Debris Lore

Fostering collective action against marine pollution through Debris Lore, an app that uses machine learning technologies to help citizen volunteers document the quantity and types of waste found during beach cleanup campaigns.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Despite various government commitments, an estimated 53 million metric tonnes of waste are expected to enter aquatic ecosystems by 2030. This growing crisis highlights the urgent need to understand the threats pollution poses, not only to marine and coastal ecosystems, but also to human health.

Debris Lore addresses this challenge by enhancing the efficiency and accuracy of waste data collection through citizen-science initiatives. Using machine learning, the app empowers volunteers to document and classify marine debris more effectively, identifying materials such as plastic, cardboard, and metal with greater speed and precision.

By augmenting volunteer efforts, Debris Lore improves data accuracy, scalability, and classification speed, enabling broader and more effective environmental monitoring. This data-driven approach supports the development of evidence-based policies, legislation, and sustainability action plans at local and regional levels. Additionally, the platform fosters social engagement by increasing community awareness, education, and participation in tackling marine pollution.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Debris Lore was born from my firsthand experience participating in a beach cleanup organised by Plástico Precioso Uramba, a citizen-science initiative in Colombia. This project brings together volunteers, both locals and visitors, to clean beaches, learn about plastic pollution, and transform collected materials into new resources. Witnessing their community-driven approach to engagement and education inspired me to create a tool that empowers volunteers through accessible technology.

The app activates the phone’s camera and uses a pre-trained machine-learning model to identify, classify, and count waste items within the field of view.

Key features include:

• Survey Details Form: volunteers input key location data before beginning cleanup efforts, ensuring valuable contextual information.

• Automated Object Recognition: the app scans and categorises waste (plastic, cardboard, metal, etc.), increasing data accuracy and efficiency.

• User Profile & Achievements: volunteers can track their contributions, visualise their impact, and stay motivated through engagement-driven features.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

The differentiation factor of Debris Lore is its usage of computer vision to classify waste more quickly and accurately. This technology reduces the manual effort required for data collection, allowing volunteers to maximise their time and therefore collect more high-quality data and evidence on the types of waste polluting specific areas.

While other apps exist to replace traditional paper-based surveys, also known as data cards, they still rely on input boxes, dropdowns with pre-defined options, and count boxes to collect and record data. Users are often presented with these interfaces, which are time-consuming and often lead to volunteer fatigue during the classification process.

Debris Lore reinvents and enhances this current process with the integration of computer vision for waste tracking. The app aims to expand the scale and quality of environmental monitoring efforts, enabling better-informed policies, and engaging new and existing audiences in cleanup efforts.

Does it impact or reflect young people need(s) and how?

This project reflects on the need and the rights of young generations to learn and take action on the current climate crisis. Citizen science projects are powerful in their use of collaboration, sense of belonging, and group support, from which young people could benefit. Additionally, the use of new technologies, such as AI has an extra engagement element with young audiences, unlocking big potential to inspire career paths in technology, environmental sciences, or sustainability-focused industries.

Debris Lore is a project that seeks to fulfil different needs, starting with the need for the physical well-being of communities and nature achieved through the demand for better waste management, to the need for learning, participating, and contributing to finding feasible solutions for a sustainable future. This project was born from creativity and personal experiences, and in telling the story, this project hopes to inspire creatives and creators to ideate integral and ethical technologies.

Robyn Brown-Burke

I am a Final Year Textiles student from Ireland in the National College of Art and Design, specialising in weaving. I am passionate about sustainability and sourcing locally. I create fabrics for homeware. I advocate for “slow” making as it’s important to be more mindful while living in a fast paced world. The fabrics I make are environmentally conscious, that holds meaning & my fabrics will eventually return back to the earth. I am passionate about circular design, this underpins my making process. I aspire to keep creating regenerative textiles so I can be a part of this growing movement.




Sara Cherry

Sara Cherry is a Lisbon-based designer specializing in both Industrial and Graphic Design, currently seeking professional experience. She began her studies at António Arroio Art School and completed a Bachelor’s degree in Design at Lisbon’s School of Architecture. Her experience includes designing for cinema at Oedipus Films, interning as a guide at MAAT, and currently working at MUDE—Lisbon’s Design Museum. Sara actively explores biomaterials as a volunteer at Biolab Lisbon and collaborated on a basketry lamp collection at MADE IN Platform’s Summer School. In 2024, she won first prize at the Interfer Universities Award, was shortlisted for the Global Creative Graduate Showcase, and received a Bronze Award at the ADCE Student Awards.




NATURE’S DUAL DELIGHT

By reconnecting with nature and learning from its sustainable balance, we will find solutions to today’s challenges.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Floods have become a growing problem in Europe, causing serious economic losses, destroying infrastructure and endangering people’s lives. Our project offers a sustainable solution for future generations who want to avoid overcrowding in urban areas and the increasing cost of housing, and to live in harmony with nature. We propose the development of areas along rivers, lakes and forests that, despite their beauty and potential, have suffered flooding and economic damage due to unsuitable hydrological and geomorphological characteristics. Our goal is to create new ecological and social centers that not only reduce the pressure on overcrowded urban areas, but also bring long-term benefits to the environment and the community.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

The concept is designed as a living space for two adults. The house is laid on a wooden plateau made up of six interconnected pontoons that are attached to the ground with chains. This innovative system allows the house to be raised as the water level rises, thus remaining at a safe-higher level in the event of a flood, while the chains will ensure stability and prevent the house from being swept away. The house is designed as a passive house, which means it is extremely energy efficient. Electricity is produced via solar panels, and water is collected through a rainwater collection system, which is then filtered into a tank. Maintenance of the wastewater system is also solved in a sustainable way. Heating is provided by a biomass fireplace, which is an environmentally friendly heat source.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

While many flood protection systems and sustainable design are based on static structures or large infrastructure investments, this concept offers a dynamic solution that adapts to changes in the environment, such as rising water levels. The house is built on pontoons, which allows it to independently adjust to the water level without the need for expensive and complex modifications. Also, the integration of all sustainable technologies – allows for completely energy-independent living

Does it impact or reflect young people need(s) and how?

Young people increasingly value independence, minimalism and sustainability, and this project offers just that: a house that is energy-independent, environmentally friendly and adaptable to changes in the environment. The concept also allows for living in close connection with nature – something that is increasingly important for young generations who want to reduce their negative impact on the environment. Given that young people often seek flexibility and do not want to be tied to large financial obligations, this project offers a solution that is more affordable, while at the same time offering a high quality of life. This allows young people to live in accordance with their values, while at the same time having access to nature and safe living conditions.

Carolien Weerstand

Carolien Roosmarijn Weerstand is an artist who works with different everyday objects. A major area of ​​interest is circularity and the way we interact with the (material) world around us. Creating a collection of (utility) objects is a key part of the visual process. When she has collected enough, she starts funneling through this collection. With her works, Carolien often wants to respond to her environment and uses everyday experiences and subjects that appeal to her personally as a starting point. By using everyday objects in her work, Carolien shows the absurdity of the relationship between man and thing. Instead of forcing an opinion on the viewer, Carolien prefers question (the behavior of) the viewer with her works.




Beatriz Isca

Beatriz Isca (PT, 1998) is a multidisciplinary designer and researcher passionate about sustainability and textiles. Her background in product design has led her to question the ways we design, produce, and consume, often disconnected from nature and ignoring its boundaries. Inspired by craft practices and post-humanistic theories, she works holistically to explore narratives that enhance the interdependence between humans and nonhuman nature. Her work is sensitive and poetic, stemming from meaningful collaborations with local communities.



Tando

The open-source app Tando empowers communities in economically disadvantaged regions to provide themselves with essential goods and fosters collaboration, independence and economic growth by using locally available resources, sharing instructions and passing on craft techniques.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Tando emerged from exchanges with a Tanzanian doctor, highlighting the need for affordable, locally producible solutions as imports often aren’t available, affordable or repairable. In economically disadvantaged regions like Tanzania, most people own a smartphone, making an online platform widely accessible. Tando’s open-source app fosters social engagement by connecting stakeholders and allowing users to share new designs, exchange and contribute to a global knowledge base by passing on craft techniques. Tando supports circularity, resource efficiency, accessibility and cost-efficiency by encouraging the use of locally abundant resources, reuse of materials, modularity and repair options. New job opportunities are created through visual instruction manuals, also for illiterates. Crowdfunding and community-driven projects like building public playgrounds or donating for items like wheelchairs further strengthens collaboration and inclusivity. Tando’s user-friendly interface, customisable features, and active community engagement ensure a positive user experience, driving independence, economic growth and sustainable local development.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Tando is a globally scalable, open-source platform that empowers communities in economically disadvantaged regions to create and exchange locally producible goods. Inspired by a Tanzanian doctor’s insight into the need for affordable, accessible solutions, Tando utilizes locally available base materials such as wood, bamboo, straw, textiles or metal pipes. The platform’s app allows users to search for designs, place enquiries for specific items and share instructions. Visual manuals make production accessible. The modular, repairable products are designed to be customisable, reducing waste and fostering circularity. Technical aspects include user-friendly features, like a map for connecting stakeholders and a community chat for collaboration. Crowdfunding enables community-driven projects such as public sports stations or the donation of items. The process is driven by collaboration, allowing users to preserve traditional knowledge, contribute new ideas, refine designs, and improve instruction manuals, which makes the system adaptable and sustainable for various regions and needs.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

„Development aid” often relies on imports and measures imposed by foreigners. Tando, however, doesn’t try to implement „one-fits-all” solutions but customises them driven by the individual communities themselves. The concept was created in close cooperation with affected locals and focuses on locally available options. The open-source approach makes the app inclusive and adaptable since users can customise the features and design to their needs. The app’s visual manuals make it accessible to a wide range of users, while the modular, repairable products foster long-term usability and resource efficiency. Users aren’t only encouraged to consume, but to create themselves. Tando’s emphasis on community-driven projects and crowdfunding highlights social impact and responsibility. The platform fosters collaboration among stakeholders, allowing for continuous refinement and innovation. This approach not only enhances user engagement but also creates a self-sustaining ecosystem where communities are empowered to drive their own economic growth and social development.

Does it impact or reflect young people need(s) and how?

Tando impacts young people by providing opportunities for skill development, entrepreneurship and social engagement. Through the platform, young users can access visual instruction manuals to learn how to create and repair essential goods, fostering practical skills that are valuable in both local economies and global markets. The app encourages creativity, allowing young people to contribute ideas, refine designs, and collaborate on community projects, enhancing their sense of agency and leadership. Tando also supports young entrepreneurs by offering a platform to showcase services, sell products, and connect with other stakeholders, enabling them to start their own businesses. Furthermore, by promoting affordable, locally producible solutions, Tando empowers young people in economically disadvantaged regions to become self-reliant and active contributors to their communities. The engagement with technology, software development, education and social innovation also helps bridge the digital divide, equipping youth with the tools needed in the modern economy.

Barbara Rakovska

 Barbara Rakovská is a Prague-based multidisciplinary designer whose work merges art, fashion, and material innovation. Her approach explores the relationship between design and the body, experimenting with new materials while emphasizing ethics, sustainability, and health. After earning her Master’s degree in design, Barbara continued her studies in Barcelona by joining Fabricademy, a program specializing in textile innovation and biomaterials. This experience led her to focus on root-based materials. Presently, she is advancing her research on these materials while exploring additive manufacturing technologies in the fashion and textile industry. Barbara investigates the intersection of traditional local materials with emerging technologies, aiming to inspire a new generation of designers to lead in sustainable and thoughtful design.


Balint Ligeti

I started photography at 13, then became a nightlife photographer at 16. At 21, craving something new, I learned full-stack development and worked as a frontend developer in Budapest. A year later, I deepened my UX/UI skills in a product design bootcamp. While building applications was exciting, I wanted something more visual—where art meets technology. This led me to study media design in Budapest, where I blend 3D art, AI, and creative coding in my projects.