How can design make
responsible behavior irresistible?
A gamified app that turns waste disposal into a playful interaction.

Background
Walking through the streets of Seoul, I frequently noticed piles of litter accumulating in areas without visible trash bins.
The lack of proper disposal points, combined with the inconvenience of carrying trash, often led people to dump their waste irresponsibly. Rather than just pointing out where bins are located, I wanted to motivate action by turning the act of waste disposal into something people would actively want to do.

Seoul has only about 8 trash bins per square kilometer, a significantly lower number compared to other major cities. In contrast, Melbourne, Australia, had 80 bins per square kilometer in 2020, while New York, USA, had 29 in the same year. This scarcity makes it difficult for citizens to find disposal points, and the lack of awareness regarding bin locations further contributes to littering on sidewalks.
Problem statement
How might we encourage responsible waste disposal in urban environments
by making the process more engaging and accessible?
QUANTITATIVE RESEARCH

QUALITATIVE RESEARCH

SYNTHESIS

SYNTHESIS

SYNTHESIS

Work Flow

Low-Fi Prototype

Final Design

Final Design
Campaign
To spark interest, trash found on the streets will have a label saying ‘Give me to a trash bin’
and an arm of the Trash Monster attached to it, encouraging people to pick up and properly dispose of street litter.



The campaign aims to observe changes in attitudes toward picking up and properly disposing of street litter.
It also assesses the environmental impact of these actions while collecting valuable data and insights to inform future conservation efforts.





My approach involved attaching stickers with the message ‘Give me to a trash bin’ to trash found on the streets.
This initiative started experimentally within Konkuk university campus,
with the primary goal of encouraging people to pick up the stickered trash and dispose of it in trash bins.

When people scan the QR code attached to the trash,
a temporary map of trash bins within the campus is displayed.
Impact
To spark interest, trash found on the streets will have a label saying ‘Give me to a trash bin’
and an arm of the Trash Monster attached to it, encouraging people to pick up and properly dispose of street litter.


REFLECTIONS
Takeaways
While the app was not fully developed, the campaign revealed the power of gamification in influencing real-world behavior. It also highlighted the importance of user testing and iteration to ensure that engaging concepts translate into effective, impactful interactions.
