UX Design  /  Mobile App
Sortly
A recycling habit tracker that combines gamification and real impact data to make sustainable behavior actually stick.
Product Designer & Researcher
Figma
1 month (Dec 2025)

Recycling is confusing, boring, and hard to track.

Sortly started as a personal project to explore habit-based design. I went in assuming the problem was decision fatigue; people just didn't want one more small daily choice. My research proved otherwise. The real barriers were a lack of knowledge and a lack of feedback: people weren't confident about what goes where, and had no way to see whether their efforts were making any difference.

Key insight: the barrier to recycling isn't motivation; it's confidence and feedback. People want to do the right thing. They just need clarity on what that is, and to feel like it matters.

Interviews, surveys, and a lesson in research logistics.

I conducted three interviews and distributed an anonymous survey to participants beyond just Michigan students. The survey used visuals of common household objects to test actual recycling knowledge without prompting; the goal was to surface real gaps rather than self-reported behavior.

Research findings

Most people understood the basics but made errors under time pressure; knowledge gaps often correlated with educational background. I also attempted a diary study where participants tracked their sorting confidence over a couple of days, but only one person completed it. Lesson learned: longitudinal studies need reminders, compensation, or a controlled setting to work.

From the research I built a user persona and journey map. The pain points were consistent across participants: uncertainty about sorting rules, no visibility into personal impact, and recycling feeling like effort without reward.

Mapping the app structure.

Before moving into visual design I mapped out the full sitemap: a home screen with impact stats and daily fact, a camera scanner, an info section covering common disposal questions, and a settings screen. The info screen was eventually cut after user walkthroughs showed it added friction without adding enough value.

Sortly sitemap

Lo-fi sketches to Figma wireframes.

The process started with hand sketches, then moved into Figma lo-fi wireframes. I ran walkthroughs at each stage to catch friction points early; an info screen I'd planned got cut entirely after users found it unnecessary.

Hand sketches Lo-fi Figma screens
Sortly additional lo-fi wireframes

Building the visual language.

The visual language is earthy and approachable: greens for growth, warm neutrals throughout, and a pixel-art plant mascot that levels up as you log more scans. All of the pixel art — including the plant growth stages and the achievement badges — was made by me. The goal was gamification that motivates without feeling manipulative; every component was designed to reinforce habit-building rather than just drive engagement.

Sortly design system

The full app flow.

The final screens cover the complete flow: home with a growth tracker and weekly impact stats, a barcode scanner, a fun fact modal, achievements and badges, and settings with a full dark mode variant.

Sortly hi-fi screens Sortly hi-fi screens dark mode

The settings screen lets users toggle every feature and delete their data entirely. There's a meaningful difference between gamification that builds habits and gamification that traps you; I wanted Sortly clearly on the right side of that line.

Try it yourself.

Click below to open the interactive prototype in Figma.

View Prototype ↗