Repair is an essential aspect of the circular economy and has been discussed numerously. However, the focus has been primarily on the technical possibility of repair, not on willingness to repair (WTR). As a result, many people do not consider repair an option since technical fea
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Repair is an essential aspect of the circular economy and has been discussed numerously. However, the focus has been primarily on the technical possibility of repair, not on willingness to repair (WTR). As a result, many people do not consider repair an option since technical feasibility does not always translate to repair behaviour. This is especially prevalent in electronics. Therefore, this study explored opportunities to stimulate people who typically do not repair electronic devices to increase their WTR.
Seven barriers of WTR were found: awareness, desire for new products, lack of engagement, lack of trust in repair, fear for further failures, lack of clarity, and lack of attachment. Additionally, products that are less likely to be repaired are either ‘up-to-date’ (valued for their self and social identity) or ‘workhorse’ items (valued for their functionality and long lifespan). These factors influence consumer decisions about repair. The study used the I-Change model to analyse consumer behaviour and identify opportunities to stimulate WTR.
Using these four opportunities, a new interaction concept was developed. This concept aims to make people feel proud, excited, and eager to share their experiences. Similar to how when you want to show your friends how well you can drive after you get your driver’s license. This approach guided the design direction and established criteria for the final concept.
In the development phase, four concepts were discussed, and two were selected based on the criteria to be combined into one: the Made-By-You product service system (PSS). This concept allows users to design and assemble their electronics, supported by an application that centralises and streamlines information on assembly and repair. This approach aims to raise users’ awareness of the product’s components and indirectly encourage repair considerations. Providing a hub for all product-related information makes the repair process more straightforward and accessible.
A proof of concept was developed to demonstrate the feasibility of translating this concept into a tangible product. For this, a Senseo coffee machine was redesigned to fit the Made-By-You concept. The redesign involved minor design changes to enhance “assemble-ability,” but the key change was how the product was presented to the customer. The parts should arrive in preassembled units, so the assembly process does not feel long or complicated.
The assembly and repair of the product are supported by the Made-By-You application, which offers a clear method for users to gather information. It provides manuals enhanced with digital features to improve the user experience, repair diagnostic tools, recommendations, and expectations for the user journey.
After assessing the proof of concept against the criteria, it demonstrates that the Made-By-You concept can be translated into a tangible product. However, due to the project’s time constraints, a user test could not be conducted, which could have provided valuable insights into its effectiveness. Despite this limitation, this research represents progress towards enhancing WTR. Future studies could expand upon and test the concept, while other designers might leverage the identified barriers and opportunities to design their own solutions.