Design Thinking 

 Example of Learning Launch : 

 the ‘ game ’ of plastics recycling 

 by Alexandra Serafini – 17 Feb , 2021 

 Index 

 1 .   Challenge .................................................................................................................................. 3 

 2 .   Selection .................................................................................................................................... 3 

 3 .   Application ................................................................................................................................. 3 

 4 .   Insight ........................................................................................................................................ 4 

 5 .   Approach ................................................................................................................................... 4 

 1 . Challenge 

 In recent years , doing something for our planet has become an essential condition for   each of us . Everyone can help the safeguard the natural environment , changing small   gestures and incorrect habits . 

 In the city where I live , in Italy , there are many green initiatives that are put into practice ,   but they are never enough . 

 My challenge is to put into practice a method for making the younger age groups learn   and practice virtuous and correct behaviors , in a fun and stimulating way . Doing so , they   can contribute to protect and preserve the well - being of the planet and have a better   future . 

 The project will initially have these features : 

  limited to a maximum of 10 kindergartens , where it is possible to place a corner 

 dedicated to plastic collection ; 

  supply of small plastic - eating machines made from recycled material , with an 

 appearance that recalls colored cartoon characters : this is possible thanks to the   collaboration with AMIU , the local authority that manages the collection and   recycling of waste ; 

  duration of the experiment : two months . 

 2 . Selection 

 In design thinking , there is no secret recipe to achieve innovation , but there is an   iteration of design processes that enable innovation to happen . 

 The learning launch principle is one of the most important tools of design thinking for   innovation . This principle consists in doing small experiments to test a prototype in the   real world . It is a relatively fast , and represent a low - cost way to validate the innovator ’s   ideas . 

 Using the learning launch principle for this challenge ensures to verify that solution is   oriented toward the target people . This process does not necessarily prove that the   initial idea is the best , but it enables an innovator to identify how the idea can be   improved or if it should be discarded . 

 3 . Application 

 For every child , everything can become a game , even plastics recycling . 

 The herein proposed learning launch consists in teaching kindergarten children ,   supported by the teachers , to collect plastic material in the plastic - eating machine . 

 This practice can be interpreted as : 

  a behavior that helps children become more responsible ;    a challenge that allows to earn rewards : a plastic coin will be issued every time a 

 suitable object is introduced into the machine . 

 Every child , with parents help , can convert the coins collected into tangible good at   affiliate businesses for example : 

  toy store ;    ice cream shop ;    amusement park ;    etc . 

 4 . Insight 

 This idea is born to involve both children and adults in the goal of plastics recycling : 

  plastic waste collection thought to children , makes it to become a spontaneous 

 gesture when they will be adults ; 

  adults , helping children , will lead by example . 

 Monitoring children 's progress for a period of one or two months will allow to appreciate   this kind of initiative . 

 If children will consider this activity enough stimulating , will try to earn as many coins as   possible , maybe even bringing some empty plastic bottles from home . 

 5 . Approach 

 The idea herein exposed can lead to several other practical implementation : 

  the plastic eating machines can also be installed in public areas , for example near 

 playgrounds ; 

  in addition to plastic materials , the machines can be designed to collect other 

 types of waste , for example paper : doing so , children have the opportunity to   develop their own material perception ; 

    the project could be extended to adults : by means of a smartphone app , it is   possible to track waste collection in order to obtain coupons or some discounts . 


EMAIL: 
ID_NUM: 
NAME_STUDENT: Alexandra Serafini
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Design Thinking 

 Example of Learning Launch : 

 the ‘ game ’ of plastics recycling 

 by Alexandra Serafini – 17 Feb , 2021 

 Index 

 1 .   Challenge .................................................................................................................................. 3 

 2 .   Selection .................................................................................................................................... 3 

 3 .   Application ................................................................................................................................. 3 

 4 .   Insight ........................................................................................................................................ 4 

 5 .   Approach ................................................................................................................................... 4 

 1 . Challenge 

 In recent years , doing something for our planet has become an essential condition for   each of us . Everyone can help the safeguard the natural environment , changing small   gestures and incorrect habits . 

 In the city where I live , in Italy , there are many green initiatives that are put into practice ,   but they are never enough . 

 My challenge is to put into practice a method for making the younger age groups learn   and practice virtuous and correct behaviors , in a fun and stimulating way . Doing so , they   can contribute to protect and preserve the well - being of the planet and have a better   future . 

 The project will initially have these features : 

  limited to a maximum of 10 kindergartens , where it is possible to place a corner 

 dedicated to plastic collection ; 

  supply of small plastic - eating machines made from recycled material , with an 

 appearance that recalls colored cartoon characters : this is possible thanks to the   collaboration with AMIU , the local authority that manages the collection and   recycling of waste ; 

  duration of the experiment : two months . 

 2 . Selection 

 In design thinking , there is no secret recipe to achieve innovation , but there is an   iteration of design processes that enable innovation to happen . 

 The learning launch principle is one of the most important tools of design thinking for   innovation . This principle consists in doing small experiments to test a prototype in the   real world . It is a relatively fast , and represent a low - cost way to validate the innovator ’s   ideas . 

 Using the learning launch principle for this challenge ensures to verify that solution is   oriented toward the target people . This process does not necessarily prove that the   initial idea is the best , but it enables an innovator to identify how the idea can be   improved or if it should be discarded . 

 3 . Application 

 For every child , everything can become a game , even plastics recycling . 

 The herein proposed learning launch consists in teaching kindergarten children ,   supported by the teachers , to collect plastic material in the plastic - eating machine . 

 This practice can be interpreted as : 

  a behavior that helps children become more responsible ;    a challenge that allows to earn rewards : a plastic coin will be issued every time a 

 suitable object is introduced into the machine . 

 Every child , with parents help , can convert the coins collected into tangible good at   affiliate businesses for example : 

  toy store ;    ice cream shop ;    amusement park ;    etc . 

 4 . Insight 

 This idea is born to involve both children and adults in the goal of plastics recycling : 

  plastic waste collection thought to children , makes it to become a spontaneous 

 gesture when they will be adults ; 

  adults , helping children , will lead by example . 

 Monitoring children 's progress for a period of one or two months will allow to appreciate   this kind of initiative . 

 If children will consider this activity enough stimulating , will try to earn as many coins as   possible , maybe even bringing some empty plastic bottles from home . 

 5 . Approach 

 The idea herein exposed can lead to several other practical implementation : 

  the plastic eating machines can also be installed in public areas , for example near 

 playgrounds ; 

  in addition to plastic materials , the machines can be designed to collect other 

 types of waste , for example paper : doing so , children have the opportunity to   develop their own material perception ; 

    the project could be extended to adults : by means of a smartphone app , it is   possible to track waste collection in order to obtain coupons or some discounts .
### Output: 