Interdisciplinary Practice in Industrial Design

Editors: Yong-Gyun Ghim, Cliff (Sungsoo) Shin
Topics: Interdisciplinary Practice in Industrial Design
Publication Date: 2025
ISBN: 978-1-964867-59-5
DOI: 10.54941/ahfe1005994
Articles
Transformative Approaches to Sustainability: Case Studies in Industry Strategy and Service Design
Since the Industrial Revolution, industries have undergone multiple transformations, evolving from mass production to diverse business models. Corporate sustainability has become a global focal point as awareness grows about the environmental and social challenges stemming from industrial development. With the evolution of ESG concepts, the United Nations' "2030 Sustainable Development Goals (SDGs)" has prompted businesses to prioritize social responsibility. Sustainable reporting requirements across various countries have created unprecedented transformation pressures for enterprises. In this context, design thinking and business strategies are intrinsically interconnected during transformation processes. In Taiwan's current industrial development, small and medium enterprises are increasingly required to provide sustainability reports and implement sustainable development policies. The demand for sustainability professionals is gradually rising, necessitating talents who possess comprehensive knowledge and can develop strategic approaches.This research aims to conduct an in-depth literature review exploring the developmental context of international sustainability policies and industrial standards, analyzing their impact on corporate operations. The study particularly focuses on the potential applications of service design methods in sustainable transformation, investigating how innovative design approaches can assist enterprises in developing sustainability-related product service processes. Through case study methodology, the research will select enterprises with different service models to analyze their implementation strategies within the current sustainability industry chain. The study will explore the diverse service strategies and customer value creation models established during service processes by conducting in-depth interviews with sustainability consultants or corporate sustainability officers. Semi-structured interviews will consist of 2-3 open-ended conversations lasting approximately one hour each. Qualitative analysis will be employed to derive key themes and business models.The research will synthesize customer service strategies and methods of interviewed enterprises in the sustainability industry, providing practical references through case analysis. The findings will reveal the current gaps between corporate sustainability strategy implementation and international sustainability goals and potential practical limitations in service design implementation. These discoveries will serve as a reference for students and practitioners in related fields to understand the industry landscape, offering planning recommendations for small and medium enterprises adapting to sustainability goals, and providing a foundation for subsequent research.
Shuo-fang Liu, Yu An Chen
Open Access
Article
Conference Proceedings
The Influence of the Perception of Visualized Data on Service Usability
With the spread of the Internet, all types of individuals come into contact with data on a daily basis and are required to correctly select, perceive, and utilize the data. In the residential environment, smart homes are accelerating, and the integrated management of devices and appliances in homes has become easier through apps and touch panels. However, in current smart home system management platforms, information is not presented appropriately for the purpose of using the system and devices. In addition, the presented data are complex, as they are a composite of data from different scales, making them difficult to perceive consistently. The presentation of Visualized Data for smart home management is often intended to promote energy and power savings. However, the “rebound effect,” where reduced energy costs lead to increased consumption, remains problematic. To address this, Visualized Data must be continuously perceived. Therefore, this research aims to classify the ease of perception of data and to examine methods of visualizing data to promote continuous perception. The survey revealed that concise and clear data with appropriate context or highlighted elements are easier to perceive.
Jun Otsuka, Wonseok Yang
Open Access
Article
Conference Proceedings
Relationship between Planning and Ownership in the experience of using products
The development of online platforms has significantly changed how consumers use products, particularly in secondary distribution markets such as secondhand market services and auction websites. Consumers’ resale behaviors in these markets have become diversified, with previous studies categorizing these behaviors based on product condition and whether the sale is planned. While these studies confirm the utility of planning, few have focused on changes in the sense of Ownership between purchase and resale. This research examines differences in the sense of Ownership by identifying when and how Ownership changes, depending on whether product experience is planned in online secondary distribution. To investigate consumers’ experiences with products in C2C services, we utilized the consumer resale behavior model by Chu et al. (2007) and conducted a questionnaire survey. The results indicated that the types of products sold differed depending on the behavior. Additionally, a second survey was administered to the same 102 participants, exploring the timing of planning and changes in Ownership based on products they had previously traded. These findings suggest that there are differences in the sense of Ownership for each behavior type, and Ownership changes depending on whether the product was used before. This research highlights the importance of Ownership in consumer behavior, offering insights for improving product loyalty and increasing user engagement with products that have high resale value. By understanding these shifts in Ownership, businesses can better cater to consumer needs and encourage more sustainable consumption patterns.
Momoka Muto, Wonseok Yang
Open Access
Article
Conference Proceedings
Integrating Color Theory into Smart Desk Lighting System for Enhanced Productivity and Cognitive Function in Work Environments
The integration of color theory into workspace lighting design has the potential to significantly enhance productivity, cognitive function, and overall well-being. This study investigates the impact of lighting on productivity and health, focusing on how principles of color theory and user-centered design can inform more effective workspace solutions. As remote work and flexible office arrangements continue to grow, the need for adaptable, ergonomic, and personalized work environments has become increasingly clear, emphasizing the importance of fostering productivity, health, and overall well-being for users. Lighting, an essential yet often underestimated aspect of these environments, directly influences focus, mood, and physical comfort. An extensive literature review examined the effects of light on cognitive performance, emotional states, and physiological well-being. Research revealed that specific lighting characteristics—including color temperature and hue—affect mental and physical states in distinct ways. Cooler tones, such as blue and white light, were found to enhance focus and task accuracy, while warmer tones, like amber, promote relaxation and reduce stress. These findings highlight the importance of tailoring lighting conditions to specific tasks and user needs.To deepen understanding, user surveys were conducted to identify common challenges and preferences in home and office lighting setups. Key issues included limited adjustability, excessive glare, and a lack of personalization options. Participants frequently expressed dissatisfaction with their current lighting environments, citing negative impacts on their productivity, comfort, and mood. These insights underscored the critical need for solutions that prioritize user adaptability and ergonomic considerations.The study emphasizes the role of design in addressing these challenges, proposing an approach centered on user needs and the principles of color theory. The design phase, informed by research findings, focuses on the conceptualization of a smart desk lighting system. This system aims to offer dynamic lighting options tailored to diverse tasks, such as reading, computer work, brainstorming, and relaxation. Key design features include customizable brightness, color temperature, and hue, as well as pre-set configurations for productivity, relaxation, and creativity. The integration of ergonomic principles, such as glare reduction and flexible positioning, is a foundational element of the design approach.Although the study has not yet progressed to the prototype development and testing phase, its research findings lay a robust foundation for future work. By demonstrating the measurable effects of lighting on productivity and well-being, the study highlights the importance of adaptable and user-focused solutions in modern workspace design. It also underscores the potential of leveraging color theory and thoughtful design to bridge the gap between functional utility and aesthetic appeal.This study contributes to the fields of industrial design and human factors by emphasizing the interplay between lighting, color, and human behavior. By prioritizing adaptability and user-centric approaches, it provides a framework for developing innovative lighting solutions that enhance productivity, support cognitive function, and improve overall health in work environments. The findings pave the way for future exploration and prototype development, aiming to redefine how lighting is integrated into modern workspaces.
Rachel Feine, Elham Morshedzadeh, Jeff Feng, Gordon Vos
Open Access
Article
Conference Proceedings
Human-AI Collaboration within Industrial Design: The Argyle Design Framework
Generative Artificial Intelligence (AI) is increasingly influencing industrial design workflows, becoming a catalyst for creativity and efficiency. This paper explores how generative AI tools amplify the creative potential of designers and streamline the process from early conception to prototyping. We study the design workflow through the lens of the Double Diamond Framework (a traditional design process model), evaluating the effectiveness of AI at each stage and identifying challenges in managing the large volume of ideas generated by AI. To address these challenges, we propose an alternative Argyle Design Framework that integrates iterative divergence and convergence cycles to better align with AI-driven workflows. The main findings of our research propose that AI tools can significantly expand research conceptual exploration and enhance design efficiency (e.g., shorter design cycles and higher productivity (Surrao, 2024)). However, without a structured process, the vast output of AI can overwhelm designers, highlighting the necessity for human-guided convergence. The Argyle Design Framework aims to leverage the advantages of AI—high output and rapid iteration—while introducing systematic filtering and refinement. We propose that using the Argyle Design Framework’s iterative approach can enhance creative outcomes, make workflows more manageable, and provide direction for effectively integrating generative AI into product design practices.
Xilin Tang, Jerrod Windham, Joyce Thomas
Open Access
Article
Conference Proceedings
Provoking Students to Re-story Stakeholders in their Design Process
It’s exceptionally challenging for novice designers to fully understand the stakeholders that are intrinsically part of their design process (and ultimately their target design). Research shows that student designers often think of the other people involved in their designs as ‘users’, and those users are generally mirrors of themselves. Expert designers, however, know that there are many relevant, interested and affected individuals, communities and groups involved in their design process, which naturally includes users but also includes other parties (e.g., funders, manufacturers, user/experts, target users, other designers). This paper highlights a project implemented in a design foundation studio course that provoked students to discover, define, acknowledge, and design with/for the breadth of stakeholders in their design process. The aim of the design project was to support the students to engage in human-centred designing); to build a more fulsome picture of a target design (in this case a board game for blind and sighted folks; to work with real stakeholders; to develop a detailed empathy and design research plan; and to story and re-story their design process through designing, making, deep reflection and meaningful conversations. The project involved a multi-staged process that began by facilitating students to make design inquiries with stakeholders from the Canadian National Institute for the Blind (CNIB), a blind user/expert, and a seasoned industrial designer. In the process of the project, the students developed skills that increased their ability to balance the needs of the various stakeholders involved in a project, to make meaningful decisions towards an interesting target design, and to engage in self-knowing and understanding their own role in the design process. This paper promises to illuminate interesting ways to provoke students to move beyond simply thinking of users, and instead to re-story stakeholders in their design process.
Elsie Osei, Joyce Thomas, Megan Strickfaden
Open Access
Article
Conference Proceedings
Empathy and Interaction: Students Design Helpful Mobile App Concepts for Underserved Populations
The act of design in the broadest of terms is seen as using skills to make people’s lives more safe, efficient, and/or pleasant. In particular, graphic design is seen as making visual communication more clear, focused, and/or compelling. The typical graphic designer finds their work in the service of business, promoting goods and services to consumers or other businesses. In this role of promoting goods and services for a business, a graphic designer might not feel any responsibility to question potential negative societal impacts their work might generate. Is there room in the role of a graphic designer to take on any of that responsibility? Do they have agency enough to make positive impacts on our society? University students in an introduction to interactive media course were given the opportunity to practice this kind of decision making by conceiving of mobile phone apps that might possibly benefit individuals with specific needs that are seen as societal gaps. Students conceived, designed, and tested mobile app prototypes for several different types of underserved populations. This mobile app project gave the students insights into how their work can be a positive influence on society as well as broadening their perspective on the role of graphic design in general.
David Smith
Open Access
Article
Conference Proceedings
Types of Interaction-Based Information Conveyed Through LED-Based Robot Expressions
LEDs have been increasingly used as expressive mediums in social robotics due to their versatility and efficiency. However, while LEDs effectively convey basic system statuses such as power, battery life, or error alerts, their potential to represent more complex forms of information remains largely unexplored. Current implementations often rely on designers’ intuition rather than a structured methodology, leading to inconsistencies and challenges in user interpretation. To address this gap, this study investigates Information types that can be conveyed through LED-based expressions and establishes a systematic framework for their design. This study categorizes LED-based signals into structured Information types that are either primary (serving as the main communication channel) or redundant (supporting other modalities). Additionally, we distinguish between referential expressions, which rely on contextual understanding, and non-referential expressions, which can be interpreted independently. By defining these categories, this research provides a foundation for enhancing LED-based communication in human-robot interaction (HRI). To build a foundation of this framework, we conducted an ideation study involving six graduate students specializing in product design and social robotics development. Participants explored how different LED design factors—On/Off states, intensity, rhythm, and color—can be manipulated to represent information. The study used a horizontally arranged LED strip to align with human perceptual tendencies, particularly those related to facial expressions and motion perception. The results identified 20 distinct Information types that can be effectively represented using LED-based expressions. These include system notifications, user responses, paralinguistic cues such as laughter or humming, gestures that mimic human movement, and affective states like happiness or surprise. Notably, the study found a direct relationship between the number of LEDs and the complexity of information representation. When the number of LEDs matched the information’s bit-level structure, users interpreted it in a discrete manner. However, when the number of LEDs exceeded the required bits, users perceived the expression holistically rather than as binary signals. For instance, to represent a concept like “water intake,” participants preferred a gradual illumination of LEDs rather than a strict binary encoding. Additionally, our findings suggest that LED-based expressions requiring contextual information for interpretation—such as ambiguous gestures or emotional states—may benefit from multimodal integration with other robotic expressions, such as motion or sound. However, certain gestures, particularly those involving multiple LEDs, were consistently recognized without external cues, suggesting that increasing the number of LEDs enhances independent interpretability. This research contributes to the field of HRI by providing a structured approach to LED-based expressions, improving their clarity, and reducing reliance on designer intuition. By integrating cognitive communication models, this study highlights the importance of aligning LED expressions with human perceptual and interpretative tendencies. Future research should focus on validating these findings through user studies and expanding the framework to incorporate dynamic and multicolor LED interactions. These insights have implications for the design of expressive robotic systems in both social and functional domains.
Jounghyun Kim, Kwanmyung Kim
Open Access
Article
Conference Proceedings
Define, Design, Repeat, Refine
How can design transform crime? Can criminal actions be transformed into purposeful future products? How can designers understand users and/or abusers to design for sustainable products that promote personal safety and well-being regardless of the product category? These are questions we asked our students in the project theme focus ‘design out crime’.So, how do we teach our students to engage in problem discovery when asked to respond to a multifaceted issue that can be solved by design? The obvious response to this question is first to take a human-centred approach to bring humanity to the forefront, and second to use a design process framework to guide students through a methodical way of thinking. In our 3rd year industrial design studio, we presented four different project themes with varying degrees of complexity across five years. In the process of teaching this design studio, we constructed an alternative way to engage in the design process that we now call Define, Design, Repeat, Refine that involves three dynamic design sprints. We zoom in on one of our projects called ‘design out crime’ that industrial design students (n=12) completed within one semester to illustrate this. Students were provoked to move creatively through the design process by engaging in deep problem discovery, design, repetition, two unique concepts worthy of refinement, and a final design that embodied the entire process.Define, Design, Repeat, Refine is presented as a design process framework through ‘design out crime’ to exemplify and tease out how students engaged in this process to enhance their more traditional industrial design tools. Within this paper, we situate Define, Design, Repeat, Refine within the context of other design process frameworks, and we elaborate on the value of and critique its use. As an alternative design process that uses repetition as the primary means of engaging, Define, Design, Repeat, Refine has the potential to advance ways of knowing, and teaching and learning industrial design education for an increasingly complicated and multifaceted world.
Joyce Thomas, Megan Strickfaden
Open Access
Article
Conference Proceedings
Artifacts, Artifictions: Material Narratives in Design
Matter is plastic. It assumes form yet remains mutable, yielding to external forces. Events impact and disrupt its structure. Processes degrade and erode its surfaces. A physicality accumulates, evidence of its lived experience. This paper presents material narratives and discusses how they contribute to design.The paper begins by considering the human object and its materiality, viewing its corporeality through the lens of clinical medicine. It then considers designed objects and the narratives of lived experience they record in their materials. To define and demonstrate the concept of material narratives, the paper relates an enactment in which accumulated histories are recorded in the wooden form of a small wheel. The object passes through a series of owners and is impacted and marked by the ways it is used. Its resulting physicality is evidence of its experience.The paper next considers the intentional inclusion of material narratives in designed objects. It presents a project that introduces organic processes of erosion and deterioration to design production. It considers the narratives that result in the products and how these narratives contribute to the design communication.The paper finally looks at physical making and the utilization of primitive tools and mechanical production methods to introduce material narratives to designed objects. It acknowledges the inevitable inconsistency and fallibility of human making and that human factors–divided attention, unsteadiness of hand and mood, and vagaries of planning and preparation–affect handling of materials. It discusses the destruction inherent in mechanical production and how this impacts materials. To illustrate, it presents two design projects. The first uses the pinhole camera to introduce narratives of accident and chaos to photographs documenting a deteriorating lighthouse. The second uses the letterpress to introduce narratives of accident and chaos to a run of posters commemorating cicada replication. The results of both projects demonstrate a physicality that communicates narratives of impermanence, fragility and imminent loss. Imperfect, they speak to our own materiality, prompting universal recognition and understanding.
Marguerite Dreyer
Open Access
Article
Conference Proceedings
Taskscape Analysis: Provoking Depth in Product Development
Taskscape analysis is a little-known systematic method that has substantial potential to highlight important details related to a target product. Although taskscape analysis has been used in design practice, for example, towards placemaking (Dunkley, 2009), ferry design (Vannini, 2011), and clothing design (Tullio-Pow & Strickfaden 2020) its use has not been reported often in teaching and learning. The aims of this paper are to: define taskscape analysis; establish how taskscape has and can be used in teaching and learning; report on how taskscape analysis was used as a critical design thinking method; and establish the value of using taskscape analysis in design education. Taskscape analysis is elaborated upon through four projects completed across three years at two universities used to support students (n=105) in their designing processes. Taskscape analysis reveals product attributes by breaking down the immediate context of a product that relate to the tasks performed (that often require certain capabilities) while engaging with the landscape (or context) of objects and spatial environments. As such, students learn to complicate the use-scenarios of their target products by considering networks of human and non-human actors that touch or encounter one another throughout the process. The main values of using taskscape analysis are students: have better understandings of the true scope of design problems; can imbue their designs with deeper thought resulting in more refined and detailed concepts; can aid in creating guidance (i.e., design criteria, value proposition) to focus target designs; and engage in critical thinking in design. By creating an opportunity for students to work through design problems using this systematic method, along with other design thinking methods, students are encouraged to embody tangible considerations and elements into their final projects while developing their designing abilities.
Megan Strickfaden, Joyce Thomas, Sandra Tullio-pow
Open Access
Article
Conference Proceedings
Designing Adaptive Wearables for Children with Cerebral Palsy: A Holistic Approach to Lifestyle-centric Garment Design
Cerebral Palsy (CP) is a lifelong neuromuscular condition requiring continuous physical assistance to manage symptoms, improve mobility, and enhance quality of life. While many passive and active exoskeleton technology advancements have shown promise, few solutions are tailored to meet the unique needs of children with CP. The Gross Motor Function Classification System (GMFCS) categorizes the functional ability of individuals with CP into five levels, ranging from level 1 (full mobility with some difficulties) to level 5 (limited independent mobility). Many assistive devices serve the needs of those with higher GMFCS levels (4-5), but children with GMFCS levels 1 to 3 have limited access to appropriate assistance. This study aims to identify the key factors that drive the design of a rehabilitative, assistive, and diagnostic wearable tailored to integrate into the daily lives of children with CP, GMFCS levels 1-3. A comprehensive literature review, interviews with physical and occupational therapists, and ethnographic research provided insights into the key factors influencing children with CP’s experiences in their daily lives. This collaborative and innovative study between industrial design and engineering programs have led to identifying the required technological and functional components that will bridge the gap between theory and practice in a holistic exoskeleton design approach. Finally, a series of prototypes initiated the first phase of concept generation, which explores the impact of aforementioned factors into an adaptive lifestyle-centered soft-suit that integrates seamlessly into children with CP’s lives. The final prototype is currently undergoing user and functional testing and development. Future implications of this work emphasize user-centered design, calling for the involvement of children and parents as stakeholders in the design process. As exoskeletons become more available in-home settings beyond clinical applications, it is essential to understand and meet children's physical, emotional, social, and mental needs with CP GMFCS levels 1-3 to create meaningful, lifestyle-aware solutions.
Hannah Ritchie, Min Kang, Jeff Feng, Elham Morshedzadeh, Jose Luis Contreras-vidal, Shantanu Sarkar, Aime Judith Aguilar Herrera, Paige Willson
Open Access
Article
Conference Proceedings
Cohesive Design: A Desire-Driven Framework for Transformative Innovation
Industrial design has evolved from a focus on functional performance and mass production efficiency to embracing human-centered practices and sustainability. However, traditional approaches that concentrate on explicit user needs may overlook the deeper, often unarticulated desires that truly drive innovation. This paper proposes a cohesive design methodology that integrates the Jobs-To-Be-Done (JTBD) theory with a novel Desire Segmentation approach to uncover latent desires. Using the laundry domain as a case study, the paper demonstrates how designing with an emphasis on desire—not merely on explicit needs—can yield transformative innovations that redefine user experiences.
Joon Park
Open Access
Article
Conference Proceedings
Empowering Older Adults with AI Agent-driven Medication Management: Enhancing Adherence, Independence, and Health Outcomes
As the aging population grows, the healthcare system faces challenges in meeting the unique needs of older adults. Medication non-adherence among older adults is a critical issue that leads to severe health complications and reduced independence. Traditional medication management tools often fail to address this problem due to their technological limitations, complexity, lack of personalization, and poor accessibility. These shortcomings make it challenging for older adults to manage complex medication routines, increasing health risks and dependence on caregivers. Research indicates that approximately 40% of older adults struggle with medication adherence due to memory issues, complex routines, and accessibility barriers. This study aims to design an AI Agent-driven medication management solution to empower older adults by simplifying their medication routines and reducing cognitive and physical strain. The proposed system aims to improve medication adherence, promote greater independence, and minimize caregiver reliance through personalized and accessible support. A human-centered design methodology guided this research with initial qualitative user studies through interviews and surveys to identify gaps in existing solutions. Quantitative scenarios-based testing evaluated the system’s impact on user confidence and accessibility. The system integrates advanced AI capabilities, including real-time contextual processing and multimodal integration, which ensures adaptability to user needs and seamless interactions. The proposed solution delivers a personalized, user-centered experience that simplifies medication routines for older adults by employing AI technologies, including large language models (LLMs), large multimodal models (LMLs), and other existing tools, such as various apps on the phone and computer to function effectively with contextual information. Key features include medication reminders, meal planning, activity suggestions, and family monitoring tailored to an individual’s health condition, prescribed medication, avoiding dietary lists, recent grocery shopping data, current weather, and other necessary contextual factors for a patient’s health management. This holistic system promotes medication adherence and supports broader health management needs for an active lifestyle. The project focuses on iterative refinement guided by user feedback to create a design that provides usability and accessibility to users. Results from user testing show a significant rise in confidence among the target users, who reported feeling more comfortable and independent in managing their health with the AI-powered medication management solution. This study emphasizes the potential of AI to reduce health risks among older adults by promoting their medication adherence. By incorporating AI potential with human-centered design, this solution proves how to bridge the gap between user needs and technological possibilities. This system approach improves health management needs and independence and reduces caregiver burden, encouraging a balanced support system. These findings highlight the broader implications of AI in healthcare, offering a scalable and impactful model for addressing the challenges of an aging population and providing a pathway for context-based AI assistive solutions in UX design that improve the quality of life for older adults.
Muhammad Tanvir Akanda, Min Kang
Open Access
Article
Conference Proceedings
Reshaping Creative Workspaces: Leveraging the Transformative Power of Spatial Computing to Redefine Workspaces in the Design Process
Physical spaces and traditional computer interfaces hold intrinsic value in the design process, including inspiration, idea generation, and collaboration between teams, but are constrained by limitations such as finite surfaces, static resources, and the boundary of 2D screens or physical walls. This paper explores the transformative potential of integrating spatial computing technology, such as mixed reality (MR) and augmented reality (AR), into traditional workspaces to enhance efficiency, creativity, and productivity in the context of creative workflows. Specifically, it focuses on the early stages of the design process, including information gathering, inspiration, ideation, and collaboration. By introducing a system solution incorporating spatial computing, workspaces can evolve into boundless environments that serve as dynamic portals for information and inspiration. Beyond enhancing interactivity, spatial computing enables data from physical objects to be seamlessly integrated into digital workflows, allowing these objects to serve as direct references and tools in the creative process. The study demonstrates how spatial computing can expand the creative potential of workspaces, maximize inspiration, and eliminate traditional barriers through potential applications. The research findings, drawn from extensive literature reviews and enriched by insights from surveys and interviews, significantly shaped the design framework. These insights guided the application’s design process, culminating in proof-of-concept prototypes demonstrating how spatial computing can extend and enhance workspace functionality in innovative ways. This study concludes by discussing the implications of potential workspace design with emerging technology, redefining the design process with spatial computing, and supporting creativity and collaboration in future workspace settings.
Dillon Narcisse, Min Kang
Open Access
Article
Conference Proceedings
Visualizing the Future with the Help of AI
When students are asked to visualize service design concepts, they usually try to tell an engaging story with video clips of users utilizing their service design. Since their version of a service design concept does not exist yet, they will try to create touchpoints such as a kiosk or product, app prototypes on mobile devices, and have a supporting cast of actors to portray service design representatives in their story. If their service design is set 15-25 years in future, the storytelling can be even more challenging because everything needs to look more futuristic to match the time period the service design concept is being proposed for. Everything including the buildings, infrastructure, stores, vehicles, people, clothing, etc. need to look like they are from the future. Trying to create futuristic looking environments, and elements for the live actors to interact with can be extremely time consuming and require a large amount of money to virtually and/or physically create, however, with new AI tools, entire rendered futuristic environments can be generated with much less time and money. The following case study describes methods and tools that 3rd year industrial design students utilized to create futuristic backdrops and environments in conjunction with actors in front of green screens to tell their service design concept stories. With new AI tools, the future of service design storytelling can be done with much less time and money, and looks to be inspiring and exciting!
George Chow
Open Access
Article
Conference Proceedings
Two is Better Than One: Demonstrated Benefits of Multiple Industrial Design Internships
This paper presents a study investigating the benefits of industrial design students completing more than one internship or Cooperative Education position (co-op) during their undergraduate education. Internships are integral to preparing students for the workforce, offering practical experience that bridges the gap between academic instruction and industry application. Existing research highlights that participating in internships significantly increases the likelihood of securing employment post-graduation (Binder, Baguley, Crook, & Miller, 2014). However, little attention has been given to understanding the advantages of completing multiple internships, particularly in industrial design programs.Internships enhance students’ resumes by providing hands-on experience with workplace culture, professional design methodologies, and industry dynamics. While academic coursework builds theoretical knowledge and technical skills, internships develop soft skills, offer insights into workplace expectations, and prepare students for the realities of the design profession. It is unknown how one internship impacts obtaining a second internship or if a successive internship has more impact on preparing students for a competitive work environment. This study examines internship experiences among students from three four-year comprehensive universities, with a focus on differences between students who completed one internship versus two. It evaluates factors such as compensation, duration, location, accessibility, perceived value, and the impact of sequential internships on professional development. Data were collected using a mixed-methods approach, combining survey responses from current students and recent graduates from three four year comprehensive universities (n=147). Qualitative data was gathered through semi-structured interviews of 9 students, representing 3 from each institution. These interviews explored students' internship or co-op experiences, their perceived value, and the support provided by their universities during the internship search process and throughout their placements.The findings reveal a statistically significant increase in the hourly pay rate for students’ second internships compared to their first, indicating that either students are receiving higher compensation based on prior experience or obtaining stronger and higher paying internships for their second internship or co-op. Other factors, such as perceived value, also improved for the second internship but did not reach statistical significance. These results suggest that completing a second internship provides students with a financial advantage and better prepares them for the competitive job market. This research underscores the importance of institutional support in facilitating successive internships, highlighting their role in enhancing both economic and professional outcomes.
Betsy Barnhart, Carly Hagins
Open Access
Article
Conference Proceedings
Systems Design Approach to Waste-to-Energy Transformation: A Circular Economy in the Coffee Industry and Community
This study explores how systems design can establish circular economies by transforming organic waste into renewable energy, addressing the dual challenges of waste management and energy resilience through Bean to Green initiative, a real-world case study implemented in Houston, TX. The research demonstrates how spent coffee grounds (SCG) can be leveraged to generate renewable energy, foster community engagement, and reduce landfill dependency with a systems design approach.The system integrates three interconnected components: SCG collection kiosks strategically placed in coffee shops and public spaces, transportation facilitated by electric vehicles to minimize carbon emissions, and biofuel production facilities that process SCG into renewable energy for powering community infrastructure. A companion mobile application designed with a strong focus on user experience (UX), plays a pivotal role in enhancing public engagement by offering an intuitive interface for tracking individual contributions, rewarding participation, and providing educational content about sustainability goals. Coupled with accessible branding and communication strategies, the initiative bridges educational gaps and appeals to diverse demographics. The broader implications of this study extend beyond the coffee industry, offering a scalable and replicable framework for circular economies across various sectors in other urban settings. By leveraging systems thinking and collaborative community-driven strategies, this research highlights the transformative potential of waste-to-energy models in advancing climate action. The findings contribute to a deeper understanding of how human-centered sustainable systems design, UX design principles, and inclusive branding strategy can create scalable pathways for future renewable energy and waste management innovation and drive environmental and social changes.
Yasmine Almadi, Min Kang
Open Access
Article
Conference Proceedings
Haptic Affordance: A Study in Object Recognition and Feedback
Firefighters use the fire hose and hose couplings for navigation in burning structures that have low visibility due to smoke. However, current fire hose couplings are designed for a watertight seal but not for providing information to the firefighter. Fire-rated protection gloves reduce tactile sensation thus reducing the corresponding information perceived from objects, resulting in possible harm to the firefighter. This paper investigates the correlation between tactile information and how it is perceived, understood, and applied in high-stress firefighting situations. Research into visual and haptic perception as well as mnemonic learning methods was applied to the redesign of the fire hose coupling for non-visual, low-tactile-sensation situations to provide lifesaving information to firefighters.
Adam Feld
Open Access
Article
Conference Proceedings
Establishing a reward mechanism based on Quality Function Deployment in sustainable consumer service design
Sustainable actions have emerged as crucial components for the functioning of modern society and businesses. Sustainable consumption has recently become one of the focuses to promote, but due to ingrained buying habits, brand loyalty, and price discrepancies, there is still a lack of actual purchase intention and support. To enhance consumers' willingness to engage in sustainable consumption, it is essential to leverage the psychology of human rewards pursuit, establishing the reward mechanism to resonate with consumers. Additionally, applying Quality Function Deployment (QFD) to transform qualitative factors into quantitative data, and using surveys to capture actual consumer experiences to design reward systems that align with consumer preferences objectively. The article explores how the insights gained from psychology and QFD can inform the service design of sustainable consumption processes. Stimulating consumers with rewarding experiences, it can encourage them to modify their lifestyles and purchasing decisions, ultimately fostering a shift towards more sustainable choices.
Shuo-fang Liu, Yi Qing Ding
Open Access
Article
Conference Proceedings
Finding an ethical balance between Humans and the Planet for Design: An examination of Sustainability Ethics and their history in Design and Business
Ethics have always undergirded sustainable cultures, however through the advances of Industrialization those were lost until the environmental movement began to question the destruction of nature at various points throughout industrialization’s growth. The movement continued to gain momentum as scientists began to understand the complexity and importance of the Earth’s ecosystems to human society. This resulted in the integration of sustainability into industrialization and society in various ways including organic farming, renewable energy, Permaculture Design, sustainable design and business movements, heeding the warnings of environmentalists but balancing the progress of industrialization. This was culminated with the Brundtland Report of 1987 entitled our “Common Future” that popularized the term “sustainable development”. Out of this evolution came about the first comprehensive Sustainable Ethics for a globalized world, pulling out of the ravages and opportunities of early Industrialization. Permaculture developed its 3-core ethics as early as 1985. However, the Triple Bottom Line, initially developed in 1994, became the dominant benchmark for applying sustainability in business. These sets of 3 ethics vary drastically based on terminology and rankings, which can have very different results, as the stated intentions for designers sets the path for their end result. Over these last 40 years, we have come a long way in developing sustainable solutions. This paper examines their impact, how they differ and how they relate, what other standards align with these stated ethics and how we decipher the best path forward for a global set of ethics to define a Global sustainable culture built upon sustainable industrialization.
Braden Trauth
Open Access
Article
Conference Proceedings
Parametric Design for Exhibition Displays: Innovations in Form and Function
The application research of parametric design is one of the current research hotspots in the field of design, but there are few studies on its application in exhibition design. Based on this background, this study selects the Grasshopper visual programming plug-in, takes the exhibition space of the School of Mechanical Science and Engineering of Huazhong University of Science and Technology as the application scenario, and applies the parametric design method to the exhibition design. It aims to explore the unique advantages of parametric design that breaks through the boundaries of traditional design and provide new ideas for the exhibition design of display space. Starting from the concept of parametric design, this paper explores its research status and characteristics, and analyzes the advantages of parametric design in a multi-dimensional comparison with traditional design. And guided by the conceptual definition and design requirements of exhibition design, combined with the rich data of the audience group's demand for exhibition space obtained from the survey, parametric technology is effectively applied to exhibition design. Based on the above theoretical research, according to the college characteristics, application scenarios and audience needs, a tailor-made exhibition design scheme for the lobby of the mechanical building is created, and it is realized through parametric technology. Through in-depth research on the innovative application of parametric design in exhibition design, the unique advantages of parametric design in creative efficiency, design needs, and concept communication after being integrated into exhibition design are demonstrated. In the future, we can further explore the application of parametric design methods in different scenarios, promote innovation and change in exhibition design, and promote the development and progress of exhibition space design in colleges and universities.
Xue Chen, Junyang Hou
Open Access
Article
Conference Proceedings
Sustainable Innovation and Practice of Kitchen Electrical Products under the Green Concept
This paper explores the practical application of green concepts in the sustainable innovation of kitchen electrical products, focusing on energy efficiency, environmentally friendly materials, and health safety as core design strategies. By integrating cutting-edge technologies such as intelligent control, the Internet of Things (IoT), big data, and artificial intelligence, the paper aims to achieve the intelligent upgrade of kitchen electrical products, optimizing performance and user experience. At the same time, advanced design concepts such as modularization and integration are adopted to enhance the maintainability and upgradability of the products. The study reveals that green design strategies not only significantly enhance the market competitiveness of kitchen electrical products but also promote the development of the home appliance industry towards a more environmentally friendly, intelligent, and sustainable direction.
Ma Xin, Liang Wengan, He Peipei
Open Access
Article
Conference Proceedings