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

27 | IMPULSE #6 – Visit of the Center of Scientific Activities (CoSA)

Yesterday, I had the chance to visit the CoSA – Center of Science Activities in Graz, a hub of interactive learning designed to make science and technology engaging for all. Among its many features, one area stood out to me: the CoSA_Energy section. This part of the exhibition focuses on sustainability, energy, and how our daily choices impact the environment. Given my interest in creating a sustainability-focused app, I found this visit incredibly inspiring. Here’s a detailed account of my experience and reflections on how these ideas could be integrated into my project.

The CoSA_Energy area is brilliantly designed to encourage self-exploration. Upon entering, I took a lanyard with a token shaped like a lightbulb—my personalized key to activate the exhibits. At each of the seven interactive stations, covering topics like energy, mobility, clothing, and food, I could absorb information and later test my understanding with a quiz question. My answers were saved to my token, which added a playful, competitive element to the experience.

Each station was not only highly informative but also incredibly engaging. For instance:

  • Food: The Information like videos of street surveys and information was displayed in digital cooking pots, with an emphasis on the carbon footprint of different diets.
  • Shopping: A real shopping cart, extended and enhanced with a digital overlay, allowed me to learn about product sustainability through putting items that were talked about into my shopping cart. In a way it was designed to see different opinions and habits of people in a street survey without them being judged for their decisions, which allowed me to form my own picture of which actions I see critically and in which I possibly recognize myself.
  • Clothing: By scanning price tags of different items, I discovered whether garments were produced sustainably, second-hand or simply overpriced for branding. This activity can be eye-opening to people who don’t put that much thought into their shopping-decisions, as it showed the hidden environmental costs behind fast fashion.
  • Mobility: A bicycle-powered video station showed the different mobility needs of different groups. E.g. cyclists want safer cycle paths and no obstacles like parking cars in their way. Store owners need charging zones and car drivers say public transport is much slower than if they just drive to their workplace etc.

The mix of physical interaction and digital feedback kept me fully engaged, demonstrating how well gamified learning can work.

As I moved through the exhibits, I already thought about how some of these concepts could be adapted to a digital app. The idea of a personalized token, for example, could translate into a digital profile within the app, where users track their progress through challenges. Similarly, the interactive elements, like scanning clothing tags or generating power to reveal insights, could inspire app features that use augmented reality or motion sensors to create immersive experiences.

Additionally, CoSA’s quiz system at the end of each activity provided a great model for reinforcing knowledge while keeping it playful. In my app, I could integrate similar quiz-like rewards that help users retain information while earning points or badges.

What made the CoSA_Energy area so effective was its balance between education and fun. Each exhibit was meticulously designed to make complex topics accessible and interesting. For example, the cooking pots and shopping cart stations added a tangible aspect to abstract ideas like food miles and sustainable consumption. These interactions weren’t just entertaining – they made the information stick.

This approach aligns perfectly with my goal of motivating people to adopt more sustainable habits through an app. By incorporating game mechanics, such as unlocking content or comparing scores with friends, I could replicate CoSA’s ability to make sustainability both personal and engaging.

Visiting CoSA was an inspiring reminder of how powerful gamification can be in driving behavioral change. The exhibition succeeded in taking complex topics and breaking them into fun, bite-sized, interactive experiences.

For my app, I aim to achieve the same balance of education and entertainment. Features like augmented reality challenges, scannable items for instant feedback, and personal progress tracking could motivate users to reflect on their habits while learning how to make more sustainable choices.

The CoSA_Energy area also emphasized the importance of visual and tactile engagement, something I’ll prioritize in my app’s design. Whether through a digital garden that grows as users complete tasks or a sustainability leaderboard, the goal is to create a tool that is not only educational but also genuinely enjoyable to use.

CoSA: https://www.museum-joanneum.at/cosa-graz/spaces

More on Gamification and Game-based learning: https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning

Gamification in museums: https://pfeffermind.de/museum-gamification/#:~:text=Moderne%20Museen%20verwenden%20Gamification%2C%20um,Ausstellung%20wird%20zu%20einem%20Entdeckungsort.

IMPULSE #3 – Accessibility Cheat Sheet

During the World Usability Congress Graz we listened to a talk from Mari-Ell Mets. She is the head of accessibility at Trinidad Wiseman. Her talk inspired me to write up my own „Accessibility Cheat Sheet“ for web design.

Sadly she talked quite fast and I could only partially keep up. These incomplete notes sparked my interest to have a complete list to refer back to in the future. The final check-list is written in german.

Her talk mentioned the following aspects:

10 accessibility rules to fix 80% of accessibility issues

    • Avoid autoplaying sound, animations or videos
    • Add a „Stop“ button for any moving content
    • Avoid any blinking and flickering at all costs
  1. Contrast colors
    • Text: at least 4,5: 1 regular text, at least 3: 1 big and bold text
    • Use contrasted colours for text and background
    • Use contrasted colours for inputs and clickable icons
    • Avoid adding text on top of images
    • Test with contrast checker (on Chrome, in Figma etc.)
  2. Adapt to user’s settings
  3. Support keyboard
    • Test with Tab Key, Scroll Page and use elements
    • Use native/ semantic html elements as much as possible
    • Avoid sliding, dragging and swiping actions
  4. Make focus visible
    • Don‘t hide the focus style
    • Keep logical focus order
  5. Language
    • specify the lang attribute
    • Change the lang attribute when the language is changed
    • When a part is in a different language also add another lang tag
  6. Info and relationships
    • mark headings as heading tags in correct order
    • Mark tables with table tags, lists with list tags
    • Mark sections (header)
    • Test with screen readers
    • Test with Users that use screan readers
  7. Name, role, value
    • use native/ semantic Elements
    • Research before using ARIA attributes
    • Mark visible states also in code
    • Test with screen reader and voice commands
  8. Text alternatives

Research: How to give feedback on accessibility


This is the final check-list I wrote up after the conference. I had a look at the german Web Content Accessibility Guidelines 2.1 (WCAG 2.1). The attached article in the link list helped me gauge what I missed at the initial talk by Mari-Ell Mets.

Links:

https://www.barrierefreiheit-dienstekonsolidierung.bund.de/Webs/PB/DE/gesetze-und-richtlinien/barrierefreiheitsstaerkungsgesetz/barrierefreiheitsstaerkungsgesetz-node.html

https://www.barrierefreiheit-dienstekonsolidierung.bund.de/Webs/PB/DE/gesetze-und-richtlinien/wcag/wcag-artikel.html

https://www.linkedin.com/pulse/interview-mari-ell-mets-iaap-eu-pakwf

IMPULSE #3: Exploring VR/AR in Industrial Applications through AVL Octoberfest and the TCV VR App Launch

IMPULSE #2: A Journey of Heritage and Design Through Dahomey

The treasures in the film were more than artifacts; they were symbols of a people’s history and pride. Diop’s creative decision to give these objects a voice—allowing them to narrate their journey home—felt deeply symbolic. It was a reminder of how our stories, whether told through artifacts or digital interfaces, have the power to heal, educate, and inspire.

KIZ RoyalKino Graz

https://de.wikipedia.org/wiki/Dahomey_(Film)

IMPULSE #1: Discovering My Path Through the World Usability Congress

At this stage of my studies, I decided to delve into topics that resonate with me and help identify the best subject for my master’s thesis. To achieve this, I sought experiences that could guide me toward discovering my strengths and interests. One such experience was attending the World Usability Congress—a pivotal event that marked my journey of self-discovery and growth.

I chose to participate as a volunteer, a decision driven by my desire to gain a broader perspective on the congress and acquire firsthand experience. As an interaction designer, my primary goal is to create meaningful products for users. However, I often find myself held back by shyness. Volunteering presented an opportunity to push beyond my comfort zone, meet new people, and engage in meaningful conversations. This experience not only helped me grow as a professional but also enriched my understanding of the user experience (UX) field.

On October 15, 2024, I attended my first talk by Catharin Walker Eure from Nike. Her presentation, The Exciting Landscape of Generative AI for User Experience, was an eye-opener. She introduced various AI tools that can significantly enhance UX research and design while cautioning against their misuse. Her insights were invaluable, and I eagerly noted tools for different applications:

  • Education and E-learning UX Research: Userlytics, Learnosity, and sentiment analysis tools like MonkeyLearn.
  • Automotive Industry: Motive AI, Affective, and CarUX.

These tools expanded my perspective on how AI can support and transform the UX design process, encouraging me to explore their potential applications in my future work.

The following day, October 16, 2024, was a turning point in my journey. I attended several talks, but the highlight was a masterclass led by Claudia Bruckschwaiger titled Conceptual Design – The End of Fear for Decisions. The session was advanced, challenging me to think critically about decision-making in design. I learned valuable strategies for conducting user testing in corporate settings and, perhaps more importantly, how to advocate for better design practices within my teams.

Later that evening, I attended the gala dinner—a vibrant event filled with opportunities to network and interact with experts in the field. The gala revealed a new side of me: someone capable of approaching others, asking thoughtful questions, and genuinely listening.

One of the most impactful exchanges I had was with Claudio Zeni and Gerhard Kühne. They introduced me to innovative solutions for people with disabilities, such as virtual reality glasses designed for blind individuals. Until that moment, I hadn’t realized the extent to which technology could empower and transform lives. Listening to their experiences and learning about their work reminded me that in design, there are no limits—only opportunities to make a difference.

While the primary purpose of this exploration was to find a direction for my master’s thesis, the experience transcended that goal. The World Usability Congress became an adventure—a journey of personal and professional growth. I gained not only new knowledge and tools but also a deeper appreciation for what design can achieve.

The conversations, workshops, and exchanges inspired me to think beyond my immediate goals. They reminded me of the broader role of designers in shaping a more inclusive and innovative world. For me, this journey isn’t just about learning; it’s about contributing to the design community and discovering what we can collectively achieve.

The World Usability Congress was more than just an event; it was a catalyst for self-discovery. It helped me identify areas for improvement, such as stepping out of my comfort zone, and introduced me to tools and practices that will guide my future work. Most importantly, it reaffirmed my belief in the limitless potential of design to solve problems and create meaningful experiences.

As I continue this journey, I am excited to explore new horizons, embrace challenges, and contribute to the ever-evolving field of UX design.

Impulse #2

Mismatch by Kat Holmes – How Inclusion Shapes Design


For this blog post, I reflect on Mismatch: How Inclusion Shapes Design, a book by Kat Holmes. Holmes challenges designers to think beyond the „one-size-fits-all“ mindset and consider how exclusion often stems from poorly designed systems. This book gives great insights into how inclusive design not only addresses the needs of marginalized communities but creates better experiences for everyone, which would also be the goal of my future research and work.

Mismatch as the root of exclusion

Holmes defines a „mismatch“ as the gap between a person’s abilities and the design of a product or environment. These mismatches create barriers that exclude individuals from fully participating in society. She argues that exclusion is often unintentional and comes from design decisions that overlook the diversity of human experiences.

Inclusion amplifies innovation

Holmes emphasizes that designing for inclusion doesn’t just solve problems for a small group, it can lead to innovations that improve experiences for everyone.

Start with people, not solutions

Holmes advocates for a human-centered design approach that prioritizes understanding the needs and experiences of users before jumping to solutions. She stresses the importance of involving diverse voices throughout the design process.

Inclusive design is a practice, not a checklist

Holmes warns against treating inclusion as a one-time task. Inclusive design is an ongoing process of identifying mismatches, testing solutions, and iterating based on feedback.

How this book shapes my approach

The author’s emphasis on identifying mismatches resonates deeply with my goal of creating educational tools that truly meet the needs of children with autism. Her framework provides a clear path forward:

  1. Understand the user experience: Conduct interviews and observations to identify where mismatches occur in current tools and approaches.
  2. Collaborate with users: Involve children and their caregivers in the design process to co-create solutions.
  3. Test and iterate: Treat every prototype as an opportunity to learn and improve, making sure that the tools evolve with the needs of the users.
  4. Think beyond disabilities: Consider how inclusive features can benefit all users, creating tools that are universal in their appeal and usability.

Kat Holmes’ Mismatch is a great reminder that exclusion is a design choice—and so is inclusion. By addressing mismatches, we can create products and environments that actually help and empower users.

References:

Holmes, Kat. Mismatch: How Inclusion Shapes Design. United Kingdom: MIT Press, 2018.

Impulse #1

World Usability Congress

Just like last year, the World Usability Congress gave me a lot of really great insights. After my experience last year, I already knew what to expect, which helped me organize the time spent there and focus on the talks that seemed the most important to me, since seeing all of them was not possible. I spent most of my time in the “Accessibility & Inlcusion” room this year, and one talk from the second day left the biggest impression on me, especially because I was listening  with my master thesis topic in mind.
Mari-Ell Mets from Trinidad Wiseman gave a talk titled „Website and Apps for Everybody – Making Accessibility Easy.“ The presentation focused on practical strategies to make digital platforms more inclusive, offering advice for creating user-friendly websites and apps for everyone, including those with special needs. The presentation laid out ten essential rules for improving accessibility, each of which provides valuable guidance for my own work. I summarized the key takeaways and how they connect to my research.

1. Avoid Moving Content

Mets stressed the importance of avoiding autoplaying videos, animations, or sounds, which can overwhelm users. She also recommended providing a „stop“ button for any moving content and eliminating flickering elements entirely.

2. Use Contrasted Colors

Proper color contrast is essential for readability. Mets outlined the recommended contrast ratios: at least 4.5:1 for regular text and 3:1 for larger or bold text. She emphasized avoiding text over images and using tools like contrast checkers to ensure compliance.

3. Adapt to User Settings

Websites and apps should respect a user’s browser or device settings, such as font size or color preferences. Mets encouraged the use of relative font and container sizes to ensure flexibility.

4. Ensure Keyboard Navigation

Accessibility isn’t complete without full keyboard navigation. Mets highlighted the importance of using native elements, avoiding drag-and-drop actions, and carefully managing focus order.

5. Make Focus Visible

It’s crucial for users to see where their keyboard focus is on the page. Mets advised keeping focus styles visible and maintaining a logical focus order throughout the site.

6. Specify Language in Code

To support screen readers and multilingual content, the language of the page must be defined using the lang attribute in the code.

7. Reflect Visual Relationships in Code

Visual structures, such as headings, lists, and tables, must also be coded correctly to make sense to assistive technologies. Mets recommended testing with screen readers to ensure usability.

8. Clearly Define UI Elements

Each user interface element must have a defined name, role, and value in the code. Mets encouraged the use of native elements and careful research before implementing ARIA attributes.

9. Provide Text Alternatives

Mets highlighted the importance of providing text alternatives for informative images and hiding decorative images from assistive technologies.

10. Deliver Clear Error Messages

Error messages should clearly indicate what went wrong and how to fix it. Mets emphasized providing clear labels, marking errors visually, and ensuring screen readers can announce the messages.

Conclusion

Mari-Ell Mets concluded the talk by emphasising that accessible design benefits everyone, not just those with disabilities. For my research, this presentation really showed the importance of accessibility as a foundation for designing educational tools. Incorporating these principles into my work will ensure that the tools I create are inclusive, empowering children with autism to engage confidently with technology.

IMPULSE #4

Recently, I had the opportunity to visit the Natural History Museum in Graz, located in the Joanneumsviertel. It’s a museum known for its extensive collection of natural history artifacts, ranging from fossils to live exhibits, and it offers a unique blend of scientific information and interactive experiences. For someone like me, who is focused on the role of interactivity in public education for my master’s thesis, this visit was an inspiring and thought-provoking experience.

In this blog post, I’ll reflect on how my visit to the museum relates to my ongoing research and how it has sparked new ideas for incorporating interactive elements into educational spaces.

Exploring the Museum: A Blend of History and Technology
The museum itself houses a staggering 2.1 million objects, including 1.1 million animals, 650,000 plants and fungi, 200,000 fossils and rocks, and 100,000 minerals. One thing that stood out to me was the diversity of the exhibits—not just in terms of the specimens, but in how they were presented. The museum is divided into several areas, including a main exhibition house in the Joanneumsviertel and other specialized locations like the House of Biodiversity and a study center.

What made the museum especially interesting was the way it integrates modern interactive elements into its exhibits. For instance, there were various touchscreens, video stations, quizzes, and mini-games designed to engage visitors of all ages. The use of these interactive tools helped to bring the information to life, allowing visitors to engage with scientific concepts in a more immersive and hands-on way.

Observation of Visitors and Their Interactions
One of the most insightful parts of my visit was observing how other visitors interacted with the exhibits. It was fascinating to see how people—especially children—were drawn to the interactive components. Instead of passively looking at static displays, they could actively engage with the material. For example, touchscreens allowed visitors to explore different animal species or geological formations at their own pace, and the quizzes added a gamified element that made learning fun.

I paid particular attention to how different people used these interactive stations. Some immediately gravitated toward them, eager to try the mini-games or watch the educational videos, while others preferred to observe first before engaging. It became clear to me that offering a variety of interaction types—both digital and physical—is key to capturing a wider audience. This is something I want to explore more in my own research: how different types of interactivity appeal to different types of learners and visitors.

The educational value of these interactive exhibits also became apparent. Visitors seemed to retain more information when they were able to manipulate objects on a screen or participate in an activity. It’s one thing to read about fossils or minerals in a textbook, but it’s another to be able to zoom in on a high-resolution image of a specimen and explore its details or even simulate a fossil excavation in a mini-game.

Inspiration for My Master’s Thesis: Interactivity in Educational Spaces
This visit was particularly valuable for my master’s thesis, which focuses on how interactive design can be used to educate the public about complex topics, like biodiversity and conservation. The Natural History Museum in Graz gave me a lot of inspiration for how museums can implement these elements successfully.

I’ve been reflecting on how these interactive stations could be translated into different settings—like zoos or aquariums, where I’m researching alternatives to traditional animal exhibits. Imagine an exhibit where, instead of seeing a captive animal, visitors interact with a touchscreen that shows the animal in its natural habitat through high-quality video or even virtual reality. They could learn about the animal’s behavior, its role in the ecosystem, and the threats it faces in the wild without ever needing to keep it in a cage.

Another exciting idea is how gamification can be used in educational settings. During my visit, I saw several examples of interactive quizzes and mini-games that made learning fun. This is something I’d love to explore further in my research—how introducing game-like elements can make learning about complex subjects, like conservation or animal behavior, more accessible and engaging.

What I found particularly insightful was how the museum tailored the interactivity to different age groups. The touchscreens and games were perfect for younger visitors, while more in-depth video content and quizzes appealed to adults. This layering of content, where different forms of interaction cater to different levels of knowledge, is something I want to explore more as I consider how to design educational exhibits that reach a broad audience.

Key Takeaways and Future Research Directions
One of the most important takeaways from my visit was realizing that interactivity is not just about technology—it’s about creating meaningful experiences for visitors. Whether it’s through touchscreens, games, or videos, the goal should be to immerse visitors in the subject matter and encourage them to actively engage with it. I’ve seen how this can work in a museum setting, and I’m excited to see how I can apply these principles to other spaces, like zoos or aquariums, where the focus can shift from passive observation to active learning.

For my thesis, this visit has reinforced the idea that technology can be used as a tool to deepen engagement without relying on outdated models like captivity or static displays. By creating interactive experiences that are informative, fun, and dynamic, we can foster a deeper connection between the public and the natural world.

Overall, my visit to the Natural History Museum in Graz was not just a fun and educational day out—it was an essential step in gathering inspiration for my research. The museum’s use of interactivity and its focus on making complex topics accessible to all kinds of visitors showed me what’s possible when we think creatively about how we share scientific knowledge. I’m excited to keep exploring these ideas and to see how they evolve as I continue working on my thesis.

Futher Reading
Eine Community für Naturfreunde · iNaturalist
BOLD – The Barcode of Life Data Systems
Naturkundemuseum und Studienzentrum: 20 Museen und 1 Zoo in Graz und der Steiermark

IMPULSE #3

A few days ago, I listened to a really powerful podcast featuring John Hargrove, a former SeaWorld killer whale trainer turned whistleblower. Hargrove spent over a decade living his childhood dream of working with orcas, but what he experienced behind the scenes at SeaWorld eventually pushed him to speak out against the inhumane treatment of these animals. He was also one of the main voices in the Blackfish documentary that exposed the reality of orca captivity.

This podcast struck a personal chord with me, especially since my current research is focused on animal welfare and the ethical challenges zoos and marine parks face. Listening to Hargrove’s firsthand account of his experiences made me think even more deeply about how captivity affects not only animals‘ physical well-being but also their mental health. In this blog post, I want to reflect on what I learned from Hargrove’s story and how it’s shaping my own research on finding better, more humane ways to educate people about animals without confining them to small tanks or cages.

Hargrove’s Journey: From Dream to Disillusionment
Hargrove shared that his obsession with becoming a killer whale trainer started when he was just six years old. After visiting SeaWorld, he was captivated by the shows and the trainers swimming with these giant creatures. That passion stuck with him all the way into adulthood, and by 19, he was living his dream, working at SeaWorld as a trainer.

But over the years, Hargrove began to see a much darker side to the world he had idolized. He explained in the podcast how he and other trainers were initially blinded by SeaWorld’s polished image. They believed they were helping these animals and educating the public. However, as Hargrove advanced in his career, he started noticing things that didn’t sit right—whales showing signs of stress, aggression, and physical damage from living in such confined spaces. He described this realization as a slow and painful process, as the truth about how the whales were being treated became impossible to ignore.

What really hit me was when Hargrove talked about how SeaWorld’s corporate interests often took precedence over the well-being of the animals. He gave specific examples of how the park neglected the whales’ needs, such as refusing to spend money on repainting the tanks, despite the whales peeling off and ingesting the paint out of boredom. Yet, they were willing to spend over a million dollars on fancy new LED lights to make the shows more visually appealing for the audience. It’s shocking, and it reveals how these parks prioritize profit over the very animals that draw in their revenue.

The Reality of Orca Captivity: More Than Just Physical Harm
One of the most heartbreaking parts of the podcast was when Hargrove described the psychological toll that captivity takes on orcas. He compared their lives in tanks to human solitary confinement, which, after hearing it, makes total sense. Orcas are incredibly intelligent and social animals, but in captivity, they’re often isolated, cramped into tiny spaces, and have almost no stimulation. Hargrove shared that the whales often become so bored and stressed that they self-mutilate by rubbing their bodies against the concrete walls of their tanks until they bleed. This was something I hadn’t fully grasped before—just how much of their behavior in captivity stems from deep psychological distress.

Hargrove also talked about his personal relationship with one of the orcas, Takara. He spent years working with her and described the emotional pain he felt when she was subjected to artificial insemination, something he was powerless to stop. He recounted how he would apologize to her during the procedure, knowing it was wrong, but also feeling trapped in his role as her trainer. This part of the podcast really hit me hard because it showed that even those who love these animals feel helpless in the face of corporate decisions that prioritize profit over ethics.

The Impact on My Research: Rethinking Education and Captivity
Listening to Hargrove’s experiences has made me reflect on the larger issue of how we educate people about animals. For many of us, zoos and marine parks are places we go to learn about wildlife, but how much can we really learn when the animals are confined to spaces that are nothing like their natural habitats? Hargrove made a great point: the animals we see in these parks aren’t behaving as they would in the wild. They’re stressed, unhealthy, and often medicated just to keep them alive. So, what kind of educational value is there in that?

This podcast has sparked even more ideas for my own research, particularly around how we can use technology to create more ethical alternatives. I’ve been thinking a lot about how virtual reality (VR) and interactive exhibits could replace traditional animal parks. For example, instead of seeing an orca perform tricks in a tank, why not create a VR experience where people can observe orcas in the wild, learning about their behaviors, social structures, and the environmental threats they face? This way, people could gain a deeper understanding and appreciation for these animals without contributing to the harmful practice of captivity.

Another area I’m now interested in exploring is legislation. Hargrove was an expert witness for the legislation that banned orca breeding in California, and it’s inspiring to see how real change can happen when the public becomes aware of the issues. My research could potentially focus on how design can not only educate people but also advocate for policy changes that protect animals from exploitation.

Moving Forward: A New Vision for Animal Welfare
Listening to Hargrove speak about his journey from being a passionate trainer to a vocal advocate for orca welfare really resonated with me. His story reminded me of the ethical dilemmas that come with trying to balance animal welfare with public education. As I continue my research, I’m more convinced than ever that there’s a better way to achieve both goals—one that doesn’t involve keeping animals in captivity.

I’m excited to explore how technology, design, and storytelling can offer new ways for people to connect with wildlife. Whether it’s through VR experiences or interactive exhibits in museums, I believe there’s huge potential to educate the public in a way that’s both engaging and ethical. Hopefully, by rethinking how we approach animal education, we can inspire a new generation of people to care about conservation—without needing to imprison animals for it.

Further Reading
World Orca Day: The cruel reality of marine parks | World Animal Protection UK
Mistreatment towards orcas, dolphins at SeaWorld leave them distressed – The Lancer Feed
Fate of orcas in captivity – Whale and Dolphin Conservation