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02ReusePass

Designing a system that enables reuse at scale.

Designing the physical and digital experiences that make reuse easy, engaging, and repeatable.

Company
Topanga
Role
Product and design
Discipline
Behavioral and interaction design, systems, product strategy
01   The systemCheckout → Use → Return → Repeat

Traceability created a system of accountability.

A checkout and return system created visibility and enabled us to guide behavior, manage exceptions, and run the program at scale.

CheckoutOperator scans the user’s pass at checkout UseThe rental shows in the app ReturnStudent drops it in a bin; RFID does the rest Washed RepeatContainer goes back into circulation A ReusePass reusable container with a QR code on the lidEvery container,
every time

Student

Checks out, uses, and returns reusable packaging.

Dining team

Distributes and collects containers.

Program operator

Monitors participation and manages the program.

System

Connects physical containers, RFID, and software.

02   Designing for the return windowGuide → Remind → Consequence → Resolution

Intentional touchpoints encouraged desired behaviors.

The return window guided students toward the right behavior while maintaining flexibility for operational mishaps.

First-time users got extra grace: softer rules and clearer nudges, since a confusing first return was the biggest reason someone never came back.

03   Making reuse feel rewardingVisual design · gamification · community

We made participation feel simple and rewarding.

Reuse can easily feel like another obligation. We wanted it to feel like something people chose to be part of.

04   Proving the interaction changed behaviorA test against a control group

Visible impact changed behavior.

Group Students who tried ReusePass once, then went quiet

The text
ReusePassThanks to participants like you, the Cougs have saved 2,419 containers from going to landfills so far this year.
Control
+60%Received the text
Participation, relative to the control group

A single choice can feel too small to matter. Seeing what their community had done together convinced them it counted.

05   Pulling the system togetherThe operating layer

Program managers needed visibility into their program.

  1. Container in inventory
  2. Loop openedContainer scanned out
  3. Loop closedRFID return
  4. Wash
  5. Container returns to shelf
Before loop closedContainer lost

The dashboard turned thousands of individual physical interactions into something operators could understand and act on.

Program

Return rate

Return rate became the hero metric, the number program health was measured against.

Return rate module: 99% all-time return rate, 12,029 of 12,870 returned; last month 99%

Loops

Check-outs and returns

Loops opened and closed by day of the week, filterable by location and date range.

Average check-outs (loops opened) and returns (loops closed) by day of the week

Container

Asset usage

Where every container was: in circulation, lost, or dormant.

Asset usage module: 1,882 in circulation, 0 lost, 0 dormant

Rental

A single rental

Each rental showed its current phase, status, and when the container came back, with every phase of the return window on its timeline.

06   Designing the system for scaleBehavior → system

The goal was to create a system that could scale.

We designed the interactions that encouraged participation, the feedback that made the impact visible, and the tools that gave operators control of the system.

99%return rate across clients
500,000+students onboarded across university campuses
8M+containers saved from landfill