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Scaffolding second-hand fashion consumption among adolescent girls - Cool and sustainable app design for better user experience of redistribution of clothing

Fjeldstad, Vilde
Master thesis, Group thesis
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Fjeldstad_Leonardsen.pdf (22.57Mb)
Year
2017
Permanent link
http://urn.nb.no/URN:NBN:no-61907

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  • Institutt for informatikk [3604]
Abstract
Climate change is a highly present challenge of the 21st century. Human factors are contributing to global warming with over-consumption as a part of the problem. The consummation of clothing is increasing, and we own a lot more items than we actual use. This calls for change in consumer behaviour, and we need to establish more sustainable consumption patterns. New technology has given us a possibility to look for new ways of redistributing goods. Several second-hand redistribution platforms have emerged, world wide. In Norway, the launch of the first service, Finn.no, second-hand markets entered a new, digital platform, providing a wide online network for redistribution. The introduction of smart phones and apps provided, even more, potential for online redistribution of goods, giving us tools for buying and selling any time from any place one finds oneself. Today, this is a fast-growing market with new services constantly appearing. Even though there are a lot of providers and different ways to buy and sell second-hand online, this is still a marginal part of most people’s clothing consumption. We would like to change this. This thesis presents a project, creating a new service supporting sustainable consumption. The service is aimed at young girls, at the age of 15-20, a user group of digital natives with interest in fashion and sharing clothes more often than older user groups. The theoretical framework for our research is Intentional Design for Innovation, a theory about how to design for joy. The service is a result of a design process, using the methodology of User Centered-Service Design, focusing on both product and service. The final result is a prototype developed through iterations of user research, design, prototyping and evaluation.
 
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