MS3 - ISIS3510-Team14/Wiki GitHub Wiki
In this Micro Sprint you will:
- Start to think more on the users experience.
- Make detailed descriptions of the intended/expected experiences your app will provide, but always thinking from the users' perspective.
Brainstorming Process
1. Idea Generation
The brainstorming session began with the team gathering in a creative environment, equipped with a whiteboard and post-it notes. The objective was to develop ideas around four key concepts: Recycle Places, Competence, Users, and Information. Each participant had 10 minutes to write down as many ideas as possible related to these concepts.
Derived Ideas:
- Recycle Places: Mark specific locations on a campus map to make recycling bins more visible and accessible.
- Competence: Introduce gamification by creating a website where students can compare their recycling scores and participate in challenges.
- Users: Develop an account system where students can track their recycling progress and engage with their sustainability activities.
- Information: Provide a comprehensive guide on proper recycling techniques and the cumulative impact of individual efforts on the university's sustainability goals.
Class Concept Applied:
We utilized the Divergent Thinking technique, which encouraged the generation of a wide range of ideas without immediate judgment or filtering, ensuring that all possible solutions were explored.
2. Clustering and Theming
After generating ideas, the team organized them into clusters based on the four key concepts. This process involved identifying common themes and objectives within each concept, helping to visualize the broader impact of the proposed solutions.
Clusters:
- Recycle Places: Ideas focused on mapping and visibility improvements, such as using digital markers or physical signs to indicate recycling bin locations on campus.
- Competence: Ideas centered around creating a competitive environment to motivate students, including leaderboards, challenges, and rewards.
- Users: Ideas about personalizing the recycling experience, like account creation, progress tracking, and personalized feedback.
- Information: Ideas related to educational content, such as tutorials, tips, and the environmental impact of recycling, delivered through the app.
Decision Process
As part of our Design Thinking strategy, we engaged in a comprehensive process to generate and evaluate ideas, ultimately converging on a single solution that would guide our project for the semester. This process involved both divergent and convergent thinking techniques, which are essential in exploring a wide range of possibilities before narrowing down to the most viable solution.
Divergent Phase: Brainstorming Process and Idea Generation
The divergent phase of our process began with a structured brainstorming session aimed at generating as many ideas as possible. Our objective was to explore solutions for two identified problems at Universidad de los Andes: ExchangeBliss, a platform for exchange students, and Green Campus, an application focused on promoting recycling and sustainability on campus.
Steps in the Divergent Phase:
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Idea Generation:
The team, consisting of six members, gathered in a collaborative environment equipped with a whiteboard and post-it notes. Each participant had approximately 10 minutes to generate ideas related to potential features, solutions, and improvements for both applications. By the end of this phase, we had collectively produced around 60 ideas across both concepts. -
Clustering of Ideas:
After the idea generation, we organized the ideas into thematic clusters. This step allowed us to identify common themes and objectives, which were essential in understanding the broader impact of each idea. For ExchangeBliss, clusters focused on platform usability, partnership networks, and user engagement. For Green Campus, clusters revolved around recycling education, campus navigation, and sustainability incentives.
Convergent Phase: Voting, Prioritization, and Decision Making
The convergent phase involved narrowing down our options and selecting the most promising idea for development.
Steps in the Convergent Phase:
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Voting and Prioritization:
To determine which ideas held the highest potential, each team member was given three votes to distribute among the clusters they believed were most impactful. This voting was conducted quickly, within two minutes, to encourage instinctive decision-making. The results showed a strong preference for the Green Campus concept, particularly a cluster that focused on integrating artificial intelligence (AI) to enhance the user experience. -
Solution Refinement:
With the overwhelming support for the Green Campus application, the team decided to concentrate on refining this concept. We focused on the highest-rated cluster, which involved using AI to scan waste and provide users with information on appropriate disposal methods and the locations of recycling bins on campus. This idea evolved into a more comprehensive application, now named SustainU. -
Naming and Branding:
To encapsulate the essence of our solution, we used generative AI tools to brainstorm potential names for the application. The name SustainU was chosen to reflect our commitment to sustainability within the educational environment of the university.
Final Decision: Why SustainU?
The decision to choose SustainU over ExchangeBliss was based on several key factors:
- Broader Impact: SustainU has the potential to influence not only individual behaviors but also the overall campus culture towards sustainability.
- Immediate Applicability: The Green Campus concept addresses a pressing need within the university, making it a solution that can be implemented and adopted quickly.
- Innovative Use of AI: The integration of AI to assist with recycling decisions and campus navigation adds a layer of innovation that sets SustainU apart from traditional environmental apps.
Conclusion
The combination of divergent and convergent thinking strategies allowed us to explore a wide range of ideas and then focus on the one with the most potential. SustainU emerged as the clear choice due to its alignment with our goals of promoting sustainability on campus, its potential for immediate impact, and its innovative approach to solving a common problem at Universidad de los Andes. We are confident that SustainU will make a tangible difference in helping students and staff recycle more effectively and adopt greener practices.
Empathy Maps
Personas
Solution description
The selected solution, SustainU, addresses the problem of promoting recycling and sustainability on campus by integrating technology with user engagement. The application aims to influence individual behaviors and foster a campus culture of environmental responsibility through several key features.
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Campus Recycling Map: The app includes a campus map that highlights the locations of recycling bins and other waste disposal points. This feature ensures that users can easily find the nearest recycling bin, making recycling more convenient and accessible.
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User Engagement through Gamification: SustainU incorporates a gamified experience where users can track their recycling progress, earn points, and compete in challenges. This approach motivates students and staff to actively participate in sustainability efforts, turning recycling into a rewarding and engaging activity.
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Educational Content: To support informed recycling decisions, SustainU offers comprehensive educational resources, including guides on proper recycling techniques and information about the environmental impact of waste management practices.
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Verification through Camera: To ensure that users are genuinely recycling, SustainU uses the cellphone camera to verify actions. When users dispose of items in recycling bins, they can scan the process, and the app uses image recognition to confirm proper disposal. Points are awarded only after successful verification, adding a layer of accountability and reinforcing positive recycling habits.