The problem that I am trying to solve:

My key audience

My entry point to reach to my audinece

The steps which are needed to bring about the change

Theory of the Change for "Gamified solution to increase information about industrial symbiosis"

Lack of awareness about industrial symbiosis benefits.

Gaming industries

Universities, schools, and training centers

To change the attitude toward more sustainable and circular world

Awareness enhancement about the value of industrial symbiosis

The steps that are needed to bring about the change

To use the frameworks of "CFARM analysis"

Industries and plants which are or planning to take advantage of industrial symbiosis such as Plant Chicago.

Checking the alignment of the goals

Checking the reliability

checking the feasibility of the project and how getting technology in place

Contribution maximization, to get more people involved

The measurable effects of the work: the outcomes and effect that let me know when I have reached my goals

Objective: The specific actions and measurable steps that need to be taken to reach my goal

Activities: Workshops to teach to agricultural companies and plants about Industrial symbiosis

Raising awareness among agricultural companies such as Puutarha Oksanen which locates in Finland

Outcome: people trained

Assumptions

It is possible that plants and agricultural companies want to change their behavior.

Applying the indicator of SMART: specific, measurable, accurate, reliable, and time-bound

After 6 months, 20% of the agricultural companies and plants have learned about industrial symbiosis

Masoumeh Salimi