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Development of a Gamified Circular Economy Platform for the Hospitality Sector
  1. case
  2. Development of a Gamified Circular Economy Platform for the Hospitality Sector

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Development of a Gamified Circular Economy Platform for the Hospitality Sector

3sidedcube.com
Environmental Services
Hospitality & leisure

Challenges in Reducing Cardboard Waste in the Hospitality Sector

300 million cardboard boxes are used annually in the UK for food and beverage deliveries, with only 5% reused despite 95% being reusable. Current recycling practices are less sustainable than closed-loop reuse systems, leading to unnecessary carbon emissions and operational costs for suppliers.

About the Client

A sustainability-focused company creating solutions to reduce waste in the hospitality sector through circular economy models.

Objectives for Implementing a Circular Economy Solution

  • Create a reusable packaging tracking system to close the supply chain loop
  • Incentivize businesses and consumers to return packaging through gamification
  • Reduce carbon emissions by maximizing package reuse over recycling
  • Provide real-time impact reporting for users and suppliers

Core System Functionalities and Key Features

  • Two distinct user roles (drivers and site users) with role-specific interfaces
  • QR code-based package scanning for delivery/collection tracking
  • Gamified leaderboard with points and rewards system
  • Pickup/dropoff request functionality for site managers
  • Admin dashboard for content management and impact analytics

Technology Stack Requirements

iOS app development (Swift)
QR code integration
Cloud-based backend (AWS/Firebase)

System Integration Needs

  • QR code scanning API
  • Cloud storage for package tracking data
  • Dashboard analytics tools

Non-Functional Requirements

  • Scalable user management system
  • Real-time tracking performance
  • Data security for user information
  • Cross-platform compatibility for future expansion

Expected Environmental and Economic Impact

Projected reduction of 390g carbon emissions per reused box compared to recycling, with potential cost savings for suppliers through reduced packaging purchases. Gamification elements aim to increase return rates above 95% while providing measurable sustainability metrics through real-time reporting dashboards.

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