Introduction
This essay explores a critical challenge within a gamified waste recycling system: the lack of regular QR code scanning by households. Gamification, which integrates game design elements into non-game contexts to enhance user engagement, has been increasingly applied in environmental initiatives to encourage sustainable behaviours (Nicholson, 2015). However, when participation wanes, the system’s effectiveness diminishes. As an Idea Mentor in project design and management, the purpose of this essay is to propose an immediate, actionable step to address this issue and sustain engagement. The discussion will focus on understanding user disengagement, proposing a targeted solution through enhanced feedback mechanisms, and evaluating its potential impact on system vitality. This analysis draws on relevant literature and project management principles to ensure a practical and informed approach.
Understanding User Disengagement in Gamified Systems
User disengagement in gamified systems often stems from a lack of perceived value or insufficient motivation to sustain participation. Research suggests that while gamification can initially boost engagement through rewards and competition, long-term adherence requires consistent reinforcement and relevance to users’ needs (Nicholson, 2015). In the context of a waste recycling system, households may stop scanning QR codes if the process feels tedious, the rewards are unappealing, or feedback on their contributions is unclear. Moreover, behavioural change theories, such as the Theory of Planned Behaviour, indicate that attitudes towards a task, perceived ease, and social norms significantly influence sustained action (Ajzen, 1991). Identifying these barriers is crucial in project design to tailor interventions that rekindle user interest.
Proposed Immediate Step: Enhanced Real-Time Feedback and Visualisation
As an immediate step, I propose integrating enhanced real-time feedback and visualisation features into the gamified waste recycling system. This solution involves providing households with instant, accessible data on their recycling contributions via a mobile app or online dashboard linked to QR code scans. For instance, after scanning, users could see a visual representation—such as a progress bar or tree graphic—indicating how much waste they have diverted from landfills or how their actions contribute to community-wide goals. Additionally, personalised notifications could congratulate users on milestones or remind them of the environmental impact of their efforts.
Evidence from gamification studies supports this approach, highlighting that immediate feedback loops increase user motivation by making achievements tangible (Nicholson, 2015). Furthermore, project management literature underscores the importance of user-centric design in sustaining engagement, particularly through iterative feedback that adapts to user behaviour (Kerzner, 2017). By making the outcomes of QR code scanning visible and meaningful, households are more likely to perceive the system as rewarding and relevant. Indeed, a practical example can be drawn from recycling initiatives like Recyclebank, which successfully uses point systems and feedback to encourage consistent participation (Recyclebank, 2023).
However, limitations exist. Implementing such a feature requires technical integration and may face initial costs or accessibility issues for some households. Despite this, the focus on real-time feedback aligns with project management principles of prioritising user experience to drive outcomes, making it a feasible short-term intervention.
Conclusion
In conclusion, addressing the decline in QR code scanning within a gamified waste recycling system demands a strategic, user-focused intervention. The proposed step of enhancing real-time feedback and visualisation offers an immediate solution by reinforcing the value of participation and making environmental impact tangible to households. Supported by gamification research and project management principles, this approach tackles key barriers to engagement while fostering a sense of achievement. The implications of this solution extend beyond immediate participation, potentially informing long-term system design to include adaptive feedback mechanisms. Ultimately, by prioritising user motivation through actionable insights, the system can remain active and engaging, contributing to broader sustainability goals.
References
- Ajzen, I. (1991) The Theory of Planned Behaviour. Organizational Behavior and Human Decision Processes, 50(2), pp. 179-211.
- Kerzner, H. (2017) Project Management: A Systems Approach to Planning, Scheduling, and Controlling. 12th ed. Wiley.
- Nicholson, S. (2015) A Recipe for Meaningful Gamification. In: Wood, L. C. and Reiners, T. (eds.) Gamification in Education and Business. Springer, pp. 1-20.
- Recyclebank (2023) About Us. Recyclebank Official Website. Available at: https://www.recyclebank.com/about-us [Accessed 10 October 2023].

