F iS i <—. il SI “in RY V EN ibs | CONSUMER CULTURE HAS disconnected us from the things we own. We are immersed in a cycle of buying commodities and producing waste. Replacing and/or buying new things instead of fixing, reusing, and making has become the obvious solution. In this project, my partner Sie Gal and I aimed to bring back these ideas by confronting individuals with the waste they produce and to motivate them to rethink their role in a sustainable future. Through a co-creation process with five-year-old Devon and his family, we created an interactive object named Jobo. Jobo is an assembly game that allows users to practice upcycling in which plastic bottles can be connected to form structures. It gives used products a second lifespan and introduces children as well as adults to Do-It-Yourself (D1y) culture. The project aims to present the concept of upcycling in a fun and engaging way to people of all ages, allowing them to rethink the role of waste in their every- day lives. In this paper, we examine the process of creating and implementing a behaviour-changing design through co-creation. The paper also reflects on the effectiveness of existing methods for teaching sustainability and proposes the implementation of an educational system driven by products. BACKGROUND After proposing a series of broad concepts and directions to Devon’s parents and a design studio class led by Christian Blyt at Emily Carr, we found that the most popular concept was one where we would incorporate an upcycling aspect into our interactive object because of the educational quality. Sie and I started our research into existing activities and designs aimed at the same goal. We researched innovative activities in the Dry community as well as recently popularized designs that incorporate upcycling. Addi- tionally, having experienced some Dry activities in our youth that promoted upcycling, we were curious to understand what made some of these activities and designs more successful than others. Designs that have efficiently implemented elements of upcy- cling are often popular online and frequently featured on design Scott Yu-Jan JOBO System Driven Products through Upcycling blogs, such as old magazines stacked to form stools and recycled plastic bottles assembled to form chairs and planters. There was a wide variety in terms of materials used and approaches taken; we focused on the connection these concepts and designs created with their users. Although these objects were featured on blogs and may have become popular online due to their innovation, there was undoubtedly an aspect missing that kept them from becoming mainstream. In an article by Sheryl Nadler, who writes about the process of creating Diy wearables, she discusses the satisfaction that is gained from expressing individuality by wearing something created through personal creativity and effort [2]. This aspect is what is missing from upcycled furniture seen online—these objects are either completely dependent on the user’s existing skills or they are limiting and allow no room for the user to exercise their creativity. Another issue is that most of the results from upcycling- themed projects have a rustic appearance to them. This may be another reason why existing designs have failed to flourish. When done poorly, upcycled objects are often seen as junk, which is less socially acceptable when the object is used asa children’s toy [4]. CO-CREATION On the first day of our meeting, we began with some drawing activ- ities to understand Devon’s interests. An open-ended activity helps people make things that express their thoughts and feelings [3]. We learned about his interests in drawing, sports, and playing videog- ames. After discussions with his parents, we also learned about their values and hopes for a children’s toy. We went through Devon’s toys with him as well as with his parents, discussing what they felt was successful and what was not. From Devon’s parents’ perspec- tive, they hoped for a toy that is not only educational but that also allows for family involvement. After a meeting to discuss their expectations, limits, and desires regarding toys, we began to gain greater insight into their lifestyle. We determined the life cycle for the average children’s toy in their household and, more importantly, 15