Sustainable Reporting
Designed a minimalist and engaging reporting form to help university staff and students document sustainable actions aligned with UN’s 17 SDGs.
✦ Challenge
Objective
Encourage students and staff members of Tampere University to report sustainable actions with minimal friction and maximum motivation.
Business Context
Although the university promotes sustainability, participation in action reporting was low due to lack of motivation and a cumbersome reporting process. The challenge was to design an experience that was inviting, easy to complete, and capable of delivering valuable insights to university stakeholders.
Design Goal
To create a form that balances usability with meaningful engagement — promoting awareness of sustainability while minimizing friction for users.
✦ Team
Collaboration
Worked with university stakeholders, student user representatives, and project team members to align on goals. Engaged users via interviews and feedback sessions to capture motivations, pain points, and preferred workflows. Supported cross-team coordination between sustainability office, IT services, and student communications to ensure the solution aligned with both user behaviors and institutional needs.
✦ Approach
User Research & Discovery
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Conducted four semi-structured interviews with Tampere University students (aged 26–35).
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Explored two themes: students’ understanding of sustainability actions and their experiences with online reporting forms.
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Recorded and analyzed interviews using affinity mapping to identify key patterns and user needs.
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Developed two personas representing target users’ motivations, behaviors, and frustrations.
Insights & Goals
From the research, it became clear that students were willing to contribute but needed a simpler, faster, and more rewarding experience.
The design goals focused on:
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Ease of use and accessibility
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Clear guidance throughout the form
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Minimal required input fields
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Positive reinforcement at completion
Designing Prototypes
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Created hi-fidelity prototypes in Figma, designed to integrate seamlessly into the TUNI intranet environment.
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Applied Material Design principles to maintain visual consistency and enhance accessibility.
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Designed a two-column layout — left side for context and instructions, right side for input fields — ensuring a clear user flow.
Evaluation & Iteration
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Conducted expert evaluations based on Nielsen’s 10 Usability Heuristics, Shneiderman’s Eight Golden Rules, and accessibility principles.
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Iterated the prototype to improve consistency, readability, and flow.
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Example: Adjusted heading style to align with TUNI intranet standards and improved content hierarchy for better accessibility.
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✦ Decisions
User Experience Goals
The design focused on achieving the following UX and usability principles:
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Easy to Use: Minimalist layout with only essential fields.
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Easy to Learn: Simple navigation and intuitive visual hierarchy.
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Accessible for All: Compliance with accessibility guidelines to ensure inclusivity.
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Effective: Streamlined process to help users complete reporting quickly and confidently.
Additional goals included creating a positive and socially rewarding experience that motivates students to contribute and return.
Scalable Design Components
Built the form components within the university’s design framework, ensuring consistency and maintainability.
Future Ready Gamification
To enhance long-term adoption and participation, we recommended adding gamification elements such as rewards, badges, and progress tracking. This decision aims to make reporting sustainable actions more motivating, interactive, and engaging for users.
✦ Designs
Prototype Integration
The final design was developed as an interactive Figma prototype intended for integration within Tampere University’s intranet. The form’s clear structure and visual hierarchy align with existing TUNI branding.
✦ Impact
Expert Evaluation Outcome
Evaluations identified improvements in consistency, visual readability, and layout flow, leading to a refined prototype that balances simplicity and clarity.
The form provides an accessible, engaging, and scalable way for Tampere University to collect sustainability data while promoting awareness among students. It also establishes a foundation for potential gamified elements in the future.
Future Development
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Gamification: Integrating small rewards or progress tracking to encourage repeated participation.
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Enhanced Accessibility: Offering alternate interaction models (e.g., screen-reader-friendly version without the goal wheel).
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Dynamic Insights: Allowing students to view collective impact summaries and progress reports to sustain engagement.
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