Back to Projects

HCI design case study / Conceptual mobile product

Making sustainability a little more rewarding.

Save It! turns everyday sustainable actions into achievable goals, playful rewards, and a garden that grows with your progress.

  • UI/UX
  • Human–Computer Interaction
Try the live prototype
My role
Design Lead / UI·UX Designer
Project type
Academic HCI concept
Methods
Interviews · Prototyping · Evaluation
Tool
Figma
Save It! My Garden screen showing plants, including a sunflower and sprout, above the Garden Store.
Save It! final home screen with a December activity calendar, three Green Goals, progress bars, goal badges, and bottom navigation.
The challenge
Environmental concern does not always lead to consistent action.
Design question
How might we make sustainable habits feel approachable and rewarding?
The response
Personal goals, meaningful feedback, a virtual garden, and social motivation.

01 / The question & its foundations

Designing beyond good intentions.

The challenge wasn't to convince students that sustainability matters. It was to make acting on it feel more possible.

Save It! began with a review of research on pro-environmental behavior. Instead of framing sustainable choices mainly as sacrifice, I explored how participation, motivation, feedback, and social influence could shape a more inviting experience.

This academic grounding informed the design hypotheses; it does not establish that the app changes behavior.

What the literature informedFramework → design implication
  1. Reasonable Person Model

    Kaplan, 2000

    Environmental action can be encouraged through understanding, participation, and a sense of agency rather than sacrifice alone.

    In the experience

    Achievable green goals + active participation

  2. SHIFT framework

    White, Habib & Hardisty, 2019

    Social influence, habit formation, feelings, identity, and tangible feedback can help explain sustainable-consumption behavior.

    In the experience

    Streaks, rewards + friends' gardens

  3. Behavior-change interventions

    Rau et al., 2022

    A review of interventions highlights combinations of goal setting, feedback, education, and gamification, among other strategies.

    In the experience

    One connected system, not isolated features

Selected academic sources are listed at the end of this case study.

02 / The methodology

A research-informed, iterative process.

Rather than presenting every artifact from the semester, this timeline highlights the methods that changed the design.

  1. Literature review

    Behavioral models and existing digital interventions

  2. Exploratory interviews

    9 college-age participants, ages 18–25

  3. Concept & wireframes

    Green Goals, rewards, garden, social experience

  4. Prototype iterations

    Three stages of visual and interaction design

  5. Formative evaluation

    3 human reviewers + separate AI critique

  6. Refinement

    Navigation, feedback, accounts, and progress visibility

03 / Understanding users

Three barriers kept coming up.

We conducted nine semi-structured interviews with college-age participants, asking about their existing habits, perceived obstacles, environmental priorities, and reactions to an early app concept. The conversations surfaced three recurring themes.

Interviews
9
Target age range
18–25
Topic areas
5

Affordability

Sustainable alternatives sometimes felt more expensive or less convenient than the default.

Accessibility

Participants described limited awareness of local options and gaps in sustainability infrastructure.

Motivation

Individual efforts could feel too small to matter, weakening incentives to change routines.

From insight to intervention

Research became design criteria.

Make participation manageable
Offer flexible goals and quick access to common actions.
Make progress visible
Show completion, badges, calendar activity, and a growing garden.
Make it social
Let users view friends' gardens and share a sense of progress.
Support discovery
Make sustainability tips and resources easier to find.

Qualitative themes from a small exploratory sample—not representative population estimates.

04 / Visual evolution

The interface evolved with the questions.

The early prototype established the core goals-and-garden loop. Later iterations added clearer navigation, richer progress information, and more complete supporting flows. The shift is visible in the home screen.

Version 1.0Early direction

Save It! original version 1 home with a green gradient, large Home and Garden labels, Green Goal cards, and an early navigation bar.

Introduced Green Goals and a simple garden entry, with less developed navigation and progress information.

Version 3.0Refined prototype

Save It! final home screen with a December activity calendar, three Green Goals, progress bars, goal badges, and bottom navigation.

Added calendar-based tracking, clearer progress cards, badges, and more structured navigation.

Original, unmodified frame exports from my Figma project. Select a screen to inspect the original design.

05 / The product experience

A small action becomes something worth growing.

A goal that fits your life.

Choose an achievable sustainable action. Adjustable targets keep the experience flexible instead of demanding a one-size-fits-all commitment.

Save It! goal-selection screen with categories for choosing a new sustainable action.
Choose a Green Goal
Save It! goal-customization screen for adjusting a personal target before saving a Green Goal.
Customize a goal

Make progress tangible.

Track accomplishments and translate sustainable actions into rewards that make personal effort visible.

Save It! final home screen with a December activity calendar, three Green Goals, progress bars, goal badges, and bottom navigation.
Final home
Save It! Record progress screen for a Bottle Be Gone photo check-in at a water station.
Record progress

Grow something together.

Use earned Green Energy to personalize a virtual garden; visit friends' gardens for a social dimension to your progress.

Save It! My Garden screen showing plants, including a sunflower and sprout, above the Garden Store.
Personal garden
Save It! Friends screen with social profiles and options to visit friends’ gardens.
Friends and gardens
Explore the supporting goal and history screens

06 / Formative evaluation

The feedback was specific. So were the revisions.

Three human evaluators explored the Figma prototype through a guided walkthrough, think-aloud feedback, and heuristic review. Two were HCI classmates and one was an adult interested in environmental sustainability.

A separate AI-based critique used text descriptions and proposed scenarios. It supported reflection but was not a substitute for people using the interface.

Human prototype evaluators
03
Heuristics prioritized in the review
05
Prominent issues documented
04

What we changed

  1. Observation 01

    Past daily facts were hard to revisit.

    Design response

    Added a calendar to revisit past facts, view activity, and understand streaks.

  2. Observation 02

    Social profiles felt incomplete.

    Design response

    Made friends' gardens accessible so progress could be explored socially.

  3. Observation 03

    Failed photo verification offered little guidance.

    Design response

    Added explicit error feedback, a retry action, and a manual-review request.

  4. Observation 04

    The initial concept lacked account sign-in.

    Design response

    Added login and related account settings to make user state more understandable.

A closer look

Helping people recover, not guess.

The revised verification screen illustrates a broader UX principle: when something fails, the interface should explain what happened and provide a clear next step.

Save It! verification-failed message explaining the photo could not be verified, with Try Again, Request Manual Verification, and Go Back actions.

07 / Reflection & future work

A thoughtful concept, still to be validated.

Save It! demonstrates a research-informed design process and early evidence about navigation and concept appeal. But a course prototype cannot tell us whether the rewards would sustain habit changes over weeks or months.

Next, I would test the experience with a broader user group, conduct an accessibility review, examine long-term engagement, and evaluate the practical reliability of photo verification.

What the project demonstratesFrom behavioral theory to interview insights to iterative interface design.

Selected academic references & sources

Research referenced in the course report, with original project and screen credits.

  1. Kaplan, S. (2000). New ways to promote proenvironmental behavior: Human nature and environmentally responsible behavior. Journal of Social Issues, 56(3), 491–508. (opens in a new tab)
  2. White, K., Habib, R., & Hardisty, D. J. (2019). How to SHIFT consumer behaviors to be more sustainable: A literature review and guiding framework. Journal of Marketing, 83(3), 22–49. (opens in a new tab)
  3. Rau, H., Nicolai, S., & Stoll-Kleemann, S. (2022). A systematic review to assess the evidence-based effectiveness, content, and success factors of behavior change interventions for enhancing pro-environmental behavior in individuals. Frontiers in Psychology, 13, 901927. (opens in a new tab)
  4. Save It! class project report — research, design process, and formative evaluation. (opens in a new tab)
  5. Save It! original Figma design — source of the prototype and interface frames. (opens in a new tab)

08 / Explore the original prototype

Experience the Design

Explore the original Save It! prototype below. Choose a Green Goal, follow your progress, and visit the garden to experience the design and its transitions at your own pace.

If the prototype is unavailable, open it in Figma (opens in a new tab). Access follows the project’s Figma sharing settings and may require signing in.

Explore Save It!

Guided image walkthrough—not a simulation of the app.Open the Figma prototype (opens in a new tab).

Step 1 of 6: Discover sustainable goals.

Step 1

Discover sustainable goals.

Start with clear categories instead of an overwhelming list of tasks. Users can find actions that fit their routines, from transportation to waste reduction.

Save It! goal-selection screen with categories for choosing a new sustainable action.