Methods: Focus group, contextual inquiry, affinity diagram, semi-structured interview, personas, high-fidelity prototyping, think-aloud, heruistic evaluation.
Team member: Sarah Reeder, James Schmittler, Ben Serrette, Xuan Wang, Yuebo Wang.
The challenge of this project was to "design an object, interface, system, or service intended to support the idea to utilizing or consuming local resources rather than global resources, in a sustainable and envorionmentally efficient manner". Gardening for Community was our effort to encourage the sustainable practice of growing food for local consumption by fostering a stronger sense of community of gardeners and volunteers.


We started from a focus group of four people who are enthusiastic about the topic of food. We had a good discussion that covered a range of topics from local food consumption to kitchen garden, from food waste to sustainability education.


In order to better understand local food, we conducted a field observation at the Bloomington farmers' market. There we observed the interactions between the vendors and consumers and we found that those who are interested in local food are also willing to share information about it.


From the Farmers' Market, we got to know a stand owner--"Chili Woman", who grows all kinds of chilis by herself. We visited her green house, conducted an interview with her, from which we got a better understanding of her work process.


We also conducted an interview with the president of Centers for Sustainable Living in Bloomington. She was very concerned about the sustainable issue in local Bloomington. From the interview we found out that Community Garden was one of the projects the center has been running.



Having all the notes, pictures and videos, we put the data together and did an affinity diagram to look into research data. From our affinity diagram, we generated the following major insights:
From these insights, we narrowed down to two design directions:
We decided to go with the direction of promoting urban farming, which embedded a lot of opportunities and also our design could have more impact on. One case of urban farming is community gardening. We followed the definition of a community garden as a place where offers participants a local, sustainable, and economically preferable alternative to purchasing food from distant sources by allowing a group of people to grow their own food on a shared plot of land.




Among several community gardens in Bloomington, we chose two, which are differenet in terms of the scale, the activity level and the operating mode. We did contextual inquiries with the volunteers and conducted interviews with the administrators.
From observing and working together with the volunteers in one community garden, we found that:
Although it's dirty in the garden, we enjoyed the time working together, talking while working, asking and getting the answers and learning something new. We felt it's a nice break from work and study. Also we felt a sense of achievement looking at the organized plants being taken care of by us. We believed all these feelings are the benefits the volunteers could get from doing the work in the garden, but the premise is to have someone for guidence and to work together with someone else with the knowledge sharing, communication, and collaboration.
From interviewing with the administrator in the other community garden, where gardeners rent individual plots or volunteer in the communal areas of the garden, we learned that:
Based on all the insights, we assume that:
Having all these insights in mind, we brainstormed on how to bring people together when they are needed in the community garden, and to communicate this information to them in a positive and motivating way. Our mantra is: "to give the garden a voice".




We incorporated ambient design in our concept, because we didn't want to overwhelm people with too much information. Our research showed that ambient displays work well with providing information not intrusively, which are also usually used as a source of motivation.


Our design was an ambient device that could be placed in any plant, living or artificial. It ties a volunteer to a specific community garden, and indicates through motion sensors and wireless internet connection the level of activity within the garden.
The motion sensors in the garden would be placed at the entrance, and monitor arrival and departure of large beings through the gate or opening.
A higher number of people in the garden would cause the light to glow brighter, and a lower number would cause the light to go dimmer. Although the goal of the design is to motivate volunteers to go to the garden when others are present, so that inexperienced gardeners may learn from other gardeners, if volunteers choose to go to the garden when there are fewer people present, the garden is still benefited from the volunteers for showing up.


Our low-fidelity prototype was a plastic plant rigged with lights that were connected to a dimmer switch. We used the method--Wizard of Oz by letting one person act as the computer, manipulating the the intesity of the lights based on different scenarios.


From the usability testing, We found that:
Based on the feedback from the usability testing, we considered making further adjustments to our concept in the future: