This was a 12-week solo bootcamp project focused on designing Tana, a mobile app that promotes sustainable waste management and a circular economy. Although the product was not shipped, I independently carried out the full end-to-end UX process, including user research, competitor analysis, wireframing, prototyping, and usability testing. One of the key challenges was conducting field research alone, which involved visiting local bank sampah facilities to better understand real-world recycling practices and user motivations. Usability testing with five participants revealed improved task clarity and strong engagement with the app’s rewards-based recycling system.
Skills
My role
Researcher & Designer
Timeline
Q3 2024
Overview
Indonesia faces critical environmental issues, many of which are deeply rooted in poor waste management systems, lack of public awareness, and limited access to circular economy infrastructures.
As one of the world’s largest archipelagic nations, these problems
not only harm biodiversity but also impact human health, tourism,
and long-term economic sustainability.
Stats
Indonesia is the World’s 2nd Largest Contributor to Ocean Plastic Pollution
Over 60% of Indonesia’s Waste is Sent to Landfills — Less than 10% is Recycled
Landfills Are Running Out of Space — Jakarta’s Bantar Gebang Will Be Full by 2026
Problem Space
Indonesia generates over 60 million tons of waste every year, yet only a small fraction is recycled. Most ends up in landfills, rivers, or is burned, causing pollution and health risks.
For individuals, recycling feels inconvenient and unrewarding. Drop-off points are scattered and people rarely see the impact of their effort. For businesses, measuring sustainability is costly and unreliable, which creates gaps in ESG reporting.
The result is a cycle where waste grows, motivation shrinks, and accountability remains weak.
Tana was designed to break this cycle by making recycling visible, rewarding, and trackable.
Research & Insight
To ground this project, I combined secondary research (global and national data) with primary research (interviews and surveys in Jogjakarta, Indonesia). This mix helped me understand both the scale of the waste problem and the lived experiences of local communities.
Secondary Research (Context)
Indonesia generates 60+ million tons of waste annually, with less than 10% recycled properly.
Over 8 million tons of plastic enter the oceans each year, and Indonesia is one of the largest contributors (World Bank).
Local news frequently reports on overflowing collection points in urban areas, highlighting gaps in waste infrastructure.
→ Insight: The national problem is huge, but its effects are felt directly at the community level.
Primary Research (Local Voices)
I interviewed 5 residents of Jogjakarta (students, youth, and small sellers) and surveyed 10 more participants (students, housewives, SMEs).
Interviews revealed:
Overflowing collection points left residents unable to dispose of waste.
Changing consumption trends, stalls selling instant noodles, coffee, and small packaged goods increased disposable waste.
Low awareness among youth, even though they generate much of the waste.
Community efforts already exist (waste banks, local initiatives), but coordination is inconsistent.
Survey highlights (10 respondents):
60% said packaging waste (plastic, cardboard) from e-commerce was their biggest challenge.
Students often join clean-up groups, but reported poor coordination and unreliable information.
Housewives expressed a desire for easier daily waste management tools.
→ Insight: People want to act, but current solutions are fragmented, inconvenient, and uninspiring.
Key Insights
The research revealed patterns that went beyond surface complaints. When synthesized, three key insights emerged:
Youth awareness is low.
Young people generate much of the packaging waste, but motivation and awareness remain minimal. Unless waste management feels relevant and engaging, their behavior is unlikely to change.
Community efforts are fragmented.
Jogjakarta already has waste banks and clean-up initiatives, but they suffer from poor coordination and limited reach. People want to participate, yet they lack a central platform to organize and share reliable information.
Recyclables lack perceived value.
Small businesses and households produce large volumes of packaging waste from online selling and daily consumption. Without clear value ,financial or social , this waste is seen as a burden rather than a resource.
From Insight to Design
Each of these insights directly informed design decisions:
To support communities, the app includes social features for organizing clean-ups, workshops, and sharing tips — transforming fragmented efforts into coordinated action.
To add value to recyclables, Tana rewards users with points and trackable impact, turning packaging waste into a measurable contribution for both individuals and businesses.
To engage youth, Tana introduces gamification through a tiered system (Seed → Sprout → Tree → Forest) that frames recycling as growth and progress.
Solution
Tana was designed as a community-driven recycling platform that transforms waste management into a rewarding and transparent experience. The solution connects individual habits with collective impact and business accountability.
Core Experience for Individuals
Reward system. Every action earns points that accumulate over time.
Simple user flow. Users can record or drop off waste in just a few taps.
Eco-tier growth. Instead of generic “silver, gold, platinum,” users progress through tiers inspired by nature: Seed → Sprout → Tree → Forest. This system frames recycling as personal and collective growth.
Visible impact. A dashboard shows how much waste has been diverted and the environmental benefit of each action.
Features for Communities
Social coordination. Users can create or join clean-up events, workshops, or campaigns directly in the app.
Knowledge sharing. A feed allows communities to share tips, updates, and success stories, turning waste management into a collective movement.
ESG Dashboard for Businesses
Real-time data. Activity from users is aggregated into metrics companies can use for ESG reporting.
Transparency at scale. Instead of costly manual audits, businesses gain access to credible data that reflects real community action.









