IMPULSE #8 – Unity tutorial for AR

I wanted to improve the learning experience and make it more interesting for children, so they would engage more. While researching photos and reference examples, I found the use of Augmented Reality (AR) in education and realized that I could use this for my thesis project. That’s why I decided to watch a series of YouTube videos called „Unity AR – Augmented Reality Tutorial“ by lightsandclockwork. I watched 10 lessons, and I will explain what I learned from each one. This tutorial series gave me a good introduction to the possibilities of AR applications in Unity.

Lesson 1 – AR Simulation

The first step in AR development is setting up AR simulation in Unity. I had never used Unity before, so I had to learn a little about the software. The video explained that Unity allows testing AR interactions inside the editor, without needing a mobile device. This makes the development process faster. I installed AR Foundation, a package for AR applications, which allowed the scene to recognize virtual surfaces and objects without using a real device.

Lesson 2 – AR Tracked Image

This lesson teaches how to track images, which means the app can recognize specific pictures and place 3D objects on them. I used AR Tracked Image Manager, which lets you add images to a database and display objects when the camera detects them. This is often used in education, catalogs, and interactive guides. In my case, it could be interesting to scan a plant and see an animated version of its growth.

Lesson 3 – AR Placement Interactable

In this lesson, I learned how to place virtual objects in AR space. The user taps the screen, and a virtual object appears on a real surface. The tutorial used AR Placement Interactable, which makes positioning objects easier. This could be used to show animals in a real forest environment, but I think this would be better for adults than children.

Lesson 4 – AR Placement with Visuals

This lesson adds a visual preview before placing an object. The object appears as a transparent model, so the user knows where it will be placed. This helps with better user experience (UX) because it allows more precise placement. This could be useful for children, but I’m not sure if it would work well. If I use this, I would need to test it with different age groups.

Lesson 5 – AR Placement with Grid

The fifth tutorial adds a grid, which helps users see where objects can be placed. This makes positioning more precise and helps visualize flat surfaces and object proportions in real space. Grids are often used in interior design and navigation apps, but in my case, they could be used to show virtual elevation lines in nature or to simulate how landscapes looked 100 years ago.

Lesson 6 – AR Placement Restriction

This lesson explains how to prevent objects from being placed in the wrong locations. It allows objects to be placed only on certain surfaces or inside specific zones.

Lesson 7 – AR Object Scaling

In this lesson, I learned how to make objects bigger or smaller using pinch-to-zoom gestures. This is useful for 3D modeling and educational AR apps, where users can adjust the size of an object to explore details.

Lesson 8 – AR Object Rotation

This tutorial shows how users can rotate AR objects using swipe gestures. The system detects touch movements and rotates the virtual object accordingly. This is useful for education because it lets users view objects from all angles.

Lesson 9 – AR Object Removal

This lesson explains how to delete objects from the AR scene after placing them. This feature could be used for interactive learning, for example, showing what happens when part of a natural ecosystem is removed.

Lesson 10 – Build for Android Mobile

The final lesson covers building an AR application for Android devices. It explains how to set up build settings, activate ARCore (Google’s AR framework), configure the camera, and run the AR app on a real mobile device.

IMPULSE #7 – Literature analysis – Education in nature: The key to children’s development through research and play

To further deepen my research, I found a study and thesis on „Schools in Nature“ to better understand what it all involves. I learned that outdoor education has great potential for children’s development, allowing them to explore, develop critical thinking, and connect with the natural world. This way of learning contributes to emotional, social, and physical growth, providing an experience far beyond traditional classroom teaching. According to research by Alyssa Wentworth, this approach especially benefits children who struggle in the standard education system, offering more opportunities for exploration, movement, and building self-confidence. Based on the experience and materials I’ve gathered so far, I see that design can play a key role in shaping these educational experiences. With careful design, it’s possible to not only encourage children’s curiosity but also provide a deeper understanding of often complex and abstract topics.

One of the most important findings about outdoor education is that children learn best through experience. In this case, nature becomes the „third teacher.“ Research by Maja Ljubojević shows that multi-day activities like „schools in nature“ have an incredible impact on students, especially younger ones. These activities combine practical tasks with research and social aspects, with an emphasis on learning through play. Through outdoor activities, children develop many skills and engage all their senses. For example, they can explore different textures of soil and plants, observe the shapes and colors of plants, listen to natural sounds, and learn about the interconnectedness of all living things in ecosystems. These aspects help children understand and remember information, making learning not only fun but also deeply experiential.

According to Ljubojević’s research, children involved in outdoor learning showed improved problem-solving skills, greater emotional resilience, and a deeper connection to the environment, which I believe is very important given the rapid development of technology. The study also found that children felt calmer and more motivated when learning outdoors. However, there are challenges, such as adapting to weather conditions and ensuring safety in outdoor environments. Design can address these challenges by providing solutions like educational materials or digital tools that motivate children to engage even in less favorable conditions.

Play plays a key role in outdoor education, and game design can significantly improve this process. The children in the study expressed a desire for more games, especially those that are out of the ordinary. Carefully designed games encourage children’s curiosity and help them better understand the content presented to them. Games like „nature’s hidden treasure“ can encourage children to explore ecosystems, recognize plants and animals, and collect natural materials. Simulation games also allow children to take on roles of plants or animals and understand their interconnectedness in nature. Through such games, children learn actively and immerse themselves in the content, and design is there to provide them with an interactive, fun, and educational experience. Although one might think of nature as a place to escape from technology, well-integrated digital tools can enhance the educational experience. For example, plant recognition apps or augmented reality (AR) can help children better and more deeply understand nature. Technology doesn’t have to be in conflict with nature – it can become a tool that helps children better understand the world around them, making the learning process even more interactive and accessible. Outdoor education is not just a temporary experience; it helps children develop a lasting connection to nature, an understanding of the importance of environmental conservation, and sustainability.

  1. Nature-Based Education: What Are the Benefits & How to Incorporate it in Schools?; Alyssa Wentworth, Anna Maria College: Paper prepared for Honors Senior Seminar (HON 490)
  2. Stavovi učenika o višednevnim aktivnostima: škola u prirodi i izviđačka kolonija; Ljubojević, Maja: Master’s thesis, 2023, University of Zagreb, Faculty of Teacher Education
  3. Didaktičko-metodičke specifičnosti škole u prirodi; Adisa Rustemović: Master’s thesis, 2021, University of Sarajevo, Faculty of Philosophy, Department of Pedagogy

IMPULSE #6 – Movie: The Wild Robot

A Story of Survival, Curiosity, and Connection with Nature

I chose The Wild Robot because I was drawn to its unique combination of technology and nature. The film, based on the book of the same name by Peter Brown, tells an unusual yet deeply touching story of a robot named Roz who finds herself stranded on a remote island instead of a megacity. She is programmed primary to serve humans, designed exclusively to assist and support them. Her only mission is to find a task and complete it. What makes this story special is how it intertwines themes of survival, ecology, and the interconnection of beings that, at first glance, seem entirely different. Additionally, it teaches us about the importance of ecosystems and our relationships with nature.

The film takes us through Roz’s journey from her arrival on the island to the moment she slowly begins to understand and adapt to the natural world around her. At first, she is just a piece of technology, unaware of her surroundings and entirely unprepared for the harshness of the wilderness. However, through a series of challenges and interactions with the island’s animals, she gradually learns how to survive. This transformation is not just physical, she becomes aware, develops empathy, and starts forming relationships with the creatures around her. I find this particularly important to showcase to children, as they also go through similar realizations and emotions at that stage of life. I was especially intrigued by how the film explores the coexistence of technology and nature. Instead of portraying the classic conflict between the artificial and the organic, The Wild Robot examines the possibility of harmony between these two worlds. Roz does not attempt to dominate nature; instead, she studies it, learns from it, and adapts to its rules. This aspect of the story reminded me of my visit to the CoSA Museum in Graz, where I had the opportunity to see how scientific information can be conveyed through interactive experiences. Just as museum installations allow visitors to learn through hands-on exploration, Roz’s story demonstrates how powerful and effective experiential learning can be. This inspired me to focus my research on children, specifically on nature-based education and outdoor learning environments.

Another part of the story that stayed with me was Roz’s relationship with the island’s animals. At first, they see her as a threat, but through her patience and actions, they come to accept her. Over time, she becomes part of the ecosystem instead of an outsider. One of her most meaningful bonds is with a duckling named Brightbill, whom she rescues and raises as her own. This dynamic adds so much warmth to the story and raises fascinating questions about family bonds that go beyond biology. Reflecting on the structure of the story, I noticed parallels with educational methods I’ve encountered. At the CoSA Museum, for example, visitors can test their knowledge, make decisions, and observe the consequences just as Roz does on the island. Her process of learning through trial and error, experimentation, and reflection is, at its core, what genuine learning looks like. It’s a concept that extends beyond the film, applying to academic research, creative projects, and even personal growth.

One of the most impressive aspects of the film is how it communicates environmental messages without being heavy-handed. you gain an awareness of the fragility of ecosystems and the importance of adaptation. But instead of preaching, the story invites you to form your own conclusions. It reminded me of museum exhibits where visitors are prompted to reflect on their lifestyles and the impact they have on the environment. That kind of self-reflection often inspires meaningful personal change. Ultimately, the message of The Wild Robot is not just about surviving in the wilderness but about finding one’s place in the world, no matter where we come from. It also encourages us, as intellectual beings, to think about how we can help the natural world rather than simply exploit it. The film reminded me of the importance of learning—especially learning through continuous experimentation and hands-on experience.

Working on the Hatched project for Dynamic Media and my experience at the museum have both strengthened my interest in working with children. Seeing how young minds engage with interactive storytelling and experiential education reaffirmed my belief that nature-based learning is crucial in today’s increasingly digital world. Just like Roz, children are in a constant state of exploration, adaptation, and discovery, and it is through such meaningful interactions that they shape their understanding of the world.

IMPULSE #5 – CoSA – Center of Science Activities

One day when I had free time, I decided to visit CoSA – Center of Science Activities in Graz, as it’s a great source of inspiration for presenting information in an engaging and interactive way. CoSA is an interactive science center that offers an exciting experience by combining science, technology, and creativity. The museum is designed to spark curiosity and a spirit of exploration among visitors of all ages, though it is primarily tailored to children. Its exhibitions encourage active participation through hands-on activities and experiments. The museum’s spaces are divided into thematic areas such as sustainability, biology, physics, and technology. What stood out to me was the diversity of exhibits and the numerous forms of interaction. Some are simpler than others, but all are equally fun and engaging. After consulting with my professor at my home university, I decided to steer my thesis topic toward children and nature-based education.

CoSA_Sustainability

The first area I visited was CoSA_Sustainability, where visitors can learn about climate, resources, and sustainability. At the start, each visitor takes a „card“ on which they can collect results and information throughout the exhibition. The space features seven stations that provide information through games, informative videos, and audio recordings, covering topics such as energy, mobility, smartphones, clothing, packaging, nutrition, and leisure activities. After gathering information at each station, visitors have the option to answer questions based on their personal actions. For example, one question asks whether you mostly buy new clothes or second-hand, and you record your response. At the end of the exhibition, you scan your card with all your answers, and the system provides an overview of how your actions impact the environment and why. It also allows you to compare your results with those of others.

I found this approach particularly interesting, even though I already knew much of the information presented. The exhibition helped me reflect on how to present information, especially to children. I really liked the concept of comparing your actions to their environmental consequences and what is considered optimal behavior. Often, people feel attacked when told that their actions are harmful and need to change, but this method allows them to draw their own conclusions and independently decide whether they want to continue their habits or make changes. I concluded that this „play – decide – learn – compare“ approach could also be highly effective in nature-based schools as a method for fostering critical thinking.


CoSA_Experimentarium & Technology

The other two sections – experiments and technology – immerse visitors in a wide range of diverse interactions. The section on experiments was particularly captivating, as it covered various topics in physics. For instance, there’s an activity where you strike a large drum to observe the movement of air, alongside exhibits on color theory, perception, and types of electromagnetic radiation. It’s fascinating how such an approach can draw people into topics they might not initially find interesting. One example that stood out was an exhibit where visitors could learn about the essential parts of a car and how they fit together. The room features a car frame, and participants must place all the components in the correct spots, such as headlights or steering wheels. Once assembled, the car can be driven in a simulation. This interactive and tangible approach provides both a sense of accomplishment and a deeper understanding of the topic. I believe the combination of digital screens and physical experiences in this museum was perfectly balanced. The museum manages to blend technology with hands-on activities in a way that makes learning both immersive and enjoyable. It truly invites you into a world of discovery and exploration.

CoSA is a world unto itself, where time seems to stand still. This experience left a strong impression on me, inspiring me to think about the learning process in new ways. It also made me reflect on the story my design will tell and the world it will create for users. Much like the museum, I want my projects to be engaging, surprising, and capable of transporting users into another world.

IMPULSE #4 – FBTB 2023: Ellen Lupton – Storytelling and Visual Design

I was intrigued when I heard the term „storytelling in design,“ so I wanted to explore it further and see where it could be applied. While searching the internet, I came across an interesting video on YouTube of Ellen Lupton’s lecture at the „From Business to Buttons 2023“ conference about storytelling and visual design. In her lecture, she discusses how storytelling can significantly impact design and its meaningfulness. Design is not just about aesthetics; it’s a way of communicating ideas, emotions, and messages. Through her presentation, she explained how storytelling principles can help designers convey strong messages and build deeper connections with their audience.


Lupton begins her talk with the statement that every design, whether digital or physical, is a form of storytelling. Designers create entire journeys through interactions with a product or service, but also countless small interactions along the way. She compares this to a story, explaining how every story needs action and emotion. A good story presents the action in an engaging way, resulting in a satisfying emotional response. As designers, we create action—which is the narrative—and then wrap it in emotions by creating various atmospheres through colors, fonts, layouts, and so on. That’s why she says every path is its own story. Sometimes the path itself is so strong that it becomes a character in the story, like the highway in the movie Mad Max. It introduces us to the story, like an invitation. And even though it may seem like the path is straightforward, we must take a leap, and we’ll discover that somewhere along the way, there are curves. Additionally, every story has a beginning, middle, and end, just like in design. Users experience a journey, starting from their first contact with a product to the point of making a decision—an action.

The second thing she mentions is the rule of threes. She explains that it’s easier for users when they have three options rather than too many, like when choosing movies on Netflix. Having fewer options makes it easier for us to decide. For this reason, information is often grouped into threes, simplifying complex information and making it easier to understand. These principles are also used in restaurants like McDonald’s. This rhythm can also be used to create an unexpected moment of surprise, like in an advertisement for a product. Additionally, it can be applied in dashboard design to visually separate information for easier comprehension.

Another narrative model she mentions is the Hero’s Journey. The protagonist is a person who typically goes to a different, magical world, experiences new and exciting things, faces challenges, and then returns home—it’s always a circle. Designers, through their decisions, create that “magical world” into which the user enters, inviting them into a “green world.” This is why some applications use green. She also mentions examples of purple for mystical/magical vibes or neutrals for natural products. It all depends on what the product is about and the atmosphere we want to create. What’s also important is designing the experience as a labyrinth that leads the user to their goal, creating a sense of security or excitement. Throughout the experience, it’s essential to include the previously mentioned emotions. One of the most powerful emotions is humor, but it can also be surprise or even suspense. These create engagement and energy, building a connection with the product.

The last concept she mentions is resolving and creating conflict. Resolving conflict involves eliminating pain points users encounter, thereby creating a better experience. On the other hand, creating conflict can involve using red to emphasize that something is wrong, pop-up messages that indicate an error, or notifications that warn users they’ll lose their streak, like in Duolingo.

Beyond static elements, she highlights the importance of interactivity in digital design. Every interaction a user has with a design is part of the narrative. For example, smooth and intuitive interactions can give users a sense of control and satisfaction, while design tricks like animations can create “magic” in their experience. This helped me view my project more holistically and consider how I could make it more engaging for users in a fun and story-like way.

IMPULSE #3 – Experience with Meldezettel

One of the first things I encountered upon arriving in Austria was a visit to the registration office to submit and verify the registration certificate (Meldezettel). This document is mandatory and must be submitted within a few days of entering the country. During the university’s introductory week, we were informed about this obligation and shown what and how to fill out the form. Despite having support from university staff, the dormitory manager, and step-by-step instructions, I still faced misunderstandings and challenges.

The first issue that significantly complicated filling out the form was that everything on it was in German. I had to compare what was written on the form with the instructions provided, trying to figure out what specifically applied to me since not all information needed to be filled in. Instead of taking one to two minutes to complete the form, it took me at least ten minutes to ensure everything was correctly filled out. In the end, I had to use Google Translate and ask friends sitting next to me what exactly needed to be filled in because I was afraid of entering incorrect information despite all the instructions. This part of the process was exhausting and frustrating.

After successfully completing the form, the next step was booking an appointment to submit the document online. This part of the process was slightly easier because it was digital, but it was still not straightforward to find the exact option I needed to select to get to the required section. With numerous instructions and additional research, I managed to book an appointment at the office closest to my residence. However, some of my friends were not as fortunate and required extra help to do the same.

The third problem arose during my visit to the office. I followed Google Maps and arrived at the location I had chosen online, but I couldn’t find the entrance to the office. I was standing right in front of the building, but out of all the doors available, I somehow ended up confused and lost. Fortunately, this problem was resolved quickly as I noticed a small sign pointing to the office. I followed it and eventually found the place I was looking for.

I wanted to describe this experience because I believe it can be significantly improved and enhanced. Throughout the entire process, the dominant emotions were confusion, feeling lost, insecurity, and being overwhelmed—mostly negative emotions. I believe that digitalization and the use of AI assistants could greatly ease this process. Why does this kind of task necessarily have to be paper-based? If the document is filled out digitally, it can be printed, signed, and stamped at the end. This would greatly simplify the procedure. Additionally, digital forms allow for language selection, which is crucial for foreign students or workers arriving in a new country.

Apart from digital support, in-person support is also crucial. Clear signage can greatly reduce confusion and frustration. Without proper signage, we are just as lost in our own country as when encountering a language we don’t understand. Improving signage could include larger labels, readable symbols, or interactive kiosks providing additional information.

Furthermore, the entire system must consider people with disabilities. I am a person without disabilities and already felt confused and overwhelmed. I can’t even imagine how challenging it would be for someone with visual impairments or other difficulties to complete this task independently. Systems that prioritize inclusivity and accessibility have the potential to benefit everyone. Moreover, it is essential for designers of such processes to experience the entire process themselves and conduct testing with diverse user groups. Without this, we end up with solutions that fail to meet users‘ real needs. Introducing AI assistants, such as chatbots that answer questions and guide users through the steps in real-time, could greatly reduce stress and improve users‘ success in completing such tasks.

In conclusion, my experience with registration in Austria was challenging, but it highlighted the significant potential for improvement. Digitalisation and the inclusion of AI technology, alongside better signage systems and enhanced accessibility, can greatly improve these processes. By providing multilingual options, clear instructions, and accessibility for all users, confusion and frustration would be minimized, ensuring a positive user experience. Ultimately, the goal of design and technology should be to make life easier for everyone, regardless of their background or abilities.

IMPULSE #2 – World Usability Congress – Day 2

On the second day, I particularly liked the lecture by Karen Hawkins called Accessible Design Considerations for Styles, Components, Patterns, and Pages. I liked the design and the way the content was presented, but she also covered all the essentials when designing in the digital world. Accessible design is not just a technical item that we „add“ at the end – it should be the foundation of the design process, ensuring that digital products are accessible to everyone, including people with vision, mobility or cognitive challenges. Below, I’ll share key things I learned from the talk and how I can use them in design.

Karen compared design systems to Lego bricks – they contain reusable components, clear standards, and guides. I especially liked the systems approach – instead of adding accessibility as an afterthought, it’s built into the foundation of the design. However, to be accessible, each layer of the design system must include specific accessibility requirements:

  1. Styles: Colors, typography and grid must be designed with clear contrast and proper hierarchy.
  2. Components: Interactions should support a variety of input methods – keyboard, voice commands, touch gestures.
  3. Patterns: Reading order, navigation, and feedback should be logically laid out.
  4. Page templates: Users should be provided with additional navigation options, such as skip links and orientation elements.
  5. Pages: Content should be simple, clear, and understandable.

One of the first steps in design is choosing colors and typography, but we often forget how crucial they are for accessibility. She said that the minimum contrast for text should be 4.5:1, and for key elements like button 3:1. If we want AAA standard, the contrast should be 7:1. Also, the typography must be large enough, with good spacing between letters and lines. Also very important is avoiding color as the only visual signal – instead, we can use icons, underlining or bold font for emphasized information. Designers often use color to indicate an error (e.g., red text for a form error), but Karen pointed out that not everyone can see red text. The solution is to add icons, text descriptions or animations. Also, she mentioned the components, this part was new to me and because of that very interesting. Components are the building blocks of digital products, so it is important that they support different input methods. For example keyboard interactions – every element must be accessible without a mouse, with clearly defined focus indicators. She also mentioned support for screen readers such as buttons, links and forms. They must have clear descriptions, not just visual labels. The last thing she mentioned about it is the size of the target areas. Clickable elements must be at least 24×24 px (and ideally 44×44 px). Karen also shared an example of a button and its states – normal, hover, focus, inactive – to show how consistency is key.

She talked about how navigation and forms are often problematic points in design, and if we don’t structure them properly, users easily get lost or need too many steps to complete a task. As a solution, we can introduce skip links that allow users to skip repeating elements (like long menus). A clear content hierarchy is also important because screen reader users need a logical reading order, without jumping around. And we must not forget about feedback. When a user fills out a form or clicks on a filter, they need to get a clear answer as to what happened (text message, animation, change colors). Finally, Karen highlighted how the structure of the page and language are key to accessibility. What she mentioned was that headings need to clearly show the structure of the content and that using simple language helps people with cognitive disabilities. For example, instead of complicated instructions, it is better to is to use short, clear sentences.

What have I learned?

Small changes, like better contrast or larger buttons, can make a big difference. I can see how I could apply these principles to my work – whether through better readability of content, clearer navigation elements, or a combination of physical and digital design. I’m very glad I attended this lecture.

IMPULSE #1 – World Usability Congress – Day 1

The World Usability Congress (WUC) was held in Graz from October 15 to 17, 2024, bringing together UX (User Experience) and CX (Customer Experience) experts from around the world. This year’s program highlighted more than 50 speakers from leading global companies such as Facebook, Amazon, IBM, while workshops and lectures covered the latest challenges and innovations in the industry.

First impression

The first impression I had of the entire congress was one of enthusiasm and excellent organization. The space was spacious and large, the workshops and lectures were divided into 4 halls and were held at the same time, so I had to choose which one to go to. The topics of the day were divided into ux strategy, ux research, leadership and masterclass. The content was accompanied by a website where you could find all the information about the schedule and lecturers, which was very useful. I knew that it was of significant benefit to have web support for such large events, but so far I had only encountered it at festivals.

Opening My Eyes to Digital Accessibility

The first impression I had of the entire congress was one of enthusiasm and excellent organization. The space was spacious and large, the workshops and lectures were divided into 4 halls and were held at the same time, so I had to choose which one to go to. The topics of the day were divided into UX strategy, UX research, Leadership and Masterclass. The content was accompanied by a website where you could find all the information about the schedule and lecturers, which was very useful. I knew that it was of significant benefit to have web support for such large events, but so far I had only encountered it at festivals. The first lecture called Incluthon really opened my eyes to what all the problems of the digital devices we use every day still are, but also how important they can be. This was not really a lecture, it was more of a demonstration of sorts. It fell under the topic of UX strategy and was conducted by Stefan Barac, Gerhard Kühne and special guest Claudio Zeni. Claudio Zeni is a person with serious visual disabilities, and he was the main demonstrator of the problem discussed. He showed us his experience of buying train tickets via app, which is minimally adapted to visually impaired people and is much more difficult for them with the set timer for buying tickets. The aim of the lecture was that when designing any service design, especially this type, all people must be taken into account and options that can be dealt with in the design should be considered, especially with the advent of AI, which can significantly help. The presentation was enlightening, not only because of its content but also because of the unexpected problems that occurred during the session itself. Due to technical problems, this presentation did not go quite as planned, with members of the audience gathering nearer the stage to hear and see better. This scenario itself-under less-than-ideal circumstances-is a call for inclusive design that accommodates all users. As someone studying communication design with minimal prior exposure to digital accessibility, this experience inspired me to integrate inclusivity into my work and future research.

Leadership in Design: Lessons from Joe Lanzisero

Another session that deeply resonated with me was a lecture by Joe Lanzisero titled Why We Do What We Do – Loving the User. A former illustrator with Disney, Lanzisero used stories and humor to talk about his career as he merged his experiences of storytelling with user-centered design. He spent a large part of his career working as an illustrator for Disney, where he realized how people connect with characters through vivid and human stories. He also talked about the important aspect of the process, both in illustration and design. You should never stop your process because it always leads you forward. Through the process, we come up with beautiful things, but also the beauty around us can be a great inspiration for the future. One of the important things he emphasized was that details matter, no matter how small they are. Every little detail that we pay attention to and devote our time to has a purposeful effect on the overall picture of the product, which is then ultimately much better and, he said, helps in making products that users can relate to. Also, what he emphasized was that we treat our users as guests. We always want to please our guests, they are not some strangers, they are first and foremost PEOPLE who come to our home, our store or our application and should always feel good, served and satisfied.

Impact

Given that I’m in Graz as an Erasmus student only for the winter semester and my design program at my home University is focused on communication design, I haven’t had too many encounters with inclusivity in digital design. Before WUC, I have never really known what Inclusive and Service Design could be. These sessions not only opened up my point of view but also inspired me regarding what I need to consider when writing and doing my Master Thesis. Accessibility and human-centered design are definitely going to be on my mind while creating an app for the Thesis but also for all the future work.

Links
  1. https://worldusabilitycongress.com/agenda-2024/?agenda=FS9VF8
  2. https://worldusabilitycongress.com/agenda-2024/?agenda=UFKGCU

Evaluation of a Master’s Thesis

The Master’s thesis I chose for this task is from University of Zagreb – School of Designs and it was written by Nikola Heged. The title of this Master Thesis is “TERAPINO — System for Advancing Therapeutic Techniques“.

1. Level of design

The design of this thesis follows the guidelines set by the university. While there is no freedom in designing the format itself, small adjustments to the layout of elements are allowed. In my opinion, the format used is quite interesting; it is rather large and horizontally oriented, which gives it a sense of importance and formality. The author skillfully utilized the given format to create a cohesive and harmonious whole.

2. Degree of innovation

I consider this project to be innovative because it connects the physical and digital aspects of therapy for children. The system fundamentally functions as a digital application with an extension in an analog form, depending on the specific needs of the therapeutic process, patients, and/or therapists. The system covers the process during therapy but also enables individual therapeutic activities that the child can complete independently at home or with parents. In this way, the overall therapeutic process is rounded out and enhanced, extending beyond the therapist’s office to the home environment.

3. Independence

The author collaborated extensively with the Polyclinic for Children and Youth of the City of Zagreb, and this project is based on their professional work. From this, I conclude that a great deal of effort and independence was invested in collecting, summarizing, and conceptualizing the project — under the mentorship of professors, of course.

4. Outline and structure

I find that the structure is clearly laid out, starting with an analysis of the area of interest, followed by creative research methods, which further guides the author towards defining the target group and designing the project. The flow of this thesis makes sense to me, and the sections are well-connected. In its outline, the topic appears to be well-focused and not overly broad, addressing only what is necessary for the final outcome.

5. Degree of communication

The degree of communication in this thesis is clear and effective. The author does a good job of keeping a consistent tone while explaining complex ideas in a simple way. The structure helps with communication by moving logically from one section to the next, so each point builds on the last one. The use of visuals and examples makes it easier to understand, which helps a wider audience follow along. This focus on communication adds to the overall clarity and effectiveness of the project.

6. Scope of the work

The scope of the work is well-defined and focused. The author clearly outlines the main goals and objectives, making it easy to understand what the project aims to achieve. He saw the clear pain points of the topic, and without going off track or including unnecessary information, worked his way to the solution. Overall, the scope of the project is appropriate and supports the main thesis effectively

7. Orthography and accuracy

The thesis is well organized, clearly divided into logical chapters and subchapters, also the author uses footnotes for citations the right way. However, the thesis does contain some spelling errors, which could have been avoided with a more thorough review of the entire work.

8. Literature

I believe that a sufficient number of works have been used for the literature review, all of them seem relevant and credible sources, which I consider very important for this topic. Additionally, the literature is divided into books, scientific articles, and online sources, which I appreciated as it makes it easier to review.