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Helping Travelers Reduce & Reuse

ReCation

ReCation is a sharing app that helps travelers give away things they no longer need and get things for free. 

My Role

UX Designer

Duration

11 Weeks

Skills

User Interviews

Wireflows

Prototyping

Usability Testing

Visual Design

Year

2023

THE PROBLEM

The travel and tourism industry generates a significant amount of waste.

Tourists, in some places, produce twice as much waste as local residents. (1)  Our current travel habits are unsustainable. 

Sustainability is based on a simple premise: our survival and well-being depend either directly or indirectly on our natural environment. (2)  Reduction and reuse are the most effective ways we can save natural resources, protect the environment, and save money. (3)

By reducing waste and reusing products, travelers can practice responsible tourism to make travel more sustainable.

Approach

Competitive Analysis

Assess the competitors’ value propositions, key features, strengths, and weaknesses

Personas & Journey Maps

Identify opportunities by empathizing with and better understanding target users

Prototyping

Clickable mid-fidelity and high-fidelity prototypes

User Interviews

Qualitative insights into traveler’s experiences, pain points, and motivations around sharing goods

Wireflows

Roadmap of how users move through key features, screens, and actions

Usability Testing

2 rounds of tests to identify usability issues and areas for improvement

Discovery Research

Why should we help?

  • 35 million tons of waste is produced every year solely by tourism. (4)

  • The tourism industry accounts for 8% of global carbon emissions. (5)

Who stands to benefit?

  • Travelers

  • Local Communities

  • The Environment

Possible Stakeholders

  • Environmental Organizations

  • Local Tourism Organizations

  • Hotels & Vacation Rental Companies

REFRAMING THE PROBLEM

How might we help travelers share goods with one another, so they can reduce waste and make travel more sustainable?

Competitive Analysis

To evaluate the current market, I conducted a competitive analysis of three sharing and freecycling apps. This allowed me to gain a deeper understanding of their value propositions, key features, strengths, and weaknesses. I identified gaps in the current market, opportunities, and areas for improvement.

Olio.webp

Olio

7M total users

342.7K monthly users

Strengths

  • Gamification for motivation

  • Educate about sustainable practices

Weaknesses

  • Map search only for premium subscription

  • Limited U.S. users and listings

TrashNothing.webp

Trash Nothing

8M total users

1.4M monthly users

Strengths

  • Location based searching

Weaknesses

  • Difficult to navigate

  • Underwhelming UI

BuyNothing.webp

BuyNothing

6M total users

235.9K monthly users

Strengths

  • Customizable profile pages

  • Posting similar to social media

Weaknesses

  • Difficult to navigate

  • Underwhelming UI

User Interviews

Methodology

I conducted eight virtual moderated user interviews to gain qualitative insights into their travel experiences, pain points, and motivations related to resource sharing.

Screener Criteria: 

  • Travels at least once a year

  • Has given something away or has received something for free from someone when traveling

8 Participants

  • 5 women, 3 men

  • Ages 28-67

Objectives

  • Learn about their experiences with waste while traveling.

  • Understand the motivations and pain points travelers face when it comes to sharing goods.

  • Determine what factors will influence their decision to participate and share goods on the platform.

High-Level Findings

01

Desire to be responsible

Travelers think about sustainability and have a desire to practice more responsible traveling habits.

03

Importance of safety

Being safe when meeting with people to exchange goods was a common concern across participants.

05

Making connections

Travelers like to meet and talk to other people while they are on vacation.

02

Throwing away is easier

People throw things away when they don’t know what else to do. They don't want to be wasteful but it can be the easier choice.

04

Time is valuable

Travelers value their time and like to stick to schedules.

06

Helping others feels good

In participants past experiences with giving away things, the major motivation is to help other people.

Personas

Creating user personas helped me to empathize with and better understand the target audience. I developed three separate user personas for travelers who may use this app.  

Journey Maps

Current state journey maps were created for each persona to help understand their actions, thoughts, and emotions when attempting to accomplish a goal. The maps were critical for identifying pain points and opportunities for features that would improve the experience.

How do we measure success?

01

Posting and searching for items needs to be quick and easy

02

Users need to be able to evaluate other users 

03

We need to motivate people to share

Wireflows

Wireflows were created to visualize user flows for the key feature areas. They provide a roadmap of how the user moves through features, screens, and actions within the app. I designed wireflows for three key user flows to understand how users will navigate the app and help to identify key interaction points and opportunities for micro-interactions and enhancements.

Posting a Listing

User Story

As an eco-conscious traveler, I want to post the extra food I have, so I can give it to someone else instead of throwing it away.

Searching for Items

User Stories

As a budget savvy traveler, I want to find free items near me, so I can save money.

As a traveler, I want to evaluate who I’m meeting, so I can feel safe.

Tracking Impact

User Story

As an eco-conscious traveler, I want to track my environmental impact, so I can feel motivated to keep practicing responsible travel habits.

Mid-Fidelity Prototype

I created a mid-fidelity prototype that conveyed the core functionalities and interactions of the product. This prototype allowed me to evaluate the key user flows, ensuring that the fundamental user experience was sound before designing a high-fidelity version. 

ROUND 1

Usability Testing

Methodology

I conducted five virtual moderated usability tests where I presented the participants with three scenarios that pertained to the core user flows. 

Findings & Insights

01

Easy to use - reminded users of other apps they are familiar with

03

Hesitancy regarding the functionality of the map

05

Disconnect between the listing page and the profile page

02

Confusion about Pickup Availability and Location

04

Confusion about messages and navigating to the listing page

06

Questions about required info for leaving reviews

Solutions

The following updates were made to the prototype to address the problems users encountered during the mid-fidelity usability tests: 

Creating a Listing

Problem

Confusion about Pickup Availability and Location

Searching with the Map

Problem

Hesitancy regarding the functionality of the map

Messaging

Problem

Confusion around messages and navigating to the listing

User Profiles

Problem

Disconnect between the listing page and the profile page

Leaving Reviews

Problem

Questions about required info for leaving reviews

Design System

Implementing a design system was instrumental in providing a seamless and cohesive user experience. It allowed me to streamline my workflow and was a foundation for quick and effective visual design iterations.

High-Fidelity Prototype

Utilizing the design system, I developed a high-fidelity prototype to provide users with an experience that closely resembled a final product, complete with polished visuals, interactive elements, and realistic content.

ROUND 2

Usability Testing

Methodology

I conducted a second round of five virtual moderated usability tests where I presented the participants with the three scenarios that pertained to the core user flows. 

Findings & Insights

01

The map search is now intuitive and easy to use

03

Users loved the impact tracking features

02

No confusion about Pickup Availability and Location

04

The more button on the Home Screen can be improved for usability

05

Users don't want to see messaging tips every time they request an item

Solutions

After identifying the remaining usability issues and areas for improvement I designed solutions and made updates to the final prototype.

Home Screen

Problem

More button can be improved for usability

Messaging

Problem

Users don't want to see messaging tips every time they request an item

Final Prototype

Click on the prototype for a video walkthrough of ReCation

Impact

Easy to Post and Search

Users can quickly and easily post items to give away. There are multiple ways of searching and finding listings.

"It’s very easy, simple to navigate, it’s not confusing. It’s very similar to other applications where you would do similar actions... It took a second to search."

Confident Evaluations

Users can evaluate each other and confidently make decisions about who they feel safe meeting up with.

"I can see the rating easily and see they are verified which makes me comfortable... having others give reviews makes me trust them more."

Motivating Users

Earning points and tracking impact statistics motivates users.

"This is cool, it measures the impact you’re making. This would make me feel really good. What more motivation do you need!"

Challenges & Learnings

Managing interview and test cancellations and reschedules

I used Notion for product management, and having a detailed project plan and backup participants helped me stay on schedule.

Importance of project scope & defining the MVP

With a quick timeline, we can’t design an entire app and every feature so defining the project scope and Minimum Viable Product is paramount. 

Labeling and word choice significantly impacts usability

Choosing clear, concise, and familiar words or labels reduces confusion.

Next Steps

Design

  • Drop off flow for users that don't have time to meet

  • Partner side of the app

  • Education feature

  • Point redemption feature

Research

  • Conduct A/B testing on Home Screen

  • Usability testing additional features

Strategy

  • Identify strategic partnership opportunities

  • Go to market strategy

Sources

01

European Commission. Eco-Management and Audit Scheme. European Commission, n.d. Web. 23 June 2023 https://green-business.ec.europa.eu/eco-management-and-audit-scheme_en

02

National Research Council. (2011). Sustainability and the U.S. EPA. Washington, DC: The National Academies Press. https://doi.org/10.17226/13152.

03

U.S. Environmental Protection Agency. Reducing and Reusing Basics. US EPA, n.d. Web. 22 June 2023 https://www.epa.gov/recycle/reducing-and-reusing-basics

04

United Nations Environment Programme and World Tourism Organization (2012). Tourism in the Green Economy – Background Report, UNWTO, Madrid.

05

Lenzen, M., Sun, Y., Faturay, F., Ting, Y., Geschke, A., & Malik, A. (2018). The carbon footprint of global tourism. Nature Climate Change, 8(6), 522-528. https://doi.org/10.1038/s41558-018-0141-x

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