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