
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
Design strategy
To turn recycling into a repeatable behavior, I focused on designing a system that is not just usable - but habit-forming.
Recycling is often unclear and invisible.
I designed for instant clarity - so users know what to do and why it matters.
Recycling fails when decisions feel isolated. I designed a loop that encourages repetition.
Behavior doesn’t stick without feedback. I linked actions to rewards and real-world impact.
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.

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
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.
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










