Tag Archives: consumer trends

Meet the Change Makers: Starbucks’s Quest for a Better Cup | OnEarth

Starbucks didn’t invent the disposable coffee cup, but few other brands are as tightly married to their container. From Brooklyn to Bangkok, the Seattle-based roaster’s white cups are instantly identifiable. More than four billion containers crossed the company’s counters last year, and only a small percentage were recycled.

The person charged with finding a way to increase that share is Jim Hanna, Starbucks’s director of environmental impact. He joined the company in 2006 and has tackled a host of issues, from improving coffee farming, harvesting, and processing techniques to greening the chain’s 17,000-plus stores. He has a lot of success to show for those efforts: Starbucks hit its goal of buying half of all the energy for its North American stores from renewable sources in 2010, years ahead of schedule, for example. But cups, especially the amount of virgin paper they consume, are proving to be one of his greatest challenges.

The company is tackling the problem with its own version of the three R’s: recycling, reuse, and reinvention. Starbucks has piloted recycling efforts city-by-city, working out kinks with trash haulers and paper mills. It has run a nationwide contest to design better reusable mugs. And it has worked to share its findings with the industry, bringing together McDonald’s and Dunkin Donuts, for example, at a series of Cup Summits. But the heat is on. Starbucks has pledged to have cup recycling available in all of its North American outlets by 2015. Modest as this target may sound, it requires that Starbucks more or less remake the paper recycling business.

Hanna, 43, holds a degree in environmental science and has worked in environmental consulting. He says the long-term costs of corporate inaction on pressing environmental issues can be enormous, which is why Starbucks’s hunt for the perfect cup is a voluntary, but critical, initiative. By moving aggressively, the company hopes to win and retain customers, boost employee morale, and maybe even outflank competitors. On March 21, Starbucks released its2011 Global Responsibility Report, documenting both its progress and ongoing challenges. Recycling efforts made gains: the share of North American stores that can recycle hot cups has more than tripled since 2010 to 18 percent. Yet the push to avoid paper use, by spurring more consumers to use tumblers or in-store ceramic mugs, saw almost no improvement.

Hannah spoke with OnEarth’s Adam Aston about Starbucks’s successes and its struggles to solve the coffee cup problem.

What steps has Starbucks taken to lower paper use? It wasn’t so long ago that Styrofoam was the standard.

Our effort goes back to the company’s earliest days, in the 1980s. There was a period, for instance, during which customers would always get two cups to prevent them from burning their fingers. In late 1990s, we introduced the sleeve, which is made of Kraft paper. It is made from recycled content, plus it uses far less material than a whole cup. And because it doesn’t touch the beverage, it can be more easily recycled.

Why not make the whole cup out of that material?

This is where you see how the business side of the paper industry, as well as food safety rules, really complicate this challenge. It is possible to make cups out of unbleached Kraft paper, but there are a couple of limitations. First, most Kraft paper is made from recycled content and, to maintain consumer safety, the Food and Drug Administration regulates the use of post-consumer recycled paper in packaging that comes into contact with food.

Second, whatever sort of paper you use, it has to be made waterproof by lining it with another material. Wax is used in some food applications. Along with most of our competitors, we use a thin lining of food-grade polyethylene plastic.

I’m guessing that the plastic lining complicates the recycling process?

To recycle beverage cups, the cups have to be ground up. From that pulp, the plastic lining is separated using a combination of mechanical force and heat. All of this adds complexity, and cost, to the recycling process. If a paper mill has a cheaper source of fiber — one that demands less processing — it is not going to want beverage cups. And paper mills vary wildly in their abilities. Some are six months old and can handle a wide variety of materials; others are a century old and are easily gummed up by impurities like plastic. So if Seattle, say, has a modern paper mill, you may be able to recycle cups, but if New York has an older mill, or no mill, you can’t.

Working with GlobalGreen [a sustainability focused non-profit established by Mikhail Gorbachev], we ran a trial in Manhattan in 2010, sending poly-coated paper cups from a number of stores to a paper mill on Staten Island. We had mixed results: When we introduced the cups, they generated more unusable byproduct and really slowed down the mill’s processes. When we ended the trial, we had learned a lot. But we’re still looking for paper mills near New York. In other cities, we’re seeing more promising results, and in time we hope to copy and adapt those success stories elsewhere.

This suggests there are a lot of economic factors driving what can be recycled.

Yeah, the New York City pilot illustrates this point. Quite often, it’s not strictly a question of whether the process is possible, but whether there’s enough economic incentive for various parties to take on the challenge. That’s why our challenge is not only to come up with a better recipe to make the cups more easily recyclable, but also to help develop viable markets for the resulting paper.

Where are you having success with these trials?

In Chicago, we’re doing a test where we’re sending all of our paper cups to a mill in Wisconsin that makes our napkins. So the cups come back as another Starbucks product. We’d like to scale that up and test it out elsewhere. We’ve also got an industry group, the Food Services Packaging Institute, to take on this effort. By doing that, it evolves from being a Starbucks-centric project to an industry-led initiative with a much bigger potential for change.

And recycled paper can’t be used to make new cups again, right?

The FDA has rules strictly controlling the use of recycled materials in food-grade containers. The idea is to prevent impurities or disease that could sicken the public. But it dates back to a period when waste handling and paper processing technology was less advanced. Starbucks started working with the FDA about 10 years ago. We were able to make a case to use recycled paper in our coffee cups by showing that the mills we were working with could consistently make sanitary recycled containers. In 2006, we got the FDA to OK a cup with 10 percent recycled content, and that’s been our standard ever since. Ten percent may not sound like a lot, but it was a big step. Given the billions of cups we use, it saves a lot of trees from the mill.

That leads to another solution you’ve tried: getting customers to use fewer cups in the first place, especially since so many of them carry their cups out the door, rather than drinking and discarding them in stores where your recycling receptacles would be located. Yet the share of beverages you sell in reusable containers, such as tumblers that customers bring in, is surprisingly small: just 1.9 percent in 2011. That amounts to a savings of about 34 million cups, but the rate has been growing very slowly. What makes this such a challenge?

It’s harder to shift customer preferences than you might expect. We’ve always sold reusable mugs. And we offer customers a 10 cent discount if they use a tumbler. That’s more than the unit cost of a paper cup. Yet, in practice, we see that people value the convenience of having a cup when they want it and may not always want the hassle of handling and cleaning a tumbler.

Consumers are famously fickle. Attachment to plastic bags and plastic water bottles lingered for years before efforts to get rid of them caught fire. How are you trying to spark these changes?

We’re exploring many approaches to help consumers opt for alternatives to paper cups. In 2010, for instance, we ran a contest. Called the Betacup Challenge, entrants included everything from better designs for collapsible cups [such as the Cupup] to fully biodegradable designs [such as the Betacup]. The finalists stood out by including social networking and reward features that help shift behaviors. The Karma Cup, which was the overall winner, encourages customers to bring in reusable mugs by offering rewards and public recognition of the benefits of doing do. But when we tried some of these techniques out at a Seattle test store, we found there was less enthusiasm than we had seen in the online community.

We’ve increased our focus on shaping behaviors as a way to lower cup use. For example, this year we’re working to redesign stores to make ceramic wear more visible to customers, by positioning it in sight, right behind the baristas. Customers who want to enjoy their drink in the store will be reminded that they can do so in a ceramic mug that we wash and re-use. This is something that’s widely available today, but opted for less often than we’d like.

Are others in the industry collaborating with you on this challenge?

Yes. Big as we are, Starbucks still accounts for a tiny share of the 500 billion or so cups used industry-wide every year. So we’ve convened three “Cup Summits,” the first in Seattle, and the others at the Massachusetts Institute of Technology, to bring together manufacturers, government officials and retailers — including our competitors — to devise solutions that have the potential to shift the industry.

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TRUTH SQUAD — Checking industry claims with NRDC’s sustainability experts

Starbucks got America hooked on Venti lattes. The problem, as NRDC’s Darby Hoovers sees it, is that we’re also hooked on the paper cups they come in. To lower its paper consumption, the coffee chain’s most effective option is to steer customers toward reusable cups, saysHoover, a senior resource specialist in NRDC’s San Francisco office.

Easier said than done, though, she acknowledges. “The reality is that Starbucks is working in a disposable culture,” says Hoover, in which consumers’ habits are tough to change. Accordingly, the coffee chain is focusing its efforts on recycling. By 2015, it has pledged to make front-of-store recycling available in all of its company-owned stores in North America.

But it’s not as simple as putting out more recycling bins. Although, technically, a growing share of recyclers can handle the challenge of processing the plastic-lined cups, a small amount of plastic can downgrade a batch of recycled paper, making it harder to process and less valuable, Hoover explains. So Starbucks has been working with select mills to improve the economics of the venture. In its Chicago stores, for example, it buys back napkins made from the paper that is recycled from used cups. The efforts are bearing fruit. During 2011, Starbucks extended the availability of in-store recycling for cups to more than 1,000 stores, largely in Canada, Chicago, and southern California, more than tripling the count from the prior year.

Starbucks’ most important role could be as an industry leader, Hoover says. If the company hits its 2015 cup recycling goal, it may trigger wider change throughout the restaurant industry. — Adam Aston

Green Gamification Takes Root in the Big Apple | GreenBiz

Green Gamification Takes Root in the Big Apple

In my green lexicon, “gamification” gets a special prize: it’s among the clunkiest words to enter the sustainability conversation, yet may just have some of the greatest potential to alter the behavior of consumers, employees and households.

Businesses are fast picking up on the promise. Gamification has unique synergy with green behaviors, with a knack for turning virtuous green actions — such as carpooling or switching to CFLs — from worthy but kinda joyless chores into tasks that earn rewards, gain recognition, and can turn ambivalent consumers into eager eco evangelists.

As part of Social Media Week‘s sprawling, 12-city lollapalooza of digital media events, the New York series included a panel entitled “Gamification: Combining Social Media & Game Mechanics to Promote Sustainability” that I caught late last week.

The panel brought together two recently sprouted startups with two established green brands.

Practically Green and The Mutual are both building businesses predicated on the power of gamification to alter green behavior, attract advertisers, and help organizations spur change.

Joining them were two groundbreaking companies, each born from innovative new approaches to recycling,Recyclebank and TerraCycle, each of which is increasingly using gamification to extend its reach.

Here’s a quick run down of how these companies talked about how gamification is changing their businesses.

A Social Media Approach to Greener Behaviors

Practically Green helps organizations become greener by using technology and social networking to educate, motivate and reward people for making green changes to their work and home life.

Conceived in 2009, founder Susan Hunt Stevens took her inspiration for the Boston-based company from LEED, the exhaustive guide to designing and building greener buildings.

But instead of LEED’s focus on building insulation or low-flow faucets, Stevens’ approach tallies up over 400 green behaviors, from commuting by bike to buying local produce.

Speaking on the panel, Stevens described the program as “LEED meets Weight Watchers,” for its blend of points and behavioral reinforcement through peer groups.

One of the challenges with sustainability, Stevens said, is that communicating how and why to do it is tricky. “The content can be technically complex. Some of it is political for some folks. And much of it is preachy.” Gamification breaks down the complexity into small, learnable steps, and depoliticizes the issue, she added.

Working with large organizations including NBC Universal, Eileen Fisher and the Seattle Mariners, Practically Green customizes workplace programs where staff sign in, and register their green behaviors, earning points and badges along the way.

For companies looking at ambitious sustainability programs, Stevens said, the program offers a easy-to-deploy, web-based solution that can quickly speed up employee involvement with green programs. This, by the way, is one way Practically Green earns revenue: charging a dollar or so per month per employee to companies it engages with.

(For more, Practically Green’s Stevens spoke with Chrissy Coughlin for Nature of Business Radio here at GreenBiz last September.)

‘Groupon for Good’

Not yet a year old, The Mutual is a Brooklyn-based startup that has been called “The Groupon for good.”

To join, a member picks a pledge level — say $10 per month — and a charity to steer the donations towards: options include think tanks such as World Resources Institute, conservationists such as Oceana, and climate groups like Carbonfun.org.

The Mutual, in turn, relays four-fifths of the donation to your charity, and uses the remainder — a share that’s on par, or less, than the take of a typical charity fundraiser for overhead — to grow its network of members and business partners.

Members, in turn, are rewarded with perks from business members looking to connect with a big pool of green-minded consumers.

For example, using FourSquare, I checked into a recent Mutual event at Brooklyn Brewery, and thereby qualified for a contest, discounts at the brewery, and earned points online at themutual.com.

“I describe us as a social enterprise that rewards people for donating to charity with Perks from great brands,” said founder and CEO Dan Vallejo.

The startup is scaling fast, with the bulk of early participants from the Bay Area, New York and Boston.

Green Gamification’s Greatest Success Story

Now eight years old, Recyclebank offers one of the best known success stories in the power of green gamification.

Recyclebank’s original business — and still its core offering — is an ingenious system that rewards household recycling. It does so by tracking and identifying how much recycling a given household is putting out on the curb.

In around 300 cities in the U.S. and U.K., public garbage trucks automatically weigh recycling bins, use radio tags to identify which home the material came from, and records the transaction to a web site. Consumers can then track the volume of their recycling online.

That’s all well and good, but the real carrot is the points that the recycling earns for the household. The more a home recycles, the more points they earn.

Consumers can convert those points with a network of scores of well known brands that participate in the tracking program, offering perks that can be redeemed for products and services from the likes of WalMart, Coca Cola to Procter & Gamble, to Bed Bath & Beyond.

The model has proved scalable and increasingly adaptable. Cities like it because it boosts recycling rates, which lowers their landfill costs since more trash is diverted to reuse. Consumers, and especially households where kids get highly involved, like the rewards scheme. And the marketing partners are on board for access to consumers who have proven be top quality prospects, with a high likelihood of redeeming the perks, using the products, and spending more.

That was just the beginning though. In recent years, as Samantha Skey, Recyclebank’s chief revenue officer, told attendees, Recyclebank is proving its business model works for more than just recycling.

The company is expanding its business model, marketing partnerships, and web technology to extend to many other frontiers of green behavior, such as e-waste recycling, responsible junk disposal, and energy reduction.

Growing from Worm Poop to Packaging Reuse

TerraCycle, the Newark, N.J. based brand has evolved into a $20 million-a-year operation, since it was founded in 2001 by Princeton University dropout Tom Szasky.

In a few short years, the company has pivoted but not abandoned its original focus on “worm poop” fertilizer — the innovative organic plant food, packed in recycled bottle, that was brewed from worm-rich compost piles — towards a broader focus on packaging reduction and reuse.

Partnering with schools and numerous major consumer packaged good companies, TerraCycle is capturing both pre- and post-consumer packaging waste to upcycle it: such as converting Capri sun bags into satchels, pencil cases, and other merchandise.

What’s the gamification angle here? Albe Zakes, TerraCycle’s global vice president, media relations, explained: Since TerraCycle’s community skews heavily towards kids and moms, a teachable-game fit the bill.

Partnering with Manhattan-based Guerillapps, TerraCycle developed Trash Tycoon. Played in Facebook, players earn points, and privileges by cleaning up a small town, and building sustainable businesses from the trash. It works like a mash-up between SimCity and Farmville, but with a decidedly green wrinkles. Treehugger.com, for instance, provides real-time news feeds of eco-current events that appear in the game.

Customized to help kids learn about waste and recycling, Zakes explained the game is being customized so that virtual activity mirrors and reinforces the real-world efforts of its classroom brigades, the groups of school kids who raise funds — and compete with other class groups — by recycling packaging materials.

Balancing Real and Virtual to Boost Sustainability

Threading through the discussion was a concern that converting virtual do-gooderism into real world action is a challenge. The panelists acknowledged that there’s a risk that they may be able to induce a player to click a mouse — say, to “like” a green action, or to win a badge — but may not be able to actually spur that person to do the deed.

In Practically Green, Stevens explained, finding the mix of virtual incentives and balancing them against real world programs in the workplace is as much art than science. What’s more, she said, the workplace is a powerful arena in which to educate and stimulate such behaviors, because many people are driven more by peer perception in work environments than they are in their private lives.

This spurs competitive behaviors and, interestingly, lowers the risk of false claims where folks claim to have completed a green task, such as recycling their office paper: “Their friends and colleagues know, and they notice, and will call out their friends if they’re cheating,” explained Stevens.

For TerraCycle, which built its business in part from the fabric of social dynamics at schools, Zakes explained its game actually complements and extends an existing foundation of existing actions.

Still, at the splash screen of the game, there’s this encouragement: “Trash Tycoon is great, but make sure to get outside and collect some actual recycleables once in a while.”

Held in collaboration with Baruch College’s Robert Zicklin Center for Corporate Integrity at the City University of New York (CUNY), the panel was curated by Ashok Kamal (a graduate of Ziklin’s MBA program) who co-founded Bennu, which provides social media marketing for green businesses.

For a broader look at the origins and breadth of gamification, check out Kamal’s overview of the gamification phenomenon here in GreenBiz.

Last but not least, you can watch a video of the full panel presentation from Social Media Week through the group’s website. Scroll to the very bottom of the page, where you’ll find two video links. The lower of the two is the first 90 minutes, including the four company presentations. The video above that is the final half hour, comprised mostly of Q&A.

Joystick photo via Shutterstock.

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Read the original story here: http://www.greenbiz.com/blog/2012/02/22/green-gamification-takes-root-big-apple