All My Work

Interaction Design · Product Design · Sustainability

GIDO — Recycling Assistant

A physical recycling assistant designed to make correct waste sorting easier through intuitive interaction, immediate feedback and accessible knowledge. Developed as a collaborative group project, with my contribution focused on shared concept and interaction development, as well as the content and visual design of the project booklet together with a classmate.

Clean render of GIDO, a small rounded recycling assistant with a friendly leaf character on the screen, floating on a white background.

GIDO — Skanna lätt. Sortera rätt.

Project type
Interaction Design · Product Design · Sustainability
Course
Group project
Autumn 2025
Year of study
Year 4 of 5
Duration
Team
Group of 5
My role
Shared concept development and interaction design, with a particular focus on the content and visual design of the project booklet together with a classmate
Tools & methods
Concept development · Customer journeys · Interaction design · Product concept · Booklet design
Prototype
Physical product concept and printed booklet
01

The problem and behavioural context

Many people want to recycle correctly but hesitate when information is unclear or difficult to access. Uncertainty, limited knowledge, time pressure and the effort of searching for answers can all create barriers at the moment of sorting.

GIDO was therefore developed to provide immediate, supportive feedback when uncertainty occurs. The aim was to reduce friction and make additional learning available without relying on guilt or pressure.

Five step storyboard showing a young persona named Amanda gradually moving from unsorted waste habits to routine recycling through social nudges and positive reinforcement.
Early storyboard exploring how feedback and positive reinforcement could help support a new recycling routine.
02

The concept

GIDO is a physical recycling assistant for the home. Users scan an item and receive immediate sorting guidance, with the option to access additional information.

Because the project was developed within an interaction design course, the main focus was the interaction, feedback and user understanding rather than a fully refined final product appearance.

03

Team & collaboration

This was a collaborative project developed by a team of five. We shared the main concept and interaction design work, while responsibilities became more focused during the final stage.

My particular contribution was the content and visual design of the project booklet, developed together with a classmate.

04

Customer journeys

We developed two customer journeys to explore how GIDO could support users with different motivations and levels of confidence.

William, 7 years old, is driven by curiosity and keeps GIDO on the kitchen island. In this scenario, GIDO supports exploration and learning by confirming the child's hypothesis and then offering further information through the information button.

Sara, 27 years old, is driven by uncertainty and has GIDO mounted on the wall. In this scenario, GIDO helps her identify the material, confirms the scan and guides her toward the correct sorting choice, helping her feel more informed and confident.

Customer journey visual — William, a curious 7 year old, using GIDO on the kitchen island.
William — driven by curiosity.
Customer journey visual — Sara, a 27 year old driven by uncertainty, using GIDO mounted on the wall.
Sara — driven by uncertainty.
05

Interaction principles

The interaction was designed to be quick, intuitive and supportive. Scanning provides immediate feedback, while an information button allows users to access additional knowledge when they choose.

This approach supports informed and autonomous behaviour rather than relying on pressure or forcing users through unnecessary information.

06

Physical prototypes

We created four physical form studies to compare shapes, handling, screen placement and interaction points before the technical system existed.

The models also helped us evaluate how clearly users understood the product's orientation and the placement of the screen, camera and buttons.

Four physical form studies of GIDO labelled A, B, C and D. A is a cardboard mock up with a handwritten label, B, C and D are clay models exploring different shapes, screen placements and button positions.
Four physical form studies used to explore handling, screen placement and interaction.
07

User testing and evaluation

We tested the concept with five participants using scenario-based think-aloud testing, A/B comparison, Wizard of Oz simulation and a cognitive walkthrough.

Because the prototypes were not technically functional, system responses were simulated through a prepared interaction script. Participants first sorted objects independently and then repeated the task with support from GIDO, allowing us to compare accuracy, completion time and confidence.

A

Sorting without GIDO

Participants sorted the selected objects using their existing knowledge.

B

Sorting with GIDO

Participants repeated the task with access to the prototype and simulated feedback.

08

Results

5 participants

Fewer sorting errors for 4 of 5 participants

Approximately 2 to 4 times longer with support

Immediate learning observed for difficult items

Four of five participants made fewer sorting errors with support from GIDO. Although the process took longer, several considered the additional time acceptable when they felt uncertain.

Immediate learning was also observed for difficult items, suggesting that GIDO could support both correct decisions in the moment and knowledge over time.

09

What the tests revealed

Camera placement needed to be clearer

Users did not always understand where the camera was located or how to position the object. Some covered the camera or moved the product as though scanning a QR code.

Buttons needed clearer meaning

The side button was sometimes interpreted as a camera trigger, showing that the relationship between controls and system feedback needed to be clearer.

Additional information should remain optional

Participants appreciated the information button but wanted to decide when to access more detail. They also needed both visual and spoken feedback rather than sound alone.

10

Feedback and UX writing

The system feedback could confirm a correct choice, identify the material, provide sorting guidance and offer optional additional information.

The UX writing was kept clear, supportive and practical. Positive feedback built confidence, while longer explanations were shown only when requested.

11

Booklet

The final project booklet communicates the problem framing, concept, user scenarios and interaction design. I developed its content and visual design together with a classmate. Selected pages are presented below in an interactive gallery.

Click any page to open the interactive viewer

12

Final outcome

The final concept is a soft and approachable physical recycling assistant for everyday use in the home. Immediate feedback supports correct sorting, while optional information helps users build knowledge without interrupting the interaction.

GIDO combines practical guidance with a friendly visual character intended to make uncertainty feel easier to manage.

Final render of GIDO, a soft rounded recycling assistant with a friendly leaf character on the screen.
Final concept render of GIDO.
13

Reflection

This project strengthened my experience of collaborative concept development while also giving me ownership of a defined deliverable. Developing the booklet with a classmate improved my ability to structure design material and communicate a concept visually.

The evaluation showed that clear interaction and feedback were more important than resolving small visual details too early. Users needed to understand what to do, what the product had detected and what would happen next.

The project also deepened my interest in how physical products, system feedback and UX writing can support behaviour while preserving the user's autonomy.