University Park2023 to 2024Lead Product Designer

Turning Sustainability From Awareness Into Habit

University Park Sustainability Platform

Most sustainability initiatives fail at the same point: the gap between knowing and doing. University Park had educated residents for years, but awareness wasn't converting to action.

As lead designer, I didn't just design screens. I defined the product strategy, ran the research that uncovered what was actually blocking behavior change, and built admin tools that let non-technical committee members manage the platform independently.

The Challenge

Information wasn't the problem

University Park's Sustainability Committee had the usual toolkit: newsletters, workshops, flyers. Awareness was high. Action was low.

The gap between "I know I should compost" and "I actually compost" wasn't an information problem. It was a behavior design problem.

The Research

Understanding the real barriers

I spent the first sprint doing what most projects skip: understanding the real barriers through expert interviews, resident conversations, and committee workshops.

"I know what I should do. I just don't do it"

Residents weren't lacking information. They were lacking triggers, accountability, and a sense that their individual actions mattered.

"The committee can't see what's working"

There was no feedback loop. The committee had no visibility into which initiatives were gaining traction and which were being ignored.

"One size fits none"

A platform designed for sustainability enthusiasts would alienate beginners. A platform for beginners would bore experts. We needed progressive depth.

These insights reframed the project. We weren't building an educational resource. We were building a behavior change system.

User research personas
The Approach

Gamification grounded in behavioral science

Gamification has a bad reputation for good reason. Most implementations are shallow. Points and badges bolted onto experiences that don't need them.

But behavior change research says something different: when designed well, game mechanics align with how habits actually form.

1

Habit Loop (Duhigg)

Cue → Routine → Reward. The platform provides cues (challenges), makes routines easy (bite-sized practices), and delivers rewards (points, badges, recognition).

2

Self-Determination Theory

Intrinsic motivation requires autonomy, competence, and relatedness. Users choose their practices (autonomy), level up (competence), and see community progress (relatedness).

3

Variable Reward Schedules

Predictable rewards lose power. The system includes surprise elements: bonus challenges, community milestones, seasonal events.

Gamification system with badges and points
Key Decisions

What we built differently

Practices over goals

Instead of abstract targets ("reduce your carbon footprint"), the platform surfaces specific, actionable practices ("Start a compost bin this week"). Each practice has clear steps and a defined completion state.

Progressive commitment

New users start with easy wins (switch to LED bulbs). As they build momentum, harder practices unlock. This prevents the overwhelm that kills most behavior change attempts.

Social visibility, not comparison

Community forums and celebration of wins, not leaderboards. Research shows comparison demotivates lower performers without improving high performers.

Physical-digital bridge

I proposed real-world rewards (garden plaques, recognition at town events) to extend the feedback loop beyond the screen. Digital points feel abstract. A plaque in your yard is concrete.

Information Architecture

Life contexts, not environmental categories

I ran card sorting sessions with residents to understand their mental models. How did they categorize sustainable practices? What groupings felt intuitive?

The results surprised me. Residents didn't think in environmental categories (energy, water, waste). They thought in life contexts (home, yard, shopping, community).

At Home

In Your Yard

When Shopping

In the Community

This reduced cognitive load. Users navigate by context, not by learning our taxonomy.

Mid-fidelity wireframes
Admin Tools

Designing for non-technical maintainers

The Sustainability Committee would maintain this platform for years. But committee members aren't developers. If updating content required code, the platform would rot.

I designed a WYSIWYG admin dashboard that treated content management as a first-class design problem, not an afterthought.

Visual content editing

Admins see exactly what residents will see. No preview button, no mental translation from backend to frontend.

Metrics that matter

Actionable data: which practices have the most completions, which challenges are gaining traction, where engagement is dropping. Not vanity metrics. Decision-support data.

Guardrails, not freedom

Admins work within templates. This prevents accidental design breakage while still allowing content flexibility.

Admin dashboard interface
Iteration

Testing with real residents

I ran usability sessions with 7 residents across different personas: enthusiasts, skeptics, beginners, tech-savvy, tech-averse.

Finding

Gamification confusion

Some users didn't understand what points "got" them.

Response

Added clearer explanation of reward system and how levels unlock.

Finding

Navigation uncertainty

"Where do I start?" was common.

Response

Added explicit onboarding flow and featured "Start Here" practices.

Finding

Admin complexity

Initial dashboard had too many options.

Response

Simplified to core tasks with advanced features hidden until needed.

Outcomes

From awareness to action

The platform demonstrated that civic technology doesn't have to be clunky or condescending. By treating residents as real users, not just recipients of information, we built something people actually wanted to use.

Resident adoption

Majority of targeted households engaged with the platform within first quarter

Committee independence

Non-technical admins managing platform independently within days of handoff. No developer dependency.

Replicable model

Other municipalities expressed interest in adapting the approach for their communities

Reflection

What I learned

Behavior change requires system design, not just UX

Pretty screens don't change habits. You need to understand the psychology of motivation, design for progressive commitment, and create feedback loops that reinforce action. At the lead level, you're not just designing interfaces. You're designing systems that shape behavior.

Serve multiple audiences without fragmenting

Beginners, enthusiasts, and admins all needed different things. But building three separate experiences would have been unsustainable. The challenge was creating progressive depth: a single experience that meets users where they are and grows with them.

Design for maintainability, not just launch

A beautiful platform that rots six months after handoff isn't a success. I designed the admin tools as carefully as the resident experience because long-term impact depends on long-term maintainability.

Civic projects demand extra rigor

When you're designing for a community, not a company's users, the stakes feel different. People are investing trust in a public resource. That demands extra care in research, extra humility in assumptions, and extra focus on accessibility.

© 2026 Aaditya Shete · Designed with care
Last updated Jan 2026