the full context of the solution, we prepared a video prototype as our main prototype for UpZone. We wanted to display its full potential to users which would best be done with a video prototype of the game.

Card Game

Material cards (yellow) are distributed to players before the start of Round 1. Examples of common items to look for are listed on each card. Players can also scan the QR code to learn about the environmental impact and biodegradability of their materials.

Action cards (blue) provide action prompts that players are encouraged to complete when building their upcycled project. Action cards give players an additional creative challenge and inspire players to be more innovative when brainstorming and building their ideas.

Build cards (green) contain the project concepts that guide players on what to upcycle. There are two types of Build cards: Craft cards and Theme cards differentiated by the stripe on the back of each card. If players get stuck or need even more inspiration, they may scan the QR code to view specific examples of that upcycled project in the Up Zone app.

A diagram shows different states of a new user.

UpZone: Addressing Design Requirements

1. The product should provide feedback on users’ environmental impact.

Users can scan the QR code on any Material card which takes them to more information and facts about that material in the app. Each material card is labeled with a different colored “Earth” icon to show the degradation rates of everyday household materials in a simple manner.

A diagram shows different states of a new user.

2. The product should allow customizable user settings.

Up Zone allows parents to play by themselves or with their family! It allows adjustable timer lengths and resume the game at their own pace. The deliberately high-level theme cards give users as much freedom to use their materials as possible.

A diagram shows different states of a new user.

3. The product should connect users to materials and ideas and encourage collaboration.

This requirement informed our design of the Material cards which were generated directly from our user research about what Materials and tools parents use most to upcycle. The QR code functionality leading to a photo library of ideas for each Build card was also implemented to fulfill this functional requirement.

A diagram shows different states of a new user.

4. The product should be engaging for the user.

The UpZone game engages users throughout the entire upcycling process beyond the idea generation and material gathering phases that existing apps already fulfill. UpZone is engaging in how it provides an opportunity for parents to spend time with their children as well.

5. The product should be designed simply.

The simple app design and consistent color palette increase learnability and decrease the amount of time spent navigating the app. We also deliberately used simple language, playful graphics, and easy-to-read fonts to appeal to players of all ages.

A diagram shows different states of a new user.

6. The product should be trustworthy.

We designed Up Zone with feasibility in mind, so users can trust that they can play and have an enjoyable experience. Specifically, the Build card prompts were chosen for their ability to be created with lots of different types of materials. The Theme and Craft cards are specific enough to help players come up with ideas, but not too specific that players could not create the projects using materials easily found around the home. We also reduced the risk that users may upcycle with potentially hazardous materials since users are sourcing all of their materials from their home.

A diagram shows different states of a new user.

7. The product should inspire creativity.

UpZone is the ultimate creative upcycling game. UpZone gives users unique challenges and constraints to work under to build new upcycled projects using the items they have in their home. Rather than giving users specific project ideas like every other app and website on the market, UpZone gives users a creative framework for generating upcycling project ideas on their own! And if users get stuck or need more structure, they have the option to view a library of examples using the QR code on the Build card.

8. The product should not impose an undue financial burden to the user.

UpZone encourages users to upcycle with items they already own to prevent them from needing to buy new supplies! The only current financial burden to users is the cost of printing the game itself.

Contact

Have a question, some feedback or ideas?ottessa moshfegh: say more about that

@ 2024 Ritz Yufeng Wang

Contact

Have a question, some feedback or ideas?ottessa moshfegh: say more about that

@ 2024 Ritz Yufeng Wang

Contact

Have a question, some feedback or ideas?ottessa moshfegh: say more about that

@ 2024 Ritz Yufeng Wang