This project was created to reduce PET bottle usage on the HvA campus with an interactive designed solution.
When taking on a broad and challenging problem like this, it is essential to do research around why students are using PET or reusable bottles. In this case, our research contained both interviews and surveys, which we used to set up a persona. This persona would encapsulate the average user and be the base for the customer journey. This helped with envisioning what the problem was and where we could insert the solution.
Through brainstorming we explored several directions, eventually focusing on the idea of a shared table that evolved into a four-player air hockey concept. An idea that would not simple contain a new water bottle but also be engaging and interactive. To test its potential, we built a simple paper-and-cup prototype where players scored with assigned colors and received light-based feedback. This helped us see whether participants understood the game’s purpose and the link between the cups and plastic bottles.
To present our final concept, we created a storyboard and animation showing how a student’s day improves once they start using a reusable bottle. It also highlights how students can encourage one another, demonstrating that the bottle is not only practical for drinking water but also fosters social connection through play.