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- Creators: School of International Letters and Cultures
- Status: Published

For waste management in Asunción, Paraguay to improve, so too must the rate of public recycling participation. However, due to minimal public waste management infrastructure, it is up to individual citizens and the private sector to develop recycling solutions in the city. One social enterprise called Soluciones Ecológicas (SE) has deployed a system of drop-off recycling stations called ecopuntos, which allow residents to deposit their paper and cardboard, plastic, and aluminum. For SE to maximize the use of its ecopuntos, it must understand the perceived barriers to, and benefits of, their use. To identify these barriers and benefits, a doer on-doer survey based on the behavioral determinants outlined in the Designing for Behavior Change Framework was distributed among Asunción residents. Results showed that perceived self-efficacy, perceived social norms, and perceived positive consequences – as well as age – were influential in shaping ecopunto use. Other determinants such as perceived negative consequences, access, and universal motivators were significant predictors of gender and age. SE and other institutions looking to improve recycling can use these results to design effective behavior change interventions.
This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways in which technologically-created media can relate to the human experience of emotion, and the ways in which emotions are like software to the human body's hardware. Additionally, this project conceptually comments on and rejects the idea that human situations always require a specific "appropriate" human emotion in response. Credit for the music in this game goes to Markus Rennemann.
