The design process for this project involved a systematic and iterative approach aimed at addressing the pressing challenges posed by the negative impact of today's digital products on the planet. The design process consisted of 4 phases:
Overview of the Research Miro Board used in the Research & Ideation phase to collect materials, links, ideas, citations, etc.
The toolkit, comprising 11 tools, reimagines and adapts existing methods for a digital planetary context. The iterative design process ensures practicality, relevancy, and applicability for designers of various disciplines and experience levels. It's paralleled by the planning of a "Planet-Friendly Digital Design" workshop to test the toolkit's practicality. Continuous refinement through testing and iteration is a key feature.
Example of the ideation process behind the Playground tool. The tool was created by combining parts of three other tools from different toolkits, and the instructions and content were rewritten to fit the new context.
The visual identity of the toolkit was built on monochrome geometric shapes, without the use of images or moving pictures. The main idea was to show that optimizing a product for sustainability does not have to mean extreme restrictions on creativity or boring designs with black-background-white-text.
01. Fons
02. Color Palette
03. Key Branding Elements + Pattern
The Planetary (Digital) Design Pack was developed according to the principles of planet-centric design and is designed to help designers create better digital products - not only for users, but also for the planet. It contains 11 tools developed according to a 5-phase lean methodology. The 5 phases and their defined goals are as follows:
01. Tools Development & Evolution
Part of the challenge in developing the concept and later testing it was to hold back on unique and complicated designs and not overload the tools too much, keeping the design as minimalist and seamless as possible - so they are understandable for everyone, not just creatives.
Example of the development of the tool "Impact Map". The tool has been revised several times (1-2-3) to achieve the best online and in-person usability.
02. Same Tool, Different Style
All of the canvases were designed to be used both online and in person. They can be easily replicated with just a few strokes and were specifically designed with the goal of being easily reproducible.
The toolkit contains a comprehensive set of tools designed to empower digital designers to take a planet-centric approach. Each tool within the toolkit is strategically designed to address specific aspects of the (sustainable) design process. Their common goal is to provide designers with practical resources to seamlessly integrate ecological considerations into their digital projects.
The Planetary (Digital) Design Workshop was developed based on the Planetary (Digital) Design Pack and the reinvented structure of a Design Sprint Workshop modeled after The Design Sprint Book by Jake Knapp (2016). Its goal is to give product design teams the right tools and framework to design digital products in a planet-centric way. The workshop serves as a guiding thread for optimal use of the toolkit.
Visualization of a model for a "normal" Design Sprint workshop. The workshop was modeled after the framework described in The Design Sprint Book by Jake Knapp (2016). (top) Visualization of this framework, revised to a planetary design sprint workshop. This framework has been revised in the process of testing and iteration since its creation. (bottom)
The calendar outline provides participants with an overview of the entire workshop and allows them to anticipate important milestones.
Together, these materials provide an important compass that ensures participants are equipped with the necessary tools and insights to embark on a journey of exploring sustainable design.
Use case: A widely used job search app is to be expanded to include a function for promoting sustainable employment opportunities.
The workshop and toolkit feasibility were tested in a hybrid workshop with four participants, spanning the Discovery, Exploration, and Solution phases. On the following day, as the lead designer, a prototype created in the initial two days was presented. Two 30-minute interviews were conducted to gather feedback on the prototype and the workshop.
The purpose of the use case workshop was to determine if the tools:
The workshop test was a simulation with an imaginary application scenario, making the results less crucial. As a result, the research in the workshop wasn't as in-depth as a real Design Sprint, allowing for quicker progression through individual sessions.
Sneak Peek from the Workshop Use Case Test
Participant feedback underscores the workshop's effectiveness in driving meaningful change in digital design. Some found it challenging to link digital features to their environmental impact but praised the workshop for prompting this consideration. Others appreciated the structured flow and systematic approach to idea generation. The workshop's structured methodology provided a welcome contrast to digital development chaos.
Importantly, the workshop raised awareness of sustainability in interface design, encouraging a more thoughtful approach to digital development.
Pictures from Day 1 of the Use Case Study Workshop.