Design for Second Life Innovations: Samsung Products

Project Executive Summary

Summary: The project titled “Design for Second Life Innovations: Samsung Products” is a collaborative effort between MIT D-Lab and partners in Uganda and Tanzania, supported by Samsung and KOICA. It spans from September 1, 2023, to September 30, 2025, for a duration of 25 months. The project aims to develop innovative uses for electronic devices to benefit vulnerable populations in East Africa, particularly in refugee settlements.

Beneficiaries: Direct beneficiaries include 480 participants from Creative Capacity Building (CCB) workshops, 200 Beyond CCB participants, 30 co-design summit participants, and 40 MIT students. Indirect beneficiaries amount to 3000 individuals.

Sector: The project targets various sectors including Health, Agriculture, Energy, Education, and Environment.

Objectives:

  1. Develop MIT classes focusing on designing alternative uses for electronic devices to improve lives in low-income countries.
  2. Create second life innovations for Samsung electronics through collaboration between MIT students and community innovators in East Africa.
  3. Strengthen local innovation ecosystems in Uganda and Tanzania, enabling community innovators to design technologies addressing local challenges, thereby enhancing agency and self-determination.

Background: The project is part of MIT D-Lab’s Humanitarian Innovation Program, initiated in response to challenges faced by vulnerable populations, particularly in refugee settlements. It stemmed from discussions with Samsung, KOICA, and Yonsei University, evolving to include partnerships in Uganda and Tanzania.

Project Description: The project spans 25 months and involves MIT classes, field trips, and digital portals connecting students with local innovators. It aims to address environmental and public health issues related to electronic waste while empowering vulnerable communities to co-design solutions. Key components include MIT D-Lab classes, Creative Capacity Building workshops, local innovation ecosystem strengthening, digital portals, and youth programming.