SAUNG - Waste Management UI/UX Design
UI/UX design for a gamified waste management mobile app concept that allows users to exchange waste for vouchers while promoting sustainable living habits through an engaging reward system.
Role
UI/UX Designer
Client
Academic Project - Human Computer Interaction Course
Team
4 designers
Timeline
4 months • 2024

Skills & Tools
Skills Applied
Tools & Software
Final Results








Applications

Exploration Results




Challenges
The primary challenge was designing an engaging gamification system that would motivate users to actively participate in waste management while ensuring the design remained educational and environmentally impactful. Balancing user experience with environmental education and making waste management appealing through reward-based UI design were key design challenges.
Solutions
Designed a comprehensive coin-based reward system with level progression UI, integrated educational content layouts about waste classification, created an intuitive waste pickup ordering interface, and designed a voucher marketplace that communicates real value to users. The gamification design elements transform waste management from a chore into an engaging visual and interactive experience.
Impact
Successfully demonstrated through design prototypes that gamification UI can effectively promote environmental consciousness and sustainable behavior. The design provides a practical visual solution for waste management while educating users about proper waste classification and environmental impact through thoughtful interface design.
Project Overview
SAUNG is a UI/UX concept for a mobile app that tackles Indonesia's waste-management crisis through gamification. Users exchange sorted waste for vouchers while learning about sustainability — turning disposal from a chore into a rewarding habit. It was developed for a Human-Computer Interaction course by a 4-designer team, where I led UI/UX design and user research.
The Problem
Indonesia generated 35.93 million tons of waste in 2022 (up 22% year-over-year), and only 62% is properly managed — leaving 13.47 million tons unmanaged. Plastic (17.9%) and food waste (40.5%) dominate the stream, contradicting UN SDG 11 for sustainable cities.
The Concept
- Coin-based rewards — users earn coins for proper disposal and redeem them for vouchers, creating real-world value from waste.
- Educational integration — waste-classification guides and sustainability tips woven into the flow.
- Missions & levels — structured missions and progression that keep users engaged long-term.
The name "SAUNG" (Indonesian for "house") frames the app as a home where waste becomes valuable rather than burdensome.
User Research
Research identified three target segments — environmental activists, environmental-engineering students, and homemakers — and found strong interest in active participation, tangible rewards, educational content, and simple interfaces. A green-dominant palette was chosen to signal sustainability, trust, and calm.
Design Process
Three iterations, each validated with users:
- Low-fidelity wireframes (Whimsical) — core functionality and user flows.
- High-fidelity prototype (Figma) — final color, typography, and interactions, refined from first-round SUS testing.
- Final design — usability, visual-hierarchy, and accessibility improvements from a second round of Maze.co testing.
Iteration improved results measurably: +40% task completion (iteration 1 to 2), +25% satisfaction (2 to 3), and 90% positive feedback on the final design.
Key Interfaces
Authentication and profile management, an educational content hub (card-based waste guides and articles), the gamification system (coins, missions, level progression), a step-by-step waste-pickup ordering flow with status tracking, and a coin-to-voucher marketplace with clear exchange rates.
Impact & Takeaways
SAUNG demonstrates that gamified, user-centered design can make sustainable behavior engaging. Tangible reward visualization proved crucial for sustained engagement, embedded education raised perceived value, and social elements amplified motivation. The design principles could extend to corporate, government, and campus sustainability programs.
Project Metrics
Gamification system with coins and levels
Waste classification educational content
Voucher exchange rewards system
User-friendly pickup ordering system
Sustainable behavior promotion
Credits & Acknowledgments
Environmental data from Ministry of Environment and Forestry (KLHK)
SDG Goals reference for sustainable development
Team collaboration for research and development
Custom icons and illustrations designed in-house
User testing participants feedback
Academic supervision by Human Computer Interaction Course faculty
Design Tags
More Visuals





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