Second Life

A platform that redistributes leftover art & design materials across the Brown University and RISD community, promoting the reuse and repurposing of unused resources to minimize waste.

Role

Ux Researcher
Ui/Ux Designer

Team

Nina Chang, Sunjoo Park, Amrita Desmet, Jeffrey Lin, & Fiona Liu

Tools Used

Figma
Illustrator

Familiar Features

Explore

Listing

Favorites

Profile

Standout Features

Chat
"Live" function

Outreach & Communication

Second Life bridges the communication gap between students who want to give away their materials and the students who need them.

Chats

Easily interchangeable between needs to receive and give away.

Live Function + Add Status

Enables students to share what they are looking for and help others complete their requests in an open network.

Feed & Live Feature
Negotiate Meetup

Convenience

Second Life encourages students to participate in material giveaways + swaps through an easy and convenient process.

Feed & Live Feature

Students can easily filter and browse through items posted near them.

Students can also find and contact potential buyers or sellers fast through the Live feature.

Negotiate Meetup

Students can easily propose meetup times and locations for in person transactions

Login
Transaction Code
Rating

Reliability

Second Life ensures consistent and reliable means of redistributing materials, fostering trust amongst its users.

University Email Login

Only available to current students to ensure safety

Transaction Code

Secures interaction

Rating

Keeps users accountable

Design Process

Identifying

What is the Problem?

RISD students are well aware of the  waste issue plaguing their campus. Students often obtain new materials, most of which go barely used and are eventually discarded.

This issue becomes evident when visiting the workrooms at the end of each school year, where a substantial amount of perfectly usable supplies are found to be thrown away.

So how can we...

create an experience encouraging College Hill students to redistribute their unneeded materials within their community and foster a culture of reuse?

User Research

What Other Solutions Are Out There?

Survey

For our research, we surveyed 55 students at RISD and Brown University.

On Reasoning

96%

find the majority of their art materials are acquired through classes.

On Habits

81%

Have leftover materials.

69%

favor buying new materials over getting leftover ones.

55%

rarely or never obtain materials from others.

Is it found that buying is favored over sharing

On Needs

4.6

out of 10
Average of what interviewees ranked their college's ability to manage material waste

3.7

out of 10
Average of what interviewees ranked their options to redistribute unneeded materials

Interviews

Interviews were conducted to answer some of the questions that resulted from the surveys. Some notable quotes include:

Pain Points

Communication

There is a gap in communication between students who want to give away their materials and students who need them.

Convenience

Students are less likely to participate in material giveaways + swaps when the process of doing so is bothersome and slow.

Reliability

Current methods of redistributing materials, like word of mouth, are inconsistent and unreliable.

Ideation

User Personas

Denise

Denise is a declutterer. She hates messes and is also a bit lazy, so she seeks the easiest solution: throwing materials away. She feels guilty doing this but also does not want to compromise her time.

She would like a convenient way of dealing with unneeded items without creating too much waste.


Joe

Joe is a hobby artist who wants to try out new art mediums. However, he does not want to spend too much money on materials.

He would like to find artists and designers who are willing to sell their leftover materials for a cheap price.


Mary

Mary hates throwing things out. She usually list materials on thrifting apps and Instagram stories to find new homes for them. However, it is not always a reliant method.

She would like a way to find consistent consumers to ensure that her materials are going into the hands of those who need it the most.

User Flow & Information Architecture

*From the point of view of a buyer

Prototyping

Wireframes

For the first round of prototyping, multiple variations of major app frames were designed. Team members broke up into partnerships to collaborate on a single area before gathering as a group and critiquing and sharing ideas.

User Testing

Testers were asked to walk us through the user flow of each frame and identify areas that could be improved or seem confusing to them. They were also asked to choose between different variations of designs.

Key Insights

Listings page: Tag categories and order of steps were found to be confusing. Tagging was updated to allow tagging without limitation. The listing order process was also reorganized to be more streamlined.
Reduce the number of clicks. The pages that needed the least clicks to get to their function were preferred.

(Eg. Toggling between All, Buy, & Sell)
Other insights included:
Final Design

Visual Identity

Color Guide

*Green accent color was chosen to help user associate app with a sense of sustainability.

Typography

The Second Life App

The art waste issue is tackled by giving art students a platform to redistribute unneeded materials and encouraging in-person transactions to prevent shipping waste.

This project helped bring awareness to the art waste issue on RISD's campus, sparking conversations about potential solutions like the Second Life Platform to address the problem.