29 | IMPULSE #8 – Conducting Interviews

After conducting interviews with three very different individuals, I’ve gained a much clearer understanding of how people approach sustainability – and how those differences impact their needs, challenges, and openness to digital tools like an app. These conversations made it clear that not every group is equally suited for a sustainability app, especially one designed to promote long-term behavior change through gamification.

Here’s a breakdown of what I discovered, how I interpreted the insights, and why I decided to focus on one specific target group for the app.

My first interview was with a social worker who shared insights about people experiencing homelessness or struggling with severe financial challenges. For this group, sustainability is not a priority in daily life, it’s a secondary concern compared to meeting basic needs like housing, food, and security.

Many sustainable behaviors (like using public transportation or reusing items) occur out of necessity rather than intentional environmental consciousness. However, there’s little to no active interest in environmental topics or a willingness to invest time in learning about them. Trust in technology and systems is also quite low in this demographic, which would make it hard to engage them with a digital tool like an app.

While this group has a unique relationship with sustainability, the barriers – such as lack of interest, technology skepticism, and the need for significant external incentives – are too high. Building an app for this audience would require substantial financial resources (e.g., offering monetary rewards like vouchers), and the long-term impact on behavior would likely be minimal.

The second interview was with a university student who represents a digitally savvy, younger audience. This group already has some baseline awareness of sustainability, often influenced by news, social media, and conversations with friends. However, they frequently struggle with barriers like time constraints, financial limitations, and the temptation to choose convenience over more eco-friendly options.

What stood out is this group’s openness to apps and digital solutions. They’re familiar with using apps to track habits, manage their lives, and even make sustainable choices (e.g., shopping second-hand or calculating carbon footprints). They’re not perfect in their sustainable behavior, but they’re willing to engage if the app fits easily into their daily routines and offers practical, actionable advice or tools.

This group has a strong foundation to build on. Their openness to technology, combined with a moderate level of intrinsic motivation, makes them an ideal audience for a sustainability app. An app targeting them could bridge the gap between awareness and action by offering low-effort, engaging features to encourage small but meaningful behavior changes.

The third interview was with someone already deeply committed to sustainable living. This person actively seeks out ways to reduce their carbon footprint, follows a vegan lifestyle, and consciously avoids overconsumption. For them, sustainability is already fully integrated into their values and daily decisions.

While they appreciated the idea of a sustainability app, they don’t need that much external support or motivation. They’re already doing the work and are unlikely to benefit significantly from gamification or basic tips. However, they did express interest in features that could connect them with like-minded individuals or deepen their existing knowledge and also being rewarded for already living sustainably is a plus too.

While this group is aligned with the mission of sustainability, they don’t need an app to motivate them. They’re more likely to use an app as an optional tool to share knowledge or connect with others rather than as a primary driver of behavior change.

Based on the interviews, the group that stands out as the most promising for a sustainability app is young adults who already have some awareness of sustainability but struggle to act on it consistently. This group strikes the perfect balance between interest, accessibility, and potential for impact. Here’s why:

  1. This group is familiar with using apps for self-improvement and is comfortable with technology, making it easier to design a digital solution that resonates.
  2. While external barriers like convenience and cost exist, they’re open to developing a deeper, more intrinsic motivation if the right tools and incentives are provided.
  3. This group is large, diverse, and at a transitional stage in life where habits are still forming. By helping them make small, consistent changes now, the app could create long-term ripple effects in their behavior.

While the other two groups offered valuable insights, they aren’t ideal primary audiences for this app.

  • Socially Disadvantaged Individuals
    The challenges of reaching and engaging this group would require a very different approach, such as offline initiatives or significant financial incentives, which fall outside the scope of this project.
  • Sustainability Enthusiasts
    This group doesn’t need basic support or motivation. While they could be secondary users in a later phase (e.g., as community contributors), they don’t represent the best starting point for achieving widespread impact.

Knowing that young adults with a basic awareness of sustainability are the target group allows me to focus on features that address their specific needs and challenges. Here are some initial ideas:

  1. Gamification: Points, badges, and progress tracking to make small sustainable actions feel rewarding and fun.
  2. Low-Effort Tips: Simple, actionable suggestions that fit seamlessly into their busy routines – like swapping products or reducing food waste.
  3. Personalized Goals: Tailored recommendations based on their habits, interests, and barriers (e.g., budget-friendly options for students).
  4. Community Features: Opportunities to connect with peers, share progress, and get inspired by others’ sustainable choices.

The interviews have given me a clear direction for the app: focus on young, tech-savvy adults who are open to change but need a little help getting there. By designing a tool that’s easy to use, motivating, and relevant to their daily lives, I believe this app has the potential to make a real impact – not just for individuals, but for the environment as a whole.

28 | IMPULSE #7 – Designing Interview Guides

For my master thesis topic it is important to me to listen to people with different experiences, perspectives, and priorities. That’s why I created three different interview guides to dive deeper into how people approach sustainable behavior in their daily lives. Before conducting the interviews, I wanted to share my thought process for designing the guides and, most importantly, why I chose three very different kinds of interview partners.

My goal is to understand the real barriers, motivations, and habits surrounding sustainability in various contexts. To do that, I needed interviewees who represent distinct viewpoints. In the following I will explain who these people are, why I chose them, and what I hope to learn from each conversation.

The first interview partner (let’s call them P1) is a social worker who has extensive experience working with people in challenging life situations, specifically in the area of homelessness. I chose P1 because they work closely with individuals who face systemic barriers, such as financial instability, lack of housing, and limited access to resources. These challenges often shape how people approach sustainability – if it’s even on their radar at all.

My goal with this interview is to better understand how social and economic disadvantages influence sustainable behavior. For example:

  • How does limited income affect daily decisions like transportation, food, or clothing?
  • Is sustainability seen as a privilege for people who don’t have to worry about survival first?
  • What role does access to technology play in shaping their habits?

P1 can provide a window into a world where sustainability is often a secondary concern, and any actions taken (like using public transport or buying second-hand clothes) might be driven more by necessity than intention. This perspective is crucial because it can show the importance of making sustainability accessible to everyone – not just those with disposable income or extra time.

The second interview partner (P2) is a young medical student in their early 20s. This person represents a group that is often aware of sustainability issues and wants to do their part—but doesn’t always prioritize it due to life circumstances. Think of the daily juggling act that comes with being a student: attending lectures, studying for exams, and managing a tight budget.

I chose P2 because they are at a transitional stage in life where habits and priorities are still being shaped. Students often care about the environment and feel the pressure to “do better,” but convenience, cost, and a busy schedule can make sustainability feel like just one more thing on a long to-do list.

From this interview, I hope to explore questions like:

  • What drives young people to engage in sustainable behavior? Is it peer pressure, personal values, or something else?
  • What compromises do they make between convenience and sustainability?
  • What tools, apps, or strategies help them make greener choices – or would help if they existed?

This interview will help me understand what motivates this group to stick to their sustainable intentions and what might cause them to give up. The insights from P2 could reveal how to make sustainability more practical and appealing for those with busy lives.

Finally, my third interview partner (P3) is someone who is deeply committed to living a sustainable lifestyle. They’re in their early 20s and currently studying biotechnology. P3 already makes conscious decisions about what they buy, how they travel, and even what they eat (they’re vegan). However, they’re also deeply frustrated with how hard it can be to stay consistent.

I chose P3 because they represent the group of people who are most passionate about sustainability but still face significant challenges in living out their values. Despite being highly motivated, they often feel like the system isn’t set up to support them, whether it’s due to lack of infrastructure (like public transport) or the higher cost of sustainable products.

This conversation will focus on questions like:

  • What are the biggest barriers even for someone who is committed to sustainability?
  • What role does frustration play in shaping their behavior? Does it motivate them to do more or make them feel burned out?
  • What would make it easier for them to stay on track?

P3’s perspective will provide insights into the gap between intention and execution—and how we can close that gap for the most environmentally conscious among us.

By interviewing people from such different walks of life, I hope to get a fuller picture of how sustainability fits into the real world. Sustainability isn’t a one-size-fits-all concept. For some, it’s about small, incremental changes that fit into a busy schedule. For others, it’s tied to bigger systemic issues that make it harder to even consider the environment when basic needs aren’t met.

The goal isn’t to compare these groups or rank their efforts but to understand how sustainability looks through their eyes. Each interviewee offers unique insights that can help shape solutions that make sustainable living more accessible and appealing.

Once I conduct these interviews, I’ll be diving into their answers to identify patterns, surprises, and actionable takeaways. I hope their perspectives will shed light on how we can make sustainability something that works for everyone – not just those with the time, money, or resources to focus on it.

27 | IMPULSE #6 – Visit of the Center of Scientific Activities (CoSA)

Yesterday, I had the chance to visit the CoSA – Center of Science Activities in Graz, a hub of interactive learning designed to make science and technology engaging for all. Among its many features, one area stood out to me: the CoSA_Energy section. This part of the exhibition focuses on sustainability, energy, and how our daily choices impact the environment. Given my interest in creating a sustainability-focused app, I found this visit incredibly inspiring. Here’s a detailed account of my experience and reflections on how these ideas could be integrated into my project.

The CoSA_Energy area is brilliantly designed to encourage self-exploration. Upon entering, I took a lanyard with a token shaped like a lightbulb—my personalized key to activate the exhibits. At each of the seven interactive stations, covering topics like energy, mobility, clothing, and food, I could absorb information and later test my understanding with a quiz question. My answers were saved to my token, which added a playful, competitive element to the experience.

Each station was not only highly informative but also incredibly engaging. For instance:

  • Food: The Information like videos of street surveys and information was displayed in digital cooking pots, with an emphasis on the carbon footprint of different diets.
  • Shopping: A real shopping cart, extended and enhanced with a digital overlay, allowed me to learn about product sustainability through putting items that were talked about into my shopping cart. In a way it was designed to see different opinions and habits of people in a street survey without them being judged for their decisions, which allowed me to form my own picture of which actions I see critically and in which I possibly recognize myself.
  • Clothing: By scanning price tags of different items, I discovered whether garments were produced sustainably, second-hand or simply overpriced for branding. This activity can be eye-opening to people who don’t put that much thought into their shopping-decisions, as it showed the hidden environmental costs behind fast fashion.
  • Mobility: A bicycle-powered video station showed the different mobility needs of different groups. E.g. cyclists want safer cycle paths and no obstacles like parking cars in their way. Store owners need charging zones and car drivers say public transport is much slower than if they just drive to their workplace etc.

The mix of physical interaction and digital feedback kept me fully engaged, demonstrating how well gamified learning can work.

As I moved through the exhibits, I already thought about how some of these concepts could be adapted to a digital app. The idea of a personalized token, for example, could translate into a digital profile within the app, where users track their progress through challenges. Similarly, the interactive elements, like scanning clothing tags or generating power to reveal insights, could inspire app features that use augmented reality or motion sensors to create immersive experiences.

Additionally, CoSA’s quiz system at the end of each activity provided a great model for reinforcing knowledge while keeping it playful. In my app, I could integrate similar quiz-like rewards that help users retain information while earning points or badges.

What made the CoSA_Energy area so effective was its balance between education and fun. Each exhibit was meticulously designed to make complex topics accessible and interesting. For example, the cooking pots and shopping cart stations added a tangible aspect to abstract ideas like food miles and sustainable consumption. These interactions weren’t just entertaining – they made the information stick.

This approach aligns perfectly with my goal of motivating people to adopt more sustainable habits through an app. By incorporating game mechanics, such as unlocking content or comparing scores with friends, I could replicate CoSA’s ability to make sustainability both personal and engaging.

Visiting CoSA was an inspiring reminder of how powerful gamification can be in driving behavioral change. The exhibition succeeded in taking complex topics and breaking them into fun, bite-sized, interactive experiences.

For my app, I aim to achieve the same balance of education and entertainment. Features like augmented reality challenges, scannable items for instant feedback, and personal progress tracking could motivate users to reflect on their habits while learning how to make more sustainable choices.

The CoSA_Energy area also emphasized the importance of visual and tactile engagement, something I’ll prioritize in my app’s design. Whether through a digital garden that grows as users complete tasks or a sustainability leaderboard, the goal is to create a tool that is not only educational but also genuinely enjoyable to use.

CoSA: https://www.museum-joanneum.at/cosa-graz/spaces

More on Gamification and Game-based learning: https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning

Gamification in museums: https://pfeffermind.de/museum-gamification/#:~:text=Moderne%20Museen%20verwenden%20Gamification%2C%20um,Ausstellung%20wird%20zu%20einem%20Entdeckungsort.

26 | IMPULSE #5 – Visit of the Zotter chocolate factory

Visiting the Zotter Chocolate Factory and Museum was a good opportunity to witness how sustainable and ethical values can be woven into a business model that engages consumers on multiple levels. Zotter’s dedication to fair trade, environmental responsibility, and innovative production methods provides a practical example of how sustainable practices can flourish in a commercial setting.

Given my thesis focus, the visit offered interesting insights into how a similar model could function within a digital application. By bridging ethical principles with interactive experiences, Zotter creates a great environment to learn in a „gamified“ and fun way more about their philosophy.

The Zotter experience began with a tour of their “Chocolate Theater“. This tour is designed to familiarize visitors with the chocolate-making process, beginning with a documentary titled “A Cocoa Journey Around the World.” The film traces the path of cocoa beans from sustainable, fair-trade farms to their transformation into Zotter’s signature chocolate. This journey reflects Zotter’s emphasis on fair compensation and transparency within their supply chain, which helps understanding the ethics behind their chocolate.

The narrative structure of the documentary, paired with Zotter’s commitment to ethical sourcing, highlighted the potential of storytelling to communicate important values to consumers/users. For example, sharing short narratives about sustainably sourced products could help users make informed, ethical choices. The focus on education through storytelling demonstrated that people are more likely to engage with and support sustainable practices when they understand the positive impact of their choices, a principle I hope to integrate into my own project.

The tour continued with a series of interactive tasting stations. Visitors are invited to sample a wide range of chocolate ingredients, from raw cocoa beans to various types of milk and sugar, exploring how each ingredient influences the final product. Unique tasting experiences, such as the vegan chocolate fountains or the „CHOCOshot Station“ with liquid praline, encourage visitors to directly engage with the diversity of flavors and ingredients.

This hands-on, sensory approach to learning emphasizes Zotter’s commitment to consumer awareness. By linking enjoyment with education, Zotter makes learning about sustainable production engaging and memorable. For instance, interactive tasks or “missions” within my app could reward users for learning about sustainable choices or trying new ethical products, helping to foster engagement and repeat participation.

One of the most surprising aspects of the Zotter visit was the „edible animal garden“, an on-site bio-agricultural farm that emphasizes organic, local food production. The garden is home to rare animal breeds, local fruit and vegetable crops, and eco-friendly installations, which allow visitors to explore various aspects of organic farming and sustainable agriculture. Through this agricultural experience, Zotter extends their commitment to sustainability beyond chocolate, creating a tangible example of environmental stewardship.

For my research, this experience reinforced the concept of fostering environmental connections to inspire sustainable action. Zotter’s approach demonstrates that firsthand interactions with nature and sustainable agriculture can profoundly influence people’s understanding of environmental issues. In terms of app design, this could translate into virtual elements that connect users with nature, such as gamified gardens or interactive animal care tasks that reward users for sustainable choices made in the real world. Zotter’s bio-agricultural garden suggests that combining education with real-world relevance can significantly impact user engagement and motivation to adopt sustainable habits.

A core tenet of Zotter’s business philosophy is their commitment to fair trade practices. Every ingredient used is 100% organic, and Zotter meticulously ensures that farmers within their supply chain are compensated fairly. This transparency, embedded within the company’s identity, fosters trust among consumers and creates a model of ethical production that benefits both the community and the environment.

This emphasis on fair trade and transparency highlighted the value of incorporating similar principles into my app design. Users could be encouraged to support brands with ethical supply chains, receiving in-app or even real-life rewards for choosing fair-trade products or for participating in educational content about sustainable sourcing. Zotter’s commitment to fair trade shows how these ethical standards can attract and retain customers while promoting positive social and environmental impacts. For my thesis, it underscores the importance of integrating features that not only inform but reward users for making conscious choices aligned with sustainable practices.

Experiencing Zotter Chocolate Factory’s approach firsthand provided several insights that could translate effectively into the digital domain. My master’s thesis aims to design an app that motivates users to adopt more sustainable habits through rewards and interactive content. Observing Zotter’s methods of engaging consumers with sustainability offered valuable perspectives on how to structure a digital platform that encourages positive actions:

  • Gamification of Education
    Zotter’s use of tasting stations and sensory experiences to educate visitors demonstrated the effectiveness of gamification in fostering engagement. This aligns closely with the vision for my app, where users could complete tasks or missions that educate them about sustainable practices and reward them with points or badges for their engagement.
  • Storytelling and Transparency
    Zotter’s transparent communication about their sourcing and fair trade practices underlines the impact of sharing stories that connect consumers to the origins of their products. Similarly, my app could incorporate stories about sustainable businesses, making ethical consumption more personal and relatable for users.
  • Nature and Community Connection
    Zotter’s bio-garden emphasizes the power of reconnecting with nature to inspire sustainable choices. This principle could be applied virtually by allowing users to develop their own digital “gardens” or virtual environments that grow and evolve as they make more eco-friendly choices. These digital spaces would function both as rewards and as reminders of the positive environmental impacts of their actions.
  • Rewarding Positive Behaviors
    Zotter’s model demonstrates that sustainability and profitability can go hand-in-hand. In my app, users could be rewarded for purchasing fair-trade or organic items, thereby encouraging eco-friendly habits in a way that also supports ethical brands. Such incentives can create a feedback loop that continuously reinforces sustainable decision-making.

Zotter website: https://www.zotter.at/das-ist-zotter

More about Fairtrade:
https://www.fairtrade.at/produzenten/kakao/kakaoinhalt
https://www.t-online.de/leben/essen-und-trinken/id_77410646/schokolade-und-kakao-unterschiede-bei-fairtrade-siegeln.html

25 | IMPULSE #4 – How video games are driving real-world change, insights GDC 2022

As the gaming industry continues to grow, so does its potential to inspire real-world change. This blog post is about two talks that were held at the Game Developers Conference (GDC) 2022.

Hunter Bulkeley from Tilting Point and Arnaud Fayolle from Ubisoft – showcased how the gaming world can effectively address climate issues. Bulkeley’s talk, Good Deeds Through Games: Integrating Features to Address Climate Change, and Fayolle’s presentation, Climate Game Toolkit for Content Creators, present compelling strategies for how games can help combat climate change, from embedding eco-friendly features directly into gameplay to influencing players‘ real-world actions. This blogpost explores how games can integrate climate-friendly initiatives and why doing so is beneficial not only to our environment but also to the gaming industry itself.

Bulkeley’s approach at Tilting Point demonstrates a practical and innovative way to integrate climate action directly into gameplay. Focusing on TerraGenesis, a mobile game themed around planetary development, Bulkeley describes how the team introduced a feature allowing players to contribute to reforestation efforts. Since the feature’s launch, TerraGenesis has enabled the planting of over 500,000 trees across several countries, proving that a well-aligned game feature can make a tangible environmental impact.

This concept is a step beyond simple in-game donations, it’s about embedding purpose into the gameplay itself. Players get to experience a sense of agency, knowing that their actions in-game have a real-world effect. Bulkeley stresses that choosing the right cause and a trustworthy partner, such as Tilting Point’s partner Ecology, is essential. Ecology’s role ensures that each player-driven contribution is fully traceable and impactful, aligning player actions with measurable environmental change. By pairing thematic elements of TerraGenesis with a reforestation initiative, the game creates a unique bridge between virtual and real worlds.

Arnaud Fayolle’s insights into how games can inspire cultural shifts underscore the potential of game narratives to build a sustainable mindset. Fayolle discusses games that use storytelling to raise awareness, such as Never Alone, which highlights the struggles of Indigenous peoples, or Horizon Zero Dawn, where environmental themes are central to the story. These narratives allow players to grapple with environmental challenges in a context that fosters empathy and understanding.

Through their ability to visualize potential futures, games can drive meaningful change in players’ attitudes toward the environment. For example, games like Plasticity showcase the devastating impacts of pollution, while Stardew Valley reconnects players with nature and promotes sustainable living. By immersing players in such narratives, developers can inspire players to adopt real-world eco-conscious behaviors.

Both Bulkeley and Fayolle recognize that games can do more than just tell stories about climate change – they can encourage players to take direct actions. In TerraGenesis, Bulkeley’s team found that players responded positively to opportunities to support reforestation simply by engaging with the game’s ecosystem. This engagement not only promoted environmental good but also increased ad engagement within the app, suggesting that players are more likely to participate in charitable actions when they involve time, rather than direct monetary contributions.

Similarly, Fayolle emphasizes the power of repeated in-game calls to action. In The Sims 4: Eco Lifestyle, players can build eco-friendly homes and see their neighborhoods transform based on their decisions, effectively modeling how individual actions contribute to larger environmental outcomes. This game mechanic primes players to consider similar actions in their own lives, fostering behavioral change that transcends the virtual world.

One key aspect of Fayolle’s Climate Game Toolkit is a focus on sustainable game production itself. Game studios, marketing teams, and hardware manufacturers all have a role to play in reducing the environmental footprint of games. Fayolle points out that by optimizing code and offering power-saving modes, games like Subway Surfers and Genshin Impact minimize energy consumption, reducing their environmental impact. These optimizations, though behind the scenes, can make a significant difference when scaled across millions of players.

Fayolle’s insights into graphic sobriety are also critical here. Games like Breath of the Wild and Team Fortress 2 achieve beautiful aesthetics with minimal resource use, demonstrating that impressive visuals don’t need to be energy-intensive. By optimizing textures and educating players on the environmental impact of high graphic settings, developers can help create a more sustainable gaming experience. This approach not only reduces power consumption but can also educate players on making eco-friendly choices in their gaming settings.

Both Bulkeley and Fayolle highlight that games can foster emotional resilience, another essential component in the face of climate challenges. Games like Spiritfarer and A Short Hike create narratives that normalize sustainable behaviors and emotional resilience, reinforcing these habits in players’ lives. Fayolle points out that behavioral transference from game to reality is a powerful tool. Dishonored, for example, promotes non-violent conflict resolution, while 80 Days subtly critiques consumerism, challenging players to think more critically about their real-world habits.

The idea is that by repeatedly experiencing these scenarios in games, players may adopt similar habits in real life. This principle is further exemplified by simulation games like Plague Inc. and Fate of the World, which use real-world science to model complex systems and long-term environmental consequences. By interacting with these systems in a virtual space, players gain an understanding of the interconnectedness of human actions and the natural world, potentially fostering a more climate-conscious mindset.

As both Bulkeley and Fayolle conclude, the gaming industry holds immense potential for influencing positive environmental change. Bulkeley urges developers to consider features that align with players’ interests and values, emphasizing that such initiatives can remain profitable when integrated thoughtfully. Meanwhile, Fayolle stresses that each facet of game development – from studio operations to game design – has a role to play in creating a sustainable industry.

By designing games that not only entertain but also educate and inspire, developers have the chance to engage players in meaningful climate action. The Climate Game Toolkit provides a robust framework for implementing these principles, empowering developers to leverage the cultural power of games to promote environmental sustainability.

Link to the Video Good Deeds Through Games: Integrating Features to Address Climate Change: https://www.youtube.com/watch?v=sYs7JwmgC7I

Link to the Video Climate Game Toolkit for Content Creator (GDC2022): https://www.youtube.com/watch?v=GaEAyeW-UlU

Gaming for the planet alliance: https://www.playing4theplanet.org/

24 | IMPULSE #3 – “Zu viel Konsum? Zu viele Menschen? – Die Erde am Limit“

Having watched the documentary “Zu viel Konsum? Zu viele Menschen? – Die Erde am Limit” by Arte, I felt a real sense of urgency about the issues it explored. The film dives into two powerful themes that are tightly intertwined: population growth and resource consumption. It shines a light on the challenging question of whether our planet can support its current trajectory of population growth and ever-increasing consumer demand. For those of us in the global north, this film is a wake-up call—a reminder of how deeply our lifestyles impact the environment and others across the globe. And as I watched, I realized just how closely this topic aligns with my own thesis project, which seeks to encourage climate-friendly actions in everyday life through gamification.

The documentary opened by tackling population growth, examining the differences between a couple in Italy and a large family in Ethiopia. This contrast was big: while in Sub-Saharan Africa, families are often large because children provide labor and support, in Italy, the birth rate has dwindled, with only 1.2 children per woman, one of Europe’s lowest rates. The film points out that while population growth in regions like Sub-Saharan Africa continues to soar, other parts of the world face their own problem: high resource consumption.

Ethiopia, for instance, currently has a population of 120 million people, projected to double in the next three decades. Here, lack of education and family planning often contribute to high birth rates. Many rural women, often married young, work up to 16 hours daily, and societal norms give men the say on family size. Meanwhile, limited education and health services mean fewer opportunities for family planning. The film shows the efforts of organizations like Menschen für Menschen, founded by Austrian Karlheinz Böhm, to integrate family planning into broader socio-economic initiatives. By improving access to healthcare, education, and clean water, they empower families to make informed decisions about their family size and overall well-being.

Projects like these illustrate that sustainable development doesn’t have to follow the path of overconsumption seen in wealthier countries. They are not only reducing immediate poverty but are also considering long-term sustainability. Watching these initiatives in action, I felt motivated to integrate similar ideas into my app, such as creating community-focused challenges or reward systems for local environmental contributions, like tree planting or waste reduction.

The documentary highlights that the global north is just as responsible for the current ecological strain as areas with high birth rates. The issue isn’t just about “too many people” but also “too much consumption.” Take the Italian couple in the documentary, who use more resources before breakfast than an Ethiopian family might use in an entire year. The wealthiest billion people worldwide consume 72% of global resources, whereas the poorest 1.2 billion consume just 1%.

Our way of life in the global north, with frequent air travel and a consumption-heavy lifestyle, is a significant factor in pushing the Earth to its limits. Climate compensation schemes – where travelers pay extra to offset emissions—are mentioned in the documentary as symbolic, even superficial solutions. They offer a “greenwashed” way to soothe our conscience without addressing the core problem: a mindset of consumption that treats Earth’s resources as endless.

One of my main reflections after watching this documentary was how crucial it is to inspire climate-friendly choices within our own lives. The app I want to develop shall be designed to encourage and reward people for making sustainable choices, from simple actions like reducing energy consumption to bigger ones like rethinking travel or food choices. By creating a system that rewards users for climate-conscious decisions, I hope to make sustainability feel achievable and engaging, not like a burden.

The documentary illustrated how infrastructure can support sustainable behaviors. For instance, Copenhagen has made biking the norm by implementing bike-friendly infrastructure and by making it easier for people to get around without cars. In the app, I envision features that will allow users to see the impact of their actions, whether it’s tracking how many resources they’ve saved or learning about the carbon reduction tied to their choices. Just like Copenhagen’s motivational billboards that display CO2 savings from public transport usage, this app shall help users stay aware of their positive impact.

As a final thought, the documentary emphasizes the gap between the climate goals of industrialized nations and their current actions. For example, the G20 countries are responsible for 75% of global emissions and, without more drastic changes, we’re still on track for more than a 2.5°C increase in global temperatures. While some progress has been made – such as the EU’s Green Deal aimed at making Europe climate-neutral by 2050 – the documentary makes it clear that much more needs to happen.

The documentary showed me why an app that encourages small, daily changes might be of essential value. By combining incentives and accessible resources, I hope my app can empower individuals to make a difference. The film’s message is urgent: it’s time to address overpopulation through smarter consumption and by fostering sustainable choices. And in the Global North, that means facing our consumption habits head-on and making changes that can lead to a more sustainable future.

Link to the movie: https://www.arte.tv/de/videos/115507-000-A/zu-viel-konsum-zu-viele-menschen/

More insights on population growth: https://ourworldindata.org/population-growth

Sustainability in Copenhagen: https://www.wonderfulcopenhagen.com/wonderful-copenhagen/international-press/sustainability-copenhagen

Menschen für Menschen in Ethiopia: https://www.menschenfuermenschen.at/

23 | IMPULSE #2 – Clothing Swap

I’ve already attended a few clothing swaps so far, and every time I go, I’m reminded why they’re a great way to refresh my wardrobe sustainably. Today’s swap at Forum Stadtpark in Graz was no exception.
For anyone who hasn’t been to a swap before, it’s a bit like treasure hunting. You bring clothes you’re ready to part with, and in return, you can take something „new-to-you“ home, all without spending a cent. It’s a refreshing change from the shopping experience we’re used to, combining sustainability, creativity, and a good dose of community spirit.
This swap had all the usual excitement: people sorting through racks, helping friends to find pieces, and sharing stories about the items they were parting with. It’s a way to consume less, reduce waste, and still have fun with style.
Events like these show that, beyond the ecological benefits, clothing swaps are also about building community around a shared love of sustainable living and oftentimes there are even some foods and drinks provided.

One reason I keep coming back to these swaps is how effortlessly they support sustainable fashion. It shows that swaps are the best answer to the problem of fast fashion. By choosing to swap, you’re extending the life of clothes and reducing the need to produce new items.
It’s so easy to forget that every shirt, skirt, and pair of jeans has a footprint, from water consumption to emissions.
Even small acts like these can make a difference, especially when it means we’re keeping clothes in circulation and reducing the constant demand for “new.”
Swaps make sustainable fashion accessible and fun. They’re usually free, which removes the cost barrier of eco-friendly fashion for a lot of people.
Even though sometimes, making sustainable fashion choices can feel like an uphill battle, especially when fast fashion dominates, experiences like clothing swaps show that sustainable choices don’t have to be restrictive or expensive. If anything, they expand our options and offer a fresh take on fashion. In a world where fast fashion dictates what’s in style every season, swaps offer a refreshing mix of options from every trend, style, and decade. I left a lot of swaps with unique pieces that I never would have found in a fast fashion store.

One of my main focuses for my master’s thesis is finding ways to gamify sustainable choices, especially through everyday actions like clothing swaps. They are a natural fit for this idea because they’re low-effort but high-impact. In my project, I imagine an app that rewards users for sustainable actions like attending a swap or donating unused items.
This app would go beyond typical reward systems by incorporating points, badges, and other incentives each time someone makes an eco-conscious choice, such as going to a swap. Imagine you attend a clothing swap, and afterward, you get points or achievements added to your profile. These could eventually translate to tangible rewards or even unlock perks in local eco-friendly stores. For instance, 50 points might earn you a discount at a sustainable boutique, or you might receive invites to exclusive events or workshops on sustainable fashion.
One feature I think could be especially helpful is a map that shows upcoming swaps, thrift stores, and sustainable events nearby, so people could plan their wardrobe refreshes and eco-conscious shopping trips in advance. These points could also motivate people to start swapping regularly or even organize swaps in their communities.

Aside from in-person swaps, other platforms make it easier than ever to shop sustainably. One of my favorite online options is Vinted, where you can buy and sell secondhand clothes for affordable prices. Vinted’s marketplace is filled with a huge range of styles and brands, often available for a fraction of the retail price. Apps like Vinted are a great supplement to clothing swaps because they make it easy to extend the life of your clothes.

There’s also the option to browse through local thrift stores, which offers a similar thrill to attending a swap – you never know what you’ll find, and each piece feels more personal.
In Graz there are for example the Carla-Shops or Humana-Stores, but from time to time there are also very big Vino Kilo Sales, where you pay per kg clothes you want to take home, the next one in Graz will take place on 16th and 17th of November.

Stores and platforms like these also support sustainable fashion habits, and I’d love to include options like Vinted in my thesis project as another way to earn points for sustainable choices.

Events like today’s swap reinforce my belief that sustainable choices can be fun, accessible, and impactful. While fast fashion continues to dominate, small actions like choosing swaps can lead to bigger change. By integrating swaps into my project, I hope to make sustainable fashion more visible and encourage more people to make eco-conscious choices. And as these choices will become rewarding, there might be more people opting for sustainable options simply because it feels good, both personally and planet-wise.

Next Vino Kilo Sale in Graz: https://www.eventbrite.at/e/bethrifty-vintage-kilo-sale-graz-16-17-november-tickets-1036671060047?aff=ebdssbdestsearch&keep_tld=1
Vinted: https://www.vinted.at/
Carla Stores: https://www.caritas-steiermark.at/carla?gad_source=1&gclid=Cj0KCQjwm5e5BhCWARIsANwm06hjRVQ9Nka6YkVOj_7Eoph2YkXZ0amtt9Qu4PzqMmZwos7zzKGAS6EaAoInEALw_wcB

22 | IMPULSE #1 – Insights from the World Usability Congress 2024

I recently attended the World Usability Congress 2024 in Graz, and it was packed with insightful talks about user experience, accessibility, and how we as designers can better connect technology to the people who use it. Two talks, in particular, stood out to me – John Bowie’s presentation on how UX designers see things no one else can see, and Kent Eisenhuth’s talk about accessibility in design. These sessions really got me thinking about how these topics could help me with my master’s thesis.

In this blog post, I’ll show the key takeaways from those talks and explain how they provide crucial input for my thesis, both in terms of research and practical application, since I’ve changed my topic to designing an app which rewards people who make sustainable decisions in their everyday life in a gamified way either with real rewards like e.g. discounts or in a virtual way or both.

John Bowie’s talk hit on something that anyone working in design has probably experienced: the disconnect between engineers, product managers, and UX designers. Engineers and product managers often overlook UX problems because they’re so focused on making the product function. Bowie raised a critical point: How can we help others see what we see? How can UX designers make engineers and product managers aware of user experience issues that might be invisible to them?

He also cited a quote from Alan Cooper’s 1999 book The Inmates Are Running the Asylum:

„Our lives are becoming ever more centered around the whims, quips, decisions, and disasters of the high-tech industry. And these hardware, software, and technology developers don’t think like us. Despite appearances, business executives are simply not the ones in control of the high-tech world – it is the engineers who are running the show. We have let the inmates run the asylum.“

This perfectly captures the reality of how decisions in tech are often made without enough consideration for how real people will interact with products. In my project, where I’m working on making sustainability a part of everyday life through gamification, this insight is crucial. If I don’t stay focused on the user’s experience, my product could fall into the same trap of prioritizing technical functionality over actual usability.

Bowie also introduced the UX Maturity Model, a framework to assess how much an organization values and integrates UX into its processes. This is something that could come in handy for any UX designer trying to push for more user-centered design in their company. The model breaks organizations into six stages, from „Absent“ (UX doesn’t exist) to „User-driven“ (UX is a core part of the company’s culture).

  • Absent: UX is ignore
  • Limited: UX work is sporadic and unimportant
  • Emergent: There’s some UX work, but it’s inconsistent
  • Structured: UX practices exist but vary in effectiveness
  • Integrated: UX is widespread and effective
  • User-driven: UX is central to every part of the organization

For my thesis, this maturity model is a practical way to assess how different apps/websites that I might evaluate over time (or even my own design process) approach user-centered design. Knowing where a sustainability app or product falls on this scale helps me see the opportunities for where they could evolve to better engage with the users and create meaningful behavior change.

One of the most actionable parts of Bowie’s talk was his advice on asking three critical questions when designing for user experience: Relevance, Findability, and Effectiveness. These are things I need to consider when building my own project.

  1. Relevance – Does the information or task help the user move closer to their goal, or is it just a detour? This is key when designing interactions in my app – everything needs to feel like it’s helping the user move forward.
  2. Findability – Can users easily locate the information they need? Are they aware they need it? In my project, if users can’t find the eco-friendly habits or challenges they need to engage with, they’ll likely lose interest.
  3. Effectiveness – Once the user finds what they’re looking for, can they easily use it? This ties directly into the usability of my app – if it’s not easy to use, no one will want to engage with it.

These questions help me keep the user at the center of the design process, ensuring the app stays simple, clear, and intuitive.

Kent Eisenhuth’s talk on accessibility was also very interesting. Accessibility is often treated as an afterthought, but he argued that it should be a priority from the start of any design process. This is something I hadn’t considered as deeply before, but Eisenhuth showed how designing for accessibility can actually result in better design for everyone—not just for people with disabilities.

His talk was packed with practical tips on making data visualizations and interfaces more accessible. For example, he recommended using a combination of fills and borders to highlight important information, moving labels next to segments instead of using confusing legends, and using dark mode to reduce visual clutter and help users to focus.

One of Eisenhuth’s most interesting points to me was about data sonification, or using sound to describe charts and graphs. By thinking about different ways to present information – like using sound cues instead of relying solely on visual elements – one can reach a wider audience.

He also mentioned that sometimes, charts and graphs are just not a good solution. In some cases, offering a data table might be a better option for accessibility, as it allows users to navigate the information with ease, especially for people who rely on screen readers.

Both of these talks have helped me see how essential it is to consider every aspect of the user experience – from how users find and interact with information to ensuring the design is accessible for everyone. As I continue developing my thesis on gamifying sustainable habits, these insights will shape both the theoretical framework and the practical elements of my project. Ultimately, the goal is to create an app that not only helps users build sustainable habits but does so in a way that’s engaging, intuitive, and accessible for all.

More about the UX maturity model: https://www.nngroup.com/articles/ux-maturity-model/

A website that Kent Eisenhuth mentioned and that I found very interesting and might come in handy at some point to find inspiration, is Google’s open source design system Material 3: https://m3.material.io/

The Nielsen Norman Group also has a useful collection of relevant information on accessibility and inclusivity: https://www.nngroup.com/articles/accessibility-inclusivity-study-guide/

21 | Evaluating the Master Thesis: „How Much Can Social Dynamics and Mobile Applications Help in the Battle Against Climate Change?“ by Markus Janik

(1) Level of Design

The design of the thesis is very straightforward and minimalist. There are no particular visual elements or creative design features that stand out. The thesis is presented in a black-and-white format, with a focus on the theoretical content rather than visual appeal. The design choices give the work a somewhat utilitarian and sober tone. Even the embedded screenshots of the mobile application developed for the project do not suggest a high level of attention to design. The app itself, based on the screenshots, looks functional but not visually appealing, which suggests that design wasn’t a major priority in this project.

(2) Degree of Innovation

While the app developed in this thesis is not groundbreaking in its concept (there are plenty of apps out there aimed at encouraging environmentally friendly behavior), it does have a unique angle. This app is specifically targeted at residents of Vienna, making it more relevant to its local audience. That’s a nice touch, as it shows some thought into who the app is designed for. Nevertheless, I couldn’t really get the glimpse of why it is specifically suitable for people from Vienna, as this was not discussed in detail.

(3) Independence

The author appears to have worked independently on this project, tackling both the research and app development largely on his own. The thesis is based on his insights and decisions, especially regarding the research questions and the app’s functionality. This shows a good degree of independence, though at times the thesis could have benefitted from more guidance, especially when it comes to organizing the content and presenting the findings more clearly.

(4) Outline and Structure

The structure of the thesis is fairly standard, with seven main chapters:

  1. Introduction – This gives a solid overview of the topic, breaking it down into various subtopics.
  2. Background Information – Covers general info on climate change, climate change in Austria, what serious games are, and the role of social dynamics.
  3. Methodology – Introduces the two main research questions: „How Much Can Mobile Applications Reduce the Carbon Emissions of Their Users?“ and „How Much Can Mobile Applications Motivate their Users to Learn About and Engage More in the Battle Against Climate Change?“. The methodology also explains how the author plans to gather data and what results are expected.
  4. Implementation of the App – This chapter has only 4.1 as a subtopic, which is essentially bad scientific practice and makes it feel incomplete. More detailed sections on the app’s development process would have been helpful.
  5. Evaluation of the App – Describes the testing process and results.
  6. Discussion – Analyzes the findings in more depth.
  7. Conclusion – Wraps up the research.

Overall, the structure is logical, but there are some inconsistencies. For example, the table of contents only lists subtopics up to the second level (like 1.1), even though there are more subdivisions (like 1.1.1) in the chapters. More attention to detail in organizing the content would have made the thesis easier to navigate.

(5) Degree of Communication

Communication is probably the weakest part of this thesis. The content is not always well-organized, and there’s a lot of repetition, with similar points being made in different sections. For example, the app is discussed in various parts of the thesis, but it’s never really showcased in a way that gives a clear picture of what it does. The author also jumps between topics, which makes it hard to follow the overall flow of the paper. A more logical and cohesive structure would have made the research easier to digest.

(6) Scope of the Work

The thesis is 84 pages long, with a total of 105 pages including references and appendices. It combines both theoretical research and a practical application, which is a positive aspect. However, while the theoretical part is quite detailed, the practical side feels underdeveloped. Given that the app is a key component of the research, it would have been beneficial to include more details on its design, functionality, and impact.

(7) Orthography and Accuracy

There are quite a few spelling and grammar mistakes scattered throughout the thesis, starting already from the acknowledgments. Furthermore for example, mistakes like “there needs to be changes” (p. 7) and “a extensive survey” (p. 39) show a lack of careful proofreading. Some sentences sound not scientific, like “Fortunately there exists a study” (p. 39) or “Obviously it will not be possible for this paper” (p. 46). It often feels like the text was directly translated from German, resulting in some clumsy phrasing, like “had people in it, that just tired die app” (p. 74). These errors make the thesis less polished and detract from the content.

(8) Literature

The thesis references a wide range of sources, including academic papers, books, and websites. Most of the sources are relatively up-to-date and the variety of resources suggests the author engaged with the literature.

Overall, Markus Janik’s thesis shows a solid effort. The app he developed is a useful contribution, particularly for the local Viennese context, but it lacks broader innovation. In my opinion the biggest areas for improvement are in communication, structure, design and accuracy. The frequent spelling mistakes and awkward phrasing give the impression that the thesis wasn’t proofread. Overall, while the thesis has potential, a bit more attention to detail in how the content is presented and structured would have gone a long way in improving the final product.