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Mobile Application
This project aims to increase recycling behaviours in young adults.
To do this we reviewed relevant literature from the field of psychology to better
understand how we can change the behavioural patterns of our target demographic
so that they make more environmentally friendly decisions. Using this understanding
as the foundations for which to build our system we looked at three existing systems
which have been seen to influence and change behaviour, or include features that could
be used in a recycling application. Insights gained from the literature review and review
of existing systems lead to the design of three personas, each representing a different
segment of user from our proposed user base. Different scenarios in which the user might want
to use our system were created for each persona. Taking what we learned, we went on to create
three different prototypes, one focused on gamification elements, another focused on the social
aspect of behaviour change. The last prototype focused on giving people functional tools that
may aid them when it comes to recycling. Each prototype was heuristically evaluated as well as being
evaluated for how well it solved the problems presented by our scenarios. From these evaluations a
second generation prototype was designed. It was decided that the second generation prototype should
primarily focus on giving individuals a functional tool that can help them to correctly identify
what to recycle and where to recycle. A reward system was also included. A critical evaluation of
the second generation prototype is given and suggestions for future development are put forward.
the second generation prototype is given and suggestions for future development are put forward.
Technologies used: