DROPL

A toilet in every home


Why toilets?

During 2020, I found that in the world there are over 1.7 billion people still do not have basic sanitation services, such as private toilets or latrines. Every day there are about 800 children who die from water and sanitation problems that could be prevented. That is why I decided to choose sanitation for my thesis project and get out into the field to design a solution to help solve the problem.


The solution

DROPL is a system designed to recycle and reuse human waste, turning it into raw material. This waste can become a resource once it is transformed into biogas (fuel or energy) and into fertilizer. Within the system are a service for daily waste collection, a dry toilet designed for adults and children, and a tent for privacy in the home. There is also an app for purchasing the toilet and keeping track of the service. DROPL is in line with UN Sustainable Development Goal 6.


Watch video

Project details

Type

Product & Service design

When

2021

Role & responsabilities

User research Product service & system design Product strategy Art direction

Team

Individual project

DROPL

A toilet in every home


Why toilets?

During 2020, I found that in the world there are over 1.7 billion people still do not have basic sanitation services, such as private toilets or latrines. Every day there are about 800 children who die from water and sanitation problems that could be prevented. That is why I decided to choose sanitation for my thesis project and get out into the field to design a solution to help solve the problem.


The solution

DROPL is a system designed to recycle and reuse human waste, turning it into raw material. This waste can become a resource once it is transformed into biogas (fuel or energy) and into fertilizer. Within the system are a service for daily waste collection, a dry toilet designed for adults and children, and a tent for privacy in the home. There is also an app for purchasing the toilet and keeping track of the service. DROPL is in line with UN Sustainable Development Goal 6.


Watch video

Project details

Type

Product & Service design

When

2021

Role & responsabilities

User research Product service & system design Product strategy Art direction

Team

Individual project

DROPL

A toilet in every home


Why toilets?

During 2020, I found that in the world there are over 1.7 billion people still do not have basic sanitation services, such as private toilets or latrines. Every day there are about 800 children who die from water and sanitation problems that could be prevented. That is why I decided to choose sanitation for my thesis project and get out into the field to design a solution to help solve the problem.


The solution

DROPL is a system designed to recycle and reuse human waste, turning it into raw material. This waste can become a resource once it is transformed into biogas (fuel or energy) and into fertilizer. Within the system are a service for daily waste collection, a dry toilet designed for adults and children, and a tent for privacy in the home. There is also an app for purchasing the toilet and keeping track of the service. DROPL is in line with UN Sustainable Development Goal 6.


Watch video

Project details

Type

Product & Service design

When

2021

Role & responsabilities

User research Product service & system design Product strategy Art direction

Team

Individual project

Chapter 1 - The research

Toward the end of 2020, I discovered the problem, so in November I decided to jump in headlong with the research right around the time of World Toilet Day. Unfortunately, due to the global pandemic and various blockades straddling 2020 and 2021, it was not possible for me to travel to talk to users in India or sub-Saharan Africa. Therefore, I did mainly desk research, from which I learned a lot and gained several insights. I immersed myself in the problem by watching hours of documentaries, online interviews, reading articles and documents on the subject, and learning more and more.


Design brief

After that, to make the project even more challenging, I decided to give myself a design brief. ‍The Dropl project will have to be designed by putting users and their needs first, with a mission to provide a sustainable, low-cost service that operates without water or energy, turning waste into fuel or energy. The project will also have to provide users with privacy, security, and dignity while providing a convenient and cost-free service.


A book as an outcome of the research

The resulting outcome was a 10-chapter book in which I explore the world of toilets from different perspectives through my research. Starting with the dynamics around the problem, I gathered various insights such as the problem of girls being forced to drop out of school because of the absence of toilets or even the various ways that exist to turn waste into resources. During the research I interfaced with solutions from the past but also gathered several case studies of solutions in the present

Chapter 2 - Design

In the weeks following the research there was a Define phase, in which I started from what emerged to figure out the next steps. This helped me highlight the pain and needs of the Personas, which then guided me through the project. Based on these assumptions, I was able to throw down a Service System map that told what I had in mind. To make it more concrete, I mapped all the actors and the relationships that connected them, starting from core users to direct and indirect stakeholders.


Analyzing the competition

Before getting down to the actual design, I devoted myself to studying what the competitors were doing. I analyzed both startups and big players to understand what their offerings were, how they were operating in the market, and their business model. The outcome that came out of that was a benchmark, where the driving force was the features that I cared about, such as privacy or designing an inclusive product.


A drop-shaped toilet

Once the building blocks of my system were defined, I began to design the product that users would use, namely a dry compost toilet to be placed inside their homes. This is a toilet that works without flushing and does not need energy to be used. Users can use the toilet either in the squat position or while sitting. The name Dropl comes from the somewhat unusual shape of this product, which makes it somewhat unique and certainly less boring than its competitors.

Chapter 3 - Prototype


Defining dimensions

After finalizing the product concept, my focus shifted to meticulous and detailed design to assess its feasibility. Starting with initial sketches, I gradually evolved the concept into digital illustrations and then moved on to creating 3D models. 3D modeling proved invaluable in prototyping the toilet, allowing me to refine its form and functionality. In addition, 3D renderings provided a quick visualization of the final result, helping to evaluate and iterate the design. Throughout this iterative process, I paid special attention to ensuring that the size of the toilet was suitable for adults and children, promoting accessibility for users of all ages.


Choosing materials and production processes

In the 3D design phase, much attention was paid to selecting ideal manufacturing techniques that would allow efficient scaling of the project while minimizing costs. With this in mind, I took the strategic decision to use rotational molding for the main body, which would be made of durable PP (polypropylene). This approach ensured that the product would maintain the desired shape and would also allow production to be tested on a smaller batch of units, optimizing the manufacturing process.

For the upper part of the product, however, a different approach was taken to achieve cost efficiency on larger production batches. Injection molding and blow molding methods were chosen, using HDPE (high-density polyethylene) as the material of choice. By taking advantage of these techniques, it was possible to optimize production costs while maintaining the desired product quality and functionality.


Iterate, iterate, iterate

Regarding prototyping, I employed a combination of digital and physical techniques to ensure complete iteration and achieve optimal results. In addition to digital prototypes, I used laser-cut cardboard and plastic materials to create 3D printed models. These tangible prototypes allowed for hands-on testing and continuous refinement of the design. By adopting hybrid prototyping, I was able to iterate efficiently and make continuous improvements throughout the design process.

Chapter 4 - Refine & Pitch


Creative direction of the project

The last few weeks much attention has been devoted to giving the project a compelling creative direction, to make the project marketable. To this end, a series of renderings were created to ensure cohesion and effectively communicate the functionality of the project. These visual representations served as the basis for developing storyboards for a communication video aligned with the United Nations Sustainable Development Goals (UN SDGs).

By aligning the project's narrative with these global goals, it was possible to emphasize its positive impact and resonate with target audiences on a broader scale. Attention to creative direction and alignment with the UN SDGs enabled the project's vision and potential to be presented more effectively, enhancing its appeal and engaging for future stakeholders.

Learnings

My involvement in the DROPL project lasted several months, during which I gained valuable insights beyond traditional product design. Although the thesis was primarily about developing a physical product, I had the opportunity to engage in service and interface design, incorporating systems thinking into my approach. This experience taught me how to navigate and address complex problems by adopting a holistic perspective. I learned to embrace an end-to-end product design process, starting with in-depth research, proceeding to design, and concluding with industrial delivery and production phases. This comprehensive approach allowed me to better appreciate the interconnectedness of the various design elements and the importance of considering the entire user journey.

Chapter 1 - The research

Toward the end of 2020, I discovered the problem, so in November I decided to jump in headlong with the research right around the time of World Toilet Day. Unfortunately, due to the global pandemic and various blockades straddling 2020 and 2021, it was not possible for me to travel to talk to users in India or sub-Saharan Africa. Therefore, I did mainly desk research, from which I learned a lot and gained several insights. I immersed myself in the problem by watching hours of documentaries, online interviews, reading articles and documents on the subject, and learning more and more.


Design brief

After that, to make the project even more challenging, I decided to give myself a design brief. ‍The Dropl project will have to be designed by putting users and their needs first, with a mission to provide a sustainable, low-cost service that operates without water or energy, turning waste into fuel or energy. The project will also have to provide users with privacy, security, and dignity while providing a convenient and cost-free service.


A book as an outcome of the research

The resulting outcome was a 10-chapter book in which I explore the world of toilets from different perspectives through my research. Starting with the dynamics around the problem, I gathered various insights such as the problem of girls being forced to drop out of school because of the absence of toilets or even the various ways that exist to turn waste into resources. During the research I interfaced with solutions from the past but also gathered several case studies of solutions in the present

Chapter 2 - Design

In the weeks following the research there was a Define phase, in which I started from what emerged to figure out the next steps. This helped me highlight the pain and needs of the Personas, which then guided me through the project. Based on these assumptions, I was able to throw down a Service System map that told what I had in mind. To make it more concrete, I mapped all the actors and the relationships that connected them, starting from core users to direct and indirect stakeholders.


Analyzing the competition

Before getting down to the actual design, I devoted myself to studying what the competitors were doing. I analyzed both startups and big players to understand what their offerings were, how they were operating in the market, and their business model. The outcome that came out of that was a benchmark, where the driving force was the features that I cared about, such as privacy or designing an inclusive product.


A drop-shaped toilet

Once the building blocks of my system were defined, I began to design the product that users would use, namely a dry compost toilet to be placed inside their homes. This is a toilet that works without flushing and does not need energy to be used. Users can use the toilet either in the squat position or while sitting. The name Dropl comes from the somewhat unusual shape of this product, which makes it somewhat unique and certainly less boring than its competitors.

Chapter 3 - Prototype


Defining dimensions

After finalizing the product concept, my focus shifted to meticulous and detailed design to assess its feasibility. Starting with initial sketches, I gradually evolved the concept into digital illustrations and then moved on to creating 3D models. 3D modeling proved invaluable in prototyping the toilet, allowing me to refine its form and functionality. In addition, 3D renderings provided a quick visualization of the final result, helping to evaluate and iterate the design. Throughout this iterative process, I paid special attention to ensuring that the size of the toilet was suitable for adults and children, promoting accessibility for users of all ages.


Choosing materials and production processes

In the 3D design phase, much attention was paid to selecting ideal manufacturing techniques that would allow efficient scaling of the project while minimizing costs. With this in mind, I took the strategic decision to use rotational molding for the main body, which would be made of durable PP (polypropylene). This approach ensured that the product would maintain the desired shape and would also allow production to be tested on a smaller batch of units, optimizing the manufacturing process.

For the upper part of the product, however, a different approach was taken to achieve cost efficiency on larger production batches. Injection molding and blow molding methods were chosen, using HDPE (high-density polyethylene) as the material of choice. By taking advantage of these techniques, it was possible to optimize production costs while maintaining the desired product quality and functionality.


Iterate, iterate, iterate

Regarding prototyping, I employed a combination of digital and physical techniques to ensure complete iteration and achieve optimal results. In addition to digital prototypes, I used laser-cut cardboard and plastic materials to create 3D printed models. These tangible prototypes allowed for hands-on testing and continuous refinement of the design. By adopting hybrid prototyping, I was able to iterate efficiently and make continuous improvements throughout the design process.

Chapter 4 - Refine & Pitch


Creative direction of the project

The last few weeks much attention has been devoted to giving the project a compelling creative direction, to make the project marketable. To this end, a series of renderings were created to ensure cohesion and effectively communicate the functionality of the project. These visual representations served as the basis for developing storyboards for a communication video aligned with the United Nations Sustainable Development Goals (UN SDGs).

By aligning the project's narrative with these global goals, it was possible to emphasize its positive impact and resonate with target audiences on a broader scale. Attention to creative direction and alignment with the UN SDGs enabled the project's vision and potential to be presented more effectively, enhancing its appeal and engaging for future stakeholders.

Learnings

My involvement in the DROPL project lasted several months, during which I gained valuable insights beyond traditional product design. Although the thesis was primarily about developing a physical product, I had the opportunity to engage in service and interface design, incorporating systems thinking into my approach. This experience taught me how to navigate and address complex problems by adopting a holistic perspective. I learned to embrace an end-to-end product design process, starting with in-depth research, proceeding to design, and concluding with industrial delivery and production phases. This comprehensive approach allowed me to better appreciate the interconnectedness of the various design elements and the importance of considering the entire user journey.

Chapter 1 - The research

Toward the end of 2020, I discovered the problem, so in November I decided to jump in headlong with the research right around the time of World Toilet Day. Unfortunately, due to the global pandemic and various blockades straddling 2020 and 2021, it was not possible for me to travel to talk to users in India or sub-Saharan Africa. Therefore, I did mainly desk research, from which I learned a lot and gained several insights. I immersed myself in the problem by watching hours of documentaries, online interviews, reading articles and documents on the subject, and learning more and more.


Design brief

After that, to make the project even more challenging, I decided to give myself a design brief. ‍The Dropl project will have to be designed by putting users and their needs first, with a mission to provide a sustainable, low-cost service that operates without water or energy, turning waste into fuel or energy. The project will also have to provide users with privacy, security, and dignity while providing a convenient and cost-free service.


A book as an outcome of the research

The resulting outcome was a 10-chapter book in which I explore the world of toilets from different perspectives through my research. Starting with the dynamics around the problem, I gathered various insights such as the problem of girls being forced to drop out of school because of the absence of toilets or even the various ways that exist to turn waste into resources. During the research I interfaced with solutions from the past but also gathered several case studies of solutions in the present

Chapter 2 - Design

In the weeks following the research there was a Define phase, in which I started from what emerged to figure out the next steps. This helped me highlight the pain and needs of the Personas, which then guided me through the project. Based on these assumptions, I was able to throw down a Service System map that told what I had in mind. To make it more concrete, I mapped all the actors and the relationships that connected them, starting from core users to direct and indirect stakeholders.


Analyzing the competition

Before getting down to the actual design, I devoted myself to studying what the competitors were doing. I analyzed both startups and big players to understand what their offerings were, how they were operating in the market, and their business model. The outcome that came out of that was a benchmark, where the driving force was the features that I cared about, such as privacy or designing an inclusive product.


A drop-shaped toilet

Once the building blocks of my system were defined, I began to design the product that users would use, namely a dry compost toilet to be placed inside their homes. This is a toilet that works without flushing and does not need energy to be used. Users can use the toilet either in the squat position or while sitting. The name Dropl comes from the somewhat unusual shape of this product, which makes it somewhat unique and certainly less boring than its competitors.

Chapter 3 - Prototype


Defining dimensions

After finalizing the product concept, my focus shifted to meticulous and detailed design to assess its feasibility. Starting with initial sketches, I gradually evolved the concept into digital illustrations and then moved on to creating 3D models. 3D modeling proved invaluable in prototyping the toilet, allowing me to refine its form and functionality. In addition, 3D renderings provided a quick visualization of the final result, helping to evaluate and iterate the design. Throughout this iterative process, I paid special attention to ensuring that the size of the toilet was suitable for adults and children, promoting accessibility for users of all ages.


Choosing materials and production processes

In the 3D design phase, much attention was paid to selecting ideal manufacturing techniques that would allow efficient scaling of the project while minimizing costs. With this in mind, I took the strategic decision to use rotational molding for the main body, which would be made of durable PP (polypropylene). This approach ensured that the product would maintain the desired shape and would also allow production to be tested on a smaller batch of units, optimizing the manufacturing process.

For the upper part of the product, however, a different approach was taken to achieve cost efficiency on larger production batches. Injection molding and blow molding methods were chosen, using HDPE (high-density polyethylene) as the material of choice. By taking advantage of these techniques, it was possible to optimize production costs while maintaining the desired product quality and functionality.


Iterate, iterate, iterate

Regarding prototyping, I employed a combination of digital and physical techniques to ensure complete iteration and achieve optimal results. In addition to digital prototypes, I used laser-cut cardboard and plastic materials to create 3D printed models. These tangible prototypes allowed for hands-on testing and continuous refinement of the design. By adopting hybrid prototyping, I was able to iterate efficiently and make continuous improvements throughout the design process.

Chapter 4 - Refine & Pitch


Creative direction of the project

The last few weeks much attention has been devoted to giving the project a compelling creative direction, to make the project marketable. To this end, a series of renderings were created to ensure cohesion and effectively communicate the functionality of the project. These visual representations served as the basis for developing storyboards for a communication video aligned with the United Nations Sustainable Development Goals (UN SDGs).

By aligning the project's narrative with these global goals, it was possible to emphasize its positive impact and resonate with target audiences on a broader scale. Attention to creative direction and alignment with the UN SDGs enabled the project's vision and potential to be presented more effectively, enhancing its appeal and engaging for future stakeholders.

Learnings

My involvement in the DROPL project lasted several months, during which I gained valuable insights beyond traditional product design. Although the thesis was primarily about developing a physical product, I had the opportunity to engage in service and interface design, incorporating systems thinking into my approach. This experience taught me how to navigate and address complex problems by adopting a holistic perspective. I learned to embrace an end-to-end product design process, starting with in-depth research, proceeding to design, and concluding with industrial delivery and production phases. This comprehensive approach allowed me to better appreciate the interconnectedness of the various design elements and the importance of considering the entire user journey.

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Andrea Fanelli

I believe great design is about creating a feeling. A powerful tool for communicating and shaping ideas. Not just a way to create objects but relationships that connect things, environments and people.

Andrea Fanelli © 2024

Andrea Fanelli

I believe great design is about creating a feeling. A powerful tool for communicating and shaping ideas. Not just a way to create objects but relationships that connect things, environments and people.

Andrea Fanelli © 2024

Andrea Fanelli

I believe great design is about creating a feeling. A powerful tool for communicating and shaping ideas. Not just a way to create objects but relationships that connect things, environments and people.

Andrea Fanelli © 2024