BeFungi

An educational platform that encourages junior designers to design sustainably.

Project Type

University Group Project,

MSc Interaction Design,
Amsterdam University of

Applied Sciences

University Group Project,

MSc Interaction Design,

Amsterdam University of Applied Sciences

Collaborators: Daniël Bolt,

Ève Bérard, Halszka Barczuk

Collaborators: Daniël Bolt, Ève Bérard, Halszka Barczuk

Duration

8 weeks (27 October -

18 December 2025) 

8 weeks (27 October - 18 December 2025) 

Methods

Desk Research, Survey,

Prototyping, UI Design,
Interaction Design,
User Testing

Desk Research, Survey, Prototyping,

UI Design, Interaction Design,
User Testing

Tools

Figma, Notion, Miro

Figma, Notion, Miro

Problem

The environmental impact of digital products is growing rapidly, yet many junior designers lack awareness of sustainable practices. Befungi addresses this by helping them understand and reduce their digital carbon footprint.

Solution

Befungi is an educational platform that uses gamification and a fungi-inspired metaphor to teach sustainability. It guides users through curated content and visualizes their learning journey via a progress-tracking system.

Impact

The platform encourages sustainable design habits without compromising creativity. Future iterations will expand accessibility and community collaboration to further support junior designers.

PROBLEM

The widespread use of digital technologies, from cloud computing and data centers to everyday internet services, now contributes a measurable portion of global greenhouse gas emissions. According to recent studies, the digital sector accounts for about 3.4% of emissions and some projections estimate this share could

reach up to
5%

reach up to
5%

This footprint includes the energy required to power data processing, networks, and billions of connected devices worldwide. Recognizing this impact highlights the importance of sustainable design practices in reducing the environmental cost of digital products.

There are many reasons why designers do not choose sustainable solutions, but three key challenges stand out.

1

1

Lack of Awareness

Lack of Awareness

Most junior designers are unaware that their design

decisions contribute to digital carbon emissions.

Most junior designers are unaware that their design decisions contribute to digital carbon emissions.

2

2

No Clear Guidance

No Clear Guidance

Those who want to design sustainably struggle to find practical,

accessible methods they can apply in their daily workflow.

Those who want to design sustainably struggle to find practical, accessible methods they can apply in their daily workflow.

Those who want to design sustainably struggle to find practical, accessible methods they can apply in their daily workflow.

3

3

Low Motivation

Low Motivation

Existing sustainability resources feel complex or overwhelming, which prevents long-term habit building.

OBJECTIVES

User Goal

User Goal

User Goal

Enable junior designers to develop an understanding of sustainable digital design in a motivating, approachable, and non-intimidating way. The platform should help them build confidence in their knowledge, explore sustainability at their own pace, and gradually integrate sustainable practices into their everyday design process, without feeling overwhelmed or restricted.

Product Goal

Product Goal

Product Goal

Integrate sustainable thinking into designers’ daily workflows without disrupting creativity or efficiency.

Success Metrics

Success Metrics

Success Metrics

Measure engagement through content completion, progress tracking on MyFungi, and increased confidence in applying sustainable design practices.

RESEARCH

PERSONAS

PERSONAS

PERSONAS

Lina — Primary User

Junior UX Designer | 1 year

Goals

  • Design more sustainably

  • Understand impact

Pain Points

  • Doesn’t know where to start

  • Sustainability feels complex

Mark — Secondary User

Mid-level Digital Designer | 3–6 years

Goals

  • Work efficiently

  • Apply practical knowledge

Pain Points

  • Sees sustainability as extra effort

  • Low tolerance for academic content

SURVEY

SURVEY

SURVEY

Insight 01 – Learning style

87.5% of participants identified as visual learners, while only 37.5% preferred text-based content.

Insight 02 – Motivation

59.1% stated that progress tracking is crucial for staying motivated.

Insight 03 – Social effect

Survey results showed that motivation is not only individual but also social, with participants indicating that peer behavior and support influence their engagement with sustainability.

PROCESS
Early Ideation
  • Based on our initial research, each team member explored an individual concept direction

  • We shared our concepts with each other and discussed their strengths, weaknesses, and feasibility

  • Through collective critique, we identified overlapping themes and opportunities

  • We decided to merge our ideas into a single, stronger concept

  • The chosen direction focused on a plugin that integrates into designers’ workflows and supports learning while designing

Workshop

Conducted a workshop with 6 designers to test the plugin concept

  • Users interacted with a paper-based mockup of the website

  • While designing, they received warnings about sustainable design decisions

  • Participants were asked whether they would change their choices based on the warnings

  • The warnings also provided educational information on sustainability

  • Findings:

    • Users did not want to download a separate plugin

    • Users preferred not to be forced to change their design choices

    • Users appreciated the gamified presentation of sustainability, making a serious topic more engaging

Pivot to Learning Platform
  • Based on workshop insights, we shifted focus from workflow intervention to education

  • Goal: Encourage designers without overwhelming them while retaining gamification

  • Explored platform structure through team discussions and concept sketches

  • Planned content flow, navigation, and gamified progress mechanics

  • Designed a system that balances learning, motivation, and autonomy

Design Metaphor
  • Inspired by biomimicry, we based the concept on natural systems

  • Abstracted underground fungal networks into a layered, interconnected metaphor

  • Used this system to visualize sustainable design practices in an intuitive way

  • Each topic represented as a “root” or “fungal branch,” showing how decisions are connected

  • Gamified growth mechanics integrated into the metaphor to reinforce learning and progress

DESIGN APPROACH/GOALS

LEARN

LEARN

Users explore curated articles, podcasts, and videos

that introduce sustainable digital design practices in an engaging way.

Users explore curated articles, podcasts, and videos that introduce sustainable digital design practices in an engaging way.

Users explore curated articles, podcasts, and videos that introduce sustainable digital design practices in an engaging way.

GROW

GROW

Each completed topic grows a unique mushroom, visualizing personal progress and reinforcing motivation through gamified learning.

CONNECT

CONNECT

Knowledge is structured as an interconnected fungal network, where individual design decisions relate to a larger ecosystem and global community of designers.

VISUAL
IDENTETY

VISUAL IDENTETY

VISUAL IDENTETY

Knowledge is structured as an interconnected fungal network, showing how individual design decisions relate to a larger ecosystem and a global community of designers.

USER FLOW


USER FLOW

USER FLOW

HOW IT

WORKS?

HOW IT WORKS?

HOW IT WORKS?

Homepage → Onboarding Interaction

  • Introduces users to the concept of digital sustainability and invites users to start their learning journey by planting a spore

  • The planted spore represents the first stage of the fungi metaphor

  • Users receive immediate feedback that their learning has begun, they can choose to sign up or skip and continue

  • After this step, users are taken to the Ecosystem page where exploration starts

My Ecosystem → Content Discovery

  • Welcomes users and explains how learning works through small guidance cards

  • Allows users to freely choose any curated content and start from any topic

  • Learning begins with a short Introduction to Sustainability preview

  • Content is organized into three main branches

  • Each branch contains curated articles, podcasts, and videos

  • Completing a topic activates the Complete button

  • Completed branches change color

  • At the same time, the user’s mushroom gradually grows, visualizing progress

My Ecosystem → Content Discovery

  • Welcomes users and explains how learning works through small guidance cards

  • Allows users to freely choose any curated content and start from any topic

  • Learning begins with a short Introduction to Sustainability preview

  • Content is organized into three main branches:

    • Hosting & Infrastructure

    • Web Design

    • Development

  • Each branch contains curated articles, podcasts, and videos

  • Content is simplified and summarized to communicate core ideas without overwhelming users

  • Completing a topic activates the Complete button

  • Completed branches change color

  • At the same time, the user’s mushroom gradually grows, visualizing progress

MyFungi → Progress & Community

  • Displays the fungi the user has grown so far and each fungus represents a completed topic

  • Users can continue learning from ongoing topics or revisit completed ones

  • Shows the user’s current achievements and learning status

  • Introduces the World of Befungi section

  • Visualizes user progress on a global map alongside other designers and reinforces a sense of community and shared learning

  • Helps users feel motivated and not alone in their sustainability journey

  • Displays personalized content recommendations based on visited topics

  • Highlights globally popular content across other users’ ecosystems

FINAL PRODUCT
NEXT STEPS & REFLECTION
  1. Designing Befungi highlighted the potential of alternative, non-linear learning systems for engaging designers with sustainability. While moving away from traditional, linear educational platforms initially felt uncertain, user testing showed that visualizing learning as growth increased both engagement and motivation.


  1. Looking ahead, clearer onboarding and navigation would help users understand where to start and how to explore the platform more confidently. In addition, introducing an alternative, more conventional content discovery mode alongside the gamified experience could better support different learning preferences and encourage long-term engagement.


  1. The project also revealed the importance of community in sustaining motivation. Future iterations could strengthen peer interaction by enabling designers to share insights, discuss challenges, and learn from each other, reinforcing the idea that sustainable design is a collective effort rather than an individual task.


  1. Finally, this project emphasized that sustainability in digital design goes beyond visual decisions. Future development would focus on deeper sustainable web practices such as performance optimization, code efficiency, and low-impact infrastructure, ensuring that the platform itself aligns with the values it promotes.