A collaborative project with Ensyde India, this project was initiated to inform individuals in India on the adverse effects of E-Waste on the environment and consequently themselves. The proposed outcome was agreed to bring about an element of play which can provide a new perspective to see things differently. 
Design Methodologies
Stakeholder map,  Interviews,  POEMS,  
Set against urban India backdrop, E-waste is a lesser discussed subject in India even with the large amount of E-waste generated, owing to a large population's high adaptation to technology. Though there is significant economic potential in recovery from E-waste, the efficiency of the processes conducted in India are questionable and upon deeper exploration, even dangerous. The objective was simple - to create an engaging and mind disrupting experience that stimulates people to think twice while generating or disposing E-waste.
Context
E-waste is a global phenomenon that people do not fully understand. Inability to do so makes the problem appear larger than what it really is, causing the solution to seem tinier in comparison. The perception of tackling the problem seems relatively bigger and hence, almost impossible. It is similar to saving water - every drop counts. It can be effectively handled by accepting that change starts when every person does their bit.
Methodologies
Stakeholder Map
The levels of the stakeholder map were drawn starting from initial classification of an E-waste product to the final breakdown. This involved identifying the stakeholders involved in the process while understanding their job role in the hierarchy of E-waste disposal management.
Target Audience
The questions 'Who', 'What', 'Where' were asked to identify focus audience to raise awareness about E-waste. 
Primary Research
A case study was conducted in RAMKY E-Waste recycling centre, Hyderabad, who are responsible for E-waste directed from one of the largest metropolitans in India as well as neighbouring towns of smaller capacity. 
Ideation
AIM - To purchase and recycle electronic products in the game of life, role-playing with different professions reclaiming at least half the money invested on the products.​​​​​​​
LEARNING BENEFIT - The usage of a product determines its life in the hands of its user. It is important to use a product efficiently to ensure maximum potential is extracted from it before it is discarded.
HOW TO PLAY ​​​​​​​
Prototype Test
The concept was prototyped and tested at one of the E-waste awareness campaigning events of ENSYDE. The game was well received and easy for all participants to take part in. 
Reflection
In the age where digital forms are leading communication and interaction, non-digital forms play a very important role in pulling forth the human touch. It is not of utmost importance that the activity should induce human interaction between different kinds of people, as long as it connects a person to their self. In this project, I've learned how to put forth matters of global importance in a fun, interactive way such that it grabs the attention of the participant about the environmental concerns regarding E-waste. 
Working with a wide range of target audience was the primary challenge as the game had to be engaging for a 10 year old child as well as a woman in late fifties. The activity had to be all- inclusive of age, irrespective of any language barriers in a culturally diverse city of Bengaluru.
This was the first collaborative that required working of the project in the real world apart from the projects that were self initiated or as part of my design studies. The goal of the process cannot be left at the prototyping stage and a perfectly functional finish of the final idea was a new learning in the design process.

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