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KOSTER

Portfolio

PIC ME

Big Title

A UI PROJECT AGAINST MASS CONSUMPTION

TEAM - ROLE

Carolina Rosa - Videography

Doron Artsi - Communication Design 

Joana Espadinha - Communication Design

Linda Gasser - Product Design

Luisa Koster - Design Management  

 

DURATION

February - July 2023

 

CONTEXT

Consumption Awareness

 

CLIENT

Faculdade de Belas-Artes

 

TOOLS

Figma, Photoshop, Miro, Rhino

ABSTRACT 

PROCESS

RESEARCH

CONCEPT

OUTCOME

EFFECT

ABSTRACT​

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PIC ME is a critical design experiment that mimics fast fashion’s dopamine-driven shopping experience, only to subvert it. Users unknowingly purchase images of clothing instead of actual items, with their money redirected to garment workers. Through a website and digital vending machine, PIC ME challenges impulsive consumption and prompts reflection on the true cost of fast fashion.​​​​​​​​​​​​​​​​​​​​​​

PROCESS

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Situation
A Multidisciplinary UI/UX project at Belas-Artes.

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Challenge
To create an experience that feels as addictive as fast fashion yet triggers reflection.

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Decisions

  • We replicated persuasive e-commerce patterns to provoke real impulsive behavior.

  • We added a physical vending machine to test reactions in public spaces.

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My Role
Project lead, journey mapping, user testing, and synthesizing behavioral insights.

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Learnings

  • Breaking user expectations triggered deeper reflection than information alone. 

  • Users’ trust in familiar UI patterns overrode critical thinking.

  • Peer reactions in the physical installation amplified discussions more than the website.

RESEARCH

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Methods:

• Literature review • competitor analysis • 6 semi-structured interviews with students and relatives.

 

RESEARCH INSIGHTS

 

Impulse Drivers: Trends, discounts, and urgency tactics encourage fast, emotional buying.

 

Low Barriers: Fast checkout and free returns reduce hesitation.

 

Social Influence: Social proof and influencer marketing normalize overconsumption.

 

Sustainable Barriers: Ethical alternatives are perceived as expensive, hard to find, and lacking transparency.

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CONCEPT

 

Online Platform

The website mimics fast fashion sites with bright visuals, urgency cues, and fast checkout to trigger impulsive buying.

 

The Twist

Instead of clothing, buyers unknowingly purchase only a printed picture; their payment goes to garment workers, confronting them with the true cost of fast fashion.

 

Vending Machine Concept

The machine offers a digital try-on where users expect printed clothing but receive only a picture. This approach aims to surprise and spark public discussions about overconsumption.

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OUTCOME

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• User testing shows that most participants ignore disclaimers and complete the purchase, proving how persuasive UI patterns override critical thinking.

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• The reveal card creates a strong emotional journey: excitement → surprise → frustration → reflection, making users question their shopping habits.

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• The project demonstrates that design can use persuasive patterns ethically to provoke self-awareness, but long-term behavior change requires follow-up strategies.

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EFFECT

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For users:

Confronted impulsive habits and reflected on their shopping behavior.

 

For businesses:

Raised ethical questions on persuasive UI tactics.

 

For society:

Contributed to conversations on fast fashion’s true cost.

 

The challenge remains: 

How can awareness translate into real shifts in consumer behavior?

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