Applying Design Thinking in Food-Waste Mobile Application
Anwar Sodik
a
, Isa Albanna
b
, Muchtarruddin and Joshua Nathaniel Manuputty
Institut Teknologi Adhi Tama Surabaya, Surabaya, Indonesia
Keywords: Design Thinking, Food Waste, User Interface, Mobile Application.
Abstract: Disposal of food that still suitable for consumption or commonly referred to as a surplus, still occurs
frequently in Indonesia. Thus, according to The Economics Intelligence, Indonesia become the country with
the world's second-largest rate of food waste disposal in 2021. Meanwhile, many people in Indonesia are still
hungry and waiting for help from the government to find a solution. However, there needs to be an initiative
from the Indonesian people themselves, especially teenagers with higher education they have. Moreover, in
the digital era like today, it would be very helpful if food waste in Indonesia could be solved through an
application that could be used easily and quickly by the whole community. Implementing the Design Thinking
method helps the end-to-end process so that the finished application can later be validated that the application
can truly be a solution for the Indonesian people and reduce food surplus in the community.
1 INTRODUCTION
The United Nations Food and Agriculture
Organization (FAO) considers food waste to be the
discarding of food items that are still suitable for
human consumption at any point in the food supply
process (FAO, 2011). Recently, food waste has
become a significant issue worldwide, with important
ramifications for the environment, economy, and
society. (Coşkun & Yetkin Özbük, 2020). Every year,
a total of 1.3 billion tons of food that is still fit for
consumption is discarded worldwide, resulting in an
estimated financial loss of $900 billion. (FΑΟ, 2013)
According to a study, it is estimated that the drinks
industry generates around 26% of food waste, with
the dairy industry following at 21%. Fruit and
vegetable production and processing contribute
14.8%, cereal processing and manufacturing
contribute 12.9%, meat processing and preservation
contribute 8%, vegetable and animal oil
manufacturing and processing contribute 3.9%, fish
processing and preservation contribute 0.4%, and all
other industries contribute 12.7%.(Nayak & Bhushan,
2019).
Indonesia has the third highest household food
waste level in Southeast Asia, with consumption
levels reaching 77 kg/capita/year. Brunei Darussalam
holds the first rank, Cambodia holds the second, and
a
https://orcid.org/0000-0002-9443-1519
b
https://orcid.org/0000-0003-2091-1568
Vietnam has the lowest. (UN Environment Program,
2021)
The "Food Loss and Waste in Indonesia" report by
the Ministry of National Development Planning in
2021 states that the economic loss from food waste in
Indonesia between 2000-2019 was approximately
213-551 trillion rupiah annually, or 4-5% of
Indonesia's GDP. Furthermore, the number of people
who could have been fed from the loss of nutrition
(energy) during the same period is estimated to be 61-
125 million, 29-47% of Indonesia's
population..(Bappenas, 2021)
Given this situation in Indonesia, we have created
a platform to reduce food waste in Indonesia. Users
can share information about food waste and food that
is still safe to consume. This app is expected to be able
to reduce food waste on a small scale. The platform is
an Android-based application with research
development using a design thinking approach. A
digital platform is a systematic foundation for
integrating productive, informative, and human
resources in a region and industry to offer public
services and business ventures. (Zatsarinnyy &
Shabanov, 2019). Digital platforms are a prevalent
reality that disrupts established companies by altering
how digital products and services are consumed and
supplied. While conventional firms generate value
within the limitations of a corporation or supply
chain, digital platforms leverage a network of self-
Sodik, A., Albanna, I., Muchtarruddin, . and Nathaniel Manuputty, J.
Applying Design Thinking in Food-Waste Mobile Application.
DOI: 10.5220/0012107800003680
In Proceedings of the 4th International Conference on Advanced Engineering and Technology (ICATECH 2023), pages 255-259
ISBN: 978-989-758-663-7; ISSN: 2975-948X
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
255
governing entities to create value jointly.(Hein et al.,
2020). This app is tailored for Android users in
Indonesia. The market share of Android users in
Indonesia is 89%, followed by iOS with 10%.
(Statcounter, 2022).
Design Thinking is used as the basis for innovation
in this research. Design Thinking has a market value
share of USD 6900.0 million in 2021 and is expected
to grow at a CAGR of 7.25% during the forecast
period, reaching USD 10500.0 million by 2027.
Companies such as IBM, Adobe, and Enigma have
made Design Thinking the basis of their innovation.
(Global Design Thinking Industry Research Report,
Competitive Landscape, Market Size, Regional Status
And Prospect, 2022)
2 TEORITICAL BACKGROUND
Design thinking, also called designerly thinking,
involves a non-linear and repetitive method that aims
to comprehend users, question assumptions, re-
evaluate issues, and generate new solutions that can
be tested and prototyped. (Siang & Interaction Design
Foundation, 2018). In more abstract terms, Design
thinking can be described as a recursive and
cooperative approach to resolving issues creatively.
(Pope-Ruark, 2019).
This process of Design Thinking is consists of five
phases: Empathize, Define, Ideate, Prototype and
Test (Doorley et al., 2018). During the Empathy
phase, designers investigate the needs and objectives
of the target users for a product. In the Empathy
phase, designers research the needs and goals of a
product's target users. This phase is a valuable
opportunity to uncover crucial user traits, address
gaps in understanding users, and question pre-
existing assumptions. In the Definition phase,
designers synthesize core user characteristics and
establish the design requirements, which are the
must-haves for the product.
The ideation phase is a crucial step in the design
thinking process, where designers generate ideas that
can be materialized. These ideas can pertain to
various aspects of the product, such as navigation
menus, content style, visual presentation, etc.
Ideation enables designers to think innovatively and
often collaboratively. This phase is characterized by
generating many ideas, some of which may be
unrealistic or unfeasible, but the designers need to
consider all options.
The prototype phase follows the ideation phase in
the design thinking process. In this phase, designers
create one or more product mockups and visual
representations of the ideas generated during the
ideation phase. These prototypes provide designers
with a tangible expression of the product and can be
used to test its functionality, usability, and user
engagement. This allows designers to obtain valuable
feedback on the product's design. It's worth noting
that prototypes are not the final products and may be
altered based on feedback and testing.(Doorley et al.,
2018).
The prototype phase follows the ideation phase in
the design thinking process. In this phase, designers
create one or more product mockups and visual
representations of the ideas generated during the
ideation phase. These prototypes provide designers
with a tangible expression of the product and can be
used to test its functionality, usability, and user
engagement. This allows designers to obtain valuable
feedback on the product's design. It's worth noting
that prototypes are not the final products and may be
altered based on feedback and testing. (Sodik & Putri,
2021)
The design thinking methodology is not a linear
progression but rather a cyclical and iterative process.
Designers frequently revisit the Empathize stage to
conduct further user research as they engage in the
ideation phase. Additionally, testing is not undertaken
exclusively after the process, but rather, it is
incorporated throughout various stages of iterative
prototyping on both a large and small scale (Siang &
Interaction Design Foundation, 2018).
3 METHODOLOGY
In this research, the methodology employed is the
design thinking method, which entails the following
stages: Empathize, Define, Solution, Prototype, and
Testing. The sample population consisted of 30
individuals of diverse backgrounds, all of whom are
members of the target customer segment for this
platform.
3.1 Empathize
During the Empathize stage, the focus is on gaining a
deeper understanding of the user regarding their
thoughts and feelings. This enables the identification
of pain points, which serve as a foundation for the
development of features that address the user's
problems.(Liu & Cai, 2022). The output generated is
in the form of an Empathy Map. (Bittner & Shoury,
2019).
An Empathy Map is created to enable researchers
to gain a deeper understanding of the user through
interviews. (Bittner & Shoury, 2019). The Empathy
Map comprises four groups that are differentiated
based on the results of the interviews. The first group
contains information about what the user Says, the
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second group includes information on what the user
thinks about their experiences, the third group
contains information about what the user Feels or
their emotions, and the fourth group contains
information about what the user Does. (Siricharoen,
2021).
3.2 Define
The collected interview results provide insights
through a user journey and pain points, summarized
on an insight board. Once collected, these insights are
categorized based on the grouping of insights
obtained from the interviews, the definition of
problems derived from understanding the wisdom
and planning for solutions that can be used to resolve
the issues and the journey undertaken by the
respondents from start to finish.(Parizi et al., 2020)
3.3 Ideate
The next step is determining which features are
suitable solutions to the problems identified. After
identifying the elements to be implemented, the next
step is to filter these features to prioritize which ones
will be designed first in the MVP stage using an
Action Priority Matrix. (Panyukov et al., 2022).
3.4 Prototype
The researcher first creates a sketch to focus primarily
on the translation of features. After making the
sketch, the next step is to convert the digital drawing
into a digital form and create a clickable application
structure (prototype) so that users can directly
experience the solution offered.(Vogel et al., 2021)
3.5 Testing
To test the application, the System Usability Scale
(SUS) method is used to determine the usability of the
system that has been created (Hyzy et al., 2022). The
first step taken is to document all of the answers that
users have submitted through the form after
requesting feedback from users regarding the
application under development. The criteria for
participants recruited for testing align with the User
Persona created previously..
4 IMPLEMENTATION - HERE
After conducting interviews with users in the initial
phase, an empathy map is produced as follows. The
empathy map provides an initial overview of the
user's perspective on the problems encountered. The
researcher has concluded the results of the interviews
with users and generated 4 groups within the empathy
map. Where in the "Does" and "Feels" group, the
most conclusion points were obtained, 8 points as we
show in figure 1.
Figure 1: Result of Empathy Map.
Based on the results of the empathy map, the
researcher has drawn the conclusion that the problem
encountered requires the define phase to be carried
out. In the define phase, the researcher creates a list
of pain points. The results obtained are as follows :
The excessive amount of food being
discarded
The excess food available cannot be reused
Difficulty in finding individuals willing to
accept surplus food
Unforeseen issues that cannot be resolved
independently
Food is often thrown away due to lack of
alternative options
Strict company policies resulting in wasting
food that is still edible
Food vendors are difficult to contact
Raw materials cannot be sold if they have
poor form
Difficulty in finding individuals willing to
share their food for free
Prepared food does not have a long shelf life
Many foods are not accessible due to their
high cost
There is a minimum amount required for
stock ordering
In this phase, the creation of user personas and
user journeys is also conducted to observe the daily
patterns of the user and identify the target audience of
this application
The next step is Ideate. In this stage, solutions are
generated for the problems mentioned in the previous
stage. As the goals of this research are to produce an
Applying Design Thinking in Food-Waste Mobile Application
257
MVP, the actions to be taken must be low effort with
maximum impact. Thus, the solutions to be developed
will be organized using an Action Priority Matrix in
figure 2 below.
Figure 2: Action Priority Matrix Result.
The Action Priority Matrix will result in features
with low effort but high impact, where the features
are Food Search, Chat, Affiliate, and Community.
The features that have been compiled will be
implemented in sketches in low-fidelity design up to
high-fidelity design. The prototype produced is as in
figure 3 below.
Figure 3: High Fidelity Design.
Next, it will be developed into a high-fidelity
design to view at the surface level. The high-fidelity
design is created to approximate the original product
like in figure 4.
Figure 4: Low Fidelity Design.
In this phase, the creation of user personas and
user journeys is also conducted to observe the daily
patterns of the user and identify the target audience of
this application
In this step, the creation of user personas and user
journeys is also conducted to observe the daily
patterns of the user and identify the target audience of
this application
In testing stage, the System Usability Scale (SUS)
is used with the final value obtained being 81,375 and
is classified as Excellent quality. (Wahyuni
(Universitas Sultan Ageng Tirtayasa) et al., 2021).
𝑥
𝑥
𝑛
𝑥
1672,5
20
𝑥
. = 81,375
Note :
𝑥
= average score
𝑥 = total SUS score
N = number of participant
5 CONCLUSION
Design Thinking provides a concrete and structured
method for transforming abstract ideas into
actionable plans. When applied to app development
ideas, this approach is quite effective. Initially, ideas
that are only pieces of solutions will become more
concrete and focused solutions. Design thinking
greatly helps the product development process to be
faster. The current participants are fond of the concept
of sharing food waste based on this Android
application. Currently, we are reaching out to other
platforms (iOS, PWA) to expand the market.
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