Green Company

Promoting customer return of containers through incentivization to get paid

Project Overview

Due to the terms of the NDA, we are unable to disclose the actual company name. For reference purposes, let's use the name 'Green Company' to represent the organization.

Green Company supplies restaurants with reusable containers for takeout orders and was looking to develop a new model. In this approach, customers pay a deposit for each container and return it to the restaurant to receive credit on their next order.

What were the issues associated with this model, and why did Green Company require our assistance?

Problem Statement

For Users:

  • There was no way for customers to receive a deposit refund after returning the containers.
  • Customers had to manage a physical credit on their return to use for their next order.
  • Customers had to wait in line to return the containers.
  • Customers had to interact with another person to return the containers.

For The Business:

  • The Green Company was not meeting its waste reduction goals due to a low return rate of only 30-40%, resulting in many containers being left outside of the reuse loop.

Goals

Green Company was looking for a web application that: 

  1. Gives the customer's deposit back
  2. Makes it easy for customers to return containers
  3. Increase reusable containers’ return rate by 50%

Scope and Constraints

With a huge project scope and only 7 weeks to deliver a solution, time was our biggest constraint in this project.

Role

  • UX/UI designer

Deliverables

  • Competitive Analysis
  • Affinity Maps
  • User Flows
  • Style Guide
  • High-Fidelity Prototypes

Tools

  • Figma
  • FigJam
  • Adobe Photoshop
  • Asana
  • Slack

Team

  • Freya M.
  • Julia H.

The Product

A new web application designed to enhance the return rate of reusable containers and facilitate deposit refunds.

Impact of Solution

80%

Reduced containers return wait time

86%

Participants found the user flows for returning reusable containers and receiving a deposit refund straightforward

85

Got an excellent score (85) in “system usability scale” (a quick and reliable method of assessing the usability of design solutions)

Process

We followed the “Design Thinking” process as a roadmap to make sure that our design decisions were supported by user research and feedback.

1

Empathize

2

Define

3

Ideate

4

Prototype

5

Test

Empathize

Competitive Analysis

We started this project by doing some competitive analysis to understand the ways similar companies are approaching the same types of issues, and explore gaps and opportunities in their models.

We reviewed 11 competitors to see how their services were working.

Top 4 themes we identified between all these companies include:

Interviews

We conducted 7 Interviews to gain a more thorough understanding of users' feelings and pain points throughout the process of returning Green Company's containers. The goal was to understand what made it difficult for them to return the containers or what motivated them to do so.

Conducting interview with a customer

Define

Affinity Maps

I created affinity maps to group the interview information into general themes and identify the exact pain points of the users, with the aim of prioritizing them.

Affinity maps (see photo)

After speaking with users, we compiled a list of problems. These included:

Findings

Experienced difficulty in returning the containers due to long wait times, and interacting with others

Expressed that they would prefer to receive a deposit refund after returning containers

Had difficulties finding drop sites

Creating affinity maps helped us gain a deeper understanding of the users' pain points and the challenges we faced. Moreover, it enabled us to craft 'how might we' statements that outlined the problems we aimed to solve.

1

How might we facilitate the containers’ return process?

3

How might we show customers where the drop-sites are in the store?

2

How might we assist customers in obtaining refunds through the app?

Ideate

User Flows

Based on the 'how might we' statements, we provided 2 user flows (return a container flow and Withdrawal flow).

Creating user flows allowed us to delve into greater details and monitor the steps users would take to accomplish each task.

User Flow 1: Return flow

User Flow 1: Return flow (see photo)

User Flow 2: Withdrawal flow

User Flow 2: Withdrawal flow (see photo)

Sketching

Working collaboratively, my teammate and I each created paper sketches independently. We then merged our ideas to develop robust and effective solutions for each flow.

Here are my sketches prior to merging our ideas:

My sketches prior to merging our ideas (see photo)

After combining our ideas, doing a guerrilla usability test, and getting feedback from stakeholders, the important changes we made include:

1

Design an onboarding process with 4 screens to improve clarity

2

Showing to scan QR code on the drop off lid first so it would help users avoid forgetting to scan it

3

Not to allot individual confirmation that requires a user action for scanning each container

4

Place the return button prominently on the home screen

Design System

  1. We integrated the company's style guide, using their colors and illustrations. We chose Yellow and modified the blue for better accessibility.
  2. We made sure that the iconography we chose was consistent, the colors passed the AAA-rated contrast requirements, and the fonts and UI elements aligned with both Apple and Google’s design principles in terms of sizing, ensuring everything was as accessible and inclusive as possible.

Prototype

High-Fidelity Prototyping

After working on the style guide, we created the high-fidelity screens to make sure of what the product will look like. I also created all of the animations and transitions to use for the usability test.

Here are a couple of high-fidelity screens:

High Fidelity Prototyping

User Testing

Moderated Usability Test

We conducted the test with a total of six participants, individually testing three of them.

After the test, each participant filled out a survey with standard System Usability Scale questions so we could evaluate the usability of our design solutions. The results were excellent, with a score of 85.

Findings:

We handed off the results of the usability tests, along with some recommendations, to the clients, and considered our project finished. However, I wasn't completely satisfied with the way we had wrapped things up, so I revised the screens based on the usability test results, taking a step forward.

Here are the results from the usability test, and the revised screens after I created them:

Finding 1: Struggling to find the "Skip" button, desiring to log in on the first screen, and not wanting to see the "Sign-Up" screen during the onboarding process.

Finding 2: Struggling to understand the meanings of "Bin" and "Container", and the purpose of seeing the progressing number.

Finding 3: Getting confused by the top picture and the placeholder text.

Finding 4: Getting confused about why they are seeing the donation options again after choosing one.

Final Product

Here are some final screens after usability test:

Some final screens after usability test
Returning reusables
Get refund back
View Figma Prototype

Recommendations we provided to stakeholders

  • By adding online ordering to the app, users can start using it earlier in the cycle, and Green Company can track data and ordering information. Also, reminders can be sent to return containers, which is impossible with the deposit model as the purchase time is unknown.
  • Adding sign-in options such as Facebook and Google.
  • Adding photos or videos of the actual containers and bins would provide a more precise depiction.

Next Steps

  • While we provided the stakeholders with the screens they requested, we also designed the screen for how the app would look if users had it earlier to track their containers. We wanted them to have it in case they figured out how to use the app sooner.
  • If the project continues, additional in-person usability tests would be conducted to observe how users interact with the app in the real world.

Challenges & Lessons Learned

  • Collaboration: Despite challenges, I learned valuable skills in collaborative teamwork while working with another designer. My teammate and I split the work, provided feedback, and upgraded the work together before delivering it to stakeholders.
  • Project scope: The project scope turned out to be larger than anticipated, and we had to conduct all research ourselves. Losing a team member added to the stress of managing the workload.

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