Virtual Reality in Service Design for Plastics Recycling: Two Application Cases
Ashley Colley, Kuisma Hurtig, Juri Etto, Emma Kirjavainen, Pavlo Ivanov, Jonna H\"akkil\"a

TL;DR
This paper explores how virtual reality can enhance service design for plastics recycling by providing immersive, interactive experiences that improve understanding and engagement across different stages of the recycling process.
Contribution
It introduces two novel VR application cases demonstrating its potential in designing and educating about plastics recycling services.
Findings
VR improves understanding of recycling tasks
VR enhances stakeholder engagement and shared sensemaking
Trade-offs include hardware access and localization challenges
Abstract
Plastics recycling depends on everyday sorting practices and on how recycling services are communicated and experienced. Virtual reality (VR) can present these practices and services in situated, interactive form, yet its role in service design for plastics recycling is still emerging. This paper examines how VR tools can contribute to designing plastics recycling services through two application cases that address different stages of the recycling journey. The first case, Clean Cabin Escape, is a household scale VR escape room where players collect and sort waste items into locally relevant categories, with immediate feedback that supports practice with plastics recycling decisions. The second case is a VR simulation of a plastics recycling center that represents a real planned site and is used in service design workshops where stakeholders explore layout, signage and customer paths…
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Taxonomy
TopicsInnovative Human-Technology Interaction · Service and Product Innovation · Geographies of human-animal interactions
