OVERVIEW

Wastebuy Delivery is a household waste collection service that lets people sell recyclable waste directly from their homes. Users book pickups through LINE LIFF, receive clear sorting guidance, and earn rewards that encourage better recycling habits, while the system reduces operational load for drivers and admins.


I joined the project to refresh the art direction and improve the product experience, focusing on simplifying booking, making environmental impact visible, strengthening gamification, and aligning the system to scale with real usage.

The project received the DEmark Award 2025 for excellence in service design and real-world impact.

Wastebuy Delivery is a household waste collection service that lets people sell recyclable waste directly from their homes. Users book pickups through LINE LIFF, receive clear sorting guidance, and earn rewards that encourage better recycling habits, while the system reduces operational load for drivers and admins.


I joined the project to refresh the art direction and improve the product experience, focusing on simplifying booking, making environmental impact visible, strengthening gamification, and aligning the system to scale with real usage.

The project received the DEmark Award 2025 for excellence in service design and real-world impact.

IMPACT

  • Enabled 7,000+ active users and 5,000+ bookings

  • Supported 4.6M kg of waste properly sorted and recycled

  • Reduced 1.3M kg CO₂e, equivalent to planting 1M trees

  • Cut admin workload by 60% by redesigning booking logic and system rules

The Challenge

Why the existing system could not scale.

Wastebuy grew quickly, but the original booking flow and service logic were not built for real-world volume. As usage increased, friction grew for users and manual work increased for admins and drivers.

The challenge was to redesign the experience so it stayed simple for households while scaling reliably for operations.

Here's the current design:

Issues we saw after ran the design audit:


📲
Booking was tied to
phone numbers,

causing duplicate bookings
and fragmented user data



😕
Users were unsure if bookings
were successful, leading to multiple
bookings for the same household



📱
The app created friction,
many users preferred LINE
and avoided installing it



📋
Waste categories and preparation
steps were unclear, slowing down
sorting and pickup queues



🏷️
Pricing differences,

such as crushed vs uncrushed bottles,
were not clearly communicated



😵‍💫
Too many inputs were required

too early, increasing drop-off


What I Inherited

Starting with a live product under real constraints.

Starting with a live product under real constraints.

Starting with a live product under real constraints.

I joined with an existing product, early insights from the client, and a tight timeline. Instead of running new research, I audited the current flows, mapped the end-to-end service journey, and synthesized client and operational input using a Jobs To Be Done framework. This helped us focus on what mattered most, quickly.

I joined with an existing product, early insights from the client, and a tight timeline. Instead of running new research, I audited the current flows, mapped the end-to-end service journey, and synthesized client and operational input using a Jobs To Be Done framework. This helped us focus on what mattered most, quickly.

Key Jobs To Be Done

What users and the system needed to accomplish.

What users and the system needed to accomplish.

🚚 Book a pickup easily

Fast booking through a familiar
platform with minimal steps.

🗑️ Sort waste
with confidence

Clear guidance so waste is
prepared correctly the first time.

🕹️ Feel rewarded
and motivated

Make value and impact visible
during the action, not after.

📊 Scale without
admin help

System logic that reduces
manual intervention.

Design Decisions

How design choices supported scale and behavior change.

How design choices supported scale and behavior change.

2025

Booking logic based on households, not phone numbers

We shifted identity from phone numbers to addresses. This reduced duplicate bookings and cut admin workload by 60%.

LINE-first experience

We designed the entire flow on LINE LIFF to remove app-install friction and support usage across age groups.

In-flow guidance instead of post-error fixes

Clear categories, visual cues, and preparation tips were added during booking to reduce sorting mistakes and pickup delays.

Impact shown during action

Clear categories, visual cues, and preparation tips were added during booking to reduce sorting mistakes and pickup delays.

Gamification designed for habit, not volume

Clear categories, visual cues, and preparation tips were added during booking to reduce sorting mistakes and pickup delays.

Key Design Work

What was redesigned for users and operations.

What was redesigned for users and operations.

What was redesigned for users and operations.

For Users

Booking Flow Redesign

Gamification and Impact Model

For Staffs

Driver Work Queue

Driver Work Queue

Admin Dashboard

Reflections

What this project reinforced.

What this project reinforced.


What this project reinforced.

This project reminded me that good design is about making things clear and easy, not adding more. Refreshing the art direction helped modernize the experience, but clarity and system logic created the real impact.

Working on a live service pushed me to think beyond screens. Small design decisions affected drivers, admins, and long-term scalability. Focusing on simplicity, reliability, and behavior change led to measurable results.

This project reminded me that good design is about making things clear and easy, not adding more. Refreshing the art direction helped modernize the experience, but clarity and system logic created the real impact.

Working on a live service pushed me to think beyond screens. Small design decisions affected drivers, admins, and long-term scalability. Focusing on simplicity, reliability, and behavior change led to measurable results.

Wastebuy Shipped 2025 Web (LINE LIFF)

Simple, rewarding waste management at scale

FOCUS

Design Strategy, Art Direction, Gamification Logic

YEAR

2024-2025

TEAM

1 Junior Designer, 1 PM, 2 Developers

ROLE

Senior Product Designer

FOCUS

Design Strategy, Art Direction, Gamification Logic

YEAR

2024-2025

TEAM

1 Junior Designer, 1 PM, 2 Developers

ROLE

Senior Product Designer