UnityX
UnityX
A gamified waste management app that rewards households for recycling right
SUSTAINABILITY · 2024
Most people want to recycle. Few people know how to do it properly. Which plastic numbers are actually recyclable? Can you recycle greasy cardboard? Does the cap stay on the bottle? This confusion leads to two outcomes — contaminated recycling bins that end up in landfills anyway, or people giving up and tossing everything in general waste.
The second problem is invisible impact. When you sort your waste correctly, nothing happens. No confirmation, no reward, no proof it mattered. Recycling feels like a thankless act of faith. UnityX was designed to close that feedback loop — to make the invisible visible and the thankless rewarding.
We studied household waste sorting habits across different demographics. The findings were clear: motivation wasn't the issue — knowledge and feedback were. People wanted to do the right thing, but they didn't know what the right thing was, and they never found out if they did it correctly. The gap between intention and action was an information design problem.
A recurring theme in our research was skepticism. People asked: does my sorted waste actually get recycled, or does it all end up in the same truck? This distrust undermined motivation. Any solution needed to build transparency into the system — showing users where their waste goes after they sort it.
UnityX's reward system was designed around tangible value. Points aren't just vanity metrics — they're redeemable for grocery discounts, public transport credits, and local business vouchers. We calibrated the earning rate so that a household consistently sorting waste would accumulate meaningful rewards within the first two weeks, creating an early win that reinforces the habit.
We were careful to avoid gamification that felt hollow — no pointless badges or annoying streak notifications. Instead, we focused on community leaderboards at the neighborhood level (friendly competition with your actual neighbors), milestone celebrations tied to real environmental impact (you've diverted 10kg from landfill), and seasonal challenges that align with local waste collection schedules.
To address the trust gap, we designed a waste tracking feature that shows users the lifecycle of their sorted materials — from collection to processing facility. Simple status updates like 'Your plastics from March 12 were processed at Facility X' turn abstract faith into concrete proof. Users don't need to trust the system. They can see it working.
The core interaction is dead simple: scan your waste item with the camera, and UnityX tells you exactly which bin it goes in. Color-coded categories, clear iconography, and a confidence indicator make sorting feel certain instead of guesswork. Each successful scan earns points instantly — the feedback loop is immediate.
The home screen is your environmental impact at a glance. Total points earned, waste diverted from landfill in kilograms, your neighborhood ranking, and upcoming collection schedules. It's designed to make you feel good about what you've done and clear about what's next.
UnityX's visual language uses earth tones and nature-inspired greens grounded by clean, modern typography. The waste category color system — green for organic, blue for recyclable, red for hazardous, gray for general — is consistent across every touchpoint, building sorting instinct through repetition.
UnityX placed 1st in the Business ICT category and 2nd in UI/UX at the Universitas Gunadarma internal competition. The judges highlighted the reward calibration — specifically the decision to make early wins achievable within two weeks — as a detail that showed real understanding of habit formation, not just gamification surface-level thinking. The core argument the project makes is still one I believe in: sustainability apps shouldn't guilt people into action. They need to make doing the right thing feel genuinely worthwhile. UnityX was our proof of concept for that.
What I owned
The scan-and-sort experience and reward system design
I owned the core interaction — the scan-to-sort camera flow, the confidence indicator, and the immediate point feedback loop. I also designed the reward redemption experience and the neighborhood leaderboard. The decision to scope leaderboards to neighborhood level instead of city-wide was mine — it was the difference between a competition nobody wins and one where your actual neighbors are in reach.
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