Footprint’s final prototype was made using Figma and is meant to emulate the user’s experience on an iPhone. Figma highlights areas of the screen which users can interact with when the user clicks outside of these zones of interaction. More information on how to interact with out final prototype can be found here.
In order to get a comprehensive backround of our topic, Enviormentalism, we gathered and read relevant literature, and conducted comparative research. We interviewed expert(s) in our project domain. And created a plan for conducting needfinding.
We conducted five interviews with potential end users, and unpacked the interviews using empathy maps to identify contradictions, tensions, and surprises in the interviews. From our unpacking we learned which points in the processes we observed were ready for improvement.
We revisited the findings from our needfinding and formulated points of view (POVs) for our potential users. From there, we crafted several “How Might We” (HMW) statements to frame the problem area and intended design goal. Based on the best HMW statements, we brainstormed several solutions.
Find a Product Alternative: Users will scan a product and the app will suggest enviormentally friendly alternatives to the product the user has scanned.
Set a Personal Goal: Users will choose which aspect of their lives they would like to try to reduce their impact in. They will then set a goal based off of their decision.
Check progress: User will check their progress towards the goals they have set. They will figure out how much more sustainable their habits are and how much money they have saved.