Sortr is a recycling app designed for young adults, making sustainable habits simple and engaging through intuitive scanning features.

DISCIPLINES

UI Design
UX Design
Data Visualization

TEAM

Solo Project

TIMELINE

Fall 2024
3 weeks

ROLE

UI/UX Designer
Graphic Designer

PROJECT BRIEF

Design an original and inclusive mobile application using an iterative process utilizing the following research methods: contextual inquiry, empathy mapping, impact/effort matrix, case study.

Smartphone lying on a concrete surface with a shading shadow over part of the screen, displaying the start screen of an app called 'Sortr' with a search bar and start button.
PROBLEM

People don't have enough information readily available on how to recycle. This negatively impacts the environment as well as wildlife conservation.

TARGET USER

Individuals who're environmentally conscious and seeking ways to reduce their waste or younger users who're interested in sustainable practices and would appreciate an app that teaches correct disposal methods.

Process

CONTEXTUAL INQUIRY
A digital graphic features two profiles of college students, Emily Trujillo-Macfarlane and John Leng, with their photos, birth details, and needs related to recycling and waste management.

The task was to dispose of the tomato packaging, which consists of both cardboard and plastic. By giving the users packaging with two different materials, it gave them the option to separate or not separate the materials. Based on the findings of this task, I decided to have two different scanners: one that took a broader scan of the packaging, and one that took a close-up scan of the specific materials.

EMPATHY MAP
A diagram illustrating different mindsets and beliefs such as feeling safe, feeling anxious, and feeling lucky. It shows how these feelings relate to self-beliefs like saying you are confident and believing in yourself, with a centered photo of a smiling man labeled Eric, age 35.

During my research, I noticed that many participants were confused and questioned where to toss the given items. Therefore, I knew the application had to be simple, with a minimal amount of screens, but also encouraging with stats to encourage the user to keep recycling.

I took this data into consideration while creating the app. It was crucial that I include a history tab, the user’s recycling statistics, close-up 360 scans, and filters to sort through materials for a seamless user experience.

IMPACT EFFORT MATRIX
A two-axis chart with effort axis from low to high and impact axis from low to high. The chart is divided into four quadrants labeled YES, MAYBE, and NO.

In the high effort, high impact quadrant, it lists 'history tab,' 'stats,' 'close-up scans,' and 'filters for materials.'
In the high effort, low impact quadrant, it lists 'tutorial pop-ups/demos.'
In the low effort, high impact quadrant, it lists 'analytics and reporting tools,' 'AI image recognition,' 'recycling game,' and 'extensive customization options.'
In the low effort, low impact quadrant, it lists 'short form videos,' 'rarely used advanced filters,' and 'animations.'

Final Screens

Sequence of smartphone screens showing an app interface for sorting and recycling materials by scanning packaging items, with options to view item details, recycling guidelines, and recycling statistics.

For next time…

TAKEAWAYS

I really enjoyed the process of coming up with a conceptual application, and inventing solutions for a common problem. If I were to do this project again, I’d explore other typeface options and expand on how to properly prepare the disposable items for recycling, trash, or compost.