MS2 - ISIS3510-Team14/Wiki GitHub Wiki

In this Micro Sprint you will:

  • Explore different methods for collecting and analyzing data from a context.
  • Analyze constraints and motivational elements that impact design decisions and you will get a deeper understanding of the Design Thinking methodology

Emphatize

Problems Selected

  1. Green Campus
  2. ExchangeBliss: Simplifying the Journey
  3. Los Andes Parking App
  4. Turn Machine

Interviews

Exchange Bliss

Interview script

Interview Script.docx

5 minute audio interviews

5 minute interview audio - Maria Alejandra Estrada Garcia

5 minute interview audio - David Cuevas Alba

5 minute interview audio - Marilyn Joven Fonseca

Full audio interviews

Full interview audio - Maria Alejandra Estrada Garcia

Full interview audio - David Cuevas Alba

Full interview audio - Marilyn Joven Fonseca

Green Campus

Interview script

Interview Script (Green Campus).docx

5 minute audio interviews

5 minute interview audio - Lina María Gómez Mesa

5 minute interview audio - Eduardo José Herrera Alba

5 minute interview audio - Ernesto Jose Duarte Mantilla

Full audio interviews

Full interview audio - Eduardo José Herrera Alba

Full interview audio - Lina María Gómez Mesa

Full interview audio - Ernesto Jose Duarte Mantilla

Define

Insights

Exchange Bliss

Insights (Maria Alejandra Estrada Garcia)

Insights (David Cuevas Alba)

Insights (Marilyn Joven Fonseca)

Green Campus

Insights (Eduardo José Herrera Alba)

Insights (Lina María Gómez Mesa)

Insights (Ernesto José Duarte Mantilla)

Ideate

Brainstorming Process (C2) and Derived Solutions

Overview of the Brainstorming Session (C2)

Objective:
To generate innovative solutions for two identified problems at Universidad de los Andes, Bogotá, Colombia, focusing on two main ideas: ExchangeBliss and Green Campus.

Participants:
Six team members participated in the session.

Duration:
The session lasted approximately 40 minutes.

Brainstorming Procedure

  1. Idea Generation:

    • The team gathered in a collaborative environment, equipped with a whiteboard and post-it notes to facilitate the free flow of ideas.
    • The brainstorming was divided into two segments, one for each of the ideas (ExchangeBliss and Green Campus).
    • Each participant was given 10 minutes to write down as many ideas as possible related to potential features, solutions, and improvements for both applications.
    • By the end of this phase, around 60 ideas had been generated collectively across both concepts.
  2. Clustering of Ideas:

    • After the idea generation phase, we organized the ideas into thematic clusters.
    • Each idea was grouped based on common themes or objectives, creating clusters that encapsulated the most critical aspects of each application.
    • For ExchangeBliss, the clusters focused on areas such as platform usability, partnership networks, and user engagement.
    • For Green Campus, clusters were formed around themes like recycling education, campus navigation, and sustainability incentives.
  3. Voting and Prioritization:

    • To identify the most promising ideas, each team member was allocated three votes. They could distribute these votes among the clusters they believed held the highest potential.
    • The voting was conducted within a two-minute time frame to encourage quick, instinctive decision-making.
    • The results of the voting showed a clear preference for the Green Campus concept, particularly a cluster focused on the integration of artificial intelligence to enhance the user experience.
  4. Solution Refinement:

    • Given the overwhelming support for the Green Campus application, the team decided to concentrate on this concept.
    • We explored the highest-rated cluster, which involved using AI to scan waste and provide users with information on the appropriate disposal methods and locations of recycling bins on campus.
    • This solution evolved into a more comprehensive application, now named SustainU, which would not only assist with waste management but also educate users on sustainable practices through real-time feedback and location-based services.
  5. Naming and Branding:

    • To capture the essence of our solution, we employed generative AI tools to brainstorm potential names for the application.
    • The name SustainU was selected, reflecting our commitment to sustainability and the educational environment of the university.

Derived Solutions

Primary Solution: SustainU

  • Core Functionality:
    • AI Integration: Users can scan items they wish to discard, and the app will suggest the correct bin based on the material composition.
    • Campus Navigation: The app provides a map of the campus with the nearest recycling points highlighted.
    • Educational Features: SustainU offers tips and insights on sustainable living and the impact of recycling, aiming to increase awareness and encourage eco-friendly behaviors.

Additional Considerations:

  • As part of the brainstorming session, we also considered gamification elements to incentivize recycling, such as rewards for consistent usage or contributions to the campus's sustainability efforts.
  • Though the ExchangeBliss idea had promising aspects, the consensus was to focus our immediate efforts on developing SustainU, given its broader impact and immediate applicability to campus life.

Conclusion

The brainstorming process was instrumental in honing our focus and arriving at a solution that aligns with our goals of promoting sustainability on campus. SustainU emerged as a robust and innovative application that we believe can make a tangible difference at Universidad de los Andes, helping students and staff recycle more effectively and adopt greener practices.

Brainstorming ideas

Exchange Bliss

Green Campus

Final idea

SustainU (Green Campus):

Recycled places, competence, users, and information are the four basic concepts. Recycle Places entails marking particular spots on a campus map with markers to make recycling bins more visible, improving accessibility and motivating more students to recycle. Competence uses gamification to create a competitive and interesting recycling culture by introducing a website where students can compare their recycling scores and take part in challenges. Students can monitor their recycling progress through an account system that Users concentrate on, encouraging long-term engagement and a personal connection to their sustainability activities. Lastly, Information aims to inform and strengthen students' commitment to the university's sustainability goals by providing a thorough manual on appropriate recycling techniques and the cumulative effect of individual efforts.

Customer Journey Map

Green Campus

CJM GreenCampus

Exchange Bliss: Simplying the problem

Whiteboard

Prototype

Mockup

https://www.figma.com/design/1OVY8HHFbzDbxInAdcJzBr/Recicle.me-%7C-Recycling-App-Layout-%7C-UX%2FUI-(Community)?node-id=0-1&t=igfJrCze5WXf0K36-1

Prototype Video

https://youtu.be/nycXxeuvceY