Good Earth

An augmented-reality app to encourage eco-friendly behavior at the grocery store.

process

secondary research -> fly-on-the-wall observations -> interviews -> storyboarding & speed dating -> low-fidelity prototyping -> needs validation -> medium-fidelity prototyping -> wizard-of-oz testing -> high-fidelity prototyping -> spec and beta ship

team

Aaron Faucher

duration

2017 / 2 months

Problem Statement

An individual's carbon footprint is dependent, in large part, on their diet. Specifically, the consumption of meat, poultry and seafood can increase one's footprint manifold. Many environmentally conscious people are aware of this fact, but recent research has found that concern about environmental issues doesn't automatically translate into eco-friendly behavior. Specifically, a number of other factors, such as time, money, attention, and preference, influence what an individual decides to buy and eat.

Outcome

Good Earth is an augmented-reality application that provides just-in-time information to help environmentally conscious individuals make more responsible purchase decisions at the grocery store. The design of this interface was driven by the insight that people like information, soft nudges, and the freedom to make their own choices.

Selected Assets

A selection of assets from the prototyping process are presented here.

[Figure 1] Low-fidelity prototypes to test the influence of price on consumer behavior.


[Figure 2] Low-fidelity prototypes to test the influence of peer pressure on consumer behavior.


[Figure 3] Low-fidelity prototypes to test the influence of past behavior on current behavior.


[Figure 4] Low-fidelity prototypes to test the influence of priming (about environmental impact) on consumer behavior.


[Figure 5] A close-up of a medium-fidelity prototype to test the effect of information about positive environmental impact.


[Figure 6] A close-up of a medium-fidelity prototype to test the effect of information about negative environmental impact.


[Figure 7] A close-up of a medium-fidelity prototype to test the effect of information about friends' behavior.


[Figure 8] A close-up of a medium-fidelity prototype to test the effect of a nudge.


[Figure 9] A medium-fidelity mockup of a scene as visible to a user in AR.


[Figure 10] A high-fidelity mockup of a scene as visible to a user in AR.


[Figure 12] A screen showing a snapshot of the onboaring process in the mobile app.


[Figure 13] A screen showing a snapshot of the user's planning, i.e. list making prior to arrival at the store.


[Figure 14] A screen showing in-store navigation using the app.


[Figure 14] An animation showing how the app might nudge users toward the more eco-friendly choice.


[Figure 16] An animation showing how the same might be used on a Microsoft Hololens (third-person view).


[Figure 15] An animation showing how the same might be used on a Microsoft Hololens (first-person view).