KOSTER
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​
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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
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We replicated persuasive e-commerce patterns to provoke real impulsive behavior.
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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
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Breaking user expectations triggered deeper reflection than information alone.
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Users’ trust in familiar UI patterns overrode critical thinking.
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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.

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.


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.

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?
