The architecture faculty of TU Delft is notorious for the amount of waste it produced. At the end of every semester, waste material is collected in a truck-sized container outside of the building. This problem triggered the question: What can design do to change the material waste problem occurring in the architecture faculty of TU Delft?
of the students were not reusing the materials due to following reasons.
Generative contextmapping sessions disclosed following design opportunities.
To focus on the context and user interaction itself, I took Vision in Product Design Approach (a.k.a. ViP). I formulated a design goal - a desired effect - and an interaction vision - an analogy of how the interaction of the design should feel like - to transform unpleasant and burdensome experience of material reuse into something fun and inviting.
I want to inspire students of the architecture faculty to increase material reuse during the process of model building.
The interaction should feel like.. Discovering a gingerbread house free from the witch and enjoying the sweets with friends (Key interaction qualities: , , , )
Feasible design forms were explored and iteratively evaluated using cardboard prototypes. Whether a concept successfully helps the users to confidently spot desired materials was the most important factor. Because to create a reusing cycle, the design had to secure loyal pickers, who themselves will become putters.
The concept Horizontal Sliding Frame with clear affordance of sliding in/out the materials was developed. Through iterative user testing, transparent material holding compartments with different height levels were chosen since it enabled users to view manifold materials in a glance. For the compartment shape, a grid system bar holder shape better conveyed IV than a wavy shape by facilitating users to be playful and creative within a certain structure. Lastly, a plain white isometric grid frame helped users to easily predict material dimensions while enjoying new dispositions of diverse material textures.
On the basis of DINED anthropometric databases, the final prototype of Material Mosaic was developed and evaluated in the wild. 78 people participated in the user testing and 22 people shared their opinions through a feedback sticker board placed next to the prototype.
Material Mosaic successfully fulfilled the design goal, eliciting more people to easily browse, pick up, and share reusable materials. Most notably, twice as many ‘putters’ were observed. User behaviours of sliding in/out, rearranging, picking up materials, and appreciating the composition of materials were frequently observed.
I am a UX designer and researcher from Seoul, South Korea. I create interfaces and experiences focusing on sustainable human-technology relationships. Holding flexible yet critical attitude towards new technologies, I am interested in involving actual users into the design process.