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Second-Life

“Electronic waste is a Design Decision and Closing the loop on the electronic waste challenge is our mission.”  
#Case Study #Design Concept #Managing Product Development

Project Initiated by UCI ACP Creativity and Product Development, UCI, Design at UCI

Duration: 2021-2022

Background and Objective

Modern life is unthinkable without IT, yet this technology is responsible for the fastest-growing waste stream globally. New clean technologies are being developed to save our climate and huger, yet there is still insufficient awareness of the massive amounts of e-waste these will generate. To continue to rely on vital technologies without lasting environmental damage, we must find a holistic approach encompassing all industries and all stages of the product life-cycle.
 

Second-life is a company that aims to reduce e-waste issues. We always try to figure out the root cause of this issue and propose more suitable methods, such as giving these old electronics a new value. To be more specific, we provide a completed platform to collect the old electronic products to refurbish and sell. We estimate that the amount of e-Waste produced and recycled every year can lead us to deepen this service with enough revenue.
 

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My Role and my Team

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My teammates and I did a lot of UX research to find the best solution. To execute this solution, we designed our own product development and Management Plan to make this creative strategy become a feasible innovation. 

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After we have done this project, I still want to broaden and deepen it. Therefore, I designed the mobile app on my own. Our Teammates became my support team to give me some feedback.

 

Design Thinking Process

Double IDEO Method.

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Step 01: Empathize and Define

Empathy Map

Identifying User’s Behaviors.

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General Customer Persona

Understanding your users' needs, experiences, behaviors, and goals. 

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Key Insights (User Perception/ Feedback)

Summary this general customer persona

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  • People have some old electronics, but they don't know how to throw them away in an environmentally friendly way.

  • Most people are highly concerned about the environment but not educated enough about how and where they can recycle what they don't use.

  • People are convinced that recycling electronics is a time-consuming process, and having a busy schedule, they cannot afford it. 

Ishikawa diagram

Finding root cause to define the problem statement.

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Problem Statement: 

  • An owner of used electronic waste needs to get rid of his/her item and possibly earn money to protect the environment.

  • I am a Southern California resident, and I want to solve the electronic waste because I found it would impact Climate Change and Hunger.

Step 02: Ideate

What's our solution?

The project will ask people to drop their electronic devices at the designated places. We will take them, refurbish them and sell them.

SWOT Chart of the Solution

a strategic planning and strategic management technique used to help a person or organization identify strengths, weaknesses, opportunities, and threats related to business competition or project planning. 

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How to work?

We will take them, refurbish them and sell them.

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Where is our market?

Who is our target?

 

  • Our market is the electronic business. In particular, recycled goods. 

  • Our target is consumers looking to change their electronics for a new one, either because they stopped working or because they just simply want to upgrade to a newer model. Also, we target low resource people who need an electronic that works good enough and can be cheaper than buying a new one
     

How do I get revenue?

  • Profit in the company is created by reintroducing old and defective electronics back into the market giving them a second life. 

  • This is archived by refurbishing electronics and selling them later.

  • The electronic waste would be donated to our company, and we would undertake the process of repairing and selling them, earning revenue.

Business Model Canvas

We know how to make a silk purse out of a sow’s ear, but we have to know who exerts influence over the project and its deliverables

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Step 03: Video Prototype

Step 04: Basic Test (Team Feedback)

  • How will you collect the electronic devices of people? (How to work, and How to improve?)
    Mr. Francisco answered, "Our customers can use our mobile app to set up an available time that you know you'll be home to let volunteers in our team ensure they can get recycled at the right time."
     

  • What are you declare your differences with?. (Competitive Product Analysis/ Value Proposition)
    Prof. Martin commended, "I think the company Rakuten that I've heard of this they compete with best with some online purchasing I never heard of them being in the electronics business. But it's possible. "
    Mr. Milad explained, "If you might want to ask how we sell our refurbished items right, we can show that we have two lines of business, one is the donation part, and one is the selling part. If your question is more tend to ask about the selling part ourselves, what we have in mind is that we sold them physically at the stores, not online so far. But... that will be an option for later soon indeed."

     

  • If I give you my life over the next, do we receive something In return or not? (How do I get revenue?) (Why Do you need it?)
    Mr. Francisco stated, "we're trying to find a way where we can give you prayer Instead of that, like a discount so say. You could get a discount for best buy or a discount for Walmart or some kind of you-to-know rewards program that you can benefit from, but we are not thinking about paying cash let's say because there are many options, where you can pay cash. And you know they'll you can sell it there, but we're trying to also do is be able to give back those electronics at the lowest price possible to people in need."

Step 05: Execute this project - Managing Product Development 

Product Porfolio

01 

Check the detail/project background in the "Case Study" Section first.

Stakeholder

02 

To achieve the business model canvas; To enlarge our company.

Work Breakdown Structure

03 

How to launch? A picture of the work it will take to deliver our project.

Budget Estimates

04 

To ensure we’re bringing in more money than we’re spending, we should use our money where it is most needed.

Milestone Schedule
With Change Control

05

Step by step to achieve our objective.

What important things should be carried out to reach the actual product creation and project completion?

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  • The refurbished devices should pass the quality assurance tests and be fully functional.

  • Sale centers that are operational during weekdays and weekends.

  • Customer service center: Collection of recyclable devices from consumers in convenient ways; consumers can reach out to find a way to get their devices to us.

What is our project scope? 

Understanding our objective is important. Building the product scope of our solution is also essential since it can assist us to achieve our objective.​

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  • Inside: Computers, Phones, Tablets, Smartwatch, Camera, and TVs.

  • Outside: Home appliances, Industrial machines, and Obsolete electronics.

What is our project approach? 

3 Phases, 2 in Parallel (Resources Phase &  HR/Training Phase.): 

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  • Divide the project into 3 phases, 2 of them will carry out in parallel. Once they are signed off we combine them into the 3rd phase.

  • The first 2 phases are carried out at the same time, as they will be independent.

Stakeholder

Affect the success of a company.

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Work Breakdown Structure

A picture of the work it will take to deliver our project.

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Budget Estimates

We should use our money where it is most needed.

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Milestone Schedule With Change Control

Step by step to achieve our objective.

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  • Change Request: Can you double the number of devices that you recycle in the first 90 days.
     

  • Evaluation :
    (1) Considering the risk control, we listed three items in this part.
    (2) Amount of old electronics collected isn’t enough.
    (3) No technician want to come here for work.
    (4) We can not find the customer to earn more money.

     

  • Decision : If the project budget can be added to $5K per month as the technician by our donors/sponsors, we would approve this request. Otherwise, we will reject since we need to consider our project risk.

Step 06: Follow Up-  Designing our mobile app

Design Motivation

In the former section, we focus on managing our product development of "Groundwork." That's why we use an outsourcing website and contact our customers by phone& email at the beginning. When we start to design our own website/app, it means we plan to execute the " Scale-up," such as unlocking our service's regional border or creating more service options (recycle/trend-in, reuse, repair).    

Advanced Objective

  • Simplify our existing service to offer consumers an easy way to reduce electronic waste or buy some valuable e-products. 

  • Attract more potential customers 

  • Arouse my clients' environmental consciousness actively.

Next Challenge

  • Shorten our existing clients' pain on switching to new methods.

  • Expanding the scope of services might affect service efficiency.
    (Creating new branches might be able to maintain efficiency but it costs too much.)

Strategy (Improvement plan)

  • Creating our own website and app can be more flexible and customized. 

  • Offering them a cash-back recycling or trend-in plan. They will not regard their old electronics as trash anymore. Or let them know we have an innovative way which is more convenient than throwing their old electronics away.

  • Advocate users can also be service providers to create our company's human resources and enhance our pick-up and shipment working flow efficiency. (This concept is similar to Uber drive. You can be not only a passenger but also a driver.)

How to shorten our original Working Flow?

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RECYCLE

TREND-IN

REUSE

REPAIR

REAL-TIME
(Automatic calculation in our server)

THE FIRST STEP: PICK-UP
(replace Our Employees with our end-users )

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Specific Customer Persona

Define our App functions

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Information Architecture​

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Wireframing

Our initial MVP was defined, and each of us started sketching layouts of different key pages with pen and paper. We then created mid-fidelity wireframes in Whimsical.   

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Usability Testing

I used Figma to create a prototype to link each wireframe together for smooth interaction. This allowed us to start usability testing.

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I asked four people to complete the following tasks:

  • Find out if we accept the items they want to get rid of.

  • Schedule a pickup.

  • Find the nearest collection center.
     

A point of friction was revealed when our users entered their personal information. Some of them were confused if it was required to create an account. Overall, the process was intuitive for our users and met their mental model.
 

After receiving usability feedback, the following changes were made:

  • We eliminated copy that cluttered the website and slowed down users to find a call to action.

  • We improved the information hierarchy on our landing page by prioritizing a way to inform our customers about what items we pick up.

  • Find a center page was moved to the top navigation.

  • Support was renamed to FAQs.

  • The decision for users to create an account was mandatory.

Visual Design

We started the process of designing hi-fidelity mockups by first designing the Home page, as it possessed a spectrum of elements. This approach allowed us to create a style guide to establish consistency in the mockups so the team members could work individually. We believe the typography, spacing, and color will reflect the purpose of our product.

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We decided to use a Tiffianay green monochromatic color scheme with one voice, as green evokes a feeling of the natural environment and represents regeneration. We used Pear pink, gray, white colors to create the contrast and give the site a clean and warm look.

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Designing the sections that include iconography and images, we followed the rule of odds. It states that people find composition more visually appealing when there is an uneven number of elements. It helped to create visual interest in our website.

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The feedback we received during the second round of usability testing was not neglected. We changed some imagery and eliminated the use of boxes in our designs to set a smooth experience.

  • Colors

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  • Typography

    The typefaces of choice for the app are Museo Sans Rounded, Comfortaa, and Open Sans. I felt these typeface best fit the app do to it's extreme versatility through uppercase and lowercase styling, as well as dark and light text fills

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Conclusion

Working on this project was both challenging and exciting. My role included planning and researching to create a user persona, from streamlining the AI to sketching and wireframing, from creating prototypes to usability testing. It revealed personal strengths and weaknesses that I will work on in the future. For now, I'm proud of what we accomplished and would like to thank my teammate Seina, Milad, Fransico, my support team, and my advisors, who helped me bring the "Second-life" to life.

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How did we measure success?

  • Our product speaks to the needs of our users. Second-Life offers an easy and quick way to recycle electronics. In addition, it draws attention to the problem of e-waste and incentivizes people to recycle.

  • The ability to cultivate empathy predetermines the result of your product and measures success.

  • Even though each of us has great ideas, there is no guarantee that they will bring value to the user. You are not your user. Lesson learned. All design decisions should be made with a persona in mind. People are genuine sources of inspiration. The more interviews you conduct, the more ideas you generate to address your user's needs.

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May. 2022 © Hsinyi Lee.

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