trashMob App Design

trashMob App Design

trashMob App Design

Transforming Neighborhoods & Reducing Urban Litter Through Clean-Up, Community Engagement, & Technology

Transforming Neighborhoods & Reducing Urban Litter Through Clean-Up, Community Engagement, & Technology

Group Project

UX Design

UX Research

Apple Developer

Overview

Urban litter negatively impacts cities worldwide, despite municipal efforts. trashMob addresses this issue by leveraging community engagement and technology to foster cleaner, more sustainable cities. The platform connects volunteers with local cleanup events through a user-friendly app, which also incentivizes participation with a rewards system.


This case study examines trashMob's development, implementation, and impact, highlighting the challenges faced and strategies employed to combat urban litter and contribute to healthier urban environments.

Approach

In the trashMob project, I played a multifaceted role that encompassed various stages of research, design, and testing.

CONDUCTING

FIRST-CLICK

TESTING

CONDUCTING

FIRST-CLICK

TESTING

CREATING

HI-FI DESIGN

FOR APP

CREATING

HI-FI DESIGN

FOR APP

LOGO

DESIGN

COLLABORATION

LOGO

DESIGN

COLLABORATION

LEADING

RESEARCH

EFFORTS

LEADING

RESEARCH

EFFORTS

CREATING

WIREFRAMES

CREATING

WIREFRAMES

CONDUCTING

INTERVIEWS

CONDUCTING

INTERVIEWS

LEADING

RESEARCH

EFFORTS

LEADING

RESEARCH

EFFORTS

CREATING

WIREFRAMES

CREATING

WIREFRAMES

CONDUCTING

INTERVIEWS

CONDUCTING

INTERVIEWS

CONDUCTING

FIRST-CLICK

TESTING

CONDUCTING

FIRST-CLICK

TESTING

CREATING

HI-FI DESIGN

FOR APP

CREATING

HI-FI DESIGN

FOR APP

LOGO

DESIGN

COLLABORATION

LOGO

DESIGN

COLLABORATION

Problem

During my time at the Apple Developer Academy, we were tasked with designing an application that could address a pressing issue in the City of Detroit. Given the broad scope of the project, we began by conducting research through online resources, interviews, and surveys to understand the most significant concerns of Detroit residents.


Among the issues identified, trash accumulation stood out as a recurrent problem. Further investigation revealed that blighted areas, often marked by excessive waste, not only detract from the city's aesthetic appeal but also contribute to social disconnection and a lack of community cohesion.

Solution

Brainstorming + Sketches

This image shows an iteration of affinity diagramming for an early iteration of the design solution.
Graphic shows initial planning of a user flow, identifying essential vs optional features for our application.
Wireframes

Wireframes

First-Click Testing

In this section, we assess the effectiveness and intuitiveness of the app’s design. We gather feedback from users on navigation, layout, and overall user experience to identify areas for improvement and ensure a seamless, user-friendly interface.

We asked participants to complete four tasks to evaluate where they would most likely click first when attempting to accomplish each task. In the end, we also gathered input from users by asking if there were any navigational elements, design features, or other aspects of the interface that they found missing, difficult to use, or in need of improvement. This feedback helped us identify potential areas for enhancing the overall user experience.


Applying Insights (Iteration)

Task 1 asked the users where they would click to expand the top most event listing and reveal additional details about the opportunity. Of the testing, []% of users clicked on the correct area, which was the expanding icon in the lower right corner or the event listing itself.


Task 2 asked the users where they would click to report a posted trashMob for inappropriate content. Of the testing, []% of users clicked on the correct area, which was the vertical three-dot menu icon in the upper right corner.


Task 3 asked the users where they would click to identify individuals who have already signed up for a given trashMob opportunity. Of the testing, []% of users clicked on the correct area, which was the icon with three people labeled with the number of volunteers needed.


Task 4 asked the users where they would click to create their own trashMob opportunity. individuals who have already signed up for a given trashMob opportunity. Of the testing, []% of users clicked on the correct area, which was the icon with three people labeled with the number of volunteers needed.

Final Design

Reflection