BEACH BOT
BeachBot project developed a mobile platform that engages young users in annotating beach litter. The platform supports two autonomous robots - BB (litter picker) and MAPP (object recognizer)- by crowdsourcing annotated data through a gamified mobile app.
The project evolved over three years with 2 design sprints from conceptual ideation to MVP deployment.
Showcased at Dutch Design Week (2020) and featured in international media including Galileo ProSieben (DE) and Jeugdjournaal NPO (NL)
Timeline
2019-2021Client
TechTics
Role
UX DesignerContext
Background: BeachBot
BeachBot project focused on designing a mobile platform to crowdsource litter annotation data to support two autonomous beach-cleaning robots:
BB(litter picker)
MAPP (object recogniser)
While the technical system relied on annotated data, the real challenge was human engagement.
Although young users were capable of contributing meaningful annotation data, annotation tasks were often perceived as repetitive and unmotivating.
The long-term success of the robotic ecosystem therefore depended on creating a sustainable and engaging annotation experience.
Problem Definition
Project Details
The BeachBot project aimed to involve young users in environmental contribution through a gamified annotation platform, supporting real-world autonomous robotics.
Key Observations
Early research revealed that:
annotation felt like a chore
young users disengaged quickly without emotional triggers
traditional labelling interfaces lacked intrinsic motivation
As the project progressed toward MVP deployment, additional challenges emerged:
lack of feedback loops in early designs
outdoor usability constraints (sunlight, wind, unstable internet)
unclear long-term retention
core problem
How might we transform annotation from a repetitive task into an engaging, purpose-driven experience that remains usable and motivating in real-world conditions?
OKRs & Hypothesis
Objectives
Increase engagement of young users in annotation activities
Validate annotation experience in real-world environments
Deliver design directions balancing user motivation and business feasibility
Key Results
Conduct early validation with more than 10 children through interviews and 2+ co-creation sessions
Involving the young target users became a prerequisite to make sure the project to be user-centred.
Test the MVP in real outdoor conditions with large-scale participation
Considering the project domain, testing the MVP in the outdoor setup (beach) became mandatory to check the relevance and effectiveness of the design created. Also, iterating the design based on the collected feedback became our key strategy.
Improve usability and motivation metrics based on field feedback
This was another challenge for me. Through this experience, I aimed to learn how to capture user feedback from quantitative methods and how to convert the collected insights into meaningful design choices.
I hypothesised that:
Hypothesis 1
Engagement
If annotation is framed as a narrative-driven mission, children will stay engaged longer and contribute higher-quality data.
Hypothesis 2
Interaction
If annotation interaction allows creative and expressive input, users will perceive the process as playful rather than repetitive.
Hypothesis 3
Product Strategy
If design directions separate short-term deployment needs from long-term engagement goals, the product roadmap will become clearer.
Approach
As a UX designer, I covered the following activities:
Phase 1: 2019–2020
Led a ideation workshop and early prototyping
Designed story-driven onboarding and drawing-based UI
Conducted a group interview with 17 elementary school students in Groningen, NL
Phase 2: 2021
Facilitated 3 co-creative sessions with children and UX professionals
Conducted MVP field tests with 300+ participants in Hoek van Holland, Kijkduin, and Zandvoort, NL
5x Iterated based on structured feedback (quantitative + qualitative)
Created 2 concepts to meet both business and user engagement goals
2 core strategies emerged:
Strategy 1
Story-Driven Interaction
narrative onboarding using alien characters
shared mission framing (“Let’s”)
emotional context before task execution
Strategy 2
Expressive Annotation
drawing-based annotation instead of rigid bounding boxes
step-by-step guidance supporting autonomy
creative interaction suited for young users
process
The project followed an iterative process across two phases:
-
annotation process analysis
storytelling research
group interview with 17 elementary students
low-fidelity prototyping
Key insight
Emotional resonance significantly increased early engagement.
-
3 co-creation sessions
UX professionals
UX students
children participants
Key insights:
social connection supports sustainable engagement
playful interaction improves retention
annotation flow must feel effortless
real-world environments significantly affect usability
Results
Phase 1: Concept Exploration
The design contains two main highlights:
Onboarding with catchy narratives
Annotation by drawing and tap
The work was nominated as the Winner of the 2020 European Design Upgrade Hackathon for innovative, socially-driven design. With that, we presented our work at Dutch Design Week 2020 - Read More
Phase 2: MVP Scaling
The MVP was tested during the Boskalis Beach Cleanup Tour:
300+ users engaged
75 qualitative interviews
33% requested stronger fun factors
Key finding:
→ The system was usable but not yet habit-forming.
7.5
usability score
7
motivation score
MVP Field Validation Survey Results (n=316; scale 0 to 10)
final design outcomes
emerged in 2 directions:
direction 1
Light Version
core annotation functionality
simplified layout
faster deployment
business-aligned MVP
direction 2
Game version
mission-based narrative
higher interactivity
stronger emotional engagement
Reflection
This project demonstrated that:
Joy drives repetition; annotation becomes sustainable when framed as a mission rather than a task.
Real-world testing reveals constraints impossible to simulate indoors (touch targets, contrast, offline tolerance).
One design direction cannot satisfy all stakeholder needs, leading to clarify product roadmap through dual-direction strategy.
Most importantly:
Designing for participation means balancing emotional engagement, usability, and long-term product feasibility.

