Design and Development of a User-Centric Mobile Application to Promote Sustainable Hydration and Reduce Single-Use Plastic Water Bottle Consumption: A Case Study of Chulalongkorn University
Keywords:
sustainability, internet of things, mobile technology, user interface, user expereince, usability, environmentAbstract
This study investigates the efficacy of WaterMap, an innovative user-centric mobile application designed to reduce single-use plastic water bottle consumption at Chulalongkorn University, Thailand-a regionally significant case within Southeast Asia's broader plastic pollution crisis. Employing a User-Centered Design (UCD) approach, we developed and evaluated a system that integrates real-time information on water dispenser locations and water quality with gamification elements to promote sustainable hydration practices. Key informants for the qualitative research were selected from Chulalongkorn University students based on prior participation in environmental surveys, while 17 participants were recruited for quantitative usability testing. Our mixed-methods evaluation, combining quantitative usability metrics (e.g., satisfaction ratings on a 5-point Likert scale) with qualitative thematic analysis, revealed high user satisfaction and a strong perceived potential for reducing plastic waste. Users appreciated the app's ease of use and its role in promoting sustainable behaviors. Notably, 76.5% of participants expressed moderate to high trust in the app's water quality data, while 70.6% reported consistent use of reusable bottles. Areas for enhancement, such as multi-language support and improved gamification engagement, were also identified. This research contributes significantly to the growing body of literature on technological interventions for sustainability, offering valuable insights for developing similar initiatives in other educational institutions-particularly in Southeast Asian contexts facing acute plastic pollution challenges. Our findings demonstrate the potential of combining mobile technology, loT, and gamification to foster behavioral change toward environmental sustainability in higher education settings, with implications for broader public spaces.
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