schoon strand scheveningen

Sparked by insights from a prior BeachBot project, I initiated and led the 8-week collaboration project with Rijkswaterstaat.

The project had two focuses.

  1. Raise awareness of small litter (e.g., cigarette butts, microplastics)

  2. Explore persuasive design strategies that could positively influence beach visitors’ behaviour on Scheveningen Beach.


Timeline

2023

Client

Rijkswaterstaat


Role

Lecturer

Context

Over an 8-week course, 16 first-year UX Design students worked within a shared design brief while developing diverse interventions ranging from physical infrastructure to digital nudges.

As Lecturer, I facilitated client communication, structured the design process, and guided students throughout the full design cycle.

Problem Definition


Background

As beach visitor numbers increased, so did the cost and operational burden of waste management. Although trash bins were available, litter problems persisted.

This suggested that the issue was not infrastructure availability alone, but behavioural patterns.

Key Observations

  • Students conducted:

    • 2 observations, 2 user interviews, and 14 surveys per student (on average)

    • Persona development for different user groups: young adults, families, smokers, group visitors

    • Data synthesis into 6.5 key insights per student (on average)

  • Research conducted by students revealed:

    • a behaviour-intent gap caused by weak environmental cues

    • peer influence strongly shaping littering behaviour

    • infrastructure design failing to support responsible actions

    • positive motivation outperforming punishment

    • different user groups requiring tailored interventions

  • Key user groups identified:

    • young adults influenced by social norms

    • smokers with high environmental impact but low awareness

    • families with children offering opportunities for long-term behaviour change

    • group visitors showing diffused responsibility

core problem

How might we motivate beach visitors to keep the beach clean through positive, engaging, and context-sensitive design interventions?

OKRs & Hypothesis

Objectives

  1. Increase awareness and responsible behaviour among beach visitors

  2. Deliver diverse persuasive design concepts within a shared design brief

  3. Explore interventions that balance behavioural influence and real-world feasibility

Key Results

  1. Deliver 16 diverse design outcomes across physical and digital intervention formats.

  2. Ensure each student completes the full design process including research, prototyping, and testing.

  3. Generate concepts strong enough to be considered for real-world implementation by stakeholders.

I hypothesised that:

Hypothesis 1

Behavioural Design

Positive and playful interventions would be more effective than guilt-based messaging.

Hypothesis 2

Contextual Design

Solutions tailored to specific user groups would increase behavioural impact.

Hypothesis 3

Process

Structured feedback loops and persuasive design experimentation would improve design quality and strategic thinking.

Approach

My role extended beyond teaching design tools.

I focused on:

  • facilitating client alignment and clarifying design goals

  • guiding students in behavioural analysis and journey mapping

  • leading workshops on persuasive design through experiments

  • providing personalised feedback based on weekly performance tracking

  • encouraging exploration across physical and digital interventions


Key Strategic Direction

Treat behavioural change as a design problem rather than a communication problem.

process

Students followed an iterative design process.

Average per student:

  • 2 observations

  • 2 interviews

  • 14 surveys

  • persona development across key user groups

  • synthesis into an average of 6.5 key insights per student

Iteration structure:

  • 2 rounds of mid-stage testing

  • 2 rounds of prototyping

  • 4 feedback loops

Overview: Design Directions

Values overlap as multiple strategies were applied to a single concept.

Results

16 final design outcomes

mainly emerged in 3 directions:

direction 1

Interactive Bins + Playful Cues

  • custom bins with feedback mechanisms

  • sensory or gamified interactions

  • playful behavioural triggers

direction 2

Digital Touchpoints + Social Persuasion

  • apps and AR layers

  • storytelling-driven clean-up challenges

  • persuasive user flows across touchpoints

direction 3

Game & Interactive design for children and families

  • installations and games encouraging family participation

  • inclusive experiences considering group dynamics

  • educational play as behaviour reinforcement

Reflection

As a Lecturer:

  • My role increasingly resembled that of a product owner, requiring flexibility in guidance depending on each student’s approach.

  • Structured facilitation enabled diverse outcomes while maintaining alignment with client needs.

Key Learnings:

  • Behavioural change requires contextual understanding rather than one-size-fits-all solutions.

  • Persuasive design works best when positive motivation replaces punishment.

  • Quantitative tracking should be incorporated earlier to measure impact more clearly.

  • Capturing client constraints early is essential, especially when infrastructure feasibility is involved.

Most importantly:

  • Designing behavioural change means balancing environmental context, user psychology, and practical implementation constraints

  • multiple concepts considered for implementation by the Municipality of The Hague

  • increased student engagement with environmental issues

  • successful alignment between client expectations and student outcome

Next: BeachBot