"STOMP"

An interactive walking platform for communities to address waste production cycles caused by mindless overconsumption.

An interactive walking platform for communities to address waste production cycles caused by mindless overconsumption.

Sustainable Systems

Sustainable Systems

Industrial Design

Industrial Design

Interaction

Interaction

"STOMP" Hero prototype

What

What

"STOMP" is a public intervention that makes discarded material visible within everyday movement. It uses the act of walking to question how quickly waste disappears from attention once it leaves the hand.

“STOMP” is a public intervention that makes discarded material visible within everyday movement. It uses the act of walking to question how quickly waste disappears from attention once it leaves the hand.

Material specific waste generation

Containers only waste treatment

Recycling rate of beverage cans

Why

Why

I was throwing away multiple cans a day, but the problem was not just the number of cans. It was how little friction existed between using something and forgetting it. Disposal made the material disappear before I had to understand my own role in the system. "STOMP" responds to that gap by making waste visible, physical, and harder to passively ignore.

I was throwing away multiple cans a day, but the problem was not just the number of cans. It was how little friction existed between using something and forgetting it. Disposal made the material disappear before I had to understand my own role in the system. “STOMP” responds to that gap by making waste visible, physical, and harder to passively ignore.

(Click on map to zoom) Initial research phase mind map

Form and mechanism iterations

Volunteering at the migrant shelter

How

How

The project started from my own daily overconsumption, but I did not want to build from guilt alone. I tested that instinct through interviews, waste data, site visits, mapping, and community experience, looking at how cans move from casual use to public residue. Observations in places like theaters and bars showed how quickly consumption turns into disposal, while volunteering at a migrant shelter gave me a sharper contrast: environments where resources and responsibility are felt more collectively.

From there, I moved into sketches, material tests, tile mechanisms, and prototypes, refining "STOMP" from a recycling idea into a public interaction surface.

The project started from my own daily overconsumption, but I did not want to build from guilt alone. I tested that instinct through interviews, waste data, site visits, mapping, and community experience, looking at how cans move from casual use to public residue. Observations in places like theaters and bars showed how quickly consumption turns into disposal, while volunteering at a migrant shelter gave me a sharper contrast: environments where resources and responsibility are felt more collectively.

From there, I moved into sketches, material tests, tile mechanisms, and prototypes, refining “STOMP” from a recycling idea into a public interaction surface.

STOMP installation in use

Pratt industrial design faculty interacting with "STOMP", Senior Thesis 2026

(Video) Interaction with "STOMP"

(Video) Removing can after interaction

Then

Then

"STOMP" gave me a way to test whether waste could be made visible without relying on signs, guilt, or instruction. The final prototype worked because the interaction stayed simple: a person either steps on the tile and changes the can through pressure, sound, and deformation, or moves around it and still has to register its presence.

That choice was the outcome. The can stopped being background material and became something people had to notice in relation to their own movement. I learned that a project does not need to explain everything if the condition is clear enough. By placing a familiar object in the path, "STOMP" turned overconsumption into something immediate, physical, and briefly shared.

“STOMP” gave me a way to test whether waste could be made visible without relying on signs, guilt, or instruction. The final prototype worked because the interaction stayed simple: a person either steps on the tile and changes the can through pressure, sound, and deformation, or moves around it and still has to register its presence.

That choice was the outcome. The can stopped being background material and became something people had to notice in relation to their own movement. I learned that a project does not need to explain everything if the condition is clear enough. By placing a familiar object in the path, “STOMP” turned overconsumption into something immediate, physical, and briefly shared.

aahan@aahanpradhan.com

New York

© 2026 Aahan Pradhan