What would it take to make recycling stick?

What would it take to make
recycling stick?

Binly

Binly

Binly is a smart recycling system designed to make everyday sorting clear, engaging, and repeatable. It connects scanning, real-world disposal, and rewards into a continuous feedback loop. By turning fragmented actions into a structured system, Binly helps users build lasting recycling habits.

Binly is a smart recycling system designed to make everyday sorting clear, engaging, and repeatable. It connects scanning, real-world disposal, and rewards into a continuous feedback loop. By turning fragmented actions into a structured system, Binly helps users build lasting recycling habits.

services

services

Mobile App

Mobile App

timeline

timeline

May 2025 -
Jul 2025

May 2025 -
Jul 2025

team

team

Seeun Park (Product Design Lead)
Shien-ru Tsao (CEO)
Soomin Jeon (Product Designer)

Seeun Park (Product Design Lead)
Shien-ru Tsao (CEO)
Soomin Jeon (Product Designer)

tools

tools

Figma

Figma

Background

Background

Student Idea → Real Product Decision Making

Student Idea → Real Product Decision Making

A while ago, I designed Trash Monsters, a playful concept where people “fed” trash to characters.
It made waste disposal feel fun and helped encourage better habits - but it remained a concept.

A while ago, I designed Trash Monsters, a playful concept where people “fed” trash to characters.
It made waste disposal feel fun and helped encourage better habits - but it remained a concept.

Then something unexpected happened.
The CEO of Commit to Green reached out after seeing the project and asked:

What if this could become a real product?

That question became the starting point of Binly

The Problem

Recycling isn’t broken because people don’t care.
It fails because the system is confusing, invisible, and unrewarding.

In the U.S., over 300 million tons of waste are generated every year, yet up to 25% of recyclables are incorrectly sorted due to unclear rules. Despite its importance, recycling remains a confusing, invisible, and unrewarding experience - making it hard for people to turn it into a lasting habit.

Design strategy

To turn recycling into a repeatable behavior, I focused on designing a system that is not just usable - but habit-forming.

Make the system visible

Make the system visible

Make the system visible

Recycling is often unclear and invisible.
I designed for instant clarity - so users know what to do and why it matters.

  • scan → instant guidance

  • clear material + bin info

  • immediate feedback

  • scan → instant guidance

  • clear material + bin info

  • immediate feedback

Turn actions into habits

Turn actions into habits

Turn actions into habits

Recycling fails when decisions feel isolated. I designed a loop that encourages repetition.

  • quick, low-friction scan

  • weekly quests

  • progress tracking

  • quick, low-friction scan

  • weekly quests

  • progress tracking

Connect action to reward and impact

Connect action to reward and impact

Connect action to reward and impact

Behavior doesn’t stick without feedback. I linked actions to rewards and real-world impact.

  • points and rewards

  • real-world incentives

  • impact tracking (CO₂, waste)

  • points and rewards

  • real-world incentives

  • impact tracking (CO₂, waste)

System Overview

The system works as a continuous loop:

Scan

Understand

Act

Reward

Reflect

Repeat

Key Design Decisions

From character-driven UI → structured clarity

In the earlier concept, characters did most of the work. They made recycling feel playful, but they were not the fastest way to communicate sorting information in real-world situations.

To make the system easier to recognize at a glance, I shifted to a color-coded structure grounded in familiar U.S. waste-sorting conventions and California’s SB 1383 bin standards.

To make the system easier to recognize at a glance, I shifted to a color-coded structure grounded in familiar U.S. waste-sorting conventions and California’s SB 1383 bin standards.

Blue, green, and gray established the core system, while additional colors helped differentiate categories like paper and e-waste. This made the experience easier to scan, easier to learn, and more consistent across bins, guides, and the app.

Key Design Decisions

From symbolic rewards → real incentives

The initial concept relied on playful, symbolic rewards, but these didn’t sustain motivation beyond the app. I shifted to a reward system tied to real-world value, linking actions to tangible outcomes like eco-product discounts. This turns recycling into a behavior users actively return to.

Before

  • Playful, character-based rewards

  • Value limited to the in-app experience

  • Weak reinforcement for long-term behavior

Real-world
incentives

Real-world
incentives

Key Design Decisions

Designing for engagement beyond the ideal flow

While the ideal flow assumes users dispose of items at a nearby smart bin, I designed an alternative path for moments when they don’t.

Instead of letting the experience end there, I introduced a lightweight mini-game. This keeps users engaged even when they can’t complete the physical action. It transforms drop-off moments into continued interaction, rather than exit points.

Problem

Problem

In reality, users may not always complete the full recycling flow:


  • no nearby bin

  • in a rush

  • low motivation

What I learned…

Meaningful design isn’t just about interaction.
It’s about enabling behavior that lasts beyond the moment.

A well-designed flow isn’t enough—systems must account for imperfect scenarios, where users may not complete the intended action.

Designing for real-world constraints

While playful elements can attract attention, clear and reusable systems are what enable fast, confident decisions.

Clarity over creativity

Moving from a conceptual idea to a scalable system required balancing engagement, clarity, and real-world feasibility.

From idea to scalable system