Greenfun UX and UI case study
Arouse people's concern for the environment and nature, fostering awareness of caring for plants in interesting ways!
My Role
Research
Flow Design
Prototype
User Testing
Project for
Loughborough University
×Sustainability Office of LU
01
PROBLEM DEFINITION
Background & current situation
Location is not clear
People lack activity information
02
FIELD RESEARCH
How people move, look, and stop
Eight participant routes were recorded around the campus. Observations focused on the areas and objects that caught attention: trees, gardens, flowers, lawns, water features, special trees, and architectural details.
03
BEHAVIORAL MAPPING
Mapping attention around the area
Behavioral maps are used to observe the interaction between the participants and the plants around the area. Through the records of different people's surveys, we can find out what attracts participants in their surroundings.
04
BENCHMARK
Existing campus activities
05
RESEARCH INSIGHTS
What participants told us
77%“People would like to stop when they meet something they are interested in.”
P2
89%“There are some interesting plants but I even do not know they are here.”
P1
67%“If there is nothing special about particular plants or animals, then there would be no interaction for participants.”
P3 · P4 · P5 · P8
67%“Most participants from the activity get there with one or two friends.”
Field observation
56%“Participants did not know about the school activity information, so they missed the chance to join.”
P4
06
BRAINSTORM
Ideas grouped around four themes
07
PERSONA
Alberto & Emily
08
USER FLOW
From welcome email to a real plant
09
STORYBOARD
Alberto's Greenfun journey
Read the full 13-step storyboard
- Alberto is a master student from China. He is new to the university and unfamiliar with the surroundings.
- He passes a special flower area without noticing the board.
- The app, installed through the Sustainability Office welcome email, tells him cactus plants are nearby.
- He interacts with the cactus in AR, watches the seasons change, and adopts it.
- He waters it regularly and receives planting and campus-life tips.
- The adopted plant matures and gives him one seed.
- Schoolwork sometimes makes him feel under pressure.
- He checks activities and invites friends with similar interests.
- They enjoy the activity, make friends, and get closer to nature.
- After the activity, he receives three seeds.
- Collecting plants and knowledge motivates him to explore more of campus.
- He walks 10,000 steps in a week and receives one seed.
- He reaches the exchange goal and trades his seeds for a real plant.
10
DESIGN EVALUATION
Four rounds of testing and iteration
11
HIGH FIDELITY
The final Greenfun experience
Homepage
Get school biodiversity information and activities.
Map
View biodiversity areas and explore the campus.
Camera
Recognise plants and interact with them in AR.
Garden
Adopt plants, water them, and receive useful tips.
Me
Check profile, walking steps, seeds, and collected plants.
Exchange
Exchange collected seeds for real plants.