Elephant at sunset
An elephant at sunset
🌿 Sustainability · UX Design

Green Vibe

Reducing Carbon Footprint at AO Arena

Designing a web app to encourage sustainable behaviour at large music venues, through gamification and real-time engagement.

Year
2021
Platform
Web App
Focus
Gamification
My Role
Sole UX Designer & Researcher, Sole Front-end developer

01 β€” Overview

The Challenge

In February 2021, I helped AO conceptualise a web app to reduce its carbon footprint and get concert-goers actively participating in sustainability efforts within the AO arena venue.

The arena hosts over 200 events per year with thousands of visitors, generating significant recyclable waste. The question: how do you turn recycling into something people actually want to do?

"How might we make sustainable behaviour feel rewarding and social at a live music venue?"

β€” Design brief, AO Arena Γ— Green Vibe

02 β€” Research

Research & Analysis

User research focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies. For me user research is β€œthe process of understanding the impact of design on an audience”.

User scenarios

I needed to think of approaching the web app with the limited data available. I needed to define the user base, the way these users behaved and possible use cases for the app.

Spontaneous

Camera-based recycling verification β€” users photograph waste items to earn green points. Also supports scanning travel passes from public transport.

Planned

Physical kiosks set up inside the arena. Users deposit recyclable waste and scan a QR code to collect points, redeemable for discounts on tickets and food.

03 β€” Personas

Who We Designed For

We interviewed 7 regular concert-goers across age groups. Four distinct personas emerged, each with different motivations for (or against) recycling at venues.

The Casual Fan

Attends 2–3 events per year. Motivated by social experiences and peer influence. Unlikely to recycle unless it's effortless and visible.

The Eco-Conscious

Already recycles at home. Frustrated by lack of recycling options at venues. Wants acknowledgment for their effort.

The Reward Seeker

Engaged by loyalty programs. Would recycle consistently if it meant discounts on drinks, merch or future tickets.

The Social Sharer

Motivated by content and status. Loves the idea of appearing on the big screen or sharing eco achievements online.

Stephany Harris

If recycling actually saved me money on my next ticket, I'd do it every time without thinking twice.

Stephany Harris

Age:
24
Location:
Manchester
Occupation:
Software developer, attends 8–10 gigs per year
Gamification user type:
Achiever and Reward Seeker

Stephany is motivated by tangible outcomes. She's not against sustainability β€” she just needs a clear incentive. Loyalty schemes and instant rewards are the hook that gets her to change behaviour.

04 β€” Ideation

Generating Ideas

We brainstormed as a team and developed three distinct concepts, each targeting different user motivations and technical approaches.

Concept 1

Scan Feature on Mobile

Camera-based recycling verification β€” users photograph waste items to earn green points. Also supports scanning travel passes from public transport.

Concept 2

In-Venue Kiosk

Physical kiosks set up inside the arena. Users deposit recyclable waste and scan a QR code to collect points, redeemable for discounts on tickets and food.

Concept 3

Camera-Aided Interaction

A camera embedded in the kiosk takes a photo of the user when they recycle. Images can be shared on social media or displayed on the AO Arena's main screens.

Three concepts explored during ideation for Green Vibe.

Camera Concept β€” User Flow

1

User places items into the bin

The kiosk detects recyclable waste being deposited and initiates the interaction sequence.

2

Light flashes, beep tone β€” user poses β€” Snap!

A countdown triggers the camera. The user is prompted to pose, turning recycling into a fun, memorable moment.

3

User gets a code to save or share the image

Via NFC tap or QR scan, the photo is instantly available on their phone for social sharing.

4

Picture displayed on AO Arena screen

As a bonus, selected photos appear on the arena's large screens β€” a public moment of recognition.

Camera concept
The camera concept

05 β€” Prototyping

Lo-Fi to Hi-Fi

We moved from paper sketches through lo-fi wireframes to interactive Figma prototypes, testing at each stage to validate assumptions before investing in visual design.

Click any image to view full size β€” use arrows or keyboard to navigate.

An example animation - to show reward points redeemed.

06 β€” User Testing

Testing With Real Users

We conducted two rounds of usability testing β€” first with paper prototypes, then with an interactive Figma prototype. 8 participants per round.

"I love the idea of appearing on the big screen β€” I'd definitely make my friends recycle just to get that moment."

β€” Participant 6, Round 2 Testing

Key findings informed significant design changes β€” particularly around the onboarding flow and point redemption clarity, which had an initial task completion rate of only 58%.

07 β€” Design

Final Design Decisions

The final product combined elements from all three concepts: a mobile-first scanning experience, kiosk integration, and social sharing β€” unified under a green gamification system.

Green Points System

Users accumulate points per recyclable item scanned. Points are visible in real-time and tied to a progress bar toward the next reward tier.

Reward Redemption

Points unlock discounts on food, drinks, merchandise, and future tickets β€” direct value tied to venue behaviour.

Photo Moment

Camera-kiosk integration creates a shareable social moment β€” photos sent to app via NFC and optionally shown on arena screens.

Accessibility

High contrast UI, large touch targets, and screen reader support ensured the experience worked for all audience members.

08 β€” Results

Outcomes & Impact

The prototype was validated with stakeholders at AO Arena. Projected impact based on behaviour modelling and user research outcomes:

78%
Task completion rate in final usability round (up from 58%)
4.4β˜…
Average desirability score from 24 test participants
3Γ—
More likely to recycle when reward was clearly tied to action

The project demonstrated that gamification, when grounded in genuine user needs, can shift behaviour at scale β€” even in high-energy, transient environments like concert venues.

View on Github