Is Engagement the Key to Reduce Empty Snus Containers in Nature? - Comparing Motivational Strategies for Reducing Snus Container Plastic Waste
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Examensarbete för masterexamen
Master's Thesis
Master's Thesis
Modellbyggare
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Sammanfattning
Plastic waste continues to pose a significant environmental challenge. With incorrect disposal contributing in pollution in both urban and natural environments. In
Sweden, disposable snus containers represent a recurring plastic waste stream due
to high user consumption rates and their frequent disposal in combustible waste or
incorrectly in public spaces. Existing recycling systems often rely on digital applications and additional user effort, which could result in unnecessary mental load,
which can cause friction and reduced participation. This thesis explores how interaction design and behavioral motivation strategies can be used to encourage more
engaging recycling behaviors for empty snus container recycling in public spaces.
The research was grounded in research through design and followed an iterative
design process which involved literature studies, surveys, prototyping, testing, and
public deployment. Two different motivational strategies for recycling were explored:
gamification and nature-based, which resulted into two high-fidelity prototypes: the
Snus Ballot Voting prototype and Gacha Machine prototype.
User feedback and field observations indicated that playful, physical, and socially
visible interactions contributed to user engagement and participation during recycling activities. Indicating that the importance of intuitive and tangible interactions
could have an impact in public recycling systems. Due to the practical constraints
and limited research duration, the monetary and charity based incentive could not
be fully implemented or evaluated. Future work should further investigate long term
deployment and the motivational strategy that this thesis did not cover to be fully
implemented within the scope of this research.
Beskrivning
Ämne/nyckelord
Interaction design, tangible interaction, installations, gamification, low technology interactions, snus container recycling, motivational strategies
