Adrian McCormack

A Human Centered Design Approach to Spinal Cord Rehabilitation Equipment

This project investigates the application of human centered design to create equipment for Biospine Therapy (advanced spinal cord injury rehabilitation therapy) at Menzies Health Institute Queensland. The equipment currently used was identified as a major annoyance and problematic issue by the Biospine practitioners and it was perceived that improved equipment would benefit the setup procedure and therapy experience for the practitioners and the patient.

The project began with experience mapping and interviews with the practitioners and patient to understand the main inhibitors of the current equipment and what was desired by the users. It was found the setup procedure needed to be more efficient, as it took 40-50 minutes to setup the equipment. Witnessing first-hand the procedure and the arduous task that it was, the process of narrowing down a focus area began and it was soon decided that the positioning, adhesion and securing of the 16 stimulation electrodes to the patients lower limbs would be the design concentration area.

Investigation into personalisation of the equipment through advanced technologies such as 3D scanning and 3D printing began, however the focus soon shifted to wearable technology and fashion design aspects to conceptualise the current ‘Biowrap’ solution. Through a series of prototypes, the design has been refined and is currently being utilised during Biospine therapy sessions.

Keywords: human centered design, rehabilitation products, design efficiency, medical product design, electrical stimulation devices, productivity design.

Ashley Llambias

An Industrial Design Investigation into the Sensory Needs of Children with ASD

This project focuses on utilising Human Centred Design and engineering, with collaboration from the School of Psychology to create a mobile eye-tracking device to better understand how children on the autism spectrum experience everyday life.

Where children look can give us insights into their moment-to-moment priorities in the world, insights that would otherwise be hidden. If we are able to better understand these priorities, this could assist in our understanding of children’s socialisation, and educational experiences. Current designs for mobile eye-tracking are visually and physically intrusive and lack an understandable motivational purpose for children on the autism spectrum.

The project involved detailed research and experimentation into materials, forms, and colours to create a suitable design for children with ASD. The tool itself will enable researchers to study the behaviour of these children in natural settings in ways that are not currently possible, along with establishing a framework for creating specialised products for these children and their needs. This gap in knowledge is of critical importance for educators in understanding how to design products and systems to optimise learning opportunities for children in an inclusive classroom environment.

Based on research and assumptions regarding sensory sensitivity of children with ASD, the design concept proposes a modular kit of interchangeable parts to suit the specific needs of each child. The projects outcome are a functioning mobile eye-tracking prototype, in addition to proof of concept frame designs created using Human Centred Design techniques specifically for children with ASD.

Keywords: Sensory Sensitivities, Material Engagement, Autism Spectrum Disorder, Eye-Tracking.

Brodan Goepel

The Use of A Portable Virtual Reality Experience Improving the Designer-Client Relationship Throughout The Interior Design Process

This project is concerned with how a portable virtual reality system may improve the designer-client relationship within the discipline of interior design. This research is important as traditional design processes for interiors do not account for the increased expectation of the client resulting from the client’s familiarities with digital technologies.

This will investigate a series of case studies for the purpose of applying findings to the development of a prototype system for interaction. Several existing studies support the needs for clients to be more involved in the design of their spaces, and there are existing VR systems for interior design, yet flaws exist in terms of user experience and accessibility. This project will therefore be a technical investigation enabling a focus on the user experience of a portable VR system.

Keywords: Virtual reality, Interior design, Interactive experience, Oculus quest, Immersive Design, User Experience, Designer-Client Relationships, Customisation.

Christopher Bambury

Democracy, Environment & The Media: Empowering Young Australians to use Civic Engagement for Environmental Good

Australian Millennials are more concerned with climate action than any other age group, despite a lack in understanding of how they can create positive climate impact through their civic responsibilities. This is evidenced in the 2019 federal election results which indicated an inconsistency between the values of the people, and the result of an election. This is a concern as it leads to a dissatisfied voting public, poor electoral engagement and a dampened climate future.

Already, researchers have identified a global trend amongst millennials showing a rapid decline in the interest of democracy, citing a lack of attachment to the importance of voting. Research has shown that people who understand the system, are able to access and engage with the system. Conducted under an action research approach, this project seeks to develop a two-pronged campaign addressing the education of democracy in Australia, and the ability to impact positive climate action, through the use of visual communication and design outcomes, in order to promote an understanding of Australian democracy.

This qualitative approach to research focuses on collecting an understanding of voter experience through intimate focus group journey mapping and prototype critiques. The culmination of this research delivers a highly visual and engaging design response, crafted to help the user navigate the complexities of Australia’s democratic system, which speaks across digital and tactile platforms.

Keywords: Civic Engagement, Australian Politics, Climate Change, Climate Action, Millennials, Environment, Media.

Felix Gallagher

An Investigation Of Designing A Domestic Desalinisation And Decontamination Device

The overall purpose of this study is to create a domestic desalination and decontamination device for communities affected by a lack of access to fresh water. Fresh water access is a major problem in low-lying coastal communities and communities affected by agriculture runoff. I aim to explore whether a Graphene membrane, used to desalinate and decontaminate water through membrane distillation, can be rescaled to a personal device. It will determine how effective a Graphene membrane, installed in a personal desalination and decontamination device, will be. Tuvalu is extremely vulnerable to unpredictable weather patterns and rising sea levels. A small island nation located halfway between Australia and Hawaii, Tuvalu is made up of four reef islands and five atolls with a land area of only 26 square kilometres. On average, the country sits at only two meters above sea level. The two major factors leading to last year’s shortage of drinking water were extremely limited rainfall for more than six months, and rising sea levels which have contaminated drinkable groundwater with salt water.

Size: Life size model dimensions: 1100mmx800mmx1000mm although a 1:10 scaled model will be provided.

Keywords: Desalination, Graphene, Personal filtration, Membrane distillation, Fresh water, Clean water, Community, Essential, Decontamination, Purification.

Kirsty Gordon

Animating Logos with Personality

This research addresses a gap in literature surrounding how certain motion characteristics could influence consumer perceptions and be effective in conveying certain brand personality dimensions within logo design. This is an important area of investigation as brands need to distinguish themselves within a saturated marketplace.

Using an Action Research approach, the investigation involves an in-depth literature review, online surveys with consumers, and interviews with designers. My exploration will employ Jennifer Aaker’s brand personality scale, Pamela W. Henderson and Joseph A. Cote’s design characteristics, and Ollie Johnston and Frank Thomas’s 12 principles of animation. Evidence has highlighted brand logo as a vital component for communicating brand personality within brand identity. Brand personality has also been proven to have positive effects on influencing brand image. Motion is an important story-telling device that could be used to improve the communication of brand personality through brand logo.The projected outcome is 5 animated logos and a toolkit for designers. The toolkit will offer guidance in how to animate brand logos using certain characteristics and principles to convey one of Aaker’s personality dimensions.

Keywords: Animation, Motion Graphics, Branding, Logo, Brand Image, Brand Personality.

Leighanna Robinson

Soundscapes for well-being: an interactive and immersive tool to improve emotional health

The purpose of this research project is to create an immersive and interactive soundscape to be used as an experiential tool for well-being and mental health strength. Several existing studies attempt to address the value of stereo soundscapes for mental health, yet there is a gap in this research in relation to how immersive, ambisonic soundscapes may be utilised for effective mental wellbeing.

An immersion in 3D ambisonic audio can change the current experience of movies and games. Therefore, this investigation explores how may it be used as a tool to promote change using experience soundscapes as a health tool. This project will examine ambisonic audio as a potential health tool and use game technology as the interactive research method. This study will be conducted via a participatory action research (PAR) approach.

The methods used will include research into past works, articles and artists, and survey distribution and feedback, which will be reflected upon and interpreted to develop this project further. The creation of example soundscapes will be developed for the survey and distributed to participants. This research aims to develop a diverse range of easily accessible ambisonic soundscapes for mental wellbeing.

Keywords: Ambisonic, immersive, health tool, wellbeing, interactive, soundscapes.

Skye Smith

Systemic design in an age of complex environmental and social challenges

Over the past decade, a growing concern for complex environmental and social challenges has seen a shift in design from the realm of tangible objects towards services and systems. Consequently, some aspects of design research have transitioned from a focus on a human-centred experience to a holistic world view attuned to a new level of environmental sensitivity. Systemic design has been noted as a promising scaffold to advance this awareness, despite the defining framework remaining elusive. The field can briefly be described as an attempt to integrate systems thinking and design thinking, in order to combine problem framing methods to explore complexity and solution-oriented methods that support societal transitions towards a more sustainable future.* While a range of literature on systemic design is available, further development is needed to understand and investigate the viability of systemic design as a means to approach complex environmental and social challenges.

The intention of this project was to conduct a systematic review to examine current systemic design literature in order to synthesise and unearth a potential framework. The research conducted for the purposes of this project aimed to establish and understand how systemic design can support designers in approaching complex challenges. A variety of sensemaking tools were used to document and comprehend the themes presented in the literature, including concept mapping, infographics and radial convergence maps. The research findings led to and informed the creation of a systemic design toolkit, aimed at providing designers from all disciplines with a framework that facilitates a deeper understanding of the impact design has on everyday life, sociocultural factors and the ecosystem.

*Alex Ryan, "A Framework for Systemic Design," Form Academic Akademisk 7 (12/16 2014): 3,https://doi.org/10.7577/formakademisk.787

Keywords: Systemic design, systems thinking, design thinking, design toolkits, wicked problems, complexity, sense-making, sustainability..

2022 Graduate exhibitions South Bank

QCA South Bank undergraduate exhibitions

See works from QCA South Bank Design, Visual Arts and Contemporary Australian Indigenous Art students.

Opening night

Thursday 27 October 2022 6 – 9 pm
  1. Exhibitions open:
  2. 28 October – 3 November 2022, 10 am – 4 pm
South Bank campus, 226 Grey Street, South Brisbane

Register attendance

2022 Graduate exhibitions Gold Coast

QCA Gold Coast undergraduate exhibition

See works from Queensland College of Art Gold Coast Bachelor of Design students.

One night only

Wednesday 26 October 2022 6 – 9 pm

Open for one night only
Gold Coast campus, G14 Precinct, Parklands Drive

Register attendance

Griffith University Queensland College of Art 2021 Graduate Exhibitions. Opening night Thursday 11 November 226 Grey Street, South Bank

QCA Honours and postgraduate exhibitions

See works from Master of Visual Arts, Master of Design and Honours students.

Opening night

Thursday 11 November 2021 6 – 8 pm
  1. Exhibitions open:
  2. 12 – 17 November 2021, 10 am – 4 pm
South Bank campus, 226 Grey Street, South Brisbane

Return to QCAD Showcase site