The Take Back program offers a fresh perspective on clothing disposal, transforming your unused apparel into something of value while sparing it from becoming waste. In just three simple steps, you can unlock incredible rewards: sign up, snap pictures of your gently worn clothing, and let us know why you’re no longer using them.
Team
UX/UI Designer
Product Manager
UX Designer
6 - 8 Months with weekly meetings
Overview
A sustainability-focused company sought to delve into the world of textiles, driven by the knowledge of the significant textile waste generated in Canada and the US. They envisioned a smart tool that could leverage AI to reward users for recycling their garments, fostering a positive behavioral shift.
Goal
- Utilize AI to accurately identify and categorize clothing items, streamlining the recycling process.
- Implement a reward system that tailors incentives to individual user preferences, enhancing engagement.
- Incorporate educational content about the environmental impact of textile waste and the benefits of sustainable fashion choices.
Outcome
- A future app were developed and presented to the company: Pilot to be sell into some retail clothing stores with interest in sustainability.
Overview
We were tasked with developing a tool to divert old textiles from landfills by offering rewards to our customers. To ensure its effectiveness, we conducted thorough research on our user persona, gathered data to inform our decisions, and mapped out the potential user journey.
We discovered a significant issue with clothing disposal. While many people donate or sell their clothes, a substantial number still dispose of them in regular waste bins. Our research aimed to identify further opportunities within the tool and understand how we could create engagement to encourage behavioral change for societal benefit.
To establish our audience, we conducted quantitative research, followed by interviews to understand user pain points and motivations. We wanted to determine if users would be driven by rewards or a genuine desire to reduce their environmental footprint.
Research
Focusing on the United States and Canada, we conducted ethnographic research through interviews and questionnaires with a diverse group of users. Our primary goal was to understand the factors influencing product purchases. We examined two distinct consumer behaviors: digital engagement via app usage and traditional in-store shopping or online ordering with home delivery.
Additionally, we explored product usability and the duration of clothing shopping sessions. Our findings were enriched by analyzing sustainability companies and collecting relevant data specific to our target regions.
Future Wheel
The “future wheel” exercise allowed us to envision different futures and perspectives for our product. When we started brainstorming with the Future wheel we used differently than this tool is used for. We tried to connect every point to the final product to see other opportunities in the market, and that gave us further questions for our User Personas.
User Personas
Journey Map
The journey map was instrumental in identifying critical user checkpoints and improving their experience, particularly during longer app interactions. By understanding the emotional highs and lows of the user journey, we aimed to enhance the overall experience.