Made in Brunel 2024

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Directors’ Notes

Foreword

Design Research

Design Sustainability

History of Made in Brunel Brunel Degree Journey

Placements

Design Stratergy and Innovation

Design and Branding Stratergy

Integrated Product Design

PhD & Research Groups

Design Postgrad

Design Undergrad

Digital Media Postgrad

Digital Media Undergrad DESIGN:

Environmentally

Design

Embedded

Human

Interaction

BRUNEL DESIGN: INTRO

DIRECTORS’ NOTE

Sean Heaney

Made in Brunel Co-Director

Tia Phillips

Made in Brunel Co-Director

Interaction is at the heart of design. It’s about meaningful connections, innovative collaborations, and making every interaction count. This year we have endeavoured to both celebrate Made in Brunel’s far-reaching legacy and bring a splash of fresh paint. Taking a nod from the collaborative nature of ‘Interaction’, this year we have further expanded the reach of Made in Brunel across more design subject areas.

Our focus on ‘Interaction’ isn’t just a theme; it’s a strategy to engage more design disciplines and creative agencies, exposing our brand to a broader spectrum of the design industry. Integrating Digital Media students within the main team has brought a raft of new perspectives, expanding the diversity and skillset of the team.

We have collaborated across Brunel - our International Women’s Day event with Digital Media, and cross-disciplinary competitions such as our “What’s in the Box?” challenge, where students were encouraged to design a corporate gift for vistors to Brunel. This year, we are proud to have debuted the first Made in Brunel “Design Feud” event – pitting staff against students in a design-themed gameshow, and further increasing the interaction and collaboration amongst the Brunel design community.

We embody ‘Interaction’ - dynamic, unified, evolving, inspiring, and visionary. These aren’t just our brand values; they are the patterns of our existence, the fabric of our brand. Each brand value has a corresponding graphic that has been present in the majority of our marketing, even the socks!

We have come together through blood, sweat and tears, to bring you MADE IN BRUNEL INTERACTION.

FOREWORD

Professor Hua Dong PhD, Fellow of DRS

Dean of Brunel Design School

Reflecting on the journey of Brunel Design School over the past few years, it is remarkable how far we have come. When I joined in 2020, the world was navigating through the complexities of the COVID-19 pandemic, and our interactions were challenged by unprecedented circumstances. Fast forward to the present, and I am delighted to see a transformation in our interactions – not just in terms of quantity and quality, but also in the breadth of our reach.

One of the most gratifying developments has been the enhancement of interaction between digital media and design. Shared spaces and facilities have fostered collaborative environments, while shared teaching initiatives have broadened our educational horizon. New challenges have given rise to opportunities, for example, the integrated design workshop where disparate materials and technical expertise converge. Witnessing a student proudly proclaiming herself ‘Queen of Materials’ exemplifies the spirit of exploration and engagement.

In the past 10 months alone, our school has been a hub of interaction, hosting events ranging from student get-togethers to Industry Review Evenings, from PhD

Symposia to Design Feuds. Industry professionals and international visitors have witnessed the remarkable work of our students and staff.

The award of the AHRC’s SEED Fellowship enables our interactions across creative industries and academic institutions, both nationally and internationally. The award of the UKRI’s Future Leadership Fellowship to Dr Lucia Corsini, and the Innovate UK’s 2023 Women in Innovation Award to Joanna Power (our recent graduate), generate interests in Brunel Design School’s leadership.

Our recent success in securing European Union grants further extend the reach of our interactions, spanning across multiple countries. At the heart of our endeavours lies the theme of interaction, epitomised by this year’s Made in Brunel (MIB) brand. As a student-led initiative, MIB serves as a platform for showcasing our talents to the wider creative community, facilitating interactions with industries, professionals and the public.

As we embark on the celebration of Brunel Design 40 years, and Made in Brunel 20 years, let us continue to embrace the transformative power of interaction.

“ ”

Interaction to me means establishing and maintaining a relationship with others and the environment (physical and virtual). It can be through many means (e.g., language, gesture, behaviour). Effective interaction enhances our experience and create a positive relationship. We need to be aware of the diversity and the complexity of the world and adjust our means in order to have effective interactions. In the field of inclusive design, interaction tends to be in multiple modalities and both human and non-human’s needs should be considered.

Michael Sterling Interior Shot

In Design Research, Interaction denotes the dynamic interplay among users, stakeholders, and design and branding elements. It entails understanding and addressing user needs and stakeholder expectations to create cohesive design and branding experiences that resonate, engage, and foster lasting connections with the target audience while considering economic, social, and environmental impacts.

DESIGN RESEARCH

In 2023/2024, Brunel Design School was awarded two new major research grants by the UK Research and Innovation (UKRI). These grants reinforce the school’s position as a centre of excellence in design research, which is particularly important considering the currently ongoing consolidation of our research portfolio for the submission into the upcoming Research Excellence Framework (REF) 2029. The portfolio consolidation started in April this year and the REF 2029 submission exercise will remain one of the key research administration activities within the school over the next several years.

The new grants are focused on the topic of design for sustainability, a long-term strategic research direction for Brunel Design School and the UK and international design research communities alike. The Principal Investigator for both grants is Dr Lucia Corsini, who joined the school less than three years ago, but is already establishing herself as a leading researcher in the sustainability field.

The first grant, funded by the Economic and Social Research Council (ESRC), is for the research project titled “CIRPAC: Inclusive CIRcular Economy Business Models for the reusable PACkaging of Fast-Moving Consumer Goods (FMCG)” (2024-2026).

The project will develop and evaluate the novel Circular Economy business models to deliver the FMCG packaging solutions that are reusable and also inclusive (i.e., accessible and usable) for the maximum range of consumers.

The second grant is a UKRI Future Leaders Fellowship (FLF) for the project “Tackling Waste Electrical and Electronic Equipment (WEEE) in the UK” (20242028). This research project seeks to radically transform the existing linear WEEE management system and produce a UK-wide low-carbon Circular Economy for electrical and electronic equipment.

Another significant development this academic year was the formation of Brunel Design Research Centre. The idea to set up a Brunel-based research centre dedicated to design research was first proposed in the build-up to the launch of Brunel Design School in 2020, to be formally given a green light by the University in the late 2023. The centre, managed by the school, is expected to further strengthen our research power in the years to come and we are looking forward to the new initiatives and projects under its umbrella.

I wish our 2023/2024 design graduates all the best in their professional lives.

INTERACTION: DESIGN, SUSTAINABILITY AND

ME

Matt Madden

MA Sustainable Design

I remember well my first exposure to design. The smell of freshly laser cut plywood, the screech of the band saw, the humdrum of drills, belt sanders and hammers that make up the workshop environment. I was 7 years old; and I was hooked. Ever since, I pursued design at every stage of my education, each year marking a new milestone as I progressed through GCSE, A-level, Bachelors’ before I finally achieved my Masters’ in Sustainable Design in 2020. Joining Brunel as the Senior Technician for Digital Manufacture, then, has brought with it an enormous sense of homecoming, a feeling that I’m where I’m supposed to be, doing what matters.

The theme of this years’ Made in Brunel showcase is Interaction, an apt theme that encapsulates design while cutting straight to the heart of what it means. Design is all around us all the time. People everywhere live in entirely designed worlds. We tend not to consider that the beds we wake up in, the clothes we wear, the streets we walk along, are all the outcomes of someone’s design process. People create these things, and in turn, these things create people. Our very identities are moulded by our daily interactions with the designed world. I am myself because of the clothes I wear, the bike I ride, and the city I live in. After all, in what meaningful sense are any of us ourselves absent of the world we interact with?

Despite its power to create individuals, societies and cultures, design remains notoriously difficult to define. Some would suggest that design is merely the “added value” that differentiates a Dyson vacuum cleaner and a Henry hoover, others would contend that design encompasses everything from raising a child to organising a sock drawer.

In my thesis, ‘remaking The World that Makes Us,’ I contended that this is the real power of design, that it serves to naturalise and propagate cultural mythologies. That is to say that design transforms our ideals into lived realities and human experiences. Consider, for example, consumer capitalism. Once an economic idea described by Adam Smith and others, today it is brought to life at every shopping mall and high street, not just an idea, but a physical place, something we can touch, taste, see and smell; something we engage with and perpetuate through every transaction, a mythology made real. All of it by design. My field, Sustainable Design, aims to leverage the power of design towards environmental and pro-social goals. To me, that meant focusing less on how

the world is and more on how it could be. How would a society of equals, in harmony with nature, manifest? What would they’re buildings and public spaces look like? How would they get from A to B? What objects would populate their experience? Today the answers to these questions remain nice ideas, but rest assured, tomorrow’s designers will make them real.

Never in my lifetime has the need been so great for designers everywhere to turn their talents towards combating climate change, preventing conditions of war and building a sense of solidarity between all people everywhere. That is why it is such an privilege to work alongside the brilliant students at Brunel, supporting their projects and shaping their ambitions. Together we will design a better world in which we all thrive.

HISTORY OF MADE IN BRUNEL

2006

The start of Made in Brunel as it is today.

Bringing a level of consistency and effective communication to enhance Made in Brunel’s reputation.

2007 2009 2008 2010

Representing all of the possibilities of Brunel designers, from making people smile to saving a life.

An innovative brand of young, creative, and practical thinkers who have a zest for creativity.

Embodying fresh forward and tangible thinking to generating solutions for real life problems.

2012 2014

A discovery of intellectual depth, technical ingenuity, creative elegance, and visionary thinking.

Challenging existing solutions and changing how people think.

2011 2013

Represents inspiration, education, and motivation, three words that underpin Made in Brunel.

2015

Nothing short of exciting, refreshing, infuriating, unexpected and ‘Completely Out of the Blue’.

Raising the bar on creativity and quality of designs.

2016

Changing the world through the power of design, by initiating a new venture.

2018 2020

Encapsulating design growth and development.

Bringing the focus on Made in Brunel after COVID-19. Empowering students and striving for resilience.

2017 2019

Constantly questioning everything, challenging the norm and defying expectations.

Alternative, progressive, responsible, we are the creation of multiple “Futures”.

2022

Evolving with the times, adapting to technological advances. Representing individual growth.

2021

Printing a new chapter in the Made in Brunel story, created with a drive for passion and success.

2023

The Made in Brunel values are highlighted, carved out and brought to fruition. Putting a stamp on the future.

2024

Making every interaction count, from collaborations to connections. As users interact with products, so too do you interact with this book.

DEGREE JOURNEY

The Brunel Design School offers various design courses, each lasting three years with an optional placement year. In Level 1 modules, students acquire foundational skills and an understanding of the design process. During Level 2, students enhance these skills through a series of projects, including an industry-led brief in the second term.

The course equips students for the design industry, which they first encounter during their optional placement year. In Level 3, students choose from a range of optional modules while completing their Major Project. The students have the choice of undertaking a collaborative major project whereby they would collaborate with a company and design to their given brief. All transferable skills that can be used when the students graduate and enter the design world.

Year 1

Core Modules: Design Process 1, Graphic Communication, Materials and Manufacturing, Workshop Tutorials

BSc Specific: Electronics and Mathematics, Mechanics for Design

BA Specific: Product Analysis, Creative Engineering Practice

Design

Year 3

Core Modules: Major Project, Design Innovation Management Processes.

BSc Specific: Human Factors.

BA Specific: Advanced Design Innovation.

Optional Module: Interface and User Experience Design, Human Factors, Environmentally Sensitive Design, Embedded Systems for Design, Computer Based System Design, Advanced Design Innovation

Year 2

Core Modules: Design Process 2, Design Communication, Design for Manufacture

BSc Specific: Electronics, Programming and Interfacing, Dynamics, Mechanism and Stress Analysis.

BA Specific: Systems Design, Design Applications

Optional Module: Preparation for Professional Practice

Digital Media

Year 3

Core Modules: Major Digital Design Project, Working in the Digital Creative Industries, Digital Experiences.

Optional Module: Advanced 3D Animation Project, Artificial Intelligence and Games Project, Advanced Graphics and Motion Design Project.

Year 2

Core Modules: Applied Media Aesthetics, Experimental Digital Futures, Immersive Mixed Reality Design, Mobile and Web Apps for IoT, 3D Design and Design Practice, 3D Animation and Motion Graphics, Advanced Graphics and Motion Design Project.

Year 1

Core Modules: Foundations of Interactive Digital Media Development, Introduction to Professional Practice in the Creative Industries, Introduction to Motion Design, Digital Photography and Video Production, UX Design with Creative Technologies, Design Communication.

PLACEMENTS

Placement and Internship Adviser

Professional Development Centre

We at Brunel are committed to bridging the gap between academic study and industry experience, and we believe this sets us apart. We are proud of our long-established relationships with industry, which enable our students to gain valuable industry experience through summer internships, one-year placements and graduate roles. The roles available include product design, industrial design, design engineering, lighting, graphic design, packaging, interior, branding and digital. We advertise opportunities to work in the UK and abroad in countries such as Spain, the USA, France, Italy, The Netherlands, Germany, Denmark, China and Dubai. We also have excellent links with universities in Italy, the Netherlands, USA, France, Turkey, South Korea and China, where our students can study abroad, and in some cases, study Master’s level modules.

Brunel’s Professional Development Centre is dedicated to supporting our students’ and graduates’ professional development, through various internship and placement programmes, professional mentoring, one-to-one and group sessions, events, careers fairs and guest lectures from our industry partners. Our Careers team supports students from their first year at Brunel through to post-graduation, providing expert industry advice and support to find employment or progress into Master’s and PhD level study.

If you are interested in taking on a Brunel student or graduate, visit our website www.brunel.ac.uk/pdc or contact us at design-placements@brunel.ac.uk.

Nadine Scantlebury

London Placements PLACEMENT MAP

This year we had 27 students in London placements with more over the rest of the UK and Ireland. Some notable companies include Stanley Black & Decker, Fuse, Arrival, PepsiCo, Samsung, Bosch, Primark, IBM, and Guy’s & St Thomas Hospital.

International Placements

Brunel Design students were found all over the world, having worked and studied in Australia, Denmark, Ireland, Italy, France, and in the US.

PLACEMENT HIGHLIGHTS

Georgia Garman

I spent my year on placement as an Assistant Product Designer at Samsung Design Europe within the Product Design team based in the City of London. Throughout the year I had the opportunity to work on designing and developing flagship products, as well as emerging technology, across all aspects of consumer electronics. I also worked with designers at Samsung’s offices in Korea and Milan as well as UK and US based collaborative partners.

During this time, I not only grew as a designer but also as a person – the skills I learned were invaluable for my future in product design, giving me confidence and a great career insight.

Working alongside such kind and talented designers, with a wealth of knowledge and experience, helped me gain a greater understanding of the product design world and all the elements within it. I had a fantastic year –I didn’t want to leave!

As an electronic mechanical design placement student at INEOS Britannia Americas Cup, I had the privilege to work at the intersection of cuttingedge technology and high-performance engineering. INEOS Britannia, in partnership with the Mercedes F1 Team, is at the forefront of innovation in the world of sailing, utilising state-of-the-art materials and advanced design techniques to create the fastest and most efficient racing yachts.

During my placement, I was immersed in a dynamic environment where I collaborated with experienced engineers and designers on various projects. From designing electronic systems to optimising mechanical components, I gained invaluable hands-on experience and learned how to apply theoretical knowledge to real-world challenges.

What I enjoyed most about my placement was the opportunity to contribute to a project that pushes the boundaries of technology. I also thoroughly enjoyed working with the team; their expertise, enthusiasm, and support made every day exciting and fulfilling. This experience not only enhanced my technical skills but also fuelled my passion for engineering and innovation. I’m grateful for the chance to be part of such an exciting journey.

INEOS Britannia / Mercedes F1
Baptiste Beugin

IBM Elisha Castanou

My placement was with IBM in London. I had the chance to work on many projects in different roles which helped me confirm the design career path that I wanted to pursue.

I worked as user research, user experience designer and visual designer. By working on so many projects, I was able to build out my design process, learn how to advocate my designs and communicate with clients and stakeholders.

This experience at IBM both solidified my design passion but also equipped me with the skills to excel in the field. I highly recommend any 2nd years to apply for placements, and any 1st years to apply to summer internships. These opportunities provide invaluable industry exposure and can be a stepping stone to a fulfilling design career.

During my one-year placement as an Undergraduate Design Engineer at Arrival, I worked with the Product Innovation and Vehicle Platform interior engineering teams. This experience provided valuable insights into commercial electric vehicles and innovative manufacturing processes.

At Arrival, I contributed to key projects, including the development of vehicle switch packs, solid-state sensor entry methods, and interior components like headliners and sun visors. These projects enhanced my skills in 3D CAD development, rapid prototyping, and project management.

One highlight was leading the switch pack project, handling benchmarking, concept exploration, CAD development, and prototyping. This project smoothly transitioned into the Vehicle Platform workflow, thanks to collaboration with the Industrial Design and engineering teams. My time at Arrival also improved my soft skills, such as efficient sketching, teamworking, and presentation abilities. The supportive environment and guidance from experienced professionals helped me grow both personally and professionally.

Overall, my placement at Arrival solidified my passion for design engineering and equipped me with the skills and confidence to excel in my future career. I am grateful for the opportunity to work on innovative projects and collaborate with talented individuals in a pioneering company.

Arrival
Sean Heaney

BRUNEL PLACEMENTS

Andrew Appel

Design Placement Student

Launching the Made in Brunel brand was a thrilling highlight of my time doing a placement at Brunel Design School. From brainstorming concepts to creating graphics and merchandise, every step was infused with creativity and collaboration. We painstakingly crafted visuals for posters, banners, and our social media, ensuring to capture the brand’s essencepart of which involves style, of course.

Our merchandise – from t-shirts to enamel pins to tote bags – became tangible expressions of our brand identity and the values we embodied this year. The launch event itself was a culmination of months of hard work, featuring immersive displays that left a lasting impression. Overall, it was a testament to the power of design in storytelling and community building.

I also have been able to work on some projects besides MIB, which included crafting the trophies for an alumni awards evening. I didn’t expect to get time in the workshop so I enjoyed every moment of it!

Marina Barbanta

Digital Media Placement Stude

As the Digital Media placement student, some of my responsibilities include social media management,marketing and branding (from creating posters to merch and brand videos), photography and videography, setting up for workshops, and assisting the students with their projects. Additionally, I assist in setting up events and challenges and take part in industry shoots.

The parts I have enjoyed the most about my placement have been expanding my network and making new connections through the events I assist in setting up and co-hosting. These opportunities have not only allowed me to meet professionals in the industry but also from abroad, from countries such as South Korea and Finland.

One of the biggest benefits of having an internal placement is that, under the guidance of my managers, Ryan Smith and Rakesh Mohun, as well as the rest of the staff members, I was given the space and freedom to develop my skills. This includes both technical skills, such as mastering new software and equipment, and soft skills, like communication and teamwork. Being able to apply some of the things I have learned in my course in a real-world environment has been incredibly rewarding.

Fabrication Placement Student

As a placement student at Brunel’s Digital Fabrication Laboratory this year, I have had an incredible opportunity to be able to use cutting-edge additive manufacturing technology. Brunel University recently upgraded its machinery, including a high-resolution multi-colour 3D printer, which I enjoyed managing and maintaining.

Excluding the technical aspect, this placement has given me an invaluable opportunity to collaborate with several distinguished individuals. Working alongside talented individuals like Matt, collaborating with the Brunel racing team, and teaming up with Ryan from Design Factory London has been truly inspiring.

From my initial experiences with standard FDM 3D printing to now exploring industry-grade prototyping machinery and material simulation, the future of Brunel University’s additive manufacturing appears bright and promising. I am proud to have contributed to Brunel’s additive manufacturing evolution and am excited to see where the journey takes us next.

Hassan

Web Placement Student

Brunel Design School is world-renowned for its design excellence, and I was tasked with bringing the same excellence to our online presence. The challenge was clear from the start: adapt to new trends and prioritize user-friendly design.

As the first web design placement student, I was assigned multiple website projects, the most important of which was the rebranding of the MIB website. I had complete creative freedom, and I’d like to thank Keegan, Ryan, and the co-directors for their continued support and help.

Another project involved redeveloping the Design Factory website. This marked the beginning of many cooperation with Ryan and Marina on other DFL projects, such as hosting and working with the South Korean delegation.

Finally, as a passionate designer and photographer, I wanted to be involved in various projects, and I am grateful to have had the opportunity to do so. I participated in MIB events as a photographer and covered other events as well. Eventually, I found myself leading headshots for the MIB book, doing merchandise photography, and even designing graphics for both the book and the merchandise.

Gulraiz

2

Primary Logo

Secondary Logo

About the Brand

Born from the desire to unite product design and digital media, the choice of INTERACTION not only signifies collaboration within our Design School but also symbolizes our willingness to engage with pioneering concepts, notably the rise of AI. Our brand language is a testament to this principle, featuring simple shapes interacting harmoniously.

This reflects the core of design philosophy meaningful connections, innovative collaborations, and ensuring every interaction counts. But it doesn’t stop there. We’ve delved into design principles, leveraging positive and negative space in our logo to showcase the letter interacting and coming together as one.

Pantone
Pantone
Zesty Orange
Interstellar Blue

Brand Values

The brand language was expanded language through the brand values. Each value has its own interactive interpretation using typography to make simple shapes interact together. These specific interactions visually communicate the essence of our brand values through design, showcasing the patterns of our existence, intricately woven into the fabric of Interaction.

Dynamic

Always changing, always adapting.

We thrive on constant innovation and agility, ensuring we stay ahead of the curve.

Evolving

Inspiring

Together as one.

We value teamwork and collaboration, uniting diverse strengths for a common purpose.

Constantly improving.

We embrace change, always seeking growth and advancement in all that we do.

Igniting potential.

We aim to spark creativity and motivation in all who engage with us.

Visionary

Pioneering the future.

We push boundaries, daring to imagine and create what’s next.

MEET THE TEAM

Tia Phillips Co-Director
Tasnim Ayub Graphics Lead
Sean Heaney Co-Director
Juliette Guidetti Branding Lead
Carla Marina Barbanta Videography & Photography
Andrew Appel Communications Coordinator
Mohammed Hemani Workshop Liaison
Gulraiz Hassan Web Design & Photography
Mason Li Social Media Manager
Veda Shah Events Coordinator
Hashim Shabbir Marketing Coordinator
Ben Jones CFO & Event Coordinator
Keegan D’Souza Web Design & Publications
Poornima Subramanian Social Media Assistant
Soumya Poddar Publications Assistant
Andriani Tofari Branding Assistant

EVENTS

During 2023/2024, Made in Brunel hosted 7 events, all designed to bring together Brunel designers, alumni, university staff and the wider design industry. We started with the brand launch in early December, followed by the Design and Digital Media IREs.

The next event was the first ever Design feud in February, and then International Women’s Day on March 5th. The 24 hour design challenge was just before the Easter break after most deadlines had been submitted, and all the events have culminated in our final showcase in the OXO Bargehouse in June.

Brand Launch

The theme for Made in Brunel 2024 was launched with a bang on the 6th December 2023 when ‘INTERACTION’ was revealed at the brand launch event on campus.

Over 200 people, composed of current students, staff and alumni attended the event, and enjoyed the open bar and lots of pizza! Attendees were encouraged to particpate in activities such as a VR drawing workshop, massive Made in Brunel jenga and brand-prediction paper aeroplanes. We also had a photobooth with some themed props!

The brand was announced with a speech from both codirectors and a brand launch video created by motion designer Tasnim. It was very well-recieved and the video is available to watch on YouTube via the QR code.

Once INTERACTION was announced, the celebration really started, with balloons and streamers falling from the balcony.

Watch our brand launch video by scanning this QR code.

Industry Review Evening

Design Feud

The Design Feud was a new event this year inspired by the gameshow Family Feud. The event consisted of trivia questions answered by polling students to find the most common answers. With questions from “What is the Memphis Design Movement known for?” (Bright colours, bold patterns and apparently the Carlton shelf!) to “Which design lecturer has the best hairstyle?” (overwhelmingly voted to be Steve McGonigal), the trivia night pitted staff teams against students in a multi-round quiz. Particpants won INTERACTION branded t-shirts, as well as a MiB coin to exchange for future merchandise. We hope that this event becomes a regular Made in Brunel event, joining the likes of the 24-hour design challenge and the Sketch-off.

Industry Review Evenings (IRE) are a great opportunity for final year designers to showcase their progress and intial concepts. At the IREs, final year students present their work to industry professionals, staff and fellow students, to get feedback on their projects.

Made in Brunel has supported two evenings this year, the Design IRE in December and the Digital Media IRE in January, both of which were well-attended and the feedback given positively influenced major projects.

International Women’s Day

For International Women’s Day this year, Made in Brunel collaborated with Digital Media to organise a panel of professionals to talk about their experiences in the design world. The panelists were from a variety of different professional backgrounds, from companies such as PepsiCo to film and TV at Sky, as well as entrepreneurs and freelancers.

A big thank you to the panelists:

Alex Saunders

Sara Wright

Sapna Pieroux

Natasha Hicken

Samantha Wells

Adam Whitlock

Olenka Martynuk

Bibena Farenzena

Marie-Therese Cassidy

Anna Warren

Ella Kennedy

Danusia Smith

Agathe Charbon

Elsa Wadhwa

It was a fascinating evening, and a great networking opportunity. We hope that future years will also celebrate women in design.

Made in Brunel Interaction Final Showcase

24 Hour Design Challenge

The 24 hour design challenge was held over 24 continuous hours this year, rather than split up into more reasonable chunks. The challenge was in collaboration with Joseph Joseph, who provided a brief and chose the winning team.

The base of operations was the Master’s design studio, which was set up with drawing and prototyping materials, along with snacks, fizzy pop and pizza. The night eventually decended into Mario-Kart chaos, but after 24 hours the teams all presented some truly amazing projects.

Though we wouldn’t recomend doing many all-nighters, the atomosophere of creativity more than made up for the tiredness.

This year we were back in the OXO Bargehouse in Southbank for our final showcase, from the 13th to the 16th June. This event represented the culmination of all of our effort within Made in Brunel, and was attended by students, staff, alumni, family and friends as well as industry professionals and members of the general public. There was an Industry evening on Thursday where interested professionals could interact with the student designers and their work over drinks and canapés. The alumni evening on Friday was also popular, including past student speakers and awards for the best projects.

We are very proud of the showcase and what it represents to us as designers.

DIGITAL PRESENCE Social Media Growth

This year, we built on the work of our predecessors for the website and social media. We continued to post regular insights and behind the scenes with high quality, visually stunning and exciting content.

Website

For the website revamp, we were able to employ the design skills of Digital Media students who have been integral in spreading awareness of the brand via social media in and outside the Brunel campus.

The website homepage focuses on our brand video highlighting the best parts of design and Interaction. The website has moved onto a new site to incorporate new features to make the experience more user friendly and incorporate additional features. Users are also able to review previous portfolios, events and flick through fully digital versions of past books.

We have been making our social media presence more noticeable by creating enjoyable and informative posts about our upcoming events and competitions. We have included plenty of behind the scenes coverage to highlight the hard work of the team. This year the account has grown its following by reaching over 8,000 individual users and engaging on average 180 unique users per post.

Events

The marketing and branding teams took the lead for advertising the events, starting the with brand launch. The brand launch was a huge success that unveiled INTERACTION. We received positive feedback from friends and the academic staff. The event was filled with fun games and activities hinting at the brand name as all of the activities required some form of interaction between different people and technologies.

Furthermore, we had regular and overwhelming attendance at our game shows and . Over 50 students & lecturers came to play at our Design Feud games night, listened to our International Women’s Day talk and participated in the 24 hour Design Challenge. Prizes for merchandise were given out at events to the winners

5,823 Followers

1,192

Crafting the MiB Website

1. Rebranding and Conceptualisation

We analysed Made in Brunel’s existing brand elements, conducted thorough research on the target audience and industry trends, and brainstormed new brand identity ideas. Defining the brand’s essence guided all subsequent design work.

2. Sitemap Creation

We outlined the website’s structure, identified key pages, and ensured logical navigation. SEO best practices and user experience principles informed the mapping of the user journey.

3. Initial Wireframes

We created low-fidelity wireframes for each webpage, focusing on layout and content placement. Iterative feedback refined the wireframes before moving to high-fidelity design.

4. High-Fidelity Design in Figma

Using Figma, we translated wireframes into visually polished designs, ensuring consistency and adhering to the rebranded visual identity. Collaboration in Figma facilitated efficient design iteration.

5. Website Development with WordPress and Divi

We developed the website using WordPress and Divi, implementing responsive design principles. Rigorous testing and optimisation ensured a seamless user experience before launch. It also alows the MIB team to make chnages at any given point of time.

MERCHANDISE

‘Dynamic’ Colour Changing Mug

‘Graphic’ INTERACTION Tee

INTERACTION Enamel Pins

‘Original’ INTERACTION Tee

INTERACTION

Stickers

INTERACTION

Tote Bag

Lanyards

‘Inspiring’ Water Bottle

‘Evolving’ Socks

3

DESIGN: UNDERGRAD

Major Project encourages various types of Interaction ranging from interactions within and across the year groups right through to interactions with other supporting mechanism inside and outside the university, e.g., Entrepreneur Hub and Plus X Innovation. It also promotes cross-disciplinary interactions to make the most of in-house and external expertise.

Dr. Busayawan Lam

PhD in Design Research, MSc in Industrial Design

Academic Lead of Design Factory London

Brunel undergraduate design students’ knowledge, understanding and skills culminate in their major projects. Our students have the freedom to choose their design briefs – sometimes these are defined by collaborators. Major projects typically run for eight months alongside with four other final-year modules. Each programme has a unique learning outcome which reflects the degree title, students’ specialities, and potential career pathways.

The Major Project Co-ordinator, Dr. Busayawan Lam, and Programme Directors, Dr. Eujin Pei (BSC Product Design Engineering), Mr Steve McGonigal (BA Industrial Design and Technology) and Dr. Arthi Manohar (BSc Product Design) coordinate the assessment. The interim assessment mainly focusses on the clarity of the design brief, quality of research, rigour of the product design specifications and the feasibility of design directions. The final assessment is composed of three parts: a comprehensive report, the

design package (with looks-like models and works-like models), and the viva. We have a fantastic platform for showcasing major projects, such as the Industrial Review Evening (IRE) and the Made in Brunel website. Brunel designers have won national and international design based on their major projects, such as Women in Innovation award from Innovate UK and European Product Design Award 2023. Major projects sometimes also become the foundation of start-ups, which attracts business investment.

Our multidisciplinary faculty, technical team, and industrial collaborators all support our students’ major projects and the Made in Brunel exhibition at Bargehouse, London’s South Bank, is the pinnacle of the academic year.

aaliyamk@hotmail.co.uk

The Smart Hijab

The Smart Hijab blends a traditional style with modern tech for South Asian women. Made from durable materials, it features a companion app that serves as a social platform, offering community engagement, health tracking, and location services, promoting modesty and convenience.

The Smart Hijab is crafted from advanced, high-quality materials that ensure durability and comfort for everyday use, maintaining its essential physical characteristics for long-lasting wear. At the heart of the project lies its innovative companion app, tailored specifically for South Asian women. This app serves as a dynamic social media platform, offering practical personal management tools such as health monitoring, location-based services and a thriving social hub. Here, users can forge connections, exchange cultural insights, and actively participate in discussions pertinent to their personal and cultural interests.

Additionally, the app features privacy settings and customisable notifications to enhance user experience and engagement. The Smart Hijab project, through its wearable and app, aspires to empower its users by marrying traditional values with modern technological advancements; fostering community ties and enabling a lifestyle that values both heritage and innovation.

Rheo

Alex Dudfield

Product Design BSc

alexdudfield01@gmail.com @dudfield_does_design linktr.ee/alexdudfield

A thickened drink monitoring device enabling caregivers to prepare and administer drinks to the correct thickness level for those living with swallowing difficulties (Dysphagia). Rheo’s passive monitoring eliminates manual testing for caregivers, ensuring dignified and safe mealtimes by mitigating the risk of choking and aspiration pneumonia.

Current estimates of those living with dysphagia stand at 590 Million worldwide, requiring a texture modified diet as a result to ensure safe swallowing. Thickening agents aim to ensure this through reducing the flow of liquid, enabling those living with the conditions to control the drink, preventing choking and more seriously, death from aspiration pneumonia. With these drinks prescribed to four distinct thickness levels, ranging from thin to extremely thick; it is essential that these drinks fall within the correct band to prevent the aforementioned consequences.

Concerningly, once prepared, thickened drinks often fluctuate between viscosity levels, leaving caregivers unaware of the intended consistency without repeated testing. This necessitates an awareness that the thickness of a drink may change over time. Lacking visual cues, caregivers may overlook the need for testing, resulting in the inadvertent administration of incorrect viscosity drinks, posing potentially fatal risks to recipients.

With no current testing equipment alerting caregivers of thickness change, Rheo aims to empower caregivers with this knowledge. Utilising continual mixing to ensure a lump free drink, a magnetic impeller located at the base of the cup takes live viscosity readings, projecting this to caregivers through a sliding viscosity scale and promptly indicating users whether drinks are too thin, too thick, or at the correct viscosity level for safe swallowing. Through such discreet testing, Rheo aims to re-establish dignified mealtimes for those living with dysphagia, without the need of drawing attention to testing, disrupting the flow of mealtimes.

Amina Afrah

Industrial Design and Technology BA

aminadoesdesign@gmail.com @aminadoesdesign linktr.ee/aminaafrah

Align

Enhancing productivity and health for Ironworkers

Poor posture, over-extension, and stooping. These actions are happening throughout the average 40-70% of assembly time for ironworkers as well as many other activities they face in their work. This has caused a rise in injuries/ disorders leading to an astounding 80.2% doctor diagnosed WMSD (Work related musculoskeletal disorders). Where ‘Align’ steps in, it addresses this stance and postural issues by providing an app that offers real-time stance analysis, feedback, and training linked to a wearable device, creating a non-intrusive, tech-driven solution.

This application is designed to help mitigate the over extension/strain of the lower back while being trained in Steel fixing. Through a linked wearable device and with key features varying from encrypted chat rooms for Supervisors and their trainees, live haptic and notification alerts for unhealthy postures and a camera setting where the task at hand can be analysed to show the best mode of action for the worker’s health. This is a new way of creating healthy habits and tracking an individual’s progress.

In the future this service can branch from being centred around the prevention of lower back MSDs in Ironworkers, to not only other prevalent areas where MSDs manifest, but move across sectors to facilitate more education focused solutions to occupational health.

Okko

Archie Smith

Industrial Design and Technology BA

archieclarkesmith@googlemail.com

@a.smith_designs

Okko is an ambient reminder that ensures notifications are noticed only when users can act, using movement to stimulate users attention. Users text Okko and an AI interprets the messages to deliver contextually relevant notifications. Its adaptable design ensures effective, stimulating reminders.

Traditional reminders often fail due to poor timing that disrupts or overwhelms users. Reminders disrupting the user’s flow, can lead to immediate dismissal and subsequent forgetfulness, leading to a task never being completed. Okko uses ambient technology to ensure its reminders are only noticeable when users are capable of taking action, falling into the periphery when users are busy. This subtle positioning mitigates persistent or poorly aligned notifications, reducing the likelihood of task avoidance or stress from multiple reminders.

Users communicate with Okko via text, which are received and processed by a GPT AI. This AI interprets Users’ messages, to understand the context of the device, and best method and timing of notifications. By analysing historical interactions and user habits, Okko personalises reminders to be effective and minimally invasive. This interface allows for ease of communication and produces an intelligent responsive assistant that can adapt to each user uniquely.

The device fixes to surfaces magnetically and rotates as a form of reminding. The off-balance magnets allow Okko to swing when hung, and the display communicates the status of the device and nuances of notifications to users.

A magnetic front face and slots in the side allow for versatility and personalization through accessories; fitting anywhere in a user’s environment. Okko can be attached to a refrigerator, rest on a desk or hang from a plant, with various accessories enabling users to use the device as they need. This allows Okko to blend into different spaces, ensuring it serves users in their environment.

Arran Monet

Industrial Design and Technology BA

arran.design@outlook.com

linktr.ee/arran.m

ErgoGrip Pullup Bar

Post-pandemic only 17% of people wish to return to gyms, with most favouring home or outdoor workouts. However, many fall short of meeting minimum exercise requirements, particularly strength training. The focus is on enhancing exercise effectiveness and adherence for the growing number of people training outside of the gym environment.

The NHS, Chief medical officer guidelines and the CDC Centre for Disease Control and Prevention all agree on the same principles on recommended weekly fitness requirements:

Do at least 150 minutes of moderate intensity cardiovascular activity or 75 minutes of vigorous cardiovascular intensity activity a week AND do strengthening activities that work all the major muscle groups for at least 2 days a week. Only 1 in 4 people achieve the recommended 150 minutes of moderate intensity cardiovascular exercise, although more alarmingly, only 1 in 20 people achieve the recommended strength training activities. Many are surprised to realise that the 150 minutes isn’t inclusive of cardio and strength training. This vast gap in meeting the guidelines showed an opportunity I want to help address.

Vertical pulling exercises are the least performed but most beneficial exercise when it comes to improving overall strength, correcting muscular imbalances and improving posture. Current pull-up bars on the market fall short of addressing individual needs when performing this exercise so I created ErgoGrip, the Worlds first adjustable pull-up bar. Its ergonomic handles allow a comfortable and secure grip when holding which can be moved into place depending on each individual body type for a safe and more natural alignment. The repetition counter counts the number of pull-ups performed which promotes adherence by displaying daily stats and weekly targets. Its foldable design ensures easy storage when not in use and the colour coded interaction points show users where they can adjust, move, hold and select options.

Baptiste Beugin

beugin.baptiste@gmail.com

@baptiste_beugin

baptistebeuginwork.myportfolio.com/

Helm Controls Integration

Improve the performance & sailing experience through the steering wheel of the America’s cup yacht.

In the heat of a race, every millisecond counts...

Optimising boat performance on the fly is crucial to victory. By integrating controls at the sailor fingertips, within the steering wheel, this will enable the sailors to finetune performance without losing focus and gain a competitive edge.

This innovative collaboration with Mercedes AMG F1 Team will redefine racing tactics.

Industrial Design and Technology BA

b.s.roffey@icloud.com

Marchbanks Measurement System

A collaborative project, taking Dr Robert Marchbanks revolutionary non-surgical measurement system, then developing and designing a headset for it to be used pitch side in the sporting industry, to help identify head and neck injuries.

The Marchbanks Measurement System is a headset that aids in the process of identifying the severity of neck and head injuries such as sport related concussions. The ergonomically sound headset is coupled with pioneering technology that reduces the need for guess work and the use of arbitrary tests. The system provides quick and accurate data that allows clinicians to diagnose athletes’ concussions precisely.

The headset is designed to be adaptable, so it can work with other safety equipment, such as the neck brace. The headset also benefits the players recovery as it can ensure that the athlete’s inter-cranial pressure has returned to a safe level for them to return to play; bettering the overall health and welfare of athletes who play in high contact sports.

The Measurement System allows for all types of teams, from grass roots to professional, with medically trained staff to reduce their patients’ costs in care and best meet individual athlete’s needs.

I would like to thank Dr Robert Marchbanks for the opportunity to work closely with him. His technology is remarkable, and the passion he has for it is inspiring.

CUSTORIM

Custorim’s innovative system features interchangeable spokes, enabling users to customize their rims for aesthetics or performance, like enhanced aerodynamics and brake cooling, with various designs and finishes.

Custorim brings in a new era of customisation for car owners. It’s never been easier to modify the appearance of your car’s wheels than with our revolutionary an interchangeable rim system.

Custorim offers an innovative way to customise the look and enhance the performance of your car’s wheels without having to make permanent adjustments. The use of high-quality Elektron 21 magnesium and 6061-T6 aluminium alloys ensures that the base rims are not only lightweight and durable but also cater to a wide range of automotive applications, from high-performance to everyday driving.

The Custorim system stands out for its sustainable approach, utilising recycled ABS plastic in the production of additional spokes, which can be easily attached to the base rim thanks to the modular attachment system. This system not only promotes environmental sustainability by preventing users from buying a new set of rims each time, but also offers users the flexibility to update their rims’ appearance and functionality over time. Custorim’s foundational rim design is engineered for full performance independently, negating the necessity for additional spokes assembly. This ensures that additional spokes are free from structural stress, which allows a broader exploration of designs, including curvilinear, sharp edges, threedimensional shapes and asymmetric forms.

The Custorim base rim is engineered and tested for forged manufacturing in both magnesium, for performance-oriented vehicles, and aluminium for a cost-efficient, everyday-use alternative; maintaining identical measurements across both materials, which makes them much lighter than their competitors.

STRUNG

Casper Bosinius

casper@bosinius.com

@casperbosinius

STRUNG is an innovative furniture design tailored to urban UK renters, tackling the challenges of frequent relocation and excessive waste. It presents a fun, adaptable solution that boosts sustainability, fosters a sense of belonging and enhances renter well-being, merging design flair with practicality in the private renting sector.

STRUNG tackles significant challenges faced by young adults in the UK’s urban private renting sector, specifically the frequent moves which discourage investment in quality furnishings and lead to buy-to-waste consumption patterns. The design of STRUNG is innovative, operating entirely without fixtures and held together by tension. This allows for easy assembly and disassembly, with panels that fold compactly enough to fit into the boot of an Uber, facilitating easy and costeffective transport. The use of PET felt for the seat bases - a lightweight material made from recycled water bottles, enhances the product’s sustainability and reduces its weight, making it even more portable. Available in three sizes - single, double, and triple seater - STRUNG allows users to adjust the sofa’s size by swapping out just one component, further supported by multiple colour options which allow for personalisation.

The benefits of STRUNG are multifaceted. It enhances sustainability by increasing the furniture’s longevity and adaptability, thereby reducing the need for frequent replacements and minimizing waste. The design also supports emotional well-being by enabling personalization and continuity, as renters can take their customized furniture from one home to another. Economically, STRUNG reduces both the initial cost of the sofa and the overall expenses associated with moving and buying new furniture, offering significant savings for renters.

Overall, STRUNG promotes environmental sustainability and improves the quality of life for urban renters, embodying a holistic approach to addressing modern living challenges.

Christina Alvarez

Industrial Design and Technology BA

christinalvarez18@icloud.com @delcisnedesigns

DigEase

Musculoskeletal injuries are commonly reported in workers employed in labourintensive agricultural-type tasks such as landscaping. 71% of landscapers are classified as medium-risk ergonomic risk group and 29% in the high-risk group. With GP consultations based on musculoskeletal conditions making up 30% of GP’s caseload.

The DigEase Spade, designed for optimal comfort and efficiency in gardening and landscaping tasks. This state-of-the-art spade features a unique two-tiered foot placement system, providing enhanced leverage and ease of use for gardeners of all heights and strength levels. The ergonomic handle is carefully crafted to fit the natural grip of the hand, reducing strain and fatigue during prolonged use.

Awkward posture was identified as a risk factor since appropriate posture was not practiced. Additionally, the spade boasts an extendible shaft, allowing users to adjust the length to their preference; minimising back strain then decreasing the risk of future musculoskeletal diseases. The DigEase Spade is the perfect blend of functionality and ergonomic design, ensuring a healthier and more enjoyable gardening experience.

MedCue

Daniel Soole

Industrial Design and Technology BA

dansoole17@gmail.com

@pdsoole

MedCue is a smart medication storage enabling effective adherence and higher health literacy in a portable form. Its compartments glow with colour-coded lights gradually to indicate time remaining.

MedCue is a medication management device which aims to address the low levels of adherence currently found within the healthcare landscape. It has been estimated that 4.29% of hospital admissions are caused by, in some part, nonadherence to their medication. MedCue’s primary aim is to provide support and indications of medication dosages to those with complex and often longer-term medication plans. Its compact and portable design means the user can carry and use it discreetly throughout the day whilst staying confident in their health.

Its time-based colour system illuminates the corresponding compartment to indicate to the user when they should try and take their medication. Providing visual cues reduces the cognitive load and stress for the user so they can focus on the more important things, without jeopardising their health. Personalisation of the parameters to alert the user is enabled using the app to ensure everyone can find a style that works for them.

Supporting content found within the MedCue app aims to improve the user’s health literacy through engaging education content tailored to the user’s specific language level. By using adjustable language, the user can engage more effectively and are more likely to do so frequently. The app also provides clear data on the progress of their adherence, fostering a proactive healthcare journey.

David

Dom Lavender

Product Design Engineering BSc

dominic.lavender@outlook.com

@dom_lavender_design

The name David was chosen to honour my late grandfather who had Parkinson’s Disease. It is a discreet, wearable speech aid that detects low volume speech, notifying users via vibrations through a wireless receiver. Targeting the 90% of Parkinson’s individuals who experience changes in their speech, David helps them independently reclaim their voice.

One of the lesser-known symptoms of Parkinson’s Disease is changes in voice and speech. The deterioration of the vocal muscles hinders effective communication, which in most cases lead to a decrease in confidence, isolation, and anxiety-related issues. More than 90% of individuals with Parkinson’s experience voice changes, with some no longer able to speak audibly. 10 million people are currently living with Parkinson’s which is the fastest growing neurological disease worldwide. Voice changes are often overlooked due to the lack of, and expense of available solutions or their ineffectiveness and associated emotional side effects.

Consultations with caregivers of individuals with Parkinson’s and rigorous testing of form and functionality, David offers a viable solution to this complex and delicate issue. The aid empowers users to enhance their communication with dignity and independence, improving upon the current, available solutions on the market.

Given the reduced dexterity of many individuals with Parkinson’s, David’s design strikes a balance between size and discretion, enabling users to easily interact with the device using enlarged and tactile touchpoints while maintaining a minimal outer presence to avoid drawing unwanted attention.

David operates via two, paired, Bluetooth devices: the transmitter, which clips onto the top of the shirt using magnets, and the receiver, which can be handheld or placed in a trouser pocket. Many individuals living with Parkinson’s are unaware that they are speaking any differently. David aims to address this by detecting when the users’ speaking volume drops sending a signal to the receiver, alerting the user to raise their voice.

Deski

Dylan Parry

Product Design Engineering BSc

dylangrparry@gmail.com

@dylanparrydesign

linktr.ee/dylanparry

Deski is an engaging and interactive homework companion to help children with ADHD become confident, independent learners.

ADHD is the most common neurodevelopmental disorder in the UK, affecting five percent of children, and homework is a key area they find challenging. There are a lack of products designed to help students with ADHD and many recommended homework techniques rely heavily on parental involvement, leading to prompt dependency.

Deski addresses these problems by allowing students to create personalised homework routines: setting the work time, break time, repetitions, and colour of the timer face for each subject. They can then scan the colour on their homework (book cover, highlighted area, post-it note, etc.) using the colour sensor in the device to begin the corresponding routine. The absence of physical controls removes any distractions from the homework environment.

Deski’s unique interaction improves focus and productivity during the homework process for children with ADHD. Over time, cognitive associations between the coloured timers and the subjects are formed, enhancing memory performance. Through its simple and intuitive operation, Deski enables students with ADHD to complete their work without the need for parental supervision, empowering them to take control of their learning and preparing them for the future.

Castanou

castanouelisha@gmail.com

elishacastanou.framer.website/

Miroir - Bike Mirror

Miroir is a detachable, foldable, and adjustable cycling mirror. This product enhances rider safety by providing a rear view, allowing cyclists to be aware of approaching vehicles without compromising control by looking back. The adjustable design ensures optimal positioning for each rider, fostering a comfortable and informed cycling experience.

Imagine driving a car without mirrors. It’s a terrifying thought, yet many cyclists navigate busy roads with nothing but a glance over their shoulder. This lack of rearward visibility poses a significant safety risk, and while some argue that looking back is sufficient, it can be cumbersome and compromise control, especially in high-traffic situations.

Miroir tackles this problem by being a bike mirror which is detachable, foldable, and adjustable.

Detachable - Miroir prioritises a streamlined cycling experience. Its quick-release mechanism allows for easy attachment and removal, making it perfect for situations where a mirror might not be necessary. This also simplifies storage and transportation, ensuring Miroir doesn’t become an additional burden. FoldableCompactness is another key aspect of Miroir’s design. The mirror itself folds in half to minimise its footprint when not in use. Adjustable - A one-size-fits-all approach doesn’t work for cyclists. Miroir tackles this by offering a fully adjustable design

These features combine to create a cycling mirror that seamlessly integrates into a cyclist’s routine. Unlike bulky alternatives, Miroir prioritises comfort and convenience, removing the common barriers that prevent cyclists from adopting rear-view mirrors. By making it easy to use and store, Miroir encourages a safetyconscious approach to cycling without sacrificing the freedom and enjoyment of the ride.

Emily Atkins

Industrial

emcatkins@gmail.com

@emcatkinsdesign

TheatricALL

TheatricALL is a smartphone application and pager system, to create a more streamlined beginning-to-end theatre going experience for those with accessibility needs.

Accessibility in theatre, although beginning to improve over the years, still leaves a lot to be desired. It should be regarded as top priority for all people to have access to entertainment, and equal opportunities regardless of any additional access needs.

Unfortunately, as people with access needs are considered the minority, they are not always prioritised. The current lack of accessibility often deters patrons from visiting the theatre in the first place.

TheatricALL was designed to combat this. The app, for use by the patron, collects the users accessibility requirement information and passes it onto the theatre, in order for them to know what type of help they may need. When the patron arrives at the theatre, they can use the app on their phone to alert and communicate with the venue’s access host, by way of the pager.

TALUS

Emmanuel Huliganga

Industrial Design and Technology BA

echuliganga@gmail.com

@designermanny

emmanuelhuliganga.com

A pocket-sized ankle support and physio solution - collaboration with Zeal-lifestyle.

64% of people won’t seek medical support after an ankle sprain. Dismissal of treatment can lead to further development of physiological issues throughout an individuals lifetime. Susceptibility is a larger issue than many of us are aware of - there is a 70% chance of developing chronic ankle instability post ankle injury.

TALUS is built to be portable and intuitive to use for all ages. TALUS aims to streamline rehabilitation planning for practitioners helping users who have suffered from sprain incidents or suffering from issues of susceptibility. The TALUS pads seamlessly attach and detach to the ankle and compression sock magnetically.

TALUS is designed to protect the ankle from turning all whilst compiling a comprehensive set of ankle-data. The corresponding app keeps track of all the data and is accessible through the dashboard. If a user is connected to a medical practitioner, the data can be forwarded to them to streamline rehabilitation planning. The TALUS and app also allows users to perform self-assessments, which can be sent to medical professionals, for efficient consultation and rehabilitation.

This project was a collaboration with Zeal-lifestyle.

Esteban Aranda

Product Design Engineering BSc

esteban@esaranda.design @esaranda.design

YumYap

YumYap is an artificial intelligence powered app and shared physical device that helps university students generate, share, and follow along personalized recipes.

YumYap is a product that helps users throughout the three stages of cooking. Before cooking, the app allows students to generate and plan recipes using AI. They can personalize it to fit their schedule, allergies, or preferences. Additionally, the app inspires students by showing friends’ recipes or daily challenges (inspired in TV shows or movies).

During cooking, users can place their phone in the physical device and connect it to the integrated speaker and screen via Bluetooth. Once a recipe is selected, students can interact with the AI cooking assistant using voice commands. They can follow the recipe, request quick modifications, or set timers that will be displayed on the additional screen.

After cooking, users can save their recipe and share it with friends.

DIATOM

Faith Olasupo

faitholasupo@gmail.com

@foo_design_

Mitigating flood water contamination risk in urban environments by building flood resilience preparedness.

Urban flooding is an escalating global issue exacerbated by climate change, leading to more frequent and severe flooding events, particularly in densely populated metropolitan areas. These floods not only disrupt infrastructure and pose serious public health risks, but also lead to significant water contamination.

The interplay between increased flood occurrences and urban development pressures heightens the urgency to address the contamination of floodwaters that can carry harmful pathogens and pollutants.

Diatom: Flood Watch is an environmental monitoring device designed to address the urgent challenges posed by urban flooding through water contamination detection and visual alert system. Equipped with advanced sensors, Diatom provides real-time visual alerts of water contamination levels during crucial Flood events.

Lula

Georgia Garman Product

Design BSc

georgiabethgarman@live.co.uk

@georgiagarman.design

georgiagarman.myportfolio.com/work

A modern hibernation solution for tortoise owners.

Lula aims to create a safe and effective tortoise hibernation solution to ease the mental burden currently faced by pet owners. Through stylistic design decisions, the product blends seamlessly into an owner’s living space by combining technology and furniture.

In recent years, the seemingly simple task of ‘just hibernating your tortoise’ has become increasingly complex and, in many cases, very unsafe. Year upon year, winters are becoming milder due to climate change, creating an increase in post hibernation complications using the traditional box and natural burrow methods.

With 900,000 pet tortoises in the UK, owners are battling a yearly struggle of whether they should hibernate their pet, as it is often safer to not hibernate than to take the risk.

Consequently, owners began the fridge hibernation method, which is time and resource intensive, with risks of freezing or suffocation. Traditional white fridges look incongruous within living spaces and require extra thermometers and humidity sensors to make them safe. Placing the fridge in a garage is not an option as the external temperature is not stable and puts the tortoise at risk.

Lula overcomes these issues by combining cooling technology with furniture design. The refrigerated drawer regulates the internal temperature to 3-6 degrees Celsius and the integrated app will notify the owner if any factors leave optimum levels. A comprehensive user guide on ‘How to Hibernate’ your tortoise is included to combat the issue of vast quantities of conflicting information online. The elevated aesthetic transforms a practical appliance into a contemporary piece of furniture, providing worry free hibernation for tortoise owners.

RIPPLE

perplexdesigning@gmail.com

@perplexdesigning

Ripple is set to revolutionize the physical recovery market with its ground-breaking design tailored for student-athletes. This passive, on-the-go massage system blends seamlessly into active lifestyles, leveraging advanced technologies to deliver unparalleled performance and set a new standard in recovery solutions.

As a student-athlete who has navigated the rigorous demands of balancing athletic and academic commitments over the past four years, I have experienced the highs and often-overwhelming lows of this dual pursuit. Motivated by these experiences, I developed Ripple, a product specifically tailored to prevent injuries, enhance athletic performance, and alleviate the mental strain that often leads to sports abandonment.

Ripple’s innovative design incorporates a passive massage system that delivers deep tissue therapy whilst adhered to the body. The device features a flexible outer base that conforms to various body types and muscle groups, ensuring optimal performance without active user involvement. This allows student-athletes to seamlessly integrate effective recovery into their busy schedules, whether they’re in lectures, studying, or socializing.

With its sleek design and ergonomic fit, Ripple can be discreetly worn underneath clothing; making it an ideal solution for student-athletes seeking unobtrusive recovery support. This design not only caters to the aesthetic and functional needs of active individuals, but also ensures that Ripple can be a constant, yet unnoticed companion in their daily lives; promoting continual physical recovery and readiness for athletic challenges.

Argonauta

Harry Vaughan-Johnson

Industrial Design and Technology BA

harryvj@hotmail.com

@harry_vaughanjohnson_design

Argonauta is a smart, automatic irrigation system intended for the domestic household. By taking into account external factors such as soil type, weather forecasting, light levels and water supply. Argonauta is able to provide a high performing, reliable drip irrigation solution, regardless of the weather, time of year and environment it is placed in.

Argonauta is a smart home irrigation solution, taking into account external environmental factors such as soil moisture levels, soil type, light intensity, weather forecasting and water supply to produce an accurate, tailored irrigation solution for your garden. All products are powered through the use of an amorphous solar panel, allowing the system to operate all year round for the duration of the product’s life.

The product system consists of three components; a soil moisture, a control unit as well as a pump unit. The soil moisture sensor uses two conductive probes inserted into the ground to measure the volumetric water content of the soil. Utilising radio frequency identification and wireless sensor networks, the soil moisture system is able to communicate with the control module, which when connected to the user’s internet is able to determine the product location and therefore the soil type in the user’s garden as well as weather forecasting, while also providing the user with accurate system status on the supporting app. When irrigation is required, the control module communicates to the water pump which, connected to either a water butt or garden tap, will pump water to the drip nozzles and provide water to the soil until optimum soil hydration is reached.

The complete system is powered via amorphous solar cells, with 14430 lithium cells providing power to the individual system elements when required. This allows for the product system to be off-grid capable, saving the user energy as well as water.

Hashim Shabbir

Industrial Design and Technology BA

hashim.shabbir@icloud.com @designedbyhashim

Beyond the Senses

To aid visually impaired individuals in their daily lives by using echolocation. This will help them in environmental navigation, sensing distant and above ground objects and enhancing users’ sensory perception to improve their independence and confidence.

Visual impairment is on the rise and it has been projected to increase to 1.3 billion in the year 2030. This is an important challenge to address as this form of disability causes problems such as inaccessibility to information, social isolation and inability to perform certain leisure activities. My project aims to help visually impaired and blind individuals with mobility by enhancing their sensory perception through a neck wearable device. The device will help them be more independant and confident in their daily routine.

The product uses multisensory feedback techniques to create spatial awareness of the user. It employs an ultrasound motion sensor to detect incoming obstacles and through audio and bone conduction, it is able to alert the user, so they are able to respond accordingly.

The device has been inspired by echolocation. It is natures sonar system, seen in animals such as bats and whales. The animal is able to emit sounds into the environment which hits the object in front of them and creates echoes. The echoes are then fed back to the animal that can understand the objects distance and size. Animals use this for awareness and food location.

Using this technique to help humans is known as a Biomimetic Innovation. When design employs natural solutions & mechanisms to help human challenges.

TA Buddy

Industrial

henry.leeson11@gmail.com @henryleesondesign a2018547.myportfolio.com/

TA Buddy is a multifunctional educational tool that integrates tactile and visual feedback to support ASD students in primary school. By addressing core challenges of sensory underload and focus, it creates an inclusive, engaging classroom environment that helps students thrive academically and gain independence.

TA Buddy is designed to enhance inclusivity for ASD students in primary schools by addressing their unique sensory processing and focus challenges. Traditional educational resources often fall short for these students, who struggle with sensory integration and maintaining attention, potentially leading to academic and social disadvantages. TA Buddy integrates capacitive touch technology with responsive visual and vibrational feedback, making it easy for young children to engage with and understand during classroom activities. The main objectives are to improve focus, engagement, and sensory processing, fostering independence and enhancing academic performance. Expected outcomes include increased classroom participation and better sensory integration, helping ASD students manage their environment more effectively.

The broader goal is to create a more inclusive educational setting where ASD students can thrive alongside their peers. The development process involved collaboration with educators and special education experts, with a planned phase of pilot testing in schools and iterative design enhancements based on stakeholder feedback.

This approach ensures that TA Buddy meets real-world needs and effectively supports ASD students, aiming to transform learning experiences, promote better academic outcomes, and improve overall well-being through tailored educational support.

ELYSIAN

Hifza Khan

hifzak08@gmail.com

Lipstick Packaging and Waste Reduction

Elysian is a carefully designed product that considers its functionality, aesthetics and sustainability.

It presents a solution distinct from traditional lipstick mechanisms, which typically involve twisting to dispense the product. This conventional method often leads to product wastage. In contrast, Elysian introduces a novel mechanism featuring a sliding plate.

To ensure stability during application, the plate can be secured in place using a locking mechanism.

Honey Martin

Product

Comfort Creations

Enabling independence for individuals with osteoarthritis and carpal tunnel through assistive devices.

The aim of the project is to assist those between the ages of 60-70, who have osteoarthritis and carpal tunnel, open bottles and jars; to help them with daily household activities.

This product aims to support them so they can maintain their independence at home, while creating a more accessible and comfortable living environment. It also prioritises user experience by ensuring ease of use and ergonomic design that also compliments their home.

Users can mount the device onto a wall or let place it on a surface and set it between two different height positions.

Once this has been set up, the user can slot in the bottle cap and twist open the bottle with more ease.

Jacob Devitt

Product Design Engineering BSc

jacobdanieldevitt@gmail.com

@jacobdevitt_

Track Vision

An onboard Active tracking Camera for Motorsports aimed to help capture overtakes and wheel-to-wheel action.

In a thriving era of Motorsport, fans collectively desire to be immersed in the precision of wheel-to-wheel racing. This concept entails a new onboard panoramic view, utilising innovative technologies to help capture the drama and intensity of each overtake, immersing viewers at the heart of racing action for an unparalleled spectator experience.

Motorsports stands as one of the most adrenaline-fuelled, action-packed sports of today. It’s a sport where the tension and adrenaline is almost tangible through the broadcast, with the cars racing wheel to wheel, overtaking with inches to spare. It’s the moments that leave you on the edge of your seat that ignite fans passion for motorsport, and yet, all too often, they’re missed or poorly captured by the camera set-ups used within the industry today.

Although the demand for high-quality broadcasts has never been higher due the millions of new fans tuning into Motorsports worldwide, the current camera technologies used are struggling to keep pace with the demands of modern broadcasting.

The camera aims to revolutionize Motorsport broadcasting by providing fans with new, dynamic camera angles, ensuring that every heart-stopping overtake is captured with precision and clarity. By introducing the latest innovations in AI and camera technologies to the forefront of the Motorsport industry, viewers at home will be able to experience the thrills of the sport as if they were behind the wheel themselves. With smart active tracking capabilities, a full 180-degree view is available, directing all the focus to the thrills of the wheel-to-wheel racing, ensuring every pass is captured with unparalleled clarity.

linktr.ee/jbillington

SHOAL Dive Separation Solution

Shoal enables an active response to buddy separation for recreational divers. Providing divers with their buddy’s live position to enhance the buddy diving system, whilst not impinging on the dive experience.

Scuba divers are encouraged to participate in the buddy system, diving in pairs, to improve safety and support underwater. However, 83% of scuba diving fatalities occur alone without a fellow diver there to assist. Separation between buddies can occur due to several reasons, ranging from poor diving practices, currents and reduced diving visibility.

Current products enable communication between divers through vibrations, audible sounds, or preset messages. However, the more complex the communication available, the increase in associated price which excludes the average recreational diver. No publicly available product enables live tracking of a dive buddy and specialist product solutions, which do offer live tracking, are sold on a contract basis.

Shoal uses an array of ultrasonic transceivers to communicate the diver’s position and triangulate the incoming signal from the buddy’s system. Using frequencies between 55 kHz and 110 kHz means communication is “silent” to the diver whilst achieving a maximum range of 45 metres.

The product system uses proprietary clips, allowing the system to adapt to different users needs and system requirements. The parasitic design gives the system a streamlined profile and mounts to pre-existing equipment to reduce burden on the diver, all while catering to different dive tanks, BCDs and dive suits. The diver is provided with real time updates of the buddy’s position and key information through a UI optimised for extreme scenario stress responses.

jjgibbons22@gmail.com

@joshua_gibbons_design

Handbrake Alert System

A new hazard product that alerts train crews as to what handbrakes have been turned to an on position.

The Handbrake Alert System has been designed to work in conjunction with current duties carried out on railway sites.

The product is used to highlight what handbrakes have been turned to an on position on freight wagons.

This product offers an indication to ground staff notifying them of what handbrakes need to be turned off before a train’s departure, helping to improve safety standards in rail yards by ensuring ground staff are aware of their surroundings, as well as improving safety on the national rail network.

The product aims to prevent wagon damages to handbrake systems and to prevent wheel flats that can occur if a wagon is in transit with a handbrake on. This will minimise the number of derailment incidents on the network helping to keep train services running optimally and reducing the number of damages that occur on the rail lines.

Further to this, the product will help reduce the amount of maintenance and repair costs that follow damaged handbrakes or flat spots on wheels.

Nura

Industrial Design and Technology BA

kimonennes@gmail.com

behance.net/kimonennes

Nura, designed in collaboration with CardioCrown, is a stroke rehabilitation device that combines Functional Electrical Stimulation and Virtual Reality to give stroke survivors the ability and autonomy to regain mobility and function in their upper limb after a stroke.

The current clinical pathway for stroke survivors does not provide adequate levels of rehabilitation, with some survivors not receiving any level of support for upper limb rehabilitation in hospital or at home.

Nura simplifies the process of providing functional electrical stimulation through an innovative multipad electrode arrangement that enables a one touch adjustment of what muscles are activated.

By integrating with the collaborative partner CardioCrown’s NeuroVive VR software suite along with a companion tablet application, Nura is able to provide personalised and gamified rehabilitation exercises to reduce the monotony and repetitiveness of existing methods.

Clinicians benefit from the tracking of consistency and quality of exercises done at home, whilst in a clinical environment, VR exercises provide an immersive and state of the art rehabilitation package. This helps to enhance the neuroplastic potential of survivors from both acute and chronic stages of their recovery journeys.

This is a Design for Health project in collaboration with CardioCrown.

Free Stile

Lauren Payne Product

Design BSc

laurenpayn3@gmail.com

@laurenpaynedesign lpayne.myportfolio.com/

Barriers intended to stop livestock often exclude people with mobility challenges from the countryside. Free Stile aims to make the countryside more accessible for everyone as the first footpath gate to provide independent and hands-free access for mobility scooter users while still restricting livestock.

In the UK, 1 in 10 people need a mobility aid to be able to travel even short distances independently. Still, they are often excluded from the countryside and denied their legal access to Rights of Ways. This is primarily due to inaccessible footpath gates.

The Free Stile gate prevents landowners’ livestock from escaping while facilitating independent, hands-free passage for people with mobility challenges. It also features a standard latch for other users. Developed through participatory design involving mobility aid users and landowners, it prioritises low-tech durability, making it suitable for long-term outdoor installation.

The MagPass attachment is fixed to the front of the mobility scooter. When the user approaches the gate, this repels the magnet within the gate and lifts the blocker out of the way, allowing them to push the plate and open the gate with ease. Animals are restricted as they cannot move the blocker and open it.

This project is in collaboration with The Accessible Gates Workshop, a team of volunteers working towards making the countryside more accessible through design and engineering, led by Shail Patel.

The team comprises of many individuals across industries including representatives from Natural England, Centrewire, The Disabled Ramblers and many more.

Doodle Dot

Lily Tregenza

Industrial Design and Technology BA

lilytregenza@icloud.com @tregenzadesign

Meet Doodle Dot, playground equipment designed to encourage self-motivated social development in early childhood.

Research indicates that children who are socially isolated in the early years are more prone to experiencing symptoms of ADHD, loneliness, diminished job optimism, and reduced physical activity by the time they reach 18 years of age. Unfortunately, there is a lack of support in schools to address these challenges, exacerbating the issue.

Tailored specifically for children aged 3 to 5, Doodle Dot presents a child-motivated solution. Promoting collaborative construction at school in an anxiety-reducing environment, Doodle Dot features a dynamic assortment of shapes, empowering children to build their own imaginative worlds. Peers can choose to join in from the other side of the play panel, expanding upon each other’s creations without the need for verbal communication, thereby alleviating the pressure to directly engage with one another. Each child’s individual needs can be met, with no two doodles the same.

Doodle Dot encourages imaginative pretend play while respecting the pace of children who may not yet be ready for collaboration. Play booths, with varying opacity, offer personal space, defined boundaries, and opportunities for children to develop social skills at their own pace.

CookAura

Louis Bertholet

Product Design Engineering BSc

bertholetlouis84@gmail.com louisbth.myportfolio.com

Introducing CookAura: the revolutionary device designed to motivate UK undergraduate students to cook healthily. By seamlessly integrating scent stimulation, light diffusion, and personalized recipes, CookAura transforms the cooking experience.

Did you know that more than half of UK undergraduate students face challenges in maintaining a healthy diet? Despite personal, economic, and social obstacles, unhealthy eating habits among students can lead to decreased academic performance, weakened immunity, and deteriorating mental health (nih.gov, 2022).

This is where CookAura steps in. With its innovative features including natural food ingredient scent diffusion, colored light diffusion, and a smartphone app tailored to the user’s preferences and available ingredients, CookAura revolutionizes the cooking experience by creating a motivating sphere for students to better visualize and motivate them to change their poor dietary habits and start cooking healthily.

With CookAura, users can access a variety of recipes for daily or weekly cooking, whether on the go or in batches, saving time and effort. The device’s transparent silicone grip reflects inner emitting colors, creating an immersive environment of motivation and destressing vibes. Users can customize their scent cartridges from home, choosing from 7 out of 24 different scents to suit their preferences. Each session lasts 15 minutes, with the capacity to diffuse up to 7% per session, timed according to user preferences. Furthermore, all scents are hypoallergenic, and each cartridge lasts at least a week with daily use or three weeks with irregular usage.

CookAura is not just a cooking tool; it’s a holistic solution to enhance motivation, relaxation, and determination in the kitchen.

louisdecleyn@icloud.com

@louisdecleyncreative

Sine: Police Resilience

This project sought to apply biofeedback technology to the context of policing in the UK. By utilising vibration to communicate breathing rate, officers can access the benefits of resonant breathing while on duty.

1 in 5 police officers experience symptoms of PTSD due to frequent exposure to traumatic experience. The impact of this frequent exposure to traumatic experience is heightened by the high-pressure environment, organisational stressors and ever increasing officer standards. This project proposes a tool to improve resilience to the traumatic events prevalent in law enforcement roles.

Resonant frequency practice harnesses the link between the oscillations of the cardiovascular and respiratory system to positively impact heart rate variability. High heart rate variability indicates a person’s capability to perform and respond effectively to stressful scenarios. The device monitors the users heart rate and breathing rate. It learns the user’s personal breathing rate required to produce maximal increases in heart rate variability. The wearable plays an intuitive pattern across the 6 motor array positioned on the inside of the bicep communicating the optimal breathing rate. Using vibration, the product can be worn while on duty without disrupting the officer’s senses.

Taking advantage of advancements in sensor capabilities, the device monitors physiological signs of stress dynamically introducing resonant frequency sessions throughout use. Sine also maps user’s stress levels across a timeline. This aims to enhance the police timelining technique used as a trauma impact prevention strategy designed to facilitate healthy processing and recovery from trauma.”

Waterside Fray

This project aims to reduce teenage drownings in the UK. Current solutions to this, such as additional safety measures and more signage, are not founded in an understanding of adolescent behaviour. Waterside Fray addresses the behavioural motivations of teenagers in solving this problem.

Teenage drownings are often met with demands for more signage and better safety measures. However, these solutions have not significantly reduced adolescent drownings over the years, indicating misplaced assumptions about the nature of the problem. A new solution is needed that is based on a better understanding of teenage behavioural psychology and sociological tendencies.

Teenagers enter the water for the following reasons: they have fun, to spend time with friends, to cool off in summer months, and to get an adrenaline rush. Most of the time they are aware of the risks, and this is what makes it appealing at an exploratory stage of development.

Waterside Fray is an intervention that provides a more appealing alternative than entering the water. It is a facility for a water fight, not prohibiting getting cold and wet with friends, but encouraging it to be on land. The facility is made up of 4 water guns that each draw water via a hose from a tank. This tank pumps water from a river or lake and filters it. The unfiltered water is visible next to the filtered water, to emphasise the difference in cleanliness. Any teenagers looking to cool off can see the dirtiness of the water they could swim in, next to the clean, fresh-looking water they could have a water fight with instead.

Each gun is attached to a fixed stand with 10ft of retractable hose reel, and each uses a simple syringe system with check valves to pump the water from the tank to the nozzle. These are plumbed underground to the main tank, which contains a hand pump for the river or lake water, while a physical and chemical water filter separates this water from the newly cleaned water.

Maia Heath

Product Design Engineering BSc

maia.heath1@gmail.com

linktr.ee/maia.heath1

SimLevator

SimLevator, championed by pelvic health physiotherapists, elevates safety, quality, and ethics in Pelvic Health Physiotherapy education. As the sole simulation device replicating pelvic floor muscle movement, it provides realistic training, nurturing competence, confidence, and ethical standards among learners, thereby advancing patient care.

Pelvic floor examinations are intimate assessments used to evaluate the strength and function of the pelvic floor muscles to diagnose and treat pelvic floor dysfunction. Conducted by Pelvic Health Physiotherapists, these procedures necessitate a keen understanding of not only technical examination skill and pathology recognition, but also clearly focusing upon patient consent and comfort.

Currently, training for these intimate assessments internationally utilises a technique called Peer Physical Examination: where students practice practical skills upon one another. Unlike traditional methods, the SimLevator offers a safer, more realistic, and ethically sound training experience. It provides a repeatable, anatomically accurate, and haptically realistic simulation of pelvic floor muscular movement, ensuring that learners can develop their skills in a controlled and supportive environment. The SimLevator features a contextual body piece housing replaceable battery packs, motors, and a microcontroller, allowing for versatile training experiences. Interchangeable module units can be inserted to simulate various scenarios, offering learners a comprehensive understanding of pelvic floor examinations. Silicone moulded inserts provide visually and haptically realistic anatomical simulation, aiding in learning immersion and finite motor skills training. Moreover, the device offers complete control over the presentation of muscular tone throughout a contraction cycle, enabling learners to practice assessing both active and passive muscular strength.

This is a Design for Health project in collaboration with Brunel College of Health, Medicine and Life Sciences.

AutoRep

Marcus Radosevic

Industrial Design and Technology BA

marcus.radosevic@gmail.com

An EMG wearable, paired with an app that effortlessly tracks weightlifting exercises in the gym. It captures muscle activity, providing real-time feedback and insights on the user’s workout progress. This eliminates the tedious task of manual data tracking in the gym and the application also integrates features to motivate users.

While there are many aerobic exercise tracking wearables, automatic tracking for free weight exercises is limited. Weightlifters must manually input their workout data, such as reps and sets, into an app. This tedious task makes tracking unattractive, leading to untracked or inaccurately remembered progress. Tracking weightlifting data is crucial for progress, as it allows weightlifters to reflect and adjust their routines. A study shows 36% of people used mobile health and fitness apps in 2022, highlighting their importance. Additionally, 78% of health-conscious consumers believe social community components in fitness apps make it easier to maintain healthy habits.

AutoRep alleviates the pain of manual tracking by using EMG sensors to monitor muscle contractions, automatically detecting reps and sets. The app allows users to choose a progress plan which increases the weight once milestones are reached and the ability to schedule workouts for specific days. The visual data displayed in the app reduces cognitive load, making it easier for users to understand and act on their progress. The workout pages are designed with simplicity, featuring a carousel that shows the current exercise and allows swiping for detailed views on the current workout. Social features are implemented which allow users to share progress and download each other’s workout plans, boosting motivation and fostering a supportive community. AutoRep combines advanced tracking with user-friendly features to enhance workout efficiency and encourage consistent, productive gym sessions.

Blender

Mason Li

Product Design Engineering BSc

mason140202@gmail.com @masonlidesign

A compact all-in-one device that will reduce waste produced from 3D printing by shredding and then extrude the plastic into a useable filament to reduce the total amount of waste from entering the ecosystem. It will aim to reduce the total waste produced by 3D printing to under 50% of what it is now.

Each year, over 400,000 kg of plastic waste is created in the UK alone via 3D printing, equivalent of 10 Olympic sized swimming pools. The majority of this waste is disposed of and not recycled, meaning they would spend the next 80 years in a landfill disintegrating. Although it is made from starches, it is not a biodegradable product so these plastics turn into microplastic which end up polluting the local ecosystem and spreading out further the more it is ingested. This reduction in the amounts of plastic thrown away will improve both the user’s personal carbon footprint as well as the overall public reception to 3D printing

blender does this by shredding down prints with a maximum size of 190mm x 190mm x 190mm through a 2 stage shredder which creates 5mm sized pellets. These pellets are then dried out to remove moisture from the plastic. This is an essential part that will make the plastic less brittle by removing water molecules from the monomer chains, something that all competitors miss out from their product. These pellets are then extruded through a recycled hot end from an Ender 3 Pro 3D printer, where it is then respooled in separate chamber. This whole system is controller via an Arduino Uno R3 and a Motor Shield board to control the NEMA 11 motors for the extruder and the spooler. The shredder itself will be controlled with a NEMA 34 and a 50:1 planetary gearbox as this would provide enough torque to break down large plastic chunks.

Chroma

Millie Summers

Industrial Design and Technology BA

milliensummers@gmail.com

@milliesummersdesign

Chroma utilizes colour-sensing technology to assess clothing’s compatibility with the user’s unique complexion, fostering confidence in their appearance. LED lights and haptic vibrations provide instant and accurate feedback. The accompanying app enables users to conveniently access their personalised colour palette and wardrobe from anywhere.

3 in 5 women feel negatively towards their body, with these feelings manifesting into anxiety, low self-esteem, depression and eating disorders. Many women over 50 may feel particularly marginalized by the societal beauty standard to remain young and thin. The fashion industry plays a huge role in perpetuating this cultural expectation. In fact, 56% of people over the age of 50 feel neglected by the fashion industry.

By combining colour sensing technology and colour analysis principles, Chroma offers a personalized approach to fashion, helping individuals feel confident and empowered in their clothing choices. Users simply place the sensor flat against the fabric and press the button to activate the device, to receive instant feedback on the colour’s suitability.

The supplementary app offers users in-depth insights into the colours they’ve scanned, encouraging them to make more informed purchasing decisions regarding their existing wardrobe. The most prominent features of the app are My Wardrobe, which allows users to upload their wardrobe to a virtual space to be accessed anywhere, and online shopping that allows users to scan items of clothing from online shops, bridging the gap between traditional retail experiences and the digital landscape.

Overall chroma addresses not only the aesthetics of fashion but also the emotional well-being of individuals by fostering inclusivity and self-expression.

Formosa

rezaei609@gmail.com

mohammadrezaeinikjeh.com

This app enhances the non-invasive beauty treatment experience by providing realistic visualizations of potential outcomes using AI and 3D scanning. It integrates clinic management tools for efficient operations, ensuring privacy and empowering users to make informed decisions based on ethical considerations.

Formosa signifies an unprecedented advancement in the field of non-invasive cosmetic treatments. By leveraging sophisticated artificial intelligence (AI) and 3D scanning technology, this platform provides a dual-service capability: it not only facilitates the visualisation of potential treatment outcomes but also efficiently manages clinic operations, ensuring a seamless integration into both user and clinic experiences.

The primary feature of the application enables users to visually assess the result of particular non-invasive procedures, such as Botox or fillings, on their physical appearance. The app completes these visualisations through the integration of 3D scanning, enabling users to observe their anticipated post-treatment outcomes instantly, directly on their face. This not only facilitates the establishment of practical expectations but also enables individuals to make well-informed choices regarding their cosmetic treatments.

The application provides clinics with a variety of management tools that are specifically developed to optimise operations. These tools encompass everything from appointment scheduling to data management. The subscription-based model offers flexibility and scalability through the inclusion of multiple tiers that accommodate clinics of varying capacities and requirements.

Pre-eminent are ethical considerations, specifically those pertaining to the security and privacy of user data. The operations of the application are supported by thorough adherence to data protection regulations and regular ethical audits.

Fuse

Molly Rock

Product Design BSc

An electromagnetic handle to aid the use of handleless kitchens for people with dexterity issues. The retrofit design makes Fuse easy to integrate into your everday lives and make immediate improvements.

The kitchen is the heart of any home therefore, ensuring your experience is as comfortable as possible is vital. With almost a quarter of the UK population living with a disability, the need to expand the market is extensive. Handleless kitchens are becoming increasingly popular within the industry across all ages, with the clean and sleek design being very desirable. With this style, users with dexterity issues can particularly struggle with opening said door, therefore Fuse is a discrete aid which can help this.

The electromagnetic mechanism allows the user to have a comfortable, ergonomically designed handle to open their cupboards. A thermoplastic rubber grip is placed on the underside which can easily be removed and cleaned to keep the product as sanitary as possible.

The retrofit design gives the option to add the system to an existing kitchen or use it as a futureproofing method. The magnets can be switched on using a small switch and placed against the door causing a ‘fusion’ that can be broken by simply switching the handle off. With a choice of finishes, the handle can be subtly incorporated into any design, creating a discrete aid for dexterity issues.

Industrial Design and Technology BA

nataliaztoborek@gmail.com @nataliasprofile

Brain Fluid Pressure Analyser

Redesigning the brain fluid pressure analyser headset for use in GP practices.

The project centres on human factors, ensuring the design is user-friendly, comfortable, and functionally superior to current models. By incorporating anthropometric data, the redesign aims to accommodate the comfort of diverse users and integrate seamlessly into GP workflows for accurate brain fluid pressure measurements.

This project was in collaboration with Marchbanks Measurement Systems Ltd.

Industrial Design and Technology BA

nathanhalldesign@gmail.com

nathanhalldesign.framer.website

Procrastination Mitigation

I created an innovative app paired with a synchronised desk lamp designed to tackle university students’ procrastination through psychological insights, the Pomodoro technique, social accountability, and gamification. Leveraging colour theory, the lamp enhances focus and relaxation, dramatically boosting and maintaining academic productivity.

The application features the Pomodoro technique, structuring time into focus sessions and breaks to effectively manage time. It includes a social accountability system where users can connect with peers to monitor each other’s progress, enhancing motivation. Gamification elements reward users as they meet their study goals.

A unique element of this project is a synchronized desk lamp that works in conjunction with the app’s Pomodoro feature. Using colour theory, the lamp changes colours to indicate focus and relaxation periods, aiding in maintaining an optimal study rhythm. During focus periods, the lamp emits a light that promotes alertness; during breaks, it shifts to a soothing colour that encourages relaxation.

Additionally, the app includes a well-being platform that provides resources on mental health and effective study techniques, supporting a holistic approach to combating procrastination. This platform offers tips and strategies to improve both academic performance and mental health.

Together, these digital and physical products not only aim to reduce procrastination but also enhance the ability to maintain productivity over longer periods, significantly improving students’ academic outcomes and well-being. This project represents a comprehensive approach to a prevalent student issue through innovative technology and psychological strategies.

nedkater@gmail.com

@katerdesigns

Waru: Wildfire Prevention

A drone-mounted, automated solution for initiating cool burns; overcoming the biggest hurdle preventing widespread use of sustainable Aboriginal land management techniques in Australia and North America.

Aboriginal people in North America and Australia have been practicing cultural burning for over 50,000 years, perfecting the ability to reduce fuel loads in a way that benefits native flora and fauna. Waru is the Aboriginal name given to “cultural burns”, these are low-intensity fires that burn through a landscape, removing dead leaves and grass and stimulating native plants to germinate. This reduction in fuel load can completely eliminate the risk of wildfires during subsequent dry seasons.

Utilising the versatility of automated drone systems, Waru provides a service to landowners, removing the costs usually involved in Aboriginal land management by marrying traditional techniques with modern technology. Waru drops small, biodegradable ignition pellets that initiate self-sustaining, low-intensity burns in hard to access locations, which then can be remotely monitored as they burn through an environment. Waru is designed to re-introduce cultural burning on a large, cost-effective scale, encouraging greater acceptance and incorporation of Aboriginal culture in modern land management and wider society.

NUR H2O

Noorulameen Khan

Product Design Engineering BSc

khan.noorulameen@yahoo.com

@endesigns_17

Inspired by a love of nature, I developed NUR H2O to seamlessly integrate the plant care cycle with daily life, fostering discipline and enhancing wellbeing as users nurture their plant. The leaf and droplet design psychologically prompts self-reflection through emotional connection, fostering a profound indoor connection with nature.

Drawing from a deep love for nature and the teachings of the last messenger, Prophet Muhammad (Peace Be Upon Him), who stated: “if anyone plants a tree or sows a field, and a human, bird, or animal eats from it, it shall be reckoned as charity from them.” The name ‘NUR H2O’ embodies combined dual significance: ‘NUR’ from ‘Nurture,’ representing care and growth, while also denoting ‘celestial light’ in Arabic. ‘H2O’ signifies the chemical formula for water, essential for life. Together, they underscore the fundamental elements supporting existence.

NUR H2O redefines plant care as a catalyst for holistic wellbeing and inducing behavioural change in the digital age. Beyond aesthetics, it serves as a multisensory sanctuary, alleviating anxiety, stress, and promoting restful sleep. By nurturing indoor greenery, users cultivate habits that benefit both themselves and the planet, fostering a deeper connection with nature and paving the way for sustainable living.

The design of NUR H2O is a creative fusion of biomimicry and emotive design. Its distinctive shape, reminiscent of a leaf poised on a water droplet, encapsulates the growing pod designed like a droplet—underscoring water as a fundamental element for life. Inside, the plant grows, mirroring our own indoor existence and offering a symbolic reflection of our constrained environments. This unique visual semiotics not only captures the eye but also establishes a deep connection with nature. The characterful twist promotes self-reflection and provides reassurance that, although we are often confined indoors, we are never truly alone but always part of the natural world...

Ohalo

Patrick Storey

Industrial Design and Technology BA

patrickstoreydesign@outlook.com

@ptrckstorey

At home convenience for producing plant-based milks, whilst reducing ecological impact by minimising distribution and refrigeration emissions.

Making plant-based milk ourselves can be a mindful act. Many consumer products, including milk, are often seen as readily available without thought to their origins. By taking the time to create, we are reminded that milk doesn’t just appear from ‘nowhere’. It involves labour, transportation, and emissions. While making your own milk doesn’t completely remove you from the consumer chain and its impacts, it does offer a greater sense of personal responsibility and connection to the products we use and their impacts on our land.

Ohalo facilitates this mindful practice in the production of plant based milk through its uncomplicated design, which utilises fine micron steel filters, a stoneware vessel, and a stone pestle powered by human effort. This allows for a reduction in both the environmental impact of plant-based milk and the cost to the user.

Flare

Pau Alcon

paualconleno@gmail.com

@paualcondesign

Flare is a smart bookmark that draws young readers into stories. It provides ambient light and sound that adapts to the content of the book, making reading more engaging.

Research indicates a worrying trend: young people between 8 to 18 years are increasingly disengaged from reading, due in part to the explosion of digital distractions and academic demands. This is exacerbated for those with low visual imagination, such as individuals with aphantasia, who struggle to visualise text, making immersive genres like fantasy and sci-fi less accessible and enjoyable.

Flare addresses these challenges by integrating sensory aids - light and sound cues tailored to the narrative - to foster greater immersion and comprehension. These elements are designed not to distract but to enrich the reading experience. For example, subtle colour cues and background melodies match the emotional tone of the story, enhancing the reader’s sensory environment and aiding in visualisation.

The outcome of this project is a reading tool that not only competes with the allure of screen-based entertainment but also enriches the reading process, making it more appealing and accessible for children. Flare promises to transform reading into a more immersive and enjoyable experience.

Peter Hazlehurst

Ascendant Wheels

Providing a means for disabled manual wheelchair using people to be more present in places of work and increase employment opportunities.

Many wheelchair users are limited in their employment opportunities due to the prevalence of inadequate accessibility in workspaces, difficulty in travel and commute, as well as lingering stigmas affecting employment opportunities. With 34% of affected workers wanting wheelchair access to be improved in their workplace, and the employment gap between abled and disabled people being 29% lower for the disabled, as well as day to day difficulties, it can feel like there are endless challenges for those in wheelchairs. Working from home is a help for many, but many more are missing out on key social interaction, skills transfer, career prospects and general life skills being stuck at home. Perhaps it’s time to change direction?

Ascendant Wheels is an innovative product which combines the stair climbing ability of some existing mechanised wheelchairs with adaptive product technology, transforming your own personal wheelchair into a stair climbing wheelchair. By the use of rotary actuators and gear technology, a key and keyway tracking system, an axel and an expandable wheel design this product aims to provide a design which is attachable to existing manual wheelchairs while also equipping the ability of ascension and descension of staircases.

Granting the control of this powered system in a convenient user friendly interface which recognises staircases and can analyse the gradient, height and length of steps through ultrasonic sensors, this technology aims to prioritise safety and convenience for users. Putting the power back into the peoples hands, Ascendant Wheels hopes to get those wheelchair users who feel ready to, whether young or old, return to workspaces and increase their career prospects by removing barriers to entry.

Calm Cub

Calm Cub is a companionship device that supports children with their mental wellbeing in a school environment. It uses lights and vibrations to guide the user through mindful breathing techniques, helping the user to feel calmer and grounded.

In the UK, 1 in 5 young people aged 8-25 struggle with their mental wellbeing and 34% of a child’s day is spent in a school environment. Research suggests that despite the positive long-term impacts of self-regulation, children are rarely taught how to pay attention and regulate their emotions, resulting in challenges within school environments. The Calm Cub is a solution to this problem. With the support of the app, Calm Cub uses lights and gentle pulsations in the user’s hand to facilitate engaging and interactive breathing exercises. These techniques not only assist children in maintaining calmness but also enhance their focus and attention during lessons. Additionally, the device incorporates a tactile element alongside lights and vibrations, helping to stimulate sensory exploration which supports a child’s cognitive, emotional, and social development.

Calm Cub is a handheld device that encourages active engagement, making the learning experience for children more immersive and enjoyable. The user can interact with the product closely and feel the haptic vibrations on the skin through touch. Its portability allows the device to be easily accessible in moments they need it most.

The Calm Cub App helps users to learn about mindfulness breathing in a fun and immersive way. Tailored specifically for children, the app offers a variety of enjoyable breathing activities. Users have the freedom to personalise their Calm Cub experience by selecting their preferred colour mood for the device, whist also allowing the teacher to recognise how the child is feeling.

Industrial

1929504320@qq.com

Flexible train seats

Seats designed to accommodate suburban/commuter train routes with significant tidal passenger flow, allowing high density carriages to achieve flexible and comfortable seating during peak and off peak periods.

Flexible train seats are designed to be used in the middle of commuter train carriages. Their flexible design makes the carriage space adaptable to the fluxuations in passenger demand. Unlike traditional seats, the backrest of this seat has a sliding structure, allowing the seat to be in a forward, backward, and bi-directional position according to the user’s needs. During peak passenger flow, seats in bi-directional state can effectively alleviate the shortage of seats during peak hours. During off peak hours, passengers can enjoy full-surface seating space on this seat, with the seat facing forward or backward according to their preferences.

Flexible train seats also solves the problem where the number of seats facing forward and backward in some carriages does not meet the actual needs of passengers, and compared to the entire row of rotating seats in some trains, this operation is more convenient. When adjusting the backrest, users only need to rotate the knob to unlock the backrest. After sliding the backrest to the corresponding position, they can rotate the knob in the opposite direction again to fix the backrest again. which is easy for ordinary passengers to complete operations on their own without the guidance of the train conductor.

PANELS

Samuel Adeosun

Industrial Design and Technology BA

sadeosun13@gmail.com

@sa___concept

sa-concept.com

A sustainably designed product-service system using modular garment design to facilitate responsible clothing consumption amongst Gen-Z audiences.

Each year, the global textile industry generates a staggering 92 million tonnes of waste, largely driven by the frequent release of clothing collections by fast fashion companies. As a result, consumers have increased their clothing purchases by 60% since the year 2000. However, this heightened demand is not matched by an improvement in quality. Instead, clothing durability has decreased by 36% since then, contributing to the issue of overconsumption.

This current cycle of consumption leads to a throw-away mindset, resulting in an extraordinary amount of discarded clothing in landfills worldwide. To address this unsustainable pattern, a new approach is necessary: one that aims to restore value to previously worn garments.

Introducing PANELS, a product-service system offering sustainably designed garments, in an effort to mitigate the impacts of overconsumption on both the environment and our wardrobes.

The garment features a base layer and an outer layer consisting of modular interchangeable panels, allowing customers to modify their clothing to suit their personal style and preference. Using modularity, the functions and appearances of multiple clothing items can be contained within one garment, effectively reducing material waste.

To ease the transition into the slow fashion lifestyle, the PANELS App has been developed. This app serves as a comprehensive platform where customers can access tailoring and modification services for their garments. Additionally, users can connect with other community members interested in sustainability and explore marketplaces for inspiration for their next clothing alteration project.

Dhanno

Saniya Sohanpal

Industrial Design and Technology BA

saniyasohanpal1@gmail.com

A product-service system for cycle rickshaw drivers in India, Dhanno facilitates wealthbuilding through asset ownership and access to previously denied financial institutions.

Dhanno, protects and empowers cycle rickshaw pullers in India, primarily Delhi. The aim was to develop a non-intrusive income-generating asset (electrified cycle rickshaw) to ease the physical burden of their strenuous job, whilst creating a service that both protects the driver and enables them to access micro-finance to eventually own the rickshaw asset.

The end solution is comprised of 4 key sections, the first of which is the rickshaw itself. Secondly, the app which streamlines and modernises the hiring process whilst eliminating many key pain points such as haggling and uncertainty of payment. This app functions similarly to proven concepts such as Uber and Bolt, whilst appealing to the heritage of this sector. Within the app drivers and passengers alike can access customer service and conflict resolution services to reduce instances of abuse, harassment (both public and muncipal) as well as behavioural complaints. Finally the most crucial element is the access to financial services through micro-loans against the e-rickshaws and access to basic online banking through the creation and management of virtual bank accounts, that can seamlessly be accessed through the app itself, utilising payment wallets such as PayTM.

The impact of this product-service system is demonstrated via the interactive storyboard pictured at the bottom. Users start off with approximately INR 50 and go through the rickshaw pullers typical day earning and paying as he would, whilst picking up cards providing further insight into his experiences. At the end of the day they total up their earnings or losses and repeat the journey via the outer ring to see how the puller would benefit from the Dhanno system throughout his day, especially at the previously highlighted pain points.

seanheaneydesign@gmail.com

@seanheaneydesign

seanheaney.design

Sloom: Enhancing Memory

Using the principles of targeted memory reactivation (TMR), Sloom improves memory retention whilst you sleep, accurately pinpointing sleep stages using electroencephalography (EEG), an accelerometer, and a machine learning algorithm trained using a neural network. The device is worn during sleep, accelerating learning and memorisation.

TMR employs specific audio cues delivered during optimal sleep stages when the brain is most receptive to memory processing. This timing is vital for reinforcing learned information effectively.Sloom utilizes 4-channel EEG to continuously monitor brain activity, essential for identifying optimal moments for cue delivery. These electrodes, alongside an accelerometer, feed into a machine learning algorithm to accurately estimate the sleep stage of the user, ensuring that audio cues are delivered during peak memory consolidation phases for maximal enhancement of memory retention.

Sloom is the first device to implement TMR accurately outside of controlled research settings, introducing this cutting-edge technology to everyday applications. It is designed to be worn comfortably during sleep and integrates with a mobile application where users can select audio cues during the day. These cues are then stored on the cloud, synced to Sloom, and automatically played during sleep. This process consolidates memories linked to the audio cues, effectively encouraging the brain to relive key learning moments from the day, thereby reinforcing the selected memories. Integrating Sloom into nightly routines not only offers enhanced memory retention but also provides insights into individual sleep patterns. Supported by current research, TMR has proven effective for memory improvement, placing Sloom at the forefront of sleep-enhancement technology.

This device represents a significant advancement in applying sleep science for cognitive enhancement, offering a tool for individuals aiming to improve their learning and memorization capabilities through effective, non-invasive means.

shaan.patel@hotmail.co.uk

@shaan.designs

shaanpatel.myportfolio.com

Stepper Board

An adaptable and unique training tool for climbers to increase their finger strength in a safer, healthier and more effective way.

Climbing is a rapidly growing sport, with indoor climbing becoming increasingly accessible. This trend has led to a rise in finger training, with many climbers using a device known as a Hangboard as their primary training tool.

Hangboards are large, clunky, and potentially dangerous training tools for climbers, particularly for novices, due to the significant variations in hold depths, which can make progression dangerous, difficult, and frustrating. Consequently, this form of training has resulted in numerous climbers experiencing finger injuries. Moreover, many climbers lack the means to mount Hangboards in their homes for convenient at-home training.

This is where the stepper board comes in, with its completely adaptable design featuring interchangeable top holds for unique and personalised training, allowing climbers to focus on their weakest holds or prepare for specific projects. Additionally, the unique depth adjustment mechanism takes training to a new level by enabling climbers to progress through smaller and smaller depths with precise and minor incremental steps, making training safer and more manageable.

Sophia Kambouris

Industrial Design and Technology BA

sophiakambouris@gmail.com

@sophiakambouris

Kali, designed in collaboration with Guy’s and St Thomas’ Hospital and Kalium Health, is the first blood potassium monitoring solution designed for use by patients themselves. Kali helps individuals suffering with potassium imbalances to take control and better manage their condition.

Millions of people worldwide suffer from imbalanced potassium levels which pose serious health risks including seizures, heart attacks and even sudden death. Currently, the only way to test your potassium levels is through booking an in-person blood test at hospitals or GPs; the process which suffers from delays and poor communication issues - with individuals waiting up to 7 days to receive test results. Individuals with potassium imbalances are often living with lifelong conditions which they can only manage with lifestyle changes, treatment plans and tough food choices. The inability to monitor one’s potassium levels leaves patients in the dark and forces them to rely on estimates. In addition, individuals often miss out on normal daily activities to attend appointments and have to avoid strenuous situations for fear of worsening their condition.

Kali is a monitoring system that allows people living with potassium imbalances to test their potassium levels anywhere and at any time. The device has a test strip reader where individuals insert a test strip and apply a drop of blood. It analyses the potassium concentration which is displayed on the screen in under one minute. It comes with a smartphone app which allows users to store their test result history, provides suggestions on how to restore high or low levels and prompts users to take medication, log food and symptoms. The Kali system has been designed, with clinicians and patients, to encourage and empower patients to manage their condition better.

A Design for Health project in collaboration with Guy’s and St Thomas’ NHS Foundation Trust and Kalium Health.

Thomas Dingwall

thomas.dingwall02@gmail.com

@tjd.design

Obi Child Friendly Inhaler

Patient compliance with inhaled asthma medication is notoriously low in young children. Obi aims to improve the experience for young children through sensory stimulation via a visual screen attached to the spacer device. Making administering effective care to distressed children easier.

Young children, when faced with hospital visits, often experience heightened fears and anxieties triggered by the unfamiliar and intimidating environment. Hospitals, with their sterile, bustling settings, can overwhelm children who are naturally more sensitive to new sensory experiences. Obi uniquely combines medical functionality with sensory stimulation to enhance the overall treatment experience, making it less intimidating and more engaging for young patients in paediatric environments. These elements help mitigate the anxiety and discomfort associated with routine asthma treatments, providing a distraction that facilitates easier and more effective medication delivery. The inclusion of familiar, calming images on the screen plays a crucial role in soothing the child and reducing stress-induced behaviours, which often complicate treatment administration

Tia Phillips

Product Design Engineering BSc

tiarhiannaphillips@gmail.com

@tiarhiannadesign

linktr.ee/tiarhianna

Cate

Cate is an over-ear hearing device that amplifies vocal communication. It is tailored for hospital environments, and its user-friendly design includes headphones, a lapel microphone, and convenient USB charging. Simply adjust the volume dial to make sure every word is heard. One large easy-grip dial for everything: inclusive and accessible.

1 in 6 of the UK adult population is affected by hearing loss, making it a common phenomenon within hospital wards, significantly affecting patient-clinician communication. Patients not being able to hear and communicate effectively results in increased wait times, lengthened hospital stays, ineffective treatment adherence and adverse medical incidents, as well as wasting staff members’ time. Cate ensures clear communication.

The hard-of-hearing patient connects headphones to Cate, while the staff member clips the microphone to their lapel. The patient then turns on the device and adjusts the volume to suit their hearing level, using the dial which is large enough for those with motor impairments to use with ease.

Cate aligns seamlessly with the NHS’s patient-centric goals, promoting dignity and efficiency in healthcare delivery. Its modular design not only facilitates ease of use but also aligns with sustainability objectives, contributing to responsible consumption and production. Cate’s value proposition lies in its ability to improve communication in hospital wards, ultimately saving the Trust money and enhancing patient outcomes. The potential cost savings are substantial, with a single day reduction in hospital stay more than covering the cost of Cate.

This is a Design for Health project in collaboration with Guy’s and St Thomas’ NHS Foundation Trust.

Vita-B

Tori Grover

Industrial Design and Technology BA

tori@the-grovers.co.uk

Vita-B aids the elderly population with performing CPR. It reduces both the physical strain associated with CPR, but also the distress and panic that are inevitable in these situations. Unlike most other CPR aids, it is for use in the home and designed for those who are not medical practitioners.

Elderly people face many different issues when attempting to perform conventional chest compressions that are required for CPR. However, most cardiac arrest victims are those over the age of 65+ who often would need to rely on their spouse to perform CPR on them at home.

Key things that elderly people struggle with when attempting CPR is getting on to the ground, having the power to reach the correct compression depth, maintaining the correct compression speed and the stamina for prolonged chest compressions. Vita-B tackles all these problem areas. The most unique feature of this product is that it uses foot powered chest compressions, which allows compressions to be performed whilst the user can remain standing. Feet and legs have a lot more power than a person’s arms, allowing high quality chest compressions to be given with less effort from the user. In addition to this, once the device it turned on for compressions, the emergency services are immediately alerted. This means the user can begin chest compressions almost immediately.

It has a secondary function, which encourages users to stay active with personalised exercises that use the physical product. These are accessed through an app that accompanies the product, where the household’s health data can be stored and viewed.

Vita-B aims to empower the elderly community and not only increase the chance of survival for out-of-hospital cardiac arrests, but also educate users on cardiac health and resuscitation.

Alfie

Veda Shah

Industrial Design and Technology BA

To develop the physicality of a gender neutral bangle for dementia sufferers to wear 24/7 without being taken off. The purpose is to provide a safer, happier and more independent lifestyle for sufferers, whilst being disguised as a piece of jewellery.

Over the last few months, I have had the pleasure of collaborating with Zywpeit Solutions to design and create Alfie. But what is Alfie? Alfie is a bangle powered by artificial intelligence, designed to act as a complete support system for dementia sufferers. Dementia sufferers will be able to converse with Alfie, stay connected to their loved ones, whilst knowing that they are supported through every eventuality throughout their day. This would alleviate stress and anxiety in dementia sufferers as well as caregivers and loved ones, enabling sufferers to live a longer, happier and safe independent lifestyle.

From a functionality and electronic perspective, Alfie is a health-tech wearable for the vulnerable, therefore Alfie would need to contain proven technology that are commonly seen in your apple watches and fitbits, such as GPS tracking and automated communication with emergency services and guardians, alongside the artificial intelligence foundation.

Moreover, Alfie needs to be waterproof, lightweight and cannot be taken off by the user, it must be worn 24/7. Although Alfie is a health-tech wearable, it would need to be disguised as a piece of jewellery so that the user wouldn’t feel vulnerable or monitored as most patients do when wearing a health tech device.

Alfie would be catered to sufferers of all stages of dementia, from early on-set dementia to late stage dementia whilst being designed for both genders. I was given the opportunity to create the physicality of Alfie, not the electronic or AI side of things, the actual bangle itself.

Aquatine

Wilfred Memmott

Industrial Design and Technology BA

wilfredhmemmott@gmail.com @whmemmott

Aquatine is a smart shower system that helps all shower routines be as time, money and water efficient as possible.

With the rise of global temperatures and a growing population, water is becoming increasingly scarce. The United Nations predict that 50 countries will face water shortages by 2025. Showers account for 25-30% of domestic water use and 39% of hot water use. Shortening your shower by 5 minutes can save between 25-100 litres. The Aquatine system aims to reduce the amount of water wasted by taking excessively long showers whilst providing support for complex shower routines such as cold, staggered and hair care shower routines. The main unique selling points for Aquatine are its ability to itemise the water usage of a household using user profiles and setting up custom segmented shower routines.

The system features a waterproof in-shower display, an in-line shower monitor and a companion app. The app is used to connect the system, set up user profiles and routines as well as track monthly water usage and expenditure. It shows how much water each person in a household uses in order to help enforce a change towards more sustainable behaviour. The in-line shower monitor measures the flow rate and temperature of the shower and starts and stops the routine timer. The in-shower display is where the user profile and routine can be selected before the shower routine is visualised on the screen.

After a full day of use, the app displays the shower water usage behaviour of a household and can provide recommendations for how to reduce it. This includes an option to automatically reduce all shower routines available on the system by a certain percentage.

Industrial Design and Technology BA

yang09190919@163.com

Take a breath

Dedicated to caring for every child. Making asthma medication easy.

Take a Breath is an asthma inhaler. The product is designed to focus on the current medication pain points through the use and analysis of primary and secondary data and to solve the pain points in an iterative way. The product reduces the fear of taking medication, reduces the complexity of taking medication, and provides a better medication experience for asthmatic children through the combination of a simple medication administration process and interactive software. It also reduces the pressure and burden on parents.

Yigit Akbiyik

Industrial Design and Technology BA

ygtakb@gmail.com

MySkin Diary by Stylpro

MySkin Diary by STYLPRO is a mobile app that enhances skincare routines with daily face scans, product tracking and goal setting. It offers expert advice, rewards for consistent use, and customisable settings for a personalised skincare management experience.

MySkin Diary by STYLPRO is a mobile app designed to revolutionise personal skincare routines. The app provides users with the tools to track and manage their skin health effectively. Key features include daily face scans, which allow users to monitor their skin’s condition over time, and product tracking, where users can log the skincare products they use, reviewing their effectiveness and receiving suggestions for alternatives if needed.

Users can set specific skincare goals within the app, such as improving hydration or reducing blemishes, and track their progress with visual updates. MySkin Diary enhances the user experience by offering direct access to skincare experts. These professionals provide personalised advice and answer queries, ensuring users have reliable guidance on their skincare journey.

Additionally, the app includes a unique voucher rewarding system that incentivises users to maintain their skincare routines by offering discounts in the StylPro online store or partnering online retailers. This feature not only motivates consistent app usage but also makes skincare more affordable.

The app is highly customisable, allowing users to adjust goals and features to suit their personal preferences. Whether it’s setting goals or setting reminders for skincare tasks, MySkin Diary caters to individual needs, making it a versatile tool in everyday skincare management. With its user-friendly interface and comprehensive features, MySkin Diary by STYLPRO stands out as a leading choice in comparison to existing alternatives for those looking to enhance their skincare practices.

Zewei Meng

Industrial Design and Technology BA

mzw20010126@gmail.com

Sport Earphone

Sports Earphone is a bone conduction headset that helps people who love outdoor sports take care of external sound from a safe distance while providing high-quality audio and a comfortable sports experience.

There is a growing demand for headphones suitable for outdoor sports, and new technology being developed to make these headphones more suitable for high intensity activity. There are three main areas for headphone technology improvement: for the user to be able to be aware of the surrounding environment, for the haedphones not to fall off, and for the sound quality to be high.

Sport Earphone utilizes an innovative bone-conduction style solution. By having the earphones sit directly in front of the ear through an open design,the user remains aware of ambient sounds such as traffic noise or approaching footsteps, thus increasing safety during outdoor activities such as running or cycling. The sound conduction process does not irritate the ear canal, and produces a clear and immersive audio experience. By using Sport Earphone, users benefit from innovative directional sound transmission technology that optimizes sound quality, reduces sound leakage and ensures rich sound.

Dr Mohammed Elsouri

Computer Based Design Methods

The module introduces students to the applications of computer aided design, engineering and manufacturing techniques covering a wide scope of skills, technical challenges and working with exciting technologies. The students on this module utilise their engineering analysis skills to make informed, accurate and optimum decisions. The students do this by integrating computer aided design techniques to develop high-quality digital models and physical prototypes. The skillset is further advanced by the students individually throughout their projects within their study programmes.

The first term allowed the students to apply a variety of surface modelling techniques to develop a truly representative model of a motor vehicle of their choice. We’ve had an exciting selection this year ranging from SUVs to sports cars, everyday commuters to special editions. They then applied Finite Element Analysis to optimise the physics of a car lifting jack, ensuring parts comply with the structural performance required in terms of the mechanical

motion, material, and manufacturability as it interacts with their own models. Their finished models were optimised using a variety of surface continuity approaches, and preparation for 3D printing using multibody sectioning and tolerancing techniques.

The second term focused on enabling the students to underpin their skillset with thermo fluid theory and interpose their models within a virtual wind tunnel experiment to produce better performance and reliable handling within the aerodynamics domain of car body design.

The module was designed to help students to interact with, evaluate, and provide key design decisions within the world of computer-based simulations. Through countless hours of information exchanges, discursive sessions, and computational inputs and outputs, the students are better equipped to face the challenges that enable them to develop solutions within the engineering design world that rely on computer-based design methods.

CAD CARS

The following collection of cars were modelled in 3D CAD software for the Computer Based Design Methods module. These models were created using hybrid modelling techniques and then rendered in Keyshot. Students were given the freedom to model any car and the outcomes demonstrate Brunel’s high level of CAD ability.

CAD SHOWROOM

From a Mini 850 to an Agera One, the following cars show a broad range of 3D modelling techniques and customisation.

Each model was printed using PolyJet fusion technology on the Stratasys J850 based at the Brunel Campus, allowing for highly accurate and full colour physical models.

Fiat 500

McLaren F1 Mini 850

Porsche Dakar 953

Aston Martin DB5

Jacob Devitt
Ben Jones
Joseph Billington
Casper Bosinius
Tom Smith
“ ”

Being able to read and understand how a product or interface is used requires a considered and curated application of design language that creates a clear and inclusive visual summary of the interaction features and functionality. This requires both objective and creative thinking. Interaction should be intuitive and engaging, deliberate and tactile, engendering trust and confidence.

Steve McGonigal

Course Director for Industrial Design and Technology BA, Industrial Design BA, ADI Module Lead

Advanced Design Innovation is a holistic module combining design process, brand re-positioning, product visual language and a high-quality presentation model.

Students create a range of design proposals in response to technology, environmental or social challenges predicted over the next 10-15 years. United Nations Sustainable Development Goals are a starting point. Once a design opportunity has been identified, students select an appropriate brand, propose a design innovation strategy and create a family of product concepts that respond to their research. This is documented in a professionally written and presented executive report defining their project.

Students then develop their design concepts based on user interaction, visual language and potential technologies. Creative workshops, rough models and an iterative design process lead to a final presentation model illustrating the proposed product.

This module encourages students to recognise the value of design and how it may positively influence future societies and design strategy. They also focus on the importance of industrial design details and how these can be successfully implemented. The following pages represent thought provoking ideas and visions which we hope you find inspiring!

(Please note that the brand re-positioning projects contained within are purely for illustrative educational purposes and are only being used in the context of non-commercial educational research. They are not for commercial gain and do not officially represent the views of the brands or companies.)

Airbnb

Designing to extend a compassionate hand toward the displaced population of the future, Team Airbnb strives to embody their ethos of belonging anywhere. Through facilitating meaningful interactions, young travellers can re-establish a profound sense of community, connection, and certainty in their new environments.

1. Narrator

A storytelling device that transforms experiences into shared narratives. It features a 3-part system: receiver, transmitter, and tablet. The receiver gathers data via GPS, LTE, and Bluetooth, which a language model turns into stories.

2. Resonate

Alex Dudfield

Harnessing 360-degree spatial audio to physically guide users to each other, resonate facilitates the transition of comfortable icebreaking conversations to meaningful in person interactions, re-establishing lost social networks through migration.

3. Catalyst

Airbnb Catalyst is a passive personal device powered by thermoelectric technology giving empowering users to approach like-minded strangers and start spontaneous conversations in a pressure-free manner without the obfuscation of online interactions.

4. Expression

An emotionally intelligent device which informs the user, in real-time, what is being communicated through non-verbal language. Expression will track all nonverbal cues including body language, eye contact and facial expressions, in real time.

5. Wander

Airbnb Wander is an intelligent device that aids exploration, immersing the user within their surroundings. Wander allows users to navigate their city searching for a virtual location pin, finding their own route to their AI recommended destination.

6. Savour

A cooking companion to guide users through local cuisines. Setting preferences in the app, and exploration radius via the device, users connect with locals, exchange culinary techniques to bridge nostalgia and exploration.

5 2 3

4 6

Maia Heath
Georgia Garman
Dylan Parry
Sophia Kambouris

Ben & Jerry’s

We selected Ben & Jerry’s for their deep commitment to social justice and ethical practices, extending beyond ice cream to support human rights and marginalized communities. Their innovative brand extensions directly address community injustices, setting a benchmark for corporate responsibility and activism.

1. Unity Kick

Portable device for teens aged 13-16, merging augmented reality and holographic tech to revolutionize football. Lightweight and user-friendly, it fosters inclusivity and cultural connections, turning football into a tool for unity and celebration.

2. Neuro Ring

The Neuro Ring uses neurotechnology and AI to predict long-term relationship compatibility. It assesses partners during dates, transmitting insights to their devices, and visually evolves with the relationship, symbolising growth and unity.

3.

Halcyon gathers non-invasive biometric, geographic data to create visual haptics, such as coloured maps and “aura” collages, that combine the user’s experiences/feelings with areas they frequent.

4.

Express uses bone conduction for intuitive music control and real-time translations, enhancing communication and breaking down language barriers. This ergonomic earpiece offers a gateway to new friendships and overall seamless interactions.

5. FlavourSavour

FlavourSavour uses electro-taste technology to virtually explore and educate about global cuisines, broadening palates and fostering cultural empathy by simulating diverse culinary flavours.

6.

Cultural Fusion facilitates cultural exchanges by merging two users’ experiences into a unified multimedia journey through images, video, and light. It scans and combines their inputs, creating an immersive, interactive platform for exploring and learning about each other’s cultures, fostering understanding and growth in a multicultural community. 1 5 2 3 4 6

Mohammad Rezaei Nikjeh
Amina Afrah
Halcyon
Christina Alvarez
Express
Faith Olasupo
Rosie Johnson
Cultural Fusion

Crocs

Crocs is known for championing individuality and inclusivity, making them a great brand for strengthening education’s capacity for fostering acceptance. This range of products encompasses Crocs visual identity as well as supporting those who may normally be at a disadvantage in the classroom.

1. Cool-Off

‘Cool-off’ aids kids in anxiety management with a grounding exercise during school panic attacks. Bluetooth delivers instructions, while a top dial aids exercise progression.

2. Sensi-Snapper

Sensi-Snapper helps autistic children understand emotions by relaying them through emoticons and words, enhancing their educational experience.

3. Chatter Croc

Introducing the Chatter Croc, a wearable social device for EAL children. High five for shared interests and vocabulary, breaking language barriers. Features wireless charging, customizable Jibbitz, and real-time classroom translation.

4.

Swivelbit: a portable swivel seat for students with ADHD. 360-degree rotation allows discreet fidgeting for improved focus. Compact, enhances concentration, and promotes inclusivity in classrooms, aiding student success.

5.

The Scale tracks stress hormone levels, aiding parents in monitoring their child’s school progress. Linked to an app, it correlates stress levels with specific times and activities, supporting communication and understanding.

6. The Snap-On-Tie

Ben Roffey

The Snap-On-Tie fights gender bias by monitoring students’ heart rates on school PCs. High rates indicate stress, while low rates suggest confusion or disengagement. This discreet support promotes classroom equality. Integrated into traditional uniforms, it fosters unity and inclusivity. 1 5 2 3 4 6

Lily Tregenza
Swivelbit
Molly Rock
The Scale

Dove

Dove has a big focus on encouraging young people and making them feel more confident about their bodies. This creates a great opportunity for re-positioning the brand towards increasing the quality of life for menopausal people.

1. HRT by Dove

HRT by Dove allows menopausal people to be the centre of their own health. Track hormone fluctuations, be reminded to take your next dose and know when to refill your HRT prescription. The bottle ensures safe application of HRT through the use of its hands-free silicone tip.

2. KeyFob

Dom Lavender

Discreetly providing reassurance throughout the menopause using periodic tracking of bodily metrics. Fingerprint recognition enables the recording of temperature, hormone fluctuations and pulse rate which are analyzed and viewed on a phone app.

3. Dove Aires

Dove Aires relieves menopausal women from intense hot flashes. By using peltier technology, sensors track bodily temperatures, responding rapidly to change. Direct application of the technology on the upper back grants acute responses to temperature fluxes.

4. Self-Lubricating Vibrator

Atkins

Menopause lowers hormone levels, which can make vaginal tissue drier and thinner. This is a condition called vaginal atrophy, and it can make sex uncomfortable or even painful. This self-lubricating vibrator would improve the sexual comfort of people going through menopause.

5. Reducing Fatigue

Regular exercise is known to reduce fatigue. To aid this, this device shows the user how long it has been since their last exercise using a row of LEDs and a heartrate monitor. When the device senses exercise, the device is seen to “charge up”. In between exercise, the LEDs slowly turn off one by one. 1 5 2 3 4

Peter Hazelhurst
Emily

Dr. Martens

Dr. Martens appeals to a wide range of demographics and connects deeply with the youth who value authenticity. As young adults navigate the challenges of living independently and maintaining healthy habits, Dr. Martens stands out with its strong heritage, durability and rebellious style by delivering a solution that differs from typical clinical aesthetics. This approach helps foster healthy habits, which are essential for good health and well-being, the third UN Sustainable Development Goal.

1. DM X Townshend Trainer

The Townshend trainer is a hologram designed to develop a healthy fitness habit that will bring about positive experiences and ensure functional fitness. It has the iconic DM leather fabric with yellow stitching to reflect the brands identity.

2. DM X Medicate

This flask aids young adults in medication adherence, featuring built-in water and a dry pill storage with haptic reminders and a fingerprint sensor. The 2 halves magnetises for ease of use, with a built-in pill puncher for streamlined refills.

3.

The physicality of a sleeping mask was designed to contain retinal scanning, temple massaging, heating pad activation for head warmth and white noise emittance through the use of bone conducting technology.

4.

A bracelet that gives haptic reminders as users hydration levels fall, prompting them to rehydrate. The device also displays their hydration level, keeping users informed and aware, Wthis aids the formation of new healthy habits.

5.

A wearable designed to assist users with managing their withdrawal cravings, through monitoring vitals and pre-emptively providing breathing and mindfulness exercises to distract and empower users to conquer their cravings. 1 5 2 3 4

Lauren Payne
Veda Amul Shah
DM X Zen Zone
Shaan Patel
DM X Hydrate
Saniya Sohanpal
DM X Addiction

McDonald’s

With 81% of adolescents not meeting the recommended 60 minutes of daily physical activity, childhood inactivity is a growing issue in our urbanized environments. Our products, the Golden Collection, promote accessible environments for physical engagement. Each product tackles different barriers relating to opportunity, fear of embarrassment, and accessibility. We aim to eliminate barriers to physical activity.

1. McGuide

The McGuide aims to improve the accessibility of outdoor sporting events for children. Through micro haptic motors and a soft robotic strap, children are guided to outdoor events whilst maintaining situational awareness and are provided reassurance.

2. McScout

Samuel Adeosun

A portable smart device that projects a user-friendly map for parents to monitor their kids’ activities during workplace hours. Ultrasound-tracked hand gestures control these projections, whilst providing haptic feedback to enhance user interaction.

3. McActive

By utilising AI technologies, this product aims to help motivate kids to become more active in their daily lives by providing them with opportunities to participate in fun, engaging physical activity, where the opportunity may not have been present before.

4. Big Map

Big Map offers families a 3D overview of local area and sporting opportunities, using electromagnets and pins to create the map and highlight activity hubs. Parents can activate the Beacon at events to organise community-based sporting events.

5. McHelper

McHelper enhances coaching with non-verbal interactions using gesture inputs and haptic outputs via e-patches on players’ uniforms. Gestures trigger vibrations detected by Lidar, such as swiping forward to signal running. It fosters confidence, avoids negative motivation, and promotes positive affirmation.

6.

McCoach aims to offer coaching and feedback while performing sports. Chippy is the main holographic coach. Collectible tokens from Happy Meals feature athletes and McDonald’s characters for advanced exercises, addressing coaching costs. 1 5 2 3 4 6

Kimon Ennes
Jacob Devitt
Joseph Billington
Emmanuel Huliganga
Pau Alcon
McCoach

Meta

Meta’s efforts to create the Metaverse show its desire to connect people more than ever. We saw an opportunity to reposition the brand in public transport, a vital space where daily connections occur, since it aligns with the brand’s values. There are several opportunities in this space where different age groups, ethnicities and genders interact.

1. Hololink

Hololink keeps you connected and entertained on public transport without data signal. With easy scrolling and alerts on your ring, it offers an engaging, ergonomic solution through a comfortable holographic display.friendly control.

2. SocialSync

Natalia Toborek

The SocialSync Connector is a wearable device that bridges social gaps by connecting people with shared interests. Using Meta’s platform and advanced AI, it fosters real-world connections, encouraging friendships through common hobbies on public transport.

3. Orbita

Orbita securely stores personal data with in-screen fingerprint protection. Meta AI assists via voice/screen, alerts journey disruptions, offers text translation, seat finding, route optimization, and contactless payments. Swipe to reveal a retractable screen for details.

4. Carbo

A band that tracks your carbon footprint to reduce impact on the environment and foster connection within community.

5. Navigo

George Stevens

Navigo is a compact, lightweight travel buddy for navigating public transport. It changes shape around your ears and connects with partnered apps. Navigo offers visual aids like maps and bone conduction verbal instructions, ideal for hearing aid users.

6. PedalDeck

PedalDeck offers riders with a safer method of replying to texts on the go without the need to type, eliminating the safety risk. The PedalDeck is best used accompanied by its mobile application with its minimalist interface minimising any distraction. 1 5 2 3 4 6

Esteban Aranda
Elisha Castanou
Yigit Akbiyik

NASA

Looking to the future, we identified a need to develop sophisticated solutions to improve the health-related quality of life for aging populations worldwide. Our product range offers a holistic toolkit to maintain physical capabilities related to quality of life in old age. We chose NASA for their advanced expertise in supporting human life and wellbeing in the inhospitable environment of space.

1. BalanceTrak NPX-20

Henry Leeson

Neurological proprioceptive coach boosts coordination with adjustable settings and feedback.

2. Gyroscopic Trainer

Louis DeCleyn

This compact, smart exercise device features a powered gyroscope for torque against user motions. Users experience resistance and stability from gyroscopic principles, with adjustable settings and realtime feedback.

3. PCAT - 100

Thomas Dingwall

PCAT is your personal gateway to understanding and managing stress levels, offering real-time, tangible feedback directly to your smartphone.

4. IHSMT-0002

Discover our therapeutic device that alleviates stress using vibrational therapy and visual aids. Emitting infrasonic waves (20-140Hz) for optimal Vagal nerve toning, it features an AI-powered holographic display for calming visuals.

5. OrthoScan Flex

Harry Chubb

Introducing a breakthrough in joint care: our product offers precision and customization for managing joint health. A form-able scanning plate contours to your body, maps your joint structure, and sends data to a detachable hub. Advanced algorithms craft personalized treatment plans, accessible via your smartphone for convenience.

6. Breathe-us

The “breathe-us nose plug” is a revolutionary health device that offers comprehensive respiratory and cardiovascular monitoring, lung capacity enhancement exercises, air quality alerts, and support for overcoming mouth breathing, benefiting everyone from the general public to athletes and astronauts. 1 5 2 3 4 6

Nathan Hall
Bora Sen

Rimowa

The German luggage manufacturer Rimowa is renowned for its ethos of quality craftsmanship, timeless design and products that last a lifetime. The brand’s dedication to fostering a strong customer-product relationship has been the inspiration for the project. Aiming to reduce overconsumption, the project targets the psychological factors that drive it. Ultimately, the goal is to promote sustainable purchasing decisions and extend the lifecycle of existing products.

1. Schneider

Archie Smith

Schneider is a hand-held, gimbaled sewing machine that enables users to repair their own clothing, and achieve complex sewing patterns with no skill requirement, reducing premature disposal and fostering garment attachment.

2. Geldbörse

The Rimowa Geldbörse increases financial tangency through haptic communication of budgets, helping users spend within their means and avoid overconsumption. Utilizing fine materiality, the design is customizable, timeless, and ages gracefully.

3. Keytag

Harry Vaughan-Johnson

Designed to be carried by the user in their everyday life, Keytag scans products in shops and provides the user with a breakdown of the environmental impact. Increasing product transparency and facilitating more informed purchasing decisions.

4. Memora

A smart home hub device that keeps track of the relationships we have with our clothing. It tracks and presents the number of times worn, age and memories tied to each item in order to increase product attachment and product lifespan.

1 2 3

4

Wilf Memmott

1. Duolingo, CalmLingo

Find balance when remote working and improving wellbeing with CalmLingo. A relaxing meditation device, SAD Lamp and aromatherapy diffuser. Enhancing focus, productivity and nurturing your mental health with an oasis of calm.

2. Duolingo, DuoView

DuoView is a workspace tool aimed at bringing productive elements to users who find themselves working in non-standard locations. Since COVID-19, the rise of hybrid and fully remote work has increased rapidly which has created a void in inter-team relationships which stunts growth and quality of work for both the employee and employer. DuoView achieves this through its smart integration of augmented reality collaborative boards in a portable package. This allows the user to maintain a level of organisation in both their personal and group work settings.

Daniel Soole

3. Lego, Guardian Builds

This product aims to give children a visual representation of how much information they share about themselves online. This is presented through a hologram that decreases with the more information that you share about yourself on social media. It includes interactive features displayed by the embedded projector. You are able to reflect on your progress throughout the weeks and months with the adjustable twist knob, while also interacting with the projected mini figures that can give conversation techniques to help reduce anxiety in real life situations.

4. Victorinox, INFRAERO Glasses

A beautiful retro-design unlike any other... With in-mould electronics features energy-harvesting aluminium spear tubes and a futuristic ‘vortex’ design, with MS dynamic hinges and thermal/air detection, enabling alerts & data sync with authorities.

3 3 4 4

Noorulameen Khan
“ ”

Sustainability requires changes at a system level, with intertwined technological, social, behavioural, business and policy innovations. For this reason, all the societal stakeholders need to be involved in the process and INTERACT one another.

In this context, design for sustainability can play a crucial role in facilitating multi-stakeholders Interaction to envision how to move towards sustainability.

Fabrizio Ceschin

Module Leader

The coming years are pivotal for addressing climate change. Governments are committing to significant carbon reductions, and major fossil fuel companies like BP are shifting towards renewable energy. However, this progress is counterbalanced by the increasing global demand for products and services, which strains resources and increases waste. The Environmentally Sensitive Design course at Brunel University aims to equip students with the knowledge and tools to create products and services with lower environmental impacts. The course covers eco design, design for behaviour change, emotionally durable design, biomimetics, and circular economy principles. Students are encouraged to think broadly about sustainability, incorporating innovative service and business model designs.

The course’s goal is to help students develop a personal stance on environmental issues, integrating these principles into their professional design careers. As part of the coursework, students perform streamlined Life Cycle Analyses (LCA) on existing products to identify stages with the highest energy impacts. This analysis guides them in applying design strategies to reduce environmental, societal, and economic impacts. The following pages present the outcomes of these assignments.

Orion

Casper Bosinius

Product Design Engineering BSc

casper@bosinius.com

@casperbosinius

Orion emphasizes sustainability and user efficiency. Reusing stainless-steel shells and lithium-ION batteries from disposable vapes, accompanied with variable LEDs and a new inner structure, Orion replaces both the front and back light while offering powersaving modes for use during the daytime.

Orion repurposes high-quality materials from disposable vapes, specifically the stainless-steel casings and lithium-ion batteries, for enhanced durability and improved efficiency. This design approach extends the lifespan of these materials, which are often discarded, and provides urban cyclists with a front and rear light built to last. The set is engineered to meet the needs of daily commuters, offering enhanced visibility and safety on the road. The front light is equipped with a powerful LED that provides adjustable brightness up to 70 lux, suitable for different lighting conditions. The rear light features both static and flashing modes to ensure maximum visibility to other road users.

One of the standout features of this redesign is its focus on ease of disassembly and end-of-life recycling. The lights are designed without the use of adhesives, employing mechanical joints instead, which simplifies the disassembly process. This design choice not only facilitates recycling but also supports local manufacturing and reduces the overall carbon footprint associated with the product. Colour choices reflect the previous product life aiming to increase awareness of problems associated with one-time-use vapes.

Overall, Orion is a prime example of how eco-friendly design can merge with practical functionality to meet the needs of modern consumers. It addresses the environmental impact while enhancing user experience, making it a pioneering solution for sustainable urban commuting.

dylangrparry@gmail.com

@dylanparrydesign

behance.net/dylanparry3

Kodak Rentable Film Camera

This redesign creates a product service system where customers can rent a Kodak film camera with the same convenience of a disposable camera.

Disposable cameras are a great way to capture memories, with a simple user operation and no worry about damaging or having to maintain the product. However, due to their time consuming and difficult recycling process, a majority end up in landfill. The redesign maintained the key selling points of disposable cameras in a new design of a rentable film camera. The camera casing was designed and tested to fit over the body of the existing Kodak m35 film camera, meaning existing tooling could be used. Unlike disposable cameras, the redesign features a durable casing that can only be unlocked by camera shop staff, preventing users from accessing and reloading the film themselves. This reduces any human error and removes the risk of cameras being stolen. Simple and easy to use, the redesign provides the same convenience as disposable cameras. With user-friendly controls, robust construction and a portable size, the experience is as familiar and similar to a disposable camera as possible. By opting for this rentable film camera, users not only contribute to reducing waste but also receive a more sustainable and cost-effective solution.

harryvj@hotmail.com

@harry_vaughanjohnson_design

Ecoblender

A sustainable blender with improved thermal dynamics.

Through the use of redesigned casework and motor accessories, the blender takes advantage of increased thermal efficiency to prolong the lifetime and energy efficiency of the motor. The identifications of weak points on competitor products allowed for focused redesigns to improve the longevity of the blender. The Ecoblender incorporates ventilation around the motor as well as a radial fan on the motor output in order to prevent overheating and improve the lifetime of the motor. The mating surface between the blender stalk and motor output was also ruggedised to reduce the impact of the forces the blender stalk transfers to the mating surface, leading to a longer lasting gearbox, and therefore product.

Kimon Ennes

Industrial Design and Technology BA

kimonennes@gmail.com behance.net/kimonennes

Wireless Earphone Redesign

True wireless earphones are a rapidly growing consumer electronic market, yet the vast majority of earphones on the market are made to be disposable. This redesign implements tool-less battery replacements using a sim ejection tool, fully reversible construction, and an integrated product service system to develop a truly circular solution.

With nearly 300 million true wireless earphones shipped each year, they pose a huge environmental concern, as the use of adhesives and non-replaceable lithium-ion batteries lead to a disposable product that lasts for only 2-4 years. By incorporating strategies such as eco design, product service systems, design for behaviour change, and emotionally durable design, this redesign promotes a fully circular solution as all materials used in the production of the earphone are reintegrated into future products through an incentivised deposit scheme.

The product service system developed includes multiple stakeholders such as local repair centres and battery recycling centres to make the process of repairing and incorporating recycled lithium more streamlined. Cantilever snap fit joints allow for easy and tool-less removal and replacement of the lithium-ion batteries contained in the earphone housing and case, with the option of further disassembly for repair and maintenance with a single screw joint.

This solution solves many of the issues faced with true wireless earphones, providing the convenience of listening to music on the go without the environmental harm it currently causes.

Colour Car

Lily Tregenza

Industrial Design and Technology BA

lilytregenza@icloud.com

@tregenzadesign

A toy remote control car designed to increase the product lifespan and user engagement through customization and toy leasing.

Most toys have a lifespan of no more than six months due to the fast-changing interests and inconsistent affection of children. A low-priced electronic car would last even less time, as they are usually fragile and offer limited play experiences to the child. After one year, most toys like this are sent to landfill because they are often broken, and people often do not have the desire to pass the toy down to another child.

The Colour Car is designed to be part of a toy leasing scheme that allows each child to customise the car to reflect their individuality. Each customer would receive the car and a selection of colouring pens. An app would be used to control the car, providing in-app challenges and features to diversify the play experience and increase the child’s engagement and attachment. When the child inevitably loses interest, the car will be sent back to the company to be cleaned and restored to its original state, ready for the next child to customise and play.

Louis Bertholet

Product

bertholetlouis84@gmail.com louisbth.myportfolio.com

EcoBreeze

Introducing EcoBreeze, the cutting-edge pedestal fan engineered for sustainability and efficiency. Born from the evolution of traditional fans, EcoBreeze harnesses the power of the Venturi effect to reduce environmental impact while maximizing performance.

Discover our latest innovation aimed at revolutionizing fan performance while prioritizing environmental sustainability. We’ve meticulously redesigned key components, incorporating cutting-edge features to enhance efficiency without compromising on effectiveness. From a biomimetic propeller to Venturi-effect guards, our final design ensures optimal airflow while minimizing environmental impact. Crafted from low-carbon steel and recycled ABS, our fan housing is both durable and eco-friendly. Plus, with added features like a customizable timer and space for a thermostat, our product offers unparalleled versatility. And don’t worry about sacrificing space – our sleek design maintains its original dimensions while delivering top-notch performance.

Product

nedkater@gmail.com @katerdesigns

Action Camera Redesign

A sustainable, high-quality alternative to short-life action cameras; aiming to change the way people interact with products through material choice, service design and design for a circular economy.

As consumerism is becoming more prevalent in our lives, more care must be taken at the design stage in order to ensure that users are sustainable in their actions, consciously or subconsciously. In redesigning cheap and disposable products, the intention is to implement sustainable mechanisms in order to encourage emotionally durable design; reducing obsolescence and extending the usable life of a product.

The new wave of design seeks to transform these transient items into lasting, emotionally durable products. By integrating modular components, these cameras can be easily upgraded or repaired, significantly extending their usable life. This not only adds value for the consumer but also reduces waste, aligning product use with environmental sustainability. This approach to product design does more than just extend the lifespan of the items we use. It fosters a deeper connection between the consumer and the product, encouraging a shift from a culture of disposability to one of stewardship. It’s a bold step forward in design, one that harmonizes user needs with the urgent demands of environmental consciousness.

Wilf Memmott

Industrial Design and Technology BA

wilfredhmemmott@gmail.com

Pump and Juice

The Pump and Juice is a more environmentally responsible alternative to electric citrus juicers.

The citrus juicing appliance is for the person who wants to enjoy large quantities of freshly squeezed juice from the comfort of their own home. Following a streamlined life cycle analysis of a Silvercrest citrus juicer from the middle isle of Lidl it was identified that it could be redesigned to have a smaller impact on the environment.

Using a mechanism inspired by the one used in spinning top toys the Pump and Juice uses a spiral section that translates vertical pumping energy into the rotation of the juicing attachment. This allows the user to capture a large amount of juice without using any electricity whilst providing a mechanical advantage over other mechanical methods.

Along with the lack of the electronics the Pump and Juice has also been designed to minimise the amount of components subsequently minimising the amount of energy needed to produce the product.

Following the redesign a comparative LCA was conducted between the Silvercrest citrus juicer and the Pump and Juice. This showed a reduction of 75% in the amount of energy the product requires across its whole life cycle and a reduction of 68% in the carbon footprint.

Joe Ferry

“ ”

Bringing innovations to life is the sum of many interaction. It requires balancing the extremes of commercial viability with the delicate formation of fragile conceptual ideas. By harmonising these interactions, viable, enriching designs can be created. DIMP’s structure encourages students to embrace contradictions and create inspired designs.

Senior Lecturer and DIMP module leader

Enjoying the book? Me too. And it’s not surprising as you’re witnessing the next generation of industry leaders. They will be working in companies and industries that are still in inception or may not currently exist. Some may even create the companies, services, designs and technologies that we didn’t even know our lives couldn’t be without.

Preparing these future leaders for a world we are yet to be familiar with, involves a deep understanding of innovation and commerce, to be simultaneously considered when designing viable products.

In the Design & Innovation, Process & Management module, we take these future leaders on a journey of discovery; how to assess and protect the commercial value of their ideas and how to ensure their designs are not just desirable and feasible but commercially viable too.

The topics covered, as part of the DIMP module, include: Innovation Management and Entrepreneurial Strategies,

Open Innovation and Consumer Collaboration, Managing, Sustaining and Financing Innovation, Branding and Marketing, and Creating and Funding a Start-up. The students learn through wisdom imparted from respected industry experts in research, intellectual property, business entrepreneurships and practitioners in leading consultancies.

This module aims to develop students’ capacity to apply knowledge, tools and techniques to the creation of unique business models for their designs; they identify appropriate marketing strategies and communication channels to deliver strategic plans effectively.

After finishing the module, when our students put pen to paper, their mark is considerably deeper in its commercial viability than your average Joe’s.

“ ”

Interaction is central to the experience of users with the prototypes developed as part of the Term 2 lab activities. Effective design of interface features must be linked with the functionalities enabled by the electronic components and by the instructions programmed into the microcontroller. The output of several successful Embedded Systems projects has been displayed at Made in Brunel over the years, and several pieces of Major Project work have benefited directly from knowledge and skills acquired on the module.

Federico Colecchia

Lecturer in Creative Electronics and Programming

In simple terms, embedded systems involve ‘single-chip computers’ that can be found in a multitude of products. In Term 1, the module offers a series of practical labs to acquaint students with a mid-range PIC microcontroller – this includes the implementation of algorithms required for passive hardware to be turned into a smart device. Whereas Arduino is often used for developer-friendly rapid prototyping, PIC is an example of microcontroller that can be found in commercial products.

The Term 2 project offers a chance to explore PIC-related technologies of the student’s choosing to design and build a custom embedded system for any application. This is a demanding project intended only for students who are comfortable with year 2 electronics, CAD and fabrication techniques, C programming, and practical applications of mathematics.

Embedded Systems is a specialist module and requires a significant commitment in terms of time and effort, extending way beyond the duration of the weekly lab sessions.

The module provides opportunities for students to develop and demonstrate knowledge, understanding, practical design skills, and other attributes in the following areas:

1. Practical applications using embedded systems design techniques;

2. Use of appropriate technologies based on industryprovided data;

3. Understanding of embedded systems theory and systems design principles;

4. Ability to propose, design, build, programme, test, and demonstrate a completely custom-made product independently.

seanheaneydesign@gmail.com

@seanheaneydesign

seanheaney.design

Thirsti: Smart Plant Care

Thirsti delivers automated watering and real-time plant monitoring. This all-in-one solution features manual moisture adjustments to tailor hydration to each plant’s needs, ensuring their optimal health. An integrated OLED display provides critical updates on environmental conditions, water tank levels, and battery status.

Thirsti enhances indoor plant care through automated watering and real-time environmental monitoring. It employs sensors to accurately measure soil moisture, temperature, and humidity, ensuring that plants receive the right amount of water at the right time. This system is designed to automatically adjust to changing conditions within your home, maintaining optimal soil moisture levels to promote plant health.

Setting up Thirsti is straightforward: simply insert the device into the soil, fill the water tank, and manually adjust the moisture settings using the intuitive buttons located on the device. The integrated OLED display clearly shows environmental conditions, water tank levels, and battery status, providing all the necessary information at a glance. Designed for durability and convenience, Thirsti features a USB-C charging port, offering a sustainable power solution with up to four months of battery life on a single charge. The device is also water-resistant, making it ideal for use in varied indoor environments where spills or moisture are common.

Thirsti is crafted for functionality, making it a practical addition to any indoor space. It is ideal for anyone seeking an intuitive, low-maintenance solution to plant care, effectively managing both demanding plants that require specific moisture levels and everyday greenery with ease.

By combining practical technology with robust build quality and long battery life, Thirsti provides a reliable and effective tool for enhancing the health and vitality of indoor plants. Its user-friendly features ensure that caring for your plants is both simple and enjoyable.

Planta

Mason Li

Product Design Engineering BSc

mason140202@gmail.com

@masonlidesign

An embedded system that automates the watering needs of a plant as well as making the watering process as care free as possible. Aimed for users who take time away from home often, or people who are very forgetful, Planta helps to prevent plants from dying.

Powered via a 12V DC input and controlled with a 16F1847 PIC, this embedded system makes the most of its upgraded ROM and features to allow better control over the product. It uses a Real Time Clock to count when the plant was last watered, where there is then an override to manually water the plant. It runs the pump via PWM with a duty cycle of 25% since powering it via 12V would overload the motor inside. The name of the plant is displayed on the LCD homepage where a secondary screen can be accessed from using the button on the right. This here displays the water level in the tank, as well as the status of the soil.

This device works by placing the plant in the holder at the top, where the soil moisture sensor can then be connected into the soil. The status of the soil affects the pump: if the soil reads as wet, the pump will not run and the PIC will go to sleep, but if the soil reads as dry, it will run the pump and then wait 10 seconds before checking the soil. If it is dry again, it will run the pump once again before checking.

This device will help to save lots of plants from dying, and avoid the subsequent shame of binning and replacing the plant.

Dom Lavender

dominic.lavender@outlook.com

@dom_lavender_design

Model Plane Tachometer

A portable device measures propeller RPM on model planes for motor performance assessment and airspeed calculations. Users input blade count and propeller size. Holding the device around the spinning blades, it gauges RPM and tip speed. Compact and user-friendly, the tachometer aids in optimizing aircraft performance.

This project uses a PIC 16F819 microcontroller to control the functionality and user input of the tachometer. Using the 16-bit timer 1, the PIC counts how many blades have past in 1 second and compares this value to the timer to calculate RPM. The device uses a 5-pin rotary encoder to dial in the number of blades and size of the propeller. In input mode, the push button function is used to toggle between the menu items and when the button is held down for more than 2 seconds, the device will enter output mode.

In output mode the 2x16 I²C LCD displays the RPM and tip speed in real time until the PIC receives an interrupt from the rotary encoder, switching the device back to input mode. The tachometer uses an IR beam breaker module positioned around the blades. When a blade passes through, the beam is broken, and the count is increases by 1. After experimenting with different sensors including, IR distance sensors, the beam breaker module proved simplest to implement with a digital HIGH and LOW output and provided accurate results.

I designed a custom PCB to house the PIC and other small components while the larger components are secured externally and connected via jumper wires. On of the main goals for this project was to make the device as compact and portable as possible. The PCB is 45mm x 50mm with all components stacked on top of each other to save space.

The case is 3D printed with internal mounting points for all the components. The device is powered using a AAA battery pack for portability which can be accessed through the back panel.

To identify whether an interaction takes place, one ought to look for communication, influence, accommodation, negotiation, and confrontation. Interaction is the place of exchange, physical or virtual, individual or collective, present or past. Its value is not just realised in what it creates, but in the fact that it occurs.

Dr Gabriella Spinelli

Reader in Design

Human Factors is a level 3 module for Design students. The module introduces and guides students to systematically understand, apply and integrate factors related to people in design, specifically in relation to the human body and sensory channels, cognitive psychology, and complex areas of human activities. This enables students to develop a more complete and integrated understanding of people, groups, and community they will consider in their design interventions.

Topics covered in the module are anthropometry, biomechanics and physiology, perception, display and control, information processing, human performance and errors, task and activity analysis, workload, and stress analysis.

In addition, part of the module offers opportunities to consolidate the understanding of human-centred design methods used at all stages of the design process, with emphasis on requirements elicitation, and evaluation stages.

Students engage in two key assessed tasks in this module. In term 1 a group-based task brings students to identify an area of human activity that is either not supported or partially supported by existing products and services. Analytical concepts and frameworks are applied at this stage to pinpoint requirements and attributes that are developed later in the module. In Term 2, students work individually to develop detailed concepts that demonstrate and justify how human factors have been applied to make the product or service safe, robust, and efficient.

Considerations related to Human Factors are relevant to the design of physical products, services, and systems. This module contributes to the development of competences and sensitivity that capture the multifaceted nature of the human experience, and to ensure that Brunel Design Graduates are competent in designing products and services that originate from and fulfil people’s requirements.

ErgoSat

Thomas Dingwall

Industrial Design and Technology BA

thomas.dingwall02@gmail.com

@tjd.design

ErgoSat aims to be significantly more ergonomic and user-friendly than regular satellite phones for those with arthritis in their hands.

The design ensures that individuals can securely and comfortably hold and operate the device, thereby enhancing their ability to call mountain rescue in critical situations. The redesigned satellite phone represents a significant step forward in making wild trekking more accessible and safer for individuals with physical limitations.

Ergogrip

Harry Vaughan-Johnson

Industrial Design and Technology BA

harryvj@hotmail.com

@ harry_vaughanjohnson_design

A kitchen knife aid to improve knife handling technique and reduce the risk of strenuous injury in the domestic kitchen..

The Ergogrip’s ergonomic form unobtrusively guides the user’s knife grip into a more ergonomic style. This allows for the user to have more control over the kitchen knife when in use and reduces the risk of blade related injuries in the kitchen. The addition of force transducers also allows the Ergogrip to recognise when the user is applying too much force to the knife in a repetitive motion, reducing the user’s risk of musculoskeletal injury. The user is alerted to repetitive motion via haptic feedback which travels the length of the blade and into the knife handle. With all of these features, the Ergogrip will decrease muscular strain on the user, thus leading to a decreased risk of musculoskeletal injuries and cumulative trauma disorders.

horstmannlucy@gmail.com

Litter reduction in schools

Many secondary schools spend a great deal of resources trying to reduce littering. This project aims to tackle the problem from a human factors point of view, using research from initiatives elsewhere that have worked and incorporating this into a product intervention.

Pupils that join secondary schools for the first time can often feel intimidated. Research shows part of this is due to their perception of the safety of their environment, which is influenced heavily by its cleanliness and tidiness.

However, it has been shown through research that teenagers need a morally significant reason to not litter. This reason must extend beyond the school environment; otherwise, it becomes merely another school rule. Furthermore, efforts in Japan have shown that community is vital in the altering of mass behaviour, with a large group of people chasing a common goal being incredibly effective. Finally, the social perception of the litter makes a difference in the way people treat it; if seen as disgusting and worthless, it is more likely to be thrown on the ground, whereas it is more often disposed of responsibly if seen to have value.

This product is an attachment to current school bins that contains a barcode scanner and a digital counter. Unique barcode labels are distributed within the school to be placed on items of rubbish, which can then be scanned before being placed in the bin. When an item is scanned in, the number on the digital counter increases up by one. This represents £1, which will be donated by the school to a teenage suicide prevention charity, or any other charity of their choice. These numbers are recorded and reset when the bin is emptied, with the numbers being totalled and regularly announced in school assemblies.

This product results in a greater moral reason to put rubbish in bins. The school is driven by a community goal and litter is seen to have monetary value.

Alex Dudfield Product Design BSc

alexdudfield01@gmail.com @dudfield_does_design linktr.ee/alexdudfield

Cover it!

A smart splatter guard preventing ignition of hot oil when frying. Cover it! alerts users to dangerous frying conditions by monitoring pan temperature, and displaying step by step measures to ensure safe frying conditions.

The frying process presents numerous hazards, especially concerning oil ignition. Incorrect equipment selection, such as choosing too small or large a pan, significantly increases the risk of oil fires. Additionally, distractions during cooking, like multitasking and interruptions, divert attention from monitoring the frying process, a leading cause of kitchen fires. Furthermore, stress and cognitive overload during cooking impair individuals’ ability to react effectively to ignited oil. Inexperienced cooks may resort to extremely dangerous solutions, pouring water over the fires, exacerbating the situation. Experienced cooks, under stress, may also make poor decisions, prioritizing speed over safety, leading to similar decision making.

Cover it! aims to prevent such errors occurring in the first place. IR sensors located in the lid monitor motion around the pan and oil temperature fluctuations. By analysing surface temperature and hotspots, the guard detect hazardous frying conditions like hotspots and pan overcrowding/overfilling, leading to boil overs and ignition. LEDs in the handle display this information using colour-coded alerts - red for danger, orange for caution, green for safe frying. Through the Cover it! app, a detailed explanation and step by step instructions help users resume safe frying. This mobile solution ensures alerts are not missed, even if users are distracted. The app caters to both beginner and expert cooks, suggesting optimal cooking temperatures and timings, reducing the cognitive load as a result of multitasking that cooking so heavily relies on. In emergencies, a rotating handle allows users to smother flames safely, preventing burns.

Arran Monet

Industrial Design and Technology BA

arran.design@outlook.com

linktr.ee/arran.m

Hearing glasses

Improving hearing aid function and experience by accommodating the physical, perceptual and cognitive characteristics of an aging population.

Hearing loss is a growing issue, affecting 20% of the global population. It rose from the 11th leading cause of years lived with disability in 2010 to the 3rd in 2019 (The Lancet Global Health, 2022). Hearing loss significantly impacts life, especially for older individuals. Yueh et al. (2003) reported that 25-40% of individuals over 65 had hearing impairments. This increased to 40-66% for those 75 and older and 80% for those 85 and older.

Improved healthcare has increased life expectancy, leading to more people suffering from hearing conditions. Many people do not use their hearing aids regularly, if at all, due to stigma, background noise, acoustic feedback, ease of use issues, battery levels, cost and lack of motivation. Adherence to glasses is high compared to hearing aids, due to early adoption, less stigma, perceived necessity, and ease of use. Older people often struggle with hearing aids due to arthritis, poor motor skills, compromised vision, and cognitive impairment. The average age for first-time glasses wearers is 34-40. A study of 16,270 respondents showed 76.8% of females and 68% of males wore glasses (Statistica, 2020). This increases to 94.3% for people 65 or older, with 5.8% opting for contact lenses.

My design reduces cognitive load by minimising steps and actions compared to traditional hearing aids. It combines bone conduction and directional speakers for clear and improved external sound, with a multi-directional microphone for better sound detection. This results in a discreet, easy-to-use hearing aid. Roberts brand product.

Navi

Archie Smith

archieclarkesmith@googlemail.com

@a.smith_designs

Designed for weekend trekkers and day hikers, this navigation tool enhances natural exploration. It leverages familiar smart mapping cues to improve route finding and safety without presenting to users as an emergency device.

Navi is focused on addressing the needs for both novice and experienced trekkers, overcoming the unappealing complexity of existing GPS devices to novices. The dual-display system simplifies the information hierarchy whilst navigating. The large E-ink display offers efficient viewing of maps and trail’s. Coupled with a dynamic OLED display for smart features such as real-time updates, notifications and detailed environmental data. This blend balances the heuristics of mobile smart maps, and pro-sumer focused GPS devices, enabling extended battery life and usability.

The user friendly interface, which draws upon familiar digital mapping elements, minimizes the learning curve for new users. A more accessible device, with the ability to unlock the natural environment, and conspicuously present ones personality as a hiker encourages novices to buy a device they may otherwise not deem necessary.

These necessary safety features are subtly integrated, allowing hikers to focus on enjoying the outdoors. Navi is robust and ergonomic, designed to be personalised in silicone cases, tailored to easily fit in a pocket, with physical buttons making operable in various weather conditions, and with gloves.

TrackTray

Sophia Kambouris

Industrial Design and Technology BA

sophiakambouris@gmail.com

@sophiakambouris

linktr.ee/sophiakambouris

Reducing residential food waste by improving fridge organisation through a redesign of a fridge tray. Focused on encouraging and improving better food organisation practices in residential households.

The final design consists of a fridge smart tray solution and accompanying app that allows users to monitor their fridge contents more easily. This aims to reduce the growing issue of food waste where 9.5 million tonnes are wasted annually due to poor cooking skills, lack of awareness surrounding food expiry dates and overwhelm from disorganised kitchen environments. Food waste costs households up to £700 per year, as residential homes and families waste the greatest amount of food.

The solution uses a rechargeable, removable camera at the back of the tray which scans food items that users place inside. The camera uploads the visual data to the app and uses AI to identify items and provide estimates of their expiry dates to users. Using the app, the product notifies users of food nearing expiry as well as presenting recipe ideas for their usage. The product uses smart technology to build an understanding of foods users commonly purchase to develop smart shopping lists via the app to reduce cognitive overload for users.

Hashim Shabbir

Industrial Design and Technology BA

Hashim.shabbir@icloud.com

@designedbyhashim

linktr.ee/HashimShabbir

Purifying Tsunami Contaminated water

Countries prone to tsunamis have to consider many challenges that disrupts marine ecologies and increases salt content in drinkable water. This project aims to tackle the issues with a focus on human factors, using intensive research and incorporating it into the product intervention.

Natural disasters are a huge challenge to the human population as it follows with issues that disrupt health and daily life. This project focused on areas impacted by tsunamis and the result of increased salinisation of water bodies.

The northern Indonesia earthquake generated a tsunami that devastated coastal Indian ocean regions. Thus, impacting the groundwater quality. This was unexpected as the retreat of the tsunami wave only lasted 5 minutes. Furthermore, evidence was provided that highlighted tsunami inundation resulted in contamination of groundwater supplies locally raising salinity from potable levels up to 13, 000µS/cm which is approximately one quarter salinity of water. This harms marine ecologies and increases salt content of water which is not drinkable for humans and animals.

This product is user friendly, less energy intensive water purifying device that is portable and produces clean drinkable water. The concept is a water desalination device that uses a motorized intake pump, powered by solar energy. This device takes in seawater and pass it through a nanoporous filtration (grapyhene-4). As water passes through the filter, using the process of osmosis, it separates the salt contents from the water and excretes drinkable water for the user.

“ ”

In Interaction and User experience Design, interaction is in at the heart of the module. The module explores how interaction can be embedded across all digital platforms in our day-to-day life and can be designed to be useful, usable, ethical and provide users with an engaging user experience.

Dr. Arthi Manohar

Senior Lecturer in Design

Interaction and User experience Design module is aimed at understanding Interaction Design, User Experience and User Interface design to a high intellectual and professional level through academic lectures, industry lectures and workshop-based tutorials. The module is project-based looking at designing interactive solutions to complex socio-technical challenges focused on Internet of Things and Smart Home devices.

In term 1, students chose a particular use case within the project brief and worked as a group to situate sociotechnical challenges within the context. The topics chosen by students varied from Designing inclusive Home Security devices for the elderly, using Smart Toys to encourage creativity for children and helping young people self-

manage their physical activity using Smart Health devices. Throughout the term, students applied creative design techniques from auto ethnography, card-sorting exercises to diary studies to gather qualitative data.

In term 2, students worked individually taking the design insights onboard and developed interactive digital solutions applying UX-UI theories, framework and principles at the same time also considering ethical and privacy values of the user. Second half of the term focused on applying Heuristics evaluation, usability testing and building mid-fidelity prototypes. Students showed great enthusiasm and active participation in this module which gave them the opportunity to develop their UX-UI skills and apply them within their respective projects.

CarePlann

alexdudfield01@gmail.com

@dudfield_does_design linktr.ee/alexdudfield

CarePlann is the activity booking app for informal caregivers to improve well-being through participation in group leisure activities, ensuring critical breaks from their duties of care.

Caring for a loved one’s daily needs significantly impacts caregivers’ mental and physical health, with participation in group based leisure activities seen as an effective technique to improve this. The CarePlann app aims to enable caregivers and care recipients to participate in such activities, ensuring ease of access for this specific demographic taking into account the needs of the ones they care for, seen as a critical barrier to participation.

The solution integrates two vital components: providing caregivers with access to group-based leisure activities for essential breaks from caregiving duties and establishing a strong social support network for ongoing mental and day-to-day support. Through Careplann, caregivers can effortlessly explore and schedule community-based leisure activities, even within their busy schedules. The app tracks activity completion, fostering engagement through gamification elements like challenge progression and badge achievements. Moreover, caregivers can share their upcoming and completed activities and achievements within the app, thereby expanding their social support networks beyond its confines. This comprehensive approach aims to address caregivers’ well-being holistically, ensuring they receive the necessary respite and community support they require, whilst managing the needs of the ones they care for.

Bloom

Archie Smith

archieclarkesmith@googlemail.com

@a.smith_designs

Bloom condenses digital notifications into a stress-reducing “bubble” heatmap. Designed for young adults with sleep or focus issues, it allows for enhanced personalization of alert management to minimize distractions and anxiety, fostering a balanced emotional response to notifications.

Designed to combat the over reactions caused by frequent and intrusive digital notifications, this application introduces relevant context to notifications. The central feature is a visual heatmap that simplifies alert management, enabling users, especially those aged 17-22, to tailor notification settings according to their specific lifestyle needs. By converting notifications into a visual and less disruptive format, the bubble helps maintain concentration and reduces stress associated with digital interaction.

The bubble exists as a nightlight, where movement and rhythm reassure users digital activity does not demand their attention. As a widget, it serves as a glanceable overview of notifications and their digital status.

The application’s interface is streamlined for ease of use, with intuitive navigation that keeps the bubble visible, facilitating quick adjustments and access to settings. This constant visibility allows users to understand and control their digital environment more effectively, preventing notification fatigue.

Emmanuel Huliganga

echuliganga@gmail.com

@designermanny

emmanuelhuliganga.com

TRACKTIVITY

Trackivity is a fitness app that aims to prolong the short term motivation that hinders many individual’s fitness goals and to introduce social exposure to users as a form of extra motivation and reinforcement. Prolong short term motivation of fitness goals.

These aims will look to be accomplished through: The integration of a social platform for users to use. Personal tracking of goals, accomplishments, and health to keep users aware of their fitness journey. A “Tip” page that will use gain-framed messaging to help users see the benefits of certain tasks or workouts. And lastly a personal planner (connected to the social platform) that will help users to organise their schedule; ultimately looking to prolong the users fitness journey.

The app utilises a form of confronting nudge, which is gain-framed messaging and allows the user to passively interact with the feature. The app also focuses on social nudge, as research has suggest that it is harder to achieve outcomes that deliver on social connection and team based fun and enjoyment (in gyms). This maybe because of user seclusion, and therefore by introducing a social platform it can help boost users’ motivation.

Product Design BSc

georgiabethgarman@live.co.uk

@georgiagarman.design

georgiagarman.myportfolio.com/work

DreamCare

A sleep monitoring and gentle alarm app to reduce the mental burden on a sleeping carer.

Informal carers are more likely to have issues connected with sleep, which is closely associated with higher levels of perceived stress and depression. The higher the number of hours of caring, directly relate to greater levels of sleep disturbance, which places further stress and possible long term health problems for the carer. The physical impact on the caregivers sleep quality include less than optimal sleep duration, frequent awakening, lengthened sleep latency and daytime sleepiness.

The mobile app is targeted towards informal carers over the age of 18 whose sleep is disturbed due to care duties, with the goal of reducing the mental burden which carers experience overnight from having to wake up to administer medications to their caree. With simple to set, gentle medication wake up alarms, owners can sleep worry free knowing they will be woken up when they are needed. They are able to view nightly sleep monitoring patterns to make them aware of any trends which may arise and any practical advice to help improve the quality of their sleep.

TYDE

Industrial Design and Technology BA

kimonennes@gmail.com

behance.net/kimonennes

TYDE is a fitness app aimed to help people restart their workout journey in a sustainable way by incorporating a mental health first approach through the conceptualisation of limited energy levels.

By incorporating the concept of the spoon theory behavioral activation model, TYDE helps users gain a better appreciation of the limited energy they may have during the day, especially those who suffer from mental health issues. It does this by providing 4 levels of activities to ensure that workouts are achievable and manageable as well as limiting information collected around sports data to reinforce a gain-framed view on the user’s sports journey.

This app helps users with mental health issues or difficulties with managing energy to develop a holistic and healthy approach to physical activity. This was achieved through a dynamic interface that personalises workout recommendations to ensure they are achievable and manageable. Through the long term use of the app, the user would ideally gain a better mental model of energy in regards to how to manage their day, and become aware of how to stay active in a sustainable manner.

Lily Tregenza

Industrial Design and Technology BA

lilytregenza@icloud.com

@tregenzadesign

Wonderplay

Assisting parents and caregivers in organising enriching play activities for the entire family, Wonderplay aims to make learning through play attainable for households facing obstacles outside their control. Parents have the flexibility to tailor and refine activities to suit their family’s unique needs and preferences.

In today’s digital era, children are spending more time glued to screens than ever. With parents and caregivers often tied up with long hours of work from home, the quick fix often involves handing over a smart device. Yet, many parents would rather offer their children enriching activities and playtimes, but feel daunted by the costs, setup, and clean up involved. This can lead them to opt for simpler options, sometimes sacrificing the quality of the activity.

Introducing Wonderplay, with its meticulous Play Builder feature. This tool allows users to outline their playtime needs, including available household equipment, the number and specific requirements of the children involved, and the physical environment. Wonderplay then suggests only suitable activities, detailing setup time and any necessary extras. Parents can choose to record this session for their own personal archive, adding pictures, notes for the future and the children’s achievement; capturing precious memories.

Additionally, the app empowers parents to set family goals spanning various desired learning outcomes. Wonderplay even caters to diverse family dynamics, welcoming contributions from caregivers outside the immediate household to support the child’s progress.

Careflow

maia.heath1@gmail.com

linktr.ee/maia.heath1

How can the cognitive burden of managing finances and equity benefits be easily handled through changing control habits?

This app is targeting informal carers, a population of which 41% balance work and care. In taking on a dependent, associated novel costs will be incurred on top of normal household spending- in addition to the time invested into caring. Research shows that 42% of UK carers receive no financial help due to lack of advice, which has widespread resounding impacts on financial security, often resulting in cutting spending on essentials, affecting carers physical health beyond being a profound mental stressor. Thereby, secondary stakeholders include government bodies and charitable organisations who may seek to provide aid through the app.

Aiming to reduce the cognitive and wellbeing burden of managing household finances for informal carers supporting their mental and physical health, this will be achieved by initiating a behavioral change through awareness and access to helpful resources, and creation of budgeting habits. CareFlow is a one-stop-shop for all financial resources and queries- able to make distinct the user’s and their dependent’s finances for a more relevant reflection of household finances and necessary actions. This cognitive financial burden is eased through provision of nudging reminders, planners, and personalised financial advice through 3 key features: budget creation and viewing, grant funding information and application finder, and cashflow forecasting.

tiarhiannaphillips@gmail.com

@tiarhiannadesign

linktr.ee/tiarhianna

Eye in the Sky

”Eye in the Sky” is a smart-phone app that aims to encourage children (and their parents) to spend more time outdoors by increasing the perceived safety of the children and providing fun mini-games to play in large open spaces.

The app pairs with a location-tracking bracelet worn by the child(ren) and their movement appears in real-time on the app. The app is intended to be primarily used by the parent, with supervised checking of the app screens by the child. One of the main reasons for lack of outdoor play is reduced perceived safety. Eye in the Sky allows parents to set a virtual boundary of play on a satellite map of their location, and be notified if their child moves outside of this border. This mitigates the perceived risk of “stranger danger” and “road-safety”, as well as allowing more independence for the child. Parents can rest assured knowing where their child is, with the ability to call the child back (or give a 5 minute warning) using the vibrate function on the Eye bracelet. This function is also used within mini-games such as Hide and Seek, where the bracelets will vibrate with more intensity the closer you get to the other players (or the smart-phone itself).

“Eye in the Sky” aims to use behaviour change theories to encourage children and their parents to spend more time outside, through the use of gamification. The app works best in a wide-open area such as a park, large garden or field, and encourages creativity and freedom of expression as well as set mini-games. The “nudge” notifications provide daily “design prompts” that encourage users to visit the park and attempt to create the design. The border feature utilises improved efficiency theory as parents can relax knowing their child is safe and that they will be notified immediately if there is a problem, and they no longer need to provide games and entertainment for the child, as the app mini-games can be played fairly independently.

DESIGN: POSTGRAD

Disclaimer some of the following images are generated using AI tools to contextualise the project.

ashwarysehgal19@gmail.com

@designdive_19

ashwarysehgal19.myportfolio.com

E-Waste Management in India

This study will investigate E-waste management provision between Switzerland and India based on their different policies, logistical support, rules and regulations, human skills and Technology. Furthermore, what are the main key points where a developing nation can effectively improve the disposal and recycling of E-waste?

E-waste management has become most critical and complex for the developing nation where 95% of E-waste recycling is undertaken by the informal sector which is detrimental for the environment and society.

There are several institutes who practice established and formal E-waste recycling, around 178. However, a country with more than billions of people has become very difficult for governments to keep a record of all the resources. As most informal recycling is undertaken without using any formalization techniques this makes effective disposal highly problematic. Areas like Seemapuri in Delhi are the country’s largest electrical waste market. Materials like Lead, Cadmium and Beryllium found in E-Waste could be a potential cause of skin problems, moreover, in all these toxics chemical can affect the liver and nervous system even in newborn babies. The Indian government have taken major steps to resolve this issue such as ‘Right to Repair’ which works as a gateway to for the companies to repair their products for the customer.

However, none of these products are designed and developed for recycling and easy repair. The largest problem for India is to effect encouragement of using the formal practice of recycling E-waste. This research study will investigate how to encourage manufacturers to use formal techniques for recycling E-waste and will provide a comprehensive framework for companies to handle E-waste with the support of providing the right skillsets and technologies for E-waste disposal through the perspective of Design Thinking.

Design Strategy and Innovation MA

ojusjere007@gmail.com

@ojus.7

Biomimicry In Auto Design

Exploring the integration of biomimicry principles in the design & ideation process of renowned Italian automotive design studios like Bertone, Pininfarina and Italdesign. I intend to investigate bio-inspired forms, structures & design systems that will enhance sustainable & innovative vehicle designs.

The project delves into the realm of biomimicry, a discipline that I have found quite intriguing. The idea to draw inspiration from nature’s ingenious & everevolving solutions to address design challenges is brilliant. Specifically, the project analyses the potential for integrating biomimicry concepts into the design process of esteemed Italian automotive design studios such as Bertone, Pininfarina & Italdesign.

These Italian studios have a rich history of creating iconic designs, often pushing the boundaries of aesthetics, ergonomics & engineering. They have dealt with biomimicry a few times, but in today’s evolving design world they can further enhance their design approach, incorporating nature’s time-tested patterns, structures & design systems into their existing portfolio of services.

My project intends to investigate how biomimicry influences several aspects of automotive design (such as aerodynamics, lightweight structures, energy efficiency & material selection) through the excellent know-how of these design houses. Biodiversity’s optimised forms & efficient solutions can inspire innovative approaches to streamlining design.

Additionally, the study will explore how these design houses could study biomimicry & potentially provide solutions with their creative hints. These hints could be nature’s closed-loop systems & regenerative processes. Through case studies, literature review & interviews with designers, the ultimate aim is to showcase how these studios leverage biomimicry to redefine design & innovation.

Design

and Innovation MA

poornima.s98@outlook.com

@poornima.jpg

behance.net/poornimas9f0f8

Design Dialogue: Bridging Gaps

Design Dialogue enhances client-designer communication in interior design. It identifies challenges, proposes strategies, and tests a framework for effective collaboration through extensive research, case studies and interviews with experts. This research aims to revolutionise the interior design process for more cohesive and successful outcomes..

In the realm of interior design, effective communication between clients and designers is essential for project success. However, despite its significance, communication breakdowns are common, leading to misunderstandings, delays, and dissatisfaction among relevant parties. The prevalent methods often fail to adequately address the diverse needs, preferences, and expectations of both clients and designers, resulting in inferior design outcomes and strained relationships.

“Design Dialogue” seeks to address these communication challenges by proposing a framework to foster clearer and more collaborative communication between clients and designers in interior design projects. The framework aims to streamline communication processes, enhance client engagement, and promote mutual understanding throughout the design journey. The study delves into a comprehensive exploration of existing communication practices and challenges within the interior design industry. Additionally, analysing the features and effectiveness of communication tools used in the industry helps identify existing gaps and points of potential improvement.

Based on the findings, the paper will develop and test a communication framework involving clients and professionals. Ultimately, this research paper aims to contribute to the advancement of communication practices in interior design, benefiting both designers and their clients. By promoting clearer communication and mutual understanding, the framework has the potential to transform the design process, leading to more successful and satisfying outcomes for all stakeholders involved.

reeyadasbasu2001@gmail.com

Indian Generational Hues

Generational colour preferences in Indian ethnic fashion: bridging tradition and modernity.

This research project seeks to unravel the intricate relationship between colour choices, cultural heritage, and generational identities within the dynamic landscape of Indian ethnic fashion. It aims to investigate how colours in Indian ethnic wear serve as vehicles for cultural expression and identity formation across different age groups, from Millennials to Gen Z and beyond.

By employing comprehensive surveys, interviews, and analysis of cultural trends, the project intends to uncover the nuanced preferences that shape consumer behaviour within this market segment. Through guidelines tailored for SMEs, the project endeavours to empower stakeholders to leverage colour effectively for market segmentation, product differentiation, and brand positioning. Ultimately, this research aspires to contribute to the preservation and evolution of India’s rich sartorial heritage in the face of global influences, fostering a harmonious blend of tradition and modernity in the fashion industry.

Design Strategy and Innovation MA

rishitadeshmukh19@gmail.com

rishitadeshmukh19.myportfolio.com

Grocery E-commerce

This project seeks to improve the grocery e-commerce experience of Generation X in the UK through emotional design. With this demographic aging, prioritising convenience and online platform appeal is crucial. Hence the project aims to devise strategies for enhancing the overall customer journey and fostering customer loyalty.

In the wake of the pandemic, the e-commerce landscape has witnessed unprecedented growth, particularly in the realm of online grocery shopping. Despite this surge, Generation X consumers, born between 1965 and 1980, exhibit a lingering attachment to traditional brick-and-mortar stores.

To address this, the research proposes an emotional design strategy tailored to enhance the customer experience on grocery e-commerce platforms specifically targeting Generation X in the UK. By leveraging emotional design principles, it aims to bridge the gap between traditional shopping preferences and the evolving digital retail landscape, ultimately fostering increased customer satisfaction and long-term loyalty. With the exponential growth of the e-commerce market, online grocery shopping has emerged as a rapidly evolving sector in the UK. However, Generation X consumers remain less inclined towards online purchases, highlighting the need to prioritize convenience and emotional engagement to attract and retain this demographic on digital platforms.

This research aims to address the unique needs and preferences of Generation X consumers. Studies underscore the significance of emotional design in shaping consumer perceptions and behaviours. By identifying key touchpoints and emotional drivers, the enhanced online shopping experience will ultimately lead to increased customer satisfaction and loyalty. In conclusion, this research seeks to contribute to the growing body of knowledge on emotional design in e-commerce contexts, particularly in the realm of online grocery shopping.

soheybshayan@gmail.com

@soheyb.shayan

Digital Startups

This project examines the high failure rate of startups, with the lack of product-market fit identified as a primary reason. The research aims to address this by proposing solutions through design and innovation processes to increase success rates for emerging startups.

The text underscores the persistent challenge of ensuring success and sustainable growth for digital startups. It emphasizes the crucial role of innovative ideas and strategic planning in the journey from startup to profitability. However, this transition is often fraught with uncertainties, especially regarding market viability and securing funding. Many startups struggle to bring their own products to market due to a lack of understanding or resources, leading them to undertake lower-risk projects for other companies.

Consequently, their growth potential is hindered. The research seeks to address this issue by devising an innovation strategy that guides startups in successfully launching products and achieving sustainable growth. By focusing on market fit and leveraging design and innovation processes, the aim is to empower startups to navigate the challenges and increase their chances of long-term success in the digital landscape.

soumyapoddar15@gmail.com

@thehueboard

behance.net/soumyapoddar15

Cultural Sensitivity Guideline

Increasing awareness about cultural sensitivity within Global Luxury fashion brands to help them engage better using campaigns.

The world is home to a diverse range of cultures, each with its own customs and aesthetics. Though the difference between appropriation and appreciation might be blurry, luxury design has traditionally drawn inspiration from various sources of cultures. This guideline provides a basis for luxury fashion brands around the world to ethically and respectfully handle cultural inspiration. It provides important guidelines for preventing appropriation and ensuring cultural sensitivity while creating campaigns.

Focusing mainly on the Chinese culture and how it is represented globally through brand campaigns and designs. This guideline will help brands understand the culture and inculcating it in their designs respectfully.

Disclaimer some of the following images are generated using AI tools to contextualise the project.

117sch@gmail.com

@c_a_ll_a_ a2289621.myportfolio.com

Brand Management Strategies

To develop brand ‘storytelling’ strategies to enable Korean Painters (aged 45+) to augment their personal brand values to international audiences.

This research project addresses the challenges that mid-life Korean painters encounter in their pursuit of wider recognition within the global arts scene. It aims to provide comprehensive solutions by developing and implementing brand storytelling strategies specifically tailored to meet the needs of this artistic audience. Drawing insights from the success of K-pop and Korean cultural exports (Hallyu), the project aims to tailor the factors contributing to their success and apply them to a specific arts context. To achieve its primary goals, the project will undertake a multifaceted research approach; firstly, it will review brand storytelling strategies from contemporary mid-life (45+) Korean artists and understand the challenges and opportunities that they encountered. This will involve developing a deeper understanding of artistic preferences of international audiences, including their current perceptions of Korean art and artists. Furthermore, the project aims to analyse the primary factors that contributed to the development of K-culture and apply them to an arts market. In addition, the project will examine contemporary Korean artists who have gained worldwide acclaim, such as Nam June Paik and Kim Tschang-yeul, to glean valuable lessons and insights that would be beneficial for emerging artists.

Furthermore, the project proposes the development of a web and app-based management platform tailored to provide mid-life painters support that includes brand development, storytelling, and social media engagement. It considers both the present and future development of the Korean arts industry, including emerging trends such as the NFT art market and virtual reality.

jywuk99@gmail.com

Environmental Board Game

This project proposes a design strategy to address societal issues such as climate change and ageing through Nintendo’s brand by targeting individuals aged 65+ with an environmental board game. The objective is to lead environmental awareness and behaviour among older people, enhancing the brand image.

This project addresses contemporary societal issues such as climate change and ageing, proposing a design strategy for an environmental board game targeting individuals aged 65+. The aim is to promote consumer environmental awareness and behaviour while enhancing the brand image. People of all ages enjoy board games, which can benefit older people, including mitigating social isolation and promoting health.

Furthermore, games can be educational tools to foster environmental awareness and behaviour. Notably, Nintendo is a family-friendly brand that caters to audiences of all ages, making it well-suited for implementing such a strategy. Video games no longer exist only for violent games enjoyed by young children. Designs can positively affect our lives and solve social problems. Therefore, the research focuses on how design can enhance brand image and promote environmental awareness and behaviour among those aged 65 and older through board games.

Steve McGonigal

Course Director for Industrial Design and Technology BA, Industrial Design BA, ADI Module Lead

Professional Design Studio integrates the teaching and experiences from across the entire MSc course and allows students to apply this knowledge, together with research, design methodologies and creative thinking to deliver design solutions aimed at solving real world challenges. The module initially focuses on identifying design opportunities in response to the Royal Society of Arts Student Design Awards competition. Our MSc Integrated Product Design students are also joined by MSc Sustainability, Entrepreneurship and Design students for this project.

In term 2 we focus on industry and research lead projects. We have been delighted to once again work with Roberts who have asked the students to develop design proposals for ‘Turntables’ or ‘All-in-One’ HiFi systems reflecting their

established brand visual languages. Sustainability is also a key aspect for students to consider.

Students also worked on a brief created by the ‘Design for Sustainability’ research group here at Brunel University to explore the very real challenges with re-usable packaging systems, including consumer behaviour, re-use models and delivery mechanisms.

The following pages demonstrate the exciting work developed by our students ensuring a strong link between research, insights, design opportunity and innovation.

andradauti@gmail.com

Roberts’ Turntable

Re-designing Roberts’ Stylus turntable by implementing the visual language of the Rambler Radio.

This project entailed research and design of the Roberts’ Turntable, incorporating visual DNA of one of their most known products, the Rambler. Market research on turntables revealed user challenges such as difficulty placing the stylus and tone arm precisely and forgetting to stop when it finishes playing the record, resulting in record scratches. As a solution to the matter, the turntable is fully automatic, offering a seamless record listening journey whilst multitasking.

The turntable has excellent Bluetooth connectivity to the easy speaker. It has a high end aesthetic of an aluminium plinth with replicated Rambler grills and very few buttons, following minimalistic interior design trends. The evoke the Rambler visual language, the two knobs are placed on top, the leather is attached to the front and back and walnut wood sides have been integrated. The signature Roberts handle, with white stitching, has been added to both sides of the turntable, adding the feature of portability.

Available in the classic Rambler colours of Duck Egg Blue, Pastel Cream, and Dusty Pink An updated Violet Blue has also been added, aligning with the trends of product colour palettes, and a Black option based on market research, ensuring compatibility with modern home aesthetics.

In terms of sustainability, the turntable uses durable materials such as aluminium and walnut wood, to ensure a longer life span. Leather, known for its high greenhouse emission of its production has been replaced with a natural alternative, Mylo™, to maintain the visuals language of the brand while reducing the impact.

Overall, this turntable offers a Roberts’ product where heritage meets modern convenience.

Charlotteteisseire@icloud.com

Roberts Radio: Sound System

For the Roberts Radio project, I crafted an all-in-one sound system inspired by iconic artists of the 1970s. Embracing the brand’s heritage, the design pays tribute to iconic UK artists of that era, while fulfilling compact user needs, culminating in a final design the essence of the Rambler collection.

For this project, we were tasked with creating a new product for Roberts Radio. I chose to design an all-in-one sound system inspired by the brand’s Rambler collection, which originated in the early 70s. Given that Roberts Radio is a British brand, infusing the design with Britishness was key. To pay homage to the Rambler collection’s inception, I integrated references to iconic UK 70s pop-rock artists. Sketches were developed to ensure the design aligned with the visual language and user preferences, resulting in a finalised design.

Cheng Sun

Integrated Product Design MSc

steven1162647203@163.com @s_7cheng behance.net/chengsun7

System for young carers in UK

This system is an innovative solution to help and encourage young carers to get financial help and training resources as well as making time for rest and study.

In my research, I found that young carers make up a significant proportion of the carer population in the UK. Often, they belong to more vulnerable groups within the carer community, needing extra assistance and lacking skills and societal support. Therefore, I have designed an application that integrates multiple functions for young carers who sometimes struggle with money, time, lack caring skills, and feel bored.

ALzCarer

xuheng_7@163.com

A wearable interactive device design that aims to reduces anxiety in for unpaid caregivers and Alzheimer’s patients.

Throughout the culture of care, the interests of all people deserve our attention. It is not only the cared-for who need care, but also carers who face many dilemmas, many of them are facing long-term health conditions or disabilities, they need our care as much as ever.

Dementia, often suffered by the elderly, is one of the most feared diseases in the UK for the over 55s, and through real life interviews with people living with Alzheimer’s disease (which accounts for 60% to 80% of dementia diagnoses), possible points of opportunity were summarized through their behaviours and feelings. The final focus was on reducing psychological stress for unpaid carers and at the same time fulfilling the need to look after the patients.

When the caregiver and patient are remote, the instrument detects vibratory feedback from the armband data indicating that the patient is experiencing anxiety, and the caregiver presses a button to speak to calm the patient.

When monitoring heart rate and blood pressure changes in a patient with Alzheimer’s disease, if the patient is experiencing anxiety due to the absence of the caregiver, the fabric inflates internally to mimic the pressure touch of the care giver’s hand, giving the patient the tactile sensation of “placing a hand on the forearm” as used in haptic therapy, and plays the care giver’s voice.

“Let the loved one remember themselves too” .

mary.therese.cotoco@gmail.com

@art_coto

tinyurl.com/marytheresecotocoportfolio

Revival Records

An accessible belt-driven turntable reimagined in the style of Roberts Radio’s most iconic product. Its nostalgic and intuitive design makes it perfect for vinyl enthusiasts and beginners who want to enjoy a high-quality listening experience.

The specifications of the suitcase vinyl player were optimised to provide good sound quality and convenient user interactions at an affordable price. It features a 12-inch aluminium platter, two playable speeds (33 rpm and 45 rpm), and a built-in switchable pre-amp. To provide a flexible listening experience, the player comes with multiple audio output options, including RCA, USB, AUX, and Bluetooth. It is available in eight different colours that are reminiscent of the midcentury modern colour palette.

The turntable was also designed with sustainability and accessibility in mind. The materials used were either renewably sourced or fully recyclable. So instead of PVC leather and MDF boards, both harmful to the environment, recycled leather was used as the main surface material while bamboo boards served as the base. To make it more accessible, a built-in lamp was attached to help users easily identify gaps in the vinyl record when selecting a song to play. The button and dial controls were coloured in gold to guide users to interact only with these parts and minimise mistakes.

zhuangruolan@gmail.com

All in One HiFi System

This British-style all-in-one HiFi system blends classic aesthetics with modern technology, delivering high-fidelity sound and elegant design. It features an external CD player, Bluetooth, radio and digital audio input to cater for a variety of music sources. The high-quality wood and fabric casing makes it a perfect choice for audiophiles.

At its core, this product is dedicated to delivering an unparalleled audio experience. Equipped with a high-fidelity amplifier and premium speakers, every note is clear and deep. Whether you’re listening to your favourite vinyl records, streaming music via Bluetooth, or listening to local radio stations, it ensures exceptional sound quality across all media formats.

Inspired by the stately English manor houses and the timeless charm of vintage audio equipment, this product exudes sophistication from every angle. The stylish wood binding and fabric shell have been crafted with precision and attention to detail, making them more sustainable and adding a touch of warmth to any living space. Complemented by brushed metal accents and classic analogue connections, the system is both a visual delight and a sonic masterpiece.

Despite its vintage look, this product is designed for a modern lifestyle. With integrated Bluetooth connectivity, NFC pairing and WiFi streaming, accessing your music library has never been easier. An external CD player makes it easy to enjoy your entire music playback. Meanwhile, the intuitive control panel and remote control ensure easy navigation and operation.

In an age where technology often sacrifices style for functionality, the All in One HiFi System serves as a beacon of timeless elegance and uncompromising performance. Whether you’re a connoisseur of vintage aesthetics or a lover of pristine sound quality, this system is sure to captivate your senses and elevate your listening experience to new heights. Experience the best of both worlds with this product - a true masterpiece of British craftsmanship and audio engineering.

Encircle

Tianyu Shi

chelseashi416@gmail.com

Encircle is a turntable designed to make turntables the centrepiece of home spaces, enhancing the quality of the space and providing a premium music playback experience, delivering a warm and healing experience to users.

The product applies the Roberts Rambler design style to the design of turntables, taking into account both the rainy characteristics of Britain and current interior design trends. The original grid structure in the Rambler style is modified into a circular arrangement, evoking a warm feeling with stacked firewood and roaring camp fires, while also symbolising the product’s potential as a centrepiece furniture in the living room, bringing family members or friends together for social interaction through music.

The final design features wood veneer, metal knobs, and three colour options in red, black, and orange. These all reflect the original design language of Rambler, setting it apart from other turntables on the market and allowing consumers to intuitively perceive its characteristics as a Roberts brand product.

Usman Khan

Integrated Product Design MSc

usman.nav@gmail.com

@usman_khan_design

usman-khan-design.online

Roberts Rambler Turntable

Roberts Radio is an iconic British developer of high-quality audio products, including radios, speakers and turntables. This project aimed to develop a turntable in the style of the Rambler radio, while also taking influence from British design and aesthetics from the Second World War.

This Roberts Rambler inspired turntable is a fusion of timeless British design and modern audio technology. Drawing inspiration from the rugged simplicity and utilitarian design of World War II era equipment, this turntable embodies the spirit of resilience and innovation. Crafted with meticulous attention to detail, this turntable combines quality craftsmanship with cutting-edge innovation, based on Roberts’ core principles. With Bluetooth connectivity, enjoy the convenience of wireless streaming, allowing you to effortlessly pair your favourite devices and indulge in your entire music library.

Equipped with a built-in preamplifier, this turntable offers versatility and compatibility with a wide range of audio systems. Whether you’re connecting to powered speakers, amplifiers or receivers, experience seamless integration and exceptional sound quality. Enhancing both functionality and style, the turntable includes a Rambler inspired silicone slipmat. This slipmat not only continues the iconic Rambler grille on the turntable face, but also provides a smooth surface for your vinyl records, ensuring optimal playback performance.

Designed for stability and performance, the turntable features sorbothane legs that absorb vibrations and minimize distortion. This innovative design element ensures that your listening experience remains undisturbed by external interference, allowing you to immerse yourself fully in the rich sound of your favourite records.

With its blend of vintage charm and modern capabilities, this Roberts Rambler inspired turntable is a statement piece for any audiophile or design enthusiast, valuing a brand with strong roots in British heritage.

Wenhao Yin

Integrated Product Design MSc

ywh99777@gmail.com

@will_yinwh

behance.net/yinwenhao

Roberts Turntable L

Displaying different lighting atmospheres according to various styles of music and embodying Rambler’s design aesthetic, the Roberts Turntable L not only excels as a high-quality music product but also serves as a centrepiece in living spaces.

Combining Britishness with interior design trends, more stand out and atmospheric aesthetic trends have been discovered. The characteristics of the Roberts Rambler products are reflected in every detail including decorative wooden panels on both sides, metal brushed knobs and textured leather panels.

Additionally, to better create a better user experience, unique support legs have been designed to elevate the turntable and combine it with LED ambient lights. Users can change the lighting modes according to their preferred music genres, enhancing the quality of life through visual, auditory, and tactile experiences.

1102736354@qq.com

Rambler Roberts Turntable

Redesigned vintage modern Robert turntable fused with Rambler style.

The Roberts brand has always been characterised by its classic British style, so while retaining the high quality of its turntable sound, the brief was to blend it with to blend it with the Rambler style of the 1970s. Since the Rambler is a heritage product, traditional knobs and dials have been used for interface features, allowing the user to rotate the turntable on and off or select the record size. A sliding fader was also added to allow the user to adjust the speed.

The choice of shape was inspired by Dieter Rams, a combination of simple but contrasting arcs and rectangles, along with subtle wood grain accents enhance its classic British feel. At the same time, recyclable and environmentally friendly materials have been chosen to consider the sustainability of the product.

Dr Yanmeng Xu

Postgraduate Research Director

This year celebrates 38 years since our first doctoral student graduate from Brunel Design. Ahmet’s doctoral thesis was about a decision support system and a design methodology for operational management of industrial organisations.

Since then, our doctoral researchers have branched out to investigate other topics encompassing inclusive design, human centred design, sustainable design, advanced technologies and products (e.g. 4D Printing), services and digital design. These topics are aligned with our newly formed research groups covering inclusive design, creative computing, additive manufacturing, design for sustainability and the digital design lab.

Postgraduate researchers within Brunel Design School engage with a multitude of design research topics spanning academia and industry. These topics traverse various domains including engineering, health, computer science, multimedia, graphic design, digital animation, smart cities, management, and policy. These research interactions within the realm of design offer both practical and theoretical solutions for real-world applications.

DESIGN FOR SUSTAINABILITY RESEARCH GROUP

Dr Fabrizio Ceschin

Group leader

Professor David Harrisson

Dr Timothy Minton

Dr Eujin Pei

Dr Richard Bonser

Dr Mohammed Elsouri

Professor Hua Dong

Dr Busayawan Lam

Professor Youngok Choi

Dr Lucia Corsini

Dr Gulsen Tore Yargin

Professor Robert Holdway

Steve McGonigal

Lorna Anguilano

Charlie Bradley

Yueyun Fan

Tamba Konteh

Virginia Martin Torrejon

This research group focuses on developing the theory and practice required to design solutions that foster environmental, economic and socio-ethical sustainability. Our work supports organisations, communities and practitioners in integrating design for sustainability and circular economy into their activities.

The research group is advancing the knowledge and know-how in design for sustainability focusing on different design levels, from materials to sociotechnical systems. This is pursued by exploring seven main intertwined research areas (see schematic).

solutions to reduce plastic waste generation. PISCES (UKRI, 2021-24) is an interdisciplinary project which aims to understand and manage the risks posed by plastic pollution in Indonesian contexts. This project provides evidence-based solutions and system change interventions to reduce the impacts of plastic waste under a circular economy framework. Leading the design activities, we focus on co-designing, prototyping and testing alternative solutions to multi-material plastic sachets and single use takeaway packaging. Within this project, Yueyun Fan conducts PhD research on the use of living labs (facilities to co-create, develop and test solutions in real-life settings) to foster stakeholder participation in Indonesian contexts.

[Research group focus areas mapped using the framework developed by Ceschin & Gaziulusoy (2019)]

A key area of focus for the group is plastic pollution, with projects such as PISCES and CIRPAC exploring

Looking at the UK context, CIRPAC (UKRI, 2024-26) aims to develop and evaluate novel circular economy business models to deliver reusable packaging products and services for Fast Moving Consumer Goods (e.g. food, drink, beauty and homecare products), that are inclusive, accessible and usable for the maximum range of consumers. In synergy with these projects, Charlie Bradley’s PhD explores the potential of track and trace technologies within reusable packaging systems to improve consumer uptake and reuse rates, as well as reducing operational costs, reinforcing reuse viability.

[The 12 co-created visions for a UK circular metal economy]

Contributing to the UKRI Interdisciplinary Centre for Circular Metals (2021-24) we are exploring how the UK metal sector (with a focus on steel and aluminium) can become carbon-neutral and circular by 2050. The group has coordinated with stakeholders to define visions and roadmaps to achieve metal circulation by 2050, and has developed circular business model and circular product design principles and tools to enable businesses and practitioners. Tamba Konteh’s PhD aid this research, focusing on developing a design tool to select and prioritise product design principles and guidelines for the metal sector.

BRUNEL DIGITAL DESIGN LAB

Professor Vanja Garaj

Group leader

Professor Youngok Choi

Dr Federico Colecchia

Professor David Harrison

Dr Arthi Manohar

Dr Rosella Paulina Galindo

Esparza

Rakesh Mohun

Laila Al Jahwari

Zixin Tian

Aseel Mohammad Irsheid

Alja’afreh

A research group specialising in designled technology innovation, Brunel Digital Design Lab undertakes human-centred projects aimed at the development of novel digital and digital-physical systems, products, services and experiences. Our current and recently completed work spans the areas of inclusive design of immersive interfaces and content for XR environments (VR, AR and MR), digital audio-visual production tools, design for health, assistive technology, social networking, the IoT, e-Government, m-Learning and digital arts.

The lab has over the last several years carried out a range of externally-funded research and innovation projects, a selection of which is presented as follows.

Inclusive Immersion conducted a number of usability studies to investigate the use barriers in different single-user virtual reality (VR) and augmented reality (AR) applications and consequently proposed a conceptual design framework for improving the accessibility of VR and AR. Following the principles of inclusive design, the project considered the user requirements across the disability and age spectrum, covering the perceptual (sight, hearing and touch), cognitive and mobilityrelated access needs.

Principal Investigator: Professor Vanja Garaj; 2019-2023; Funded by the Engineering and Physical Sciences Research Council (EPSRC, EP/W025698/1 and EP/W02456X/1); Key Partners: Engineering Design Centre, University of Cambridge; Royal National Institute of Blind People (RNIB); Open Inclusion.

StoryFutures China: UK-China

Transnational Strategic Partnership for Immersive Storytelling in Museums and Other Cultural Institutions piloted the cultural and business exchange between the museums and galleries sectors in the UK and China by producing three creative outputs aimed at 7 to 11 years old children and their families. These outputs are: 01) The Keeper of Paintings and the Palette of Perception, a gamified AR experience set up in the National Gallery in London, 02) The Keeper of Birds, a counterpart AR experience for the Shanghai Natural History Museum and 03) The Keeper Council, a Roblox game functioning as an online extension of the two onsite experiences.

Principal Investigator: Professor Vanja Garaj; 2020-2023; Funded by the Arts and Humanities Research Council (AHRC), AH/T011394/1; Key Partners: Royal Holloway, University of London; College of Design and Innovation, Tongji University; The National Galler; Shanghai Science and Technology Museum;

Shanghai Natural History Museum; Arcade; Shanghai Foremost Group.

Designing the Future of UK-China RD&I Collaboration in the Museums and Galleries Sector complemented the work under StoryFutures China by delivering a strategic framework to facilitate the long-term research, development and innovation (RD&I) collaboration between museums and galleries in the UK and China, focusing on the immersive and interactive museum and gallery exhibits and experiences.

Principal Investigator: Professor Youngok Choi; 2022-2023; Funded by the AHRC, AH/W009463/1; Key Partners: Shanghai Jiao Tong University; Natural History Museum; Modern Art Museum Shanghai.

04) Towards an Equitable Social Towards an Equitable Social VR succeeded Inclusive Immersion by expanding the scope of the pandisability and ageing user research from the single-user application format to the social multi-user context of the Metaverse. In addition to delivering the inclusive design-driven accessibility solutions for social VR in both functional and psychosocial domains, this project aims to establish the mechanisms by which the Metaverse can contribute to the quality of life for disabled and older people.

Principal Investigator: Professor Vanja Garaj; 2023-2025; Funded by the EPSRC, EP/W025698/1 and EP/W02456X/1; Key Partners: Engineering Design Centre, University of Cambridge; RNIB; Open Inclusion; Digital Catapult; Meta.

INCLUSIVE DESIGN RESEARCH GROUP

Professor Hua Dong

Group leader

Professor Rob Macredie

Dr Georgia Spiliotpoulou

Dr Arthi Manohar

Dr Eujin Pei

Dr Mohammed Elsouri

Dr Weining Ning

Dr Sean Cullen

Qing Ni

Lizhou Niu

Zhiyi Zhou

Chuxuan Xu

Rui Xu

The Group brings together design and engineering, human-computer interaction, healthcare and social science expertise to advance the knowledge of design for inclusion, develop human-centred innovation for the ageing society, and support designers with guidance and tools for co-creation with diverse stakeholders.

The AHRC SEED Fellowship project (AH/Y000722/1) engages multiple stakeholders from creative industries sectors in the United Kingdom (UK) and China to co-create future collaboration models. Important topics such as Equality, Diversity, and Inclusion (EDI), Responsible Research and Innovation, Health and Well-being of Early Career Researchers and Practitioners, and Inclusivity in Metaverse were explored through working groups in the UK and China. The findings are feedback to the UK Research and Innovation (UKRI) to inform future UK-China creative industries research and innovation collaboration.

The VOICE project is funded by Innovate UK/European Union. We collaborate with partners from Portugal, the Netherlands, Ireland, Germany, Croatia, and the Royal College of Art to help communities

around the world work together to solve important environmental problems, using inclusive design as a key methodology. The project uses a new approach where artists take the lead, bringing together different groups to co-create green and digital solutions for more resilient communities, leading to a fairer and more sustainable future for everyone.

‘Engineering Industrial Designers for a More Inclusive and Sustainable World’ is a project funded by the British Council. The project expands and strengthens the existing partnership between Brunel University London and Southwest Jiaotong University in Sichuan, China.

It fosters enduring educational partnerships, promotes cross-cultural understanding, embeds inclusive and sustainable design principles, and facilitates the dissemination of best practice in design education and research. The project will develop a mentoring scheme to support the development of female designers.

Inclusive design for the ageing population: exploiting the power of AI. With AI technologies becoming increasingly mainstream, design practitioners are embracing AI in their everyday work to boost efficiency and sparkle creativity. This ongoing project aims to explore how AI can be utilised to inform and assist product design, with a focus on designing for ageing population. This project is funded by USC-SJTU Institute of Cultural and Creative Industry.

Chuxuan Xu

Featured PHD project chuxuan.xu@brunel.ac.uk

Companion Robots for Older People

Chuxuan Xu has developed a range of robot prototypes to evaluate older people’s reaction and interaction with them, in order to understand their perceptions and needs for companionship provided by social robots. These robot prototypes have different sizes and appearances to help older people imagine interacting with and living with a robot. They will inspire conversation and stimulate ideas for companion robot design.

ADDITIVE MANUFACTURING & 4D

PRINTING RESEARCH GROUP

Group leader

Our mission is to excel in Additive Manufacturing and 4D Printing research, fostering collaboration across disciplines. We focus on mechanical product design, optimization, functional prototyping, virtual modelling, systems analysis and lifecycle assessment. We aim for industry relevance and knowledge transfer, with a track record and impact in UK and European-Commission funded projects.

The following are a selection of ongoing research projects:

Multi material additive manufacturing for lightweight and thermal management (MULTHEM) focuses on developing novel multifunctional materials and structures for high-performance applications. This project involves companies and organisations from Spain, Germany, Luxembourg, The Netherlands, Ireland, Italy, France and the UK. This interdisciplinary project involves research in Additive Manufacturing, materials science, engineering, and advanced joining techniques. The impact is to create innovative solutions for a wide range of applications, including aerospace, automotive and energy sectors.

Learning by Sharing Knowledge in Design for Additive Manufacturing (ShakeAM) seeks to address the need to increase the capacity and readiness

of Higher Education institutions to manage an effective shift towards digital technologies for a systematic approach regarding the training delivery and acquisition of digital skills and competencies within the context of Design for Additive Manufacturing (DfAM). The project involves 6 partners from Portugal, Belgium, Greece, Germany and the UK. Funding for this initiative is provided by the European Commission.

Boosting the Exploitation of Standardisation Inputs from European Projects (STAND4EU) brings together a total of six partners from four countries – Germany, Belgium, Sweden and the UK, that aims to strengthen the links between research, innovation and standardisation ensuring that standardisation is an integral part of the European research and innovation landscape, and within the scope of 4 main technological domains: Additive Manufacturing, Welding, Smart manufacturing/Industry 4.0/ Digitalization/ Artificial Intelligence & Circular Economy. The impact of this project is delivered through a one-stop portal, through training at international, EU and national level as well as dedicated coaching activities to support stakeholders.

Dr Eujin Pei, CEng, CTPD, CEnv

Featured Doctoral project

jiaxin.lei@brunel.ac.uk

4D Printed Textile Applications in Fashion Design

In Additive Manufacturing (AM) and Four-dimensional Printing (4DP), textile materials offer untapped potential due to their superior physical properties. Jessie’s PhD research investigates the integration of 4DP with textiles, focusing on peel resistance and mechanical properties of polymer-textile composites (PTCs) for diverse applications.

Jessie Lei

5

DIGITAL MEDIA: UNDERGRAD

A STORY OF CREATIVITY

Christian Azolan Professional Practice Lecturer

BSc, MSc and MA courses in the Brunel School of Design.

The journey to Brunel as a professional practice lecturer in the School of Design is a story of creativity, working with and alongside inspiring people and having an ever-adapting vision of what design is and what it could be.

Back in 1999, after leaving secondary school I applied to do my BTEC National Diploma in Fashion and A-Level Fine Art in Uxbridge. I started to work on design briefs for River Island, Tesco and French Connection, and after my BTEC I started my BA in Fashion which allowed me to have a work placement in San Francisco, California.

When I got back and graduated with a 2.1, I worked for high-end fashion design companies in the Gucci Group and LVMH. This gave me experience as I was constantly improving, not only my design skills but also being able to work alongside colleagues who were forever adapting and always changing from one season to the next, they truly inspired me to think differently and gave me the platform and opportunity to simply be

more creative daily.

I think fashion design is the perfect balance where design greets art, it pushes your brain to think of both practical aspects of design as well as beauty. After leaving the fashion world behind I became a community editor in the telecoms industry working for Noble House Media and Future Publishing. Working up to be a group editor, I got the chance to appear in a BBC series documenting the nationwide Shop Idol competition that I ran and managed at the time.

This gave me the confidence to know that with my skill set, I could work in any industry, and starting from the bottom in marketing and eventually moving into brand creation and management and eventually becoming a global brand manager. I realised that creativity is everywhere, and very much needed especially in the non-creative industries, like maritime, insurance and law.

After starting at Brunel as a part-time lecturer my aim has always been to share, care and pass on design skills to the next generation of designers, from ideation to creation and working through the design process no matter the results; it’s about having the confidence to push your ideas into the world.

I want to inspire our students, but they also inspire me, In 2022 I headed further into education, I decided to do my MA

in Fine Art alongside teaching, and I graduated last year with a 1st. This gave me insight into being a student today, allowing me to relate better to my students not just what they do, but how they feel.

I now run my own freelance brand business where I work with brands such as Amazon and Coca-Cola and alongside that, I run my micro art business. In 2023 I started as the Director of a non-profit - The West London Society of Art which supports creative individuals who are based in West London, giving them art space and opportunity to develop their art and design practice.

I feel that all these experiences demonstrate to our design students that having an open mind, and the ability to constantly adapt and embrace the new, blended with design, and creativity can take you to all sorts of places and provide many different life experiences. Design is not just a skill, design is life.

Now

today, as I write this

“ ”
I’ve

had to think back to my journey in education and how I’ve had the pleasure to mess around in the creative industry for the last 24 years.

“ ”

Interaction for the major project is about taking the project and interacting with the outside world, whether you are working on an industry related project, or showcasing your work at Made in Brunel, presenting your work during the project development to Industry guests, or pitching yourself to a future employer.

Prof Marios Angelides

Digital Media Major Project Module Leader

The Major Project module is in many ways the culmination of study for either our BSc Digital Design or BSc VFX & Motion graphics students.

There are various routes for selecting a major project topic, many students self-select a project topic of their interest and identify a problem or outcome that can be best met with a Digital Media solution. Some projects are performed in conjunction with industry, with the project topic having been identified by an industry partner and some projects topics come from students completing an industrial placement in year 3 of their degree and taking further some aspect of that company’s needs.

Major project outcomes form some of the most ambitious elements of students’ showreels and portfolios and are often where students choose to specialise in an area that they are seeking future employment within.

All major projects provide an opportunity for final years to take on a relatively large project over the course of a year and work on the research, ideation, detailed design, project planning and digital asset and/or artefact development for this. In addition, all students are required to perform a substantial evaluation and reflection upon the outcomes of their project, usually involving some aspect of user evaluation.

Throughout the year students meet regularly with a supervisor of their choice, in addition to attending the programme of lectures that cover generic project topics. The major project is also an opportunity to work to a large degree independently, and the management of this independent work is an important element of the challenge of the project.

Digital Design BSc

benitaekhator11@gmail.com

@bdesigndocs

benitaekhator.myportfolio.com

B Prints - Afrobeats T-shirts

B Prints is born from a passion for Afrobeats, with a mission to transform the graphic T-shirt market. The objective is clear: spotlighting Afrobeats artists through unique graphics that pay homage to their profound musical influence. With each graphic T-shirt, the aim to connect consumers with the vibrant rhythms of Afrobeats.

Music is my source of inspiration, fuelling my creativity. For my final year project I introduced B Prints, a graphic T-shirt business on a mission to transform the market by spotlighting Afrobeats artists and their profound musical influence. In a world where music transcends boundaries, B Prints seeks to connect individuals with the energetic beats and vibrant culture of Afrobeats through unique graphic designs. Contrary to widespread belief, Afrobeats is not only enjoyed by black audiences. The goal is to fill the market gap by providing graphic T-shirts that appeal to a diverse audience of music enthusiasts. B Prints’ first collection is based on the Afrobeats artist Asake.

Asake boasts a genre-bending music style, Afrofusion, as he fuses Afrobeat, amapiano beats, Fuji, R&B, and Hip-Hop with lyrics in Pidgin and Yoruba to produce his unique sound. Through visually compelling content and strategic use of social media to promote the brand, B Prints aims to seamlessly integrate into the daily lives of the target audience, establishing itself as a go-to destination for trendsetting graphic T-shirts inspired by the dynamic world of Afrobeats. The brand’s clothing items are showcased through photography and videos, which are promoted on social media.

Lupu

cristianlupudesign@gmail.com

@cristianlupudesign

lupu.work

RideVue - Helmet Mounts

RideVue offers custom helmet mounts for action cameras with a focus on motorcycle enthusiasts. The optimised, customised, colour-matched design of the project provides both seamless helmet integration along with its aesthetic appeal.

The RideVue project aims to enhance the motorcycle accessory industry through custom-designed mounts for action cameras fitted to particular types of helmets. Thus, the 3D scanning of helmets in detail is a starting point for this project, followed by modelling the mounts using it as a guideline, and colour-matching the helmet design or to the customer’s personal taste.

Critical to the project’s success is attention to detail in design and testing, where each mount has to hold strong in riding conditions. The mounts are manufactured with the utilization of 3D printing technology, which enables rapid prototyping and customization. That means the quality and durability of the product are exceptionally high; they suit the needs and wishes of every motorcycle enthusiast.

A powerful visual identity and a straightforward tagline, “Snap. Ride. Record” encapsulated the ease and focus of the product, forming the bedrock of the RideVue branding. Marketing efforts include a series of dynamic photographs of the mounts that show their integration with the motorcycle helmet aesthetic and a series of merchandise to compensate and further promote the brand. This way, this comprehensive approach can ensure RideVue leads in innovation while making a deep connection with the target audience in their ride without any compromise on safety or style.

diviyadesigns@gmail.com

@diviya.designs1

diviyadesigns.myportfolio.com

Advanced TfL System

This project enhances the London TfL experience by integrating a biometric face recognition system and updating the TfL Go mobile app. It includes a redesigned highfidelity mobile app, a 3D visualization of new gates, and promotional materials to inform and engage commuters about the upcoming changes.

My major project is dedicated to transforming the London Underground experience by incorporating advanced biometric technology, a facial recognition payment system and enhancing the existing TfL Go mobile application. The project’s centrepiece is the development of a high-fidelity prototype of the TfL Go app, which is redesigned to offer a more intuitive user interface and additional functionalities, including biometric access and sophisticated navigation tools.

Furthermore, the project entails the design and implementation of innovative gate systems. These gates are visualised through detailed 3D models that illustrate how facial recognition technology can be seamlessly integrated into the existing infrastructure. This aspect of the project not only pushes the boundaries of current technological applications in public transport but also sets a benchmark for future innovations.

To complement these technical advancements, a comprehensive promotional campaign is part of the project. This campaign aims to inform and engage London commuters about the enhancements, ensuring they are both aware and prepared for the upcoming changes. By improving communication, the campaign helps facilitate a smoother transition to these new systems.

Overall, the project combines technological innovation with user-centred design, aiming to create a more efficient, secure, and user-friendly commuting experience. Through this integration of new technologies and strategic communication, the project seeks to significantly improve daily travel for millions of Londoners, reflecting a major leap forward in urban transportation solutions.

Henrique Baptista da Silva

Digital Design BSc

hmpbs66@outlook.pt

@hmpbs66

hmpbs.myportfolio.com

Bear Boned

More than a brand, Bear Boned reinvests proceeds from sales into organising engaging events for its community. These gatherings aim to cultivate a spirit of fun and unpredictability, uniting people who share a love for excitement.

The brand aims to develop a distinct identity that resonates with skateboarders and fun-loving individuals, create a catalogue of innovative skateboard designs and merchandise, devise a marketing strategy to build a strong community, and design a dynamic website with event announcements and a shop.

Bear Boned’s unique selling point is its role as more than a brand; it funds and organizes events to build a vibrant skateboarding community, welcoming anyone passionate about skateboarding or life to join its activities and foster connections.

In summary, Bear Boned aims to create a skateboarding brand focused on community-building. Through innovative branding, marketing, and a strong online presence, it seeks to inspire and unite skateboarders globally, creating a thriving, passionate community.

Kamile Serenaite

Digital Design BSc

serskaten@gmail.com

@serskaten

serskaten.myportfolio.com

NAKED

★ Magazine

A digital and physical culture and style magazine, presenting and exploring emerging artists and trends in London within the music, fashion, and film industries. The project aims to build a community around the magazine, encouraging interaction and inspiration.

This magazine is a vibrant and inclusive platform celebrating creativity and talent across artistic spheres in London. It is created for creative directors, professionals and enthusiasts in music, fashion, and photography to enjoy. By spotlighting emerging talents and trends, the magazine aims to inspire, educate, and connect its audience. What sets this project apart is the emphasis on honesty and the relatable feelings of the artists and their art. It does not focus on mainstream worldwide celebrities but offers a platform for smaller emerging talents to be discovered and recognized.

dsouza.keegan.001@gmail.com

@keegandsouza_001 dsouzakeegan.com

Rhythm: An Immersive Concert

Rhythm is an immersive virtual reality (VR) concert platform that redefines the way users experience live music events. By leveraging cutting-edge VR technology, Rhythm transports users into interactive concert environments where they can enjoy performances by their favourite artists from the comfort of their own homes.

The project aims to provide an accessible and engaging platform for music enthusiasts to enjoy live music in a fully interactive virtual environment.

Through cutting-edge virtual reality technology, Rhythm VR transports users to dynamic concert venues, where they can enjoy performances by their favourite artists and discover new music experiences. The project offers a diverse range of musical genres and artists, ensuring that there is something for every music lover to enjoy.

To complement the immersive experience, I also developed a comprehensive marketing campaign and website for Rhythm VR. The marketing campaign involved creating targeted advertisements to build excitement and anticipation for the platform. Meanwhile, the Rhythm website serves as a central hub for users to learn more about the platform, sign up for virtual concerts, and engage with the community.

Overall, Rhythm VR represents an exciting fusion of technology and entertainment, offering a new way for users to experience the magic of live music in virtual reality.

Najahaoa@icloud.com @najahdesigns najahahmed.myportfolio.com

Kebu - Salon Booking app

Kebu is an application that allows the user to search and book salon’s in the UK that caters to African hair. Kebu provides a simple solution to assist the black community. The app will allow anyone to search, locate and book an appointment near them and has a straightforward booking system allowing the user to securely navigate with ease.

Nearly every major high street has a hair salon, but the black community has a tougher difficulty locating one nearby that caters to Afro hair and can provide the services they need. Many have to spend a lot of time seeking for a place that can provide what they are looking for and they can trust with their hair. With Kebu, the app aims to close this gap and assist to the black community by creating a simple solution the user can create an account, browse the home screen, navigate the shop screens and easily book a hair appointment within the app. With a sleek interface, consistent layout and interactive display, the user is straightforwardly taken through the booking process and at the same time goes through a visually captivating experience.

Kebu aims to cater to under-represented communities its uniqueness lies in its rarity; it’s a concept and idea not seen elsewhere.

d.lucyquinn@live.com

@ineluart

dairinelucy.myportfolio.com

The IneLu music video & brand

In this project I have created a short and simple animation for a piece of music I created, and designed merch, posters and an album cover to form a brand around it.

This project is about creating a brand for myself, around a piece of music I released on Soundcloud back in May 2021 titled BEAR, created in Ableton live, which is my favourite piece of music I have created to date. I had an idea for an animated music video upon releasing it and decided it would be perfect to create it in this project, bringing my concept of a bear on a journey to life. I titled it BEAR after thinking that the beat resembled the sounds of a heavy footed animal, and released it under my artist name IneLu.

As the track features happy, calm sounds, I thought that a colourful forest worked best, with a bright pink bear as pink is my favourite colour. I have left it up to the viewer’s imagination on where the bear came from, and where it is going. To create a brand around it I designed a playful logo, T-shirts, merch posters, event posters and album cover art, which all feature imagery taken from the animation, such as clouds, stars, the sun, moon, flowers, and of course, the bear.

I modelled and animated the animation in Maya and Mixamo, with some elements done in Cinema 4D, and designed the merchandise in Illustrator and Photoshop.

Visual Effects and Motion Graphics BSc

tayub3112@gmail.com

@tayub_design

tasnimayub.myportfolio.com

Curious Case of Dr. P

Curious Case of Dr. P is a hybrid animated promo advert that illustrates the daily life and struggle of Dr. P, father, loving husband, musician, notable character from Dr. Oliver Sacks’ renowned novel “The Man Who Mistook His Wife for a Hat” and the man suffering from prosopagnosia (face blindness).

According to WHO, in the year 2021 there were over 150 million people worldwide suffering from some kind of mental health condition. Despite the alarming rise of people with mental health issues, there is still a knowledge gap or stigma surrounding addressing these issues. Based on research it was noted that the reason people can’t seem to connect with those suffering from mental health conditions (especially cognitive) is because they simply don’t understand what they are going through.

Using a dynamic illustrative storytelling approach (combining both 2D and 3D), the project aims to shed glimpses into what it is really like living with certain cognitive disorders (in this case face blindness). By using a wide range of software such as Procreate, After Effects, Illustrator, Photoshop, Cinema 4D and more a personal narrative method was incorporated. The aim was to generate empathy, compassion and have the audience acknowledge the commonality of certain cognitive disorders. It hopes to inspire the target audience to begin raising the topic in conversation.

DIGITAL EXPERIENCES

As digital designers we need to consider not only the more utilitarian aspects of how users engage with our digital products such as ease of use, efficiency, and functionality but to also think wider and more systematically about how users feel about our products, what their mindsets are and how their needs vary as they engage with our products. This can lead to the development of more memorable and meaningful experiences for our users.

The module focuses on playful and gaming experiences as well as social and brand experiences. Exploration and the analysis of stories to the creation of successful experiences is emphasised, along with a variety of more specific techniques including experience maps, service blueprints and experience maps.

This year students were asked to research, design, and prototype a creative digital experience for a product, service or brand across multiple touchpoints or channels within the context of this year’s theme of ‘space’. This would involve suitable design research, expression of a vision and development of a design framework leading finally to a high-fidelity prototype.

Interactions are at the heart of successful experiences. We are looking at how a user needs to interact as part of an experience and then seeking to shape those interactions to make them not only functionally useful but more significant to the user.

diviyadesigns@gmail.com

@diviya.designs1

diviyadesigns.myportfolio.com

AmuseMe: AR Museum Guide

“AmuseMe” is a mobile app that enhances museum visits with the use of Augmented Reality (AR) technology, offering personalised and interactive tours tailored to individual interests. It enhances engagement and educational value by making every visit unique and immersive, ensuring a memorable experience for visitors tailored specifically to their preferences.

“AmuseMe” is an innovative digital app designed to revolutionise the museum experience through AR technology, offering a highly personalised and interactive tour tailored to visitor preferences and interests. This app not only enhances the engagement and educational value of museum visits but also ensures each experience is unique and immersive.

At its core, “AmuseMe” uses AR to bring exhibits to life, allowing users to see animations and hear stories that deepen their understanding of the artefacts. Users can select their interests upon entering the museum, and the app curates a custom tour that guides them through the exhibits that match their preferences. This personalised journey is designed to maximise visitor satisfaction by aligning the exhibit information with their specific cultural and educational interests.

The app includes features such as a dynamic map that guides users through their customised route, multimedia content that enriches each exhibit, and interactive challenges that engage users more deeply with the museum’s offerings. For instance, visitors can unlock historical artefact facts and artefact secrets through AR overlays, enhancing their learning and making each visit more rewarding.

Furthermore, “AmuseMe” enriches the museum journey with a unique reward system. After following the recommended route, visitors can unlock access to the 360-degree immersive dome, where they experience an exhibit or historical site in a fully immersive, life-like environment. This feature not only complements the educational aspect but also elevates the overall visitor experience, making it unforgettable.

ADVANCED DIGITAL GRAPHICS &

We examine some successful designers and famous agencies to study how they produce, organise and deliver their design projects.

We are looking to develop and integrate design skills to an employable standard, by creating a showreel and portfolio of great work.

This will enable students to become more confident in their own abilities as they approach the world of work. It attempts to develop digital and motion design skills together with strengthening project ideation and creative thinking to develop effective interactive skills.

bennysheppard99@gmail.com

@ben.sheppard2

bensheppard.myportfolio.com

Ace Brand and Marketing

Ace: Creating for the future through Tennis

Ace was created with the vision of providing people with the opportunity to experience playing against top-class tennis players through our products.

Our products have been rigorously designed to simulate the experience of playing like top-class players.

Mission Statement: To inspire people to explore outside their comfort zones whilst encouraging them to be innovative.

At Ace, we promise to be authentic in everything we do and to consistently deliver an experience through the use of Tennis that aims to be competitive, innovative and entertaining. We promise to commit to the future of Tennis through our products, leaving people with lasting memories and making an impact on the world and the drive to combat climate change.

With a commitment to Innovation and Creativity, we hope to pave the way for the future where this becomes commonplace. We are also committed to Net Zero, so we only use recycled materials for our products, so customers have the peace of mind to know that we are carbon-neutral.

Ace Brand Values: Innovation, Loyalty, Environmentally Friendly, Authenticity

Henrique Baptista da Silva

Digital Design BSc

hmpbs66@outlook.pt

@hmpbs66

hmpbs.myportfolio.com

Bookmarked

Love books? Dive into Bookmarked, the social network for bookworms! Track your reads, discover friends’ faves, and share your thoughts through reviews. Find your next literary adventure on Bookmarked!

Bookmarked is a revolutionary mobile app designed to enhance your reading experience. Focusing on community, reliability, and user-friendliness, Bookmarked offers features to enrich every aspect of your literary journey.

Target Audience: Bookmarked is designed for book lovers.

Key Features:

Reliable Ratings: Trust accurate and unbiased ratings from fellow bibliophiles.

Community Connection: Connect with book enthusiasts who share your tastes.

Personalised Recommendations: Discover new books with recommendations tailored to your preferences using advanced algorithms.

Track Your Reads: Easily track books you’ve read, are reading, and plan to read, providing an overview of your reading journey.

Reviews and News: Stay updated with the latest literary news, reviews, author interviews, and industry updates.

Digital Bookshelves: Organise your virtual library with customisable bookshelves for seamless access to your favourite titles.

Purpose:

Be the first user-friendly book tracking social network.

Keegan D’souza

dsouza.keegan.001@gmail.com

@keegandsouza_001

dsouzakeegan.com

BP - Smart Energy

An app to track, control and analyse energy use. Make sustainable choices, save money, and preserve the environment.

Smart Energy is a cutting-edge mobile application aimed at revolutionising the way users manage and interact with their energy consumption. In a world where sustainability and efficiency are vital, Smart Energy enables individuals to make smarter choices regarding their energy usage, ultimately leading to being smart with energy choices and resulting in a reduced environmental footprint.

Key Features:

Real-Time Energy Monitoring: Smart Energy provides users with real-time insights into their energy consumption, allowing them to track usage patterns and identify areas of inefficiency.

Remote Device Control: With Smart Energy, users can remotely control compatible smart devices such as lights, thermostats, and appliances, enabling them to optimise energy usage remotely.

Energy Analysis and Recommendations: The app offers detailed analysis of energy data, along with personalised recommendations for optimising usage.

Carbon Footprint Tracking: Users can track their carbon footprint based on energy usage, helping them understand the environmental impact of their actions and make more sustainable choices.

d.lucyquinn@live.com

@ineluart

dairinelucy.myportfolio.com

The Solana Brand

This project is about a skincare/beauty brand in which I have designed its branding, packaging, marketing posters and motion graphics. I came up with this concept as I love skin care myself.

My brand Solana is a skincare/beauty brand targeted towards young women and girls. I based its ‘Solarscent’ collection on my favourite waffle toppings: bubble-gum ice cream and lemon sauce. I designed the products and packing for the gua sha facial massager, hydrating lip oil & its box, smelly candle, and the body spray box, creating products that I would personally use, using the brand colours in the designs.

My brand is focused on being decent quality while being affordable, with the lip oil being the main selling point. I used Illustrator for the branding, Blender to model the products, Maya for the boxes, Photoshop for the box textures, and Cinema 4D for the motion graphics.

Mayabons

Visual Effects and Motion Graphics BSc

tayub3112@gmail.com

@tayub_design

tasnimayub.myportfolio.com

Mayabons (Mabon+ Enchanted forest in Bangla) is a female-centric paranormal inspired mocktail brand. Mayabons is here to inspire women of all colour, shapes, ethnicity, religion and sizes to embrace the magic within themselves and unleash the power of their individuality and enjoy the enchanting mocktail experiences of mysticism.

Inspired by the enchanting worlds of Barbie, Bewitched, and Sabrina the Teenage Witch, along with the whimsy of I Dream of Jeannie, I wanted to portray a brand that embodies your personal fairy godmother and creative confidante. Imagine a brand infused with a touch of sass and a burst of bold, fiery passion - just like Peter Pan is to Wendy - dedicated to whisking women away into a magical realm filled with endless possibilities, creativity, and a profound sense of sisterhood solidarity.

6

DIGITAL MEDIA: POSTGRAD

“ ”

For MSc major projects there is an important interaction between current research thinking, the students design and development process and the external stakeholders, be they users, employers, or academia.

Dr Damon Daylamani-Zad

Senior Lecturer in Digital Media

The MSc programmes in Digital Design offer specialisms in Branding, 3D Animation, Motion Graphics, or Immersive Media.

The project requires students to conduct a well formulated set of activities that comprise the full life cycle of artefact design and development, including market research, planning, distribution, and evaluation of effectiveness. As part of their project’s students are expected to review the state-of-the-art in the research literature related to their project topic and incorporate relevant thinking into their design process.

Given that the Major project is conducted once the taught component of the course has been completed, a sophisticated and advanced use of conceptual tools derived from previous modules features in these projects.

A number of MSc students undertake a year in industry on work placement, in which case they will complete the first part of their major projects before the placement and complete the balance of the project upon their return. Such projects are often informed and developed further because of this industry experience.

Cem Duz

Digital Design (3D Animation) MSc

cemduz@gmail.com

@cemduz

cemduz.com

AI - Enhanced 3D Animation

Artificial intelligence (AI) integration presents an interesting combination of creativity and technology in the dynamic field of digital animation. In order to give animators and artists new tools and opportunities, this thesis looks at how artificial intelligence (AI) may improve and change the animation industry.

This project’s goal is to merge AI with animation techniques to enhance what’s possible in animation. It will investigate how AI can improve animation, from the early stages of design to the final product, emphasizing the role of AI in aiding the creative process, not replacing it. Through analysing both traditional and AI assisted animation, the project aims to showcase the benefits and possible drawbacks of AI in the field of animation.

Technical Integration:

Establish a process that combines AI with already existing animation tools such as Cinema4D, Octane Renderer, and Redshift and Marvelous Designer, applying AI to tasks like texturing, rendering, and the animation process itself.

Artistic Exploration:

Employ AI to create fresh animation styles and concepts, with a focus on crafting clothing and footwear designs in the demonstration video, using AI-powered tools to mimic real-life cloth and fabric behaviour.

The images shown here have been sourced from MidJourney.

julietteguidetti@gmail.com

@archidetti

julietteguidetti.com

Motion Influence in Branding

The purpose of this project is to understand motion graphics’ role in influencing branding elements. By examining the emotional and cognitive responses to various motion-branded assets, the study seeks to provide valuable insights for enhancing branding efforts in the digital age.

The final goal of this research will be to quantify different types of motion by connecting them with different types of psychological impact comparable to colour theory. This will be achieved by creating a digital artefact as a guiding webpage tool showcasing interactive motion styles, explaining in a helpful way what movement should be used and in what circumstance.

DIGITAL BRANDING STRATEGY

Branding has grown up over the last 15 years as it moved from the traditional to the digital, many of the ideas of what banding is have moved into a slick forever-on digital environment where big and small brands are targeting online consumers as they use data to influence.

Winning the hearts and minds of consumers and businesses are all skills every brand and marketeer needs to embrace.

The module demonstrates the power of branding, visual clues and case studies show what the brand is and what the brand is doing, the module covers meanings, values and process, brand narrative and brand storytelling, strategic and creative thinking, and luxury brand strategy. We stay relevant by inviting guest lecturers from the branding industry work in the industry to give a contemporary example of what is shaping the latest ideas from the industry.

‘We know that learning needs to go beyond the lecture theatre’.

We know that learning needs to go beyond the lecture theatre, so we arrange industry visits to the Warner Bros Harry Potter World in Watford as an example for students to see how a large well-known creative international film studio uses its intellectual property to create and push a brand’s experience directly to consumers to immersive themselves bringing their favourite film and books to life.

Disclaimer:

Shabdashree Awalgaonkar

Digital Design and Branding MSc

shabda.awalgaonkar@gmail.com

Ben & Jerry’s Rebranding

Re-branding packaging design for Ben & Jerry’s.

The re-branded packaging design for Ben & Jerry’s epitomises contemporary aesthetics, driven by a graphic flat style that captivates the eye. The bold utilisation of typeface commands attention, infusing the packaging with a modern and dynamic flair. Complementing this boldness is the introduction of fresh pastel colours, which infuse vibrancy and vitality into the design, breathing new life into the brand’s image. Together, these elements create packaging that not only stands out on the shelf but also resonates with consumers, conveying a sense of freshness and innovation.

While updating the brand to reflect contemporary trends and styles, I’ve remained mindful of retaining the core essence and heritage that define Ben & Jerry’s. By carefully preserving elements that have long been cherished by customers, such as the brand’s iconic flavours and values, I ensure that the re-branding efforts honour the brand’s legacy while propelling it forward into the modern era. This balance between tradition and innovation allows us to maintain the trust and loyalty of our customers while also appealing to new audiences who appreciate both the timeless and the cutting-edge aspects of the brand.

BRAND EXPERIENCE DESIGN

“You need to be prepared to fail, make mistakes to be good at what you do.”

This course goes through the DNA of the building blocks used when creating a contemporary digital brand experience.

Challenging students’ existing knowledge of digital design and exactly what it takes to have a successful brand in 2024.

A series of lectures and workshops are focused upon delivering two thoughtprovoking assignments. We look at ways of changing peoples’ perceptions and how to build your own brand from the ground up.

Learning and understanding how to write creative briefs is a crucial skill for anyone planning to be involved in digital branding. We look at this in-depth and create briefs in practice.

Wrestling with difficult problems, overcoming challenges, and building brilliant visual identities is what this course is all about.

Interaction is like holding hands, then falling in love, deeply in love.

Setting it on fire, burning it to the ground, and then starting again.

Ye Kyung Jung

Digital Design and Branding MSc

1951524@brunel.ac.uk

@wowj_enny wowjenny.com

Monday Mansion

Monday Mansion is a lifestyle brand that enriches and enhances post-retirement life by helping you explore a new life and rediscover yourself.

“Monday” symbolises the start of a week, signifying new beginnings and vibrant energy. It represents embracing each week’s start positively and fostering a mindset to enjoy new experiences, even after retirement. “Mansion” means encountering new communities (people), engaging in communication, and collectively exploring and growing various aspects of life. At Monday Mansion, you’ll find a diverse range of communities, from book clubs to gardening enthusiasts, all ready to welcome you.

Monday Mansion is here to support you in your new beginnings. We are not just a brand. We are a community where you can discover and build a new home, new relationships, new hobbies, and a new sense of self. Our services and resources are just the beginning. The heart of Monday Mansion is our supportive community, where people connect, share experiences and inspire each other to improve their lifestyles. We care about various options for individuals who want to reinvent their lives, allowing everyone to pursue their unique lifestyle within this supportive, encouraging community.

Monday Mansion’s slogan, ‘Create New Horizons’, is more than just a phrase. It is a call to action, a promise of new possibilities and experiences. It is about pushing beyond our current boundaries, designing and developing unique moments, and opening new horizons of life. The Monday Mansion community is a place where we come together to explore these new possibilities, enriching each other’s lives and empowering ourselves to create the life we have always dreamed of.

DIGITAL DESIGN

This MSc module seeks to create informed digital designers through a series of lectures and workshops. The lectures focus on design research techniques and a number of contemporary design case studies, as well as setting digital design with a wider cultural context. In addition, Human Computer Interaction and User Experience design principles are also critically examined and discussed through lectures.

The workshops feature guided project work using a set of industry standard software tools to enable students to apply their understandings and foster their creative thinking and application. The workshops involve the creation of solutions that incorporate UX Design, but also User Interface design, so there is also visual component to the practical work.

For the coursework for the module students develop a digital design portfolio, a significant part of which involves the design of a digital experience for a specific product, brand, or service.

Being a compulsory module for all MSc Digital Design students, whether their specialism is Branding, 3D Animation, Motion Graphics, or Immersive media the module contextualises Digital Design for these various specialisms and enables students to take the understandings from the module and incorporate them further into their specialist activities.

Interaction for a Digital Designer can be thought of as an interaction fundamentally between people, whether it is the various users of a digital product, or whether it is a dialogue between the creator of a digital product, and its end user that is mediated by digital technologies.

Shabdashree Awalgaonkar

Digital Design and Branding MSc

shabda.awalgaonkar@gmail.com

COLLIDE App

The COLLIDE app is a distinctive platform for exploring innovative and vibrant venues, like art exhibitions, immersive experiences, and creative hubs. Additionally, It helps users to broaden their creative network and connect with like-minded individuals. Furthermore, it keeps users informed about upcoming events in the creative industry.

The COLLIDE application was created with the aim of providing users with a unique and enriched experience in exploring dynamic and innovative venues. These venues span a wide range, including art exhibitions, immersive experiences, and creative hubs, fostering a diverse and vibrant cultural landscape. Moreover, COLLIDE serves as an invaluable tool for users navigating new cities or those seeking to expand their creative connections. In this context, the application acts as a facilitator, connecting individuals with similar creative interests and passions. Additionally, COLLIDE serves as a reliable source of information for users interested in staying updated on upcoming events within the art and creative industry. The app provides comprehensive details about these events, ensuring that users are well-informed about opportunities, exhibitions, and activities that align with their interests.

COLLIDE transforms creative networking by effortlessly connecting individuals with shared passions, fostering collaboration, and meaningful relationships. It’s more than just a networking tool; it’s a dynamic platform where creativity thrives through shared experiences and tailored exploration. By intertwining artistic connectivity and city exploration, COLLIDE becomes a catalyst for creativity, inspiring artists to discover and be inspired by the urban landscape. In summary, COLLIDE enhances the creative experience by offering a unique platform for exploration, social connection, and information sharing within the art community.

Pierre Engelhard

MOTION GRAPHICS

This module is offered to MSc Digital Design students and takes a major role in their chosen pathway (Immersive Mixed Reality, Motion Graphics or 3D Animation).

Students receive a comprehensive overview of motion graphics, guided by industry-standard practices and design thinking. They explore various techniques, starting with analogue stop motion and progressing to digital motion graphics, using software such as After Effects and Cinema4D.

The module also introduces students to the future of motion graphics, including real-time rendering and applications in emerging virtual platforms through the use of TouchDesigner.

Combining lectures with practical workshops, students develop micro-projects that culminate in a creative portfolio. By the end of the course, students will have explored diverse motion graphics techniques and had the opportunity to develop their own visual identity and style, essential for any designer.

Disclaimer:

Please note: that all brand logos, brand case studies and brand research contained within are purely for illustrative educational purposes and are only being used in the context of non-commercial educational research. They are not for commercial gain and do not officially represent the views of the brands or companies.

tfr.andriani@gmail.com

@un.peu.d.inspiration andrianitofari.com

Drowning in Plastic

“Drowning in Plastic” is a video campaign urging action against plastic pollution in the seas. With alarming facts, it highlights the urgent need to tackle plastic pollution in our oceans and aims to mobilise people for a cleaner, healthier marine ecosystem.

This video campaign designed to address the pressing issue of plastic pollution in the seas. Recognising the seriousness of the situation and its damaging effects on marine ecosystems, the campaign aims to raise awareness and encourage action.

Utilising statistics from trusted sources such as the WWF website, the script effectively communicates the scale of the plastic pollution crisis. Surprising facts, such as the rise in plastic consumption among marine species and the daily waste of coffee cups, grab viewers’ attention. The main message of the campaign is a strong warning of a future where plastic will overtake fish in the oceans by 2050, underlining the critical need for immediate action. The call to action at the end of the video urges viewers to join the effort to reduce plastic waste, reinforcing the sense of community mobilisation against this global threat. During the production phase, advanced video editing techniques were applied using After Effects, enhancing the visual impact of the campaign. Effects such as glitch and noise were used to create a dramatic aesthetic, while illustrations designed in Adobe Illustrator complemented the narrative. For the typography, techniques such as printing text on paper and shooting video through bottles and water glasses were used to add a special dimension to the visual presentation.

The campaign soundtrack, featuring Robert Lippok’s track “Whitesuperstructure”, further enhances the emotional resonance of the message.

Cem Duz

Digital Design (3D Animation) MSc

cemduz@gmail.com

@cemduz

cemduz.com

Meet the Apple Vision Pro

Explore the capabilities of the Apple Vision Pro! The cutting-edge design and features of the Apple Vision Pro. Dive into the future of technology with this detailed demonstration.

The project focuses on the Apple Vision Pro, a Virtual Reality (VR) headset. I mainly used 3D animation techniques and worked extensively with Cinema 4D to produce professional visuals.

The process began with setting up the environment using .vdb (volume database) files to simulate the clouds. These files are essential for creating high-quality volumetric effects such as clouds and smoke in 3D environments. Given the complexities involved, especially the high render times associated with .vdb files, careful planning was required. Each cloud was crafted adjusting size, rotation, and position to fit seamlessly into the scene for each camera shot. This level of detail was necessary to maintain realism and continuity across different views and sequences.

To populate the cockpit, I sourced a human model online and chose to use Mixamo, a service that provides rigging and animation tools, to rig and the character. This allowed me to efficiently integrate a pilot into the aircraft, enhancing the realism of the cockpit scenes. Each animation was created step-by-step, ensuring that movements were smooth, which was critical for the immersive experience I aimed to offer.

Juliette Guidetti

Digital Design (Motion Graphics) MSc

julietteguidetti@gmail.com

@archidetti

julietteguidetti.com

A Title Sequence

The aim of the brief is to recreate a movie title sequence using various motion graphics techniques. The sequence should engage the audience and convey the film’s themes through 2D/3D animation, typography, and visual effects.

The film “The Devil Wears Prada” was chosen to recreate its title sequence. Inspired by the famous “Queen Charlotte” Netflix Series title sequence, I designed the “The Devil Wears Prada” live-action title sequence with an illustrative style. I drew most of the illustrations using Adobe Illustrator and a Wacom tablet. After that, all the illustrations were composed and animated using Adobe After Effects. This project was a challenging yet fulfilling endeavour that combined my passion for drawing and motion graphics.

Atanas Atanasov

3D ANIMATION

This MSc module equips students with a range of conceptual, technical, and artistic skills in the field of 3D computer graphics for the purposes of animation.

The 3D pipeline is introduced through workshops which feature guided exercises that can be worked up into portfolio pieces. Standard elements such as modelling, texturing, lighting, and rendering are covered then students move on to rigging for animation and finally various animation techniques are examined, including keyframe animation, simulation, and motion capture.

The module makes use of a range of industry standard 3D software, alongside our Vicon Motion Capture system and render farm.

Staff delivering this module have substantial industry experience and are still actively practising 3D artists and so can offer current commercial insight to students as well as understandings about how to manage a career as a 3D artist from junior through to senior roles.

Coursework involves the creation of a portfolio of 3D animation, at least one of which is an independent piece of project work but will also include other elements developed from workshop activities.

“ ”

Interaction in 3D animation can take many forms, it could be between the animation and the viewer, and the emotional reaction they have to the piece, or 3D animation can be used in lots of interactive ways, in gaming, virtual reality and immersive media and finally 3D is often a ‘team sport’ where for larger projects everyone has their specialism and it’s only through interaction through the team that larger projects like feature animation are ever delivered.

Disclaimer:

Please note: that all brand logos, brand case studies and brand research contained within are purely for illustrative educational purposes and are only being used in the context of non-commercial educational research. They are not for commercial gain and do not officially represent the views of the brands or companies.

George Adrian Socol

Digital Design (3D Animation) MSc

georgesocol91@gmail.com

@georgesocol21

georgesocol.webflow.io

Xbox Controller - 3D Animation

This project involves creating a detailed 3D animation of the Xbox Elite Series 2 Controller, highlighting its design and functionality through modeling, texturing, and animation in Maya, Substance Painter, and Cinema 4D. The process culminates in a dynamic video synced to music, showcasing the controller’s complex details.

This project presents a detailed 3D animation of the Xbox Elite Series 2 Controller, emphasizing state-of-the-art modelling, texturing, and animation techniques. The process began with precise 3D modelling in Maya, capturing the controller’s ergonomic design and intricate button configurations. Each element, from the sleek contours to the tactile grips, was carefully crafted to ensure accuracy and realism.

Texturing was executed in Substance Painter, where materials were applied to reflect the controller’s actual appearance, with special attention to achieving authentic surface textures, including the unique diamond grip on the handles and joysticks.

The animation phase took place in Cinema 4D, where various dynamic scenes were created to spotlight the controller’s design features, all choreographed with an accompanying soundtrack to enhance the visual impact.

Lighting and camera angles were strategically chosen to showcase the controller’s detailed craftsmanship. The rendering process was carefully managed to maintain high visual quality across all scenes. The final compilation of the video in Premiere Pro integrated these elements, aligning the animations with the music to produce an engaging and polished presentation.

This animation not only demonstrates technical precision and artistic flair, but also serves as a potential promotional tool, effectively showcasing the Xbox Elite Series 2 Controller as a complex electronic device in a dynamic and visually striking way.

STUDENT DIRECTORY

DESIGN POSTGRAD

Andra Dauti

Integrated Product Design MSc

andradauti@gmail.com

/in/andra-dauti-a2497a105

Chaehyun Son

Design and Branding Strategy MA

/in/ chaehyun 117sch@gmail.com @c_a_ll_a_ a2289621.myportfolio.com

Cheng Sun

Integrated Product Design MSc

/in/cheng-sun-09785b2a3 steven1162647203@163.com @s_7cheng behance.net/chengsun7

Mary Cotoco

Integrated Product Design MSc

/in/mary-therese-cotoco mary.therese.cotoco@gmail.com @art_coto tinyurl.com/marytheresecotocoportfolio

Poornima Subramanian

Design Strategy and Innovation MA

/in/poornima98 poornima.s98@outlook.com @poornima.jpg behance.net/poornimas9f0f8

Ashwary Sehgal

Design Strategy and Innovation MA

/ashwary-sehgal ashwarysehgal19@gmail.com @designdive_19 ashwarysehgal19.myportfolio.com

Charlotte Teisseire

Integrated Product Design MSc

Charlotteteisseire@icloud.com /icharlotteteisseire

Heng Xu

Integrated Product Design MSc xuheng_7@163.com

Ojus Jere

Design Strategy and Innovation MA

ojusjere007@gmail.com @ojus.7 /in/ojus-jere-51673219a/

Rishita Deshmukh

Design Strategy and Innovation MA

rishitadeshmukh19@gmail.com rishitadeshmukh19.myportfolio.com/ /in/rishita-deshmukh

Ruolan Zhuang

Integrated Product Design MSc

zhuangruolan@gmail.com

Soumya Poddar

Design Strategy and Innovation MA

/in/soumyapoddar15 soumyapoddar15@gmail.com @thehueboard behance.net/soumyapoddar15

Usman Khan

Integrated Product Design MSc

usman-khan-design usman.nav@gmail.com @usman_khan_design usman-khan-design.online

Wenhao Yin

Integrated Product Design MSc

/in/文昊-尹-a69776290 ywh99777@gmail.com @will_yinwh behance.net/yinwenhao

Seyed Soheib Shayan

Design Strategy and Innovation MA soheybshayan@gmail.com @soheyb.shayan

Tianyu Shi

Integrated Product Design MSc chelseashi416@gmail.com

Yewon Jung

Design and Branding Strategy MA jywuk99@gamil.com /in/yewon-jung-99382b297

Zilang Guan

Integrated Product Design MSc 1102736354@qq.com

DESIGN UNDERGRAD

Aaliya Khatri

Product Design BSc

aaliyamk@hotmail.co.uk

Amina Afrah

Industrial Design and Technology BA

/in/amina-afrah1221 aminadoesdesign@gmail.com @aminadoesdesign linktr.ee/aminaafrah

Arran Monet

Industrial Design and Technology BA

arran.design@outlook.com linktr.ee/arran.m

Ben Jones

Product Design Engineering BSc

benalwynjones@icloud.com

Alex Dudfield

Product Design BSc

/in/alexander-dudfield alexdudfield01@gmail.com @dudfield_does_design linktr.ee/alexdudfield

Archie Smith

Industrial Design and Technology BA archieclarkesmith@googlemail.com @a.smith_designs

@jonesys_designs /in/archie-c-smith /in/ben-jones-bb2597244

Baptiste Beugin

Product Design Engineering BSc /in/baptiste-beugin-9a27b5230 beugin.baptiste@gmail.com @baptiste_beugin baptistebeuginwork.myportfolio.com

Bora Sen

Product Design BSc

borasenus@gmail.com /in/borasen

Ben Roffey

Industrial Design and Technology BA

b.s.roffey@icloud.com /in/ben-roffey-8241921b0

Casper Bosinius

Product Design Engineering BSc

casper@bosinius.com @casperbosinius /in/casperbosinius

Christina Alvarez

Industrial Design and Technology BA

/in/christina-del-cisne-alvarez-diaz christinalvarez18@icloud.com @delcisnedesigns linktr.ee/christinadelcisnealvarez

Dom Lavender

Product Design Engineering BSc

dominic.lavender@outlook.com @dom_lavender_design /in/domlavender

Elisha Castanou

Industrial Design and Technology BA castanouelisha@gmail.com elishacastanou.framer.website /in/elishacastanou

Daniel Soole

Industrial Design and Technology BA dansoole17@gmail.com @pdsoole /in/danielsoole

Dylan Parry

Product Design Engineering BSc

/in/dylanparry1 dylangrparry@gmail.com @dylanparrydesign linktr.ee/dylanparry

Emily Atkins

Industrial Design and Technology BA emcatkins@gmail.com @emcatkinsdesign /in/emcatkins

Emmanuel Huliganga

Industrial Design and Technology BA /in/echuliganga echuliganga@gmail.com @designermanny emmanuelhuliganga.com

Esteban Aranda

Product Design Engineering BSc

Faith Olasupo

Industrial Design and Technology BA

faitholasupo@gmail.com @foo_design_ /in/faith-olasupo-fiz

Georgia Garman

Product Design BSc /in/georgia-garman esteban@esaranda.design georgiabethgarman@live.co.uk @esaranda.design @georgiagarman.design /in/oswaldo-aranda georgiagarman.myportfolio.com/work

Harry Chubb

Industrial Design and Technology BA

perplexdesigning@gmail.com @perplexdesigning /in/harry-chubb-b386511b2

Hashim Shabbir

Industrial Design and Technology BA

hashim.shabbir@icloud.com @designedbyhashim

/in/hashimshabbir

Hifza Khan

Industrial Design and Technology BA hifzak08@gmail.com

Jacob Devitt

Product Design Engineering BSc

jacobdanieldevitt@gmail.com @jacobdevitt_

Harry Vaughan-Johnson

Industrial Design and Technology BA harryvj@hotmail.com

/in/harryvaughanjohnson

Henry Leeson

Industrial Design and Technology BA

/in/jacob-devitt henry.leeson11@gmail.com @henryleesondesign

@harry_vaughanjohnson_design a2018547.myportfolio.com

/in/henry-leeson-7b3b73202

Honey Martin

Product Design Engineering BSc honeymartin24@gmail.com

Joseph Billington

Product Design Engineering BSc 13jbillington@gmail.com linktr.ee/jbillington /in/josephbillington

Josh Gibbons

Industrial Design and Technology BA jjgibbons22@gmail.com @joshua_gibbons_design /in/joshua-gibbons-5b36a51a2

Kimon Ennes

Industrial Design and Technology BA kimonennes@gmail.com behance.net/kimonennes

/in/kimon-ennes

Lauren Payne

Product Design BSc

laurenpayn3@gmail.com @laurenpaynedesign lpayne.myportfolio.com/

/in/laurenpayn3

Louis Bertholet

Product Design Engineering BSc

bertholetlouis84@gmail.com louisbth.myportfolio.com

/in/louis-bertholet-b10510225

Lucy Horstmann

Product Design BSc horstmannlucy@gmail.com

Marcus Radosevic

Industrial Design and Technology BA marcus.radosevic@gmail.com

Lily Tregenza

Industrial Design and Technology BA /in/lilytregenza

lilytregenza@icloud.com @tregenzadesign

Louis DeCleyn

Industrial Design and Technology BA louisdecleyn@icloud.com @louisdecleyncreative

/in/louisdecleyn

Maia Heath

Product Design Engineering BSc maia.heath1@gmail.com

/in/maia-heath

Mason Li

Product Design Engineering BSc

Millie Summers

Industrial Design and Technology BA milliensummers@gmail.com @milliesummersdesign

/in/milliesummers

Mohammad Rezaei Nikjeh

Industrial Design and Technology BA mason140202@gmail.com rezaei609@gmail.com @masonlidesign mohammadrezaeinikjeh.com

/in/jmasonli /in/mohammadrezaeinikjeh

Molly Rock

Product Design BSc

mollybethanyrock@gmail.com

/in/mollyrock

Nathan Hall

Industrial Design and Technology BA nathanhalldesign@gmail.com nathanhalldesign.framer.website

/in/nathan-hall-84796a236

Noorulameen Khan

Product Design Engineering BSc

khan.noorulameen@yahoo.com @endesigns_17

/in/noorulameen-khan-429370274

Pau Alcon

Product Design Engineering BSc paualconleno@gmail.com @paualcondesign

/in/paualcon

Rosie Johnson

Industrial Design and Technology BA

rosie.johnson714@hotmail.co.uk

Natalia Toborek

Industrial Design and Technology BA nataliaztoborek@gmail.com @nataliasprofile

Ned Kater

Product Design Engineering BSc

nedkater@gmail.com @katerdesigns

Patrick Storey

Industrial Design and Technology BA patrickstoreydesign@outlook.com @ptrckstorey

/in/patrick-a-storey

Peter Hazlehurst

Product Design Engineering BSc peter.hazlehurst@outlook.com

/in/peter-w-hazlehurst

Runan Zhou

Industrial Design and Technology BA

1929504320@qq.com

Samuel Adeosun

Industrial Design and Technology BA

sadeosun13@gmail.com @sa___concept sa-concept.com /in/adeosun-samuel

Sean Heaney

Product Design Engineering BSc

seanheaneydesign@gmail.com @seanheaneydesign seanheaney.design

/in/sean-heaney-uk

Sophia Kambouris

Industrial Design and Technology BA sophiakambouris@gmail.com

@sophiakambouris

linktr.ee/sophiakambouris

/in/sophiakambouris

Tia Phillips

Product Design Engineering BSc

tiarhiannaphillips@gmail.com

@tiarhiannadesign

linktr.ee/tiarhianna

/in/tiarhianna

Veda Shah

Industrial Design and Technology BA

veda@shahsg.com

/in/veda-shah17

Saniya Sohanpal

Industrial Design and Technology BA saniyasohanpal1@gmail.com

/in/saniya-sohanpal

Shaan Patel

Product Design BSc

shaan.patel@hotmail.co.uk @shaan.designs shaanpatel.myportfolio.com

Thomas Dingwall

Industrial Design and Technology BA thomas.dingwall02@gmail.com @tjd.design

/in/shaan-patel-a6a25719a /in/thomas-dingwall-a23267253

Tori Grover

Industrial Design and Technology BA tori@the-grovers.co.uk

Wilfred Memmott

Industrial Design and Technology BA wilfredhmemmott@gmail.com @whmemmott

linktr.ee/wilfredmemmott /in/wilfredmemmott

Xinqi Lois Yang

Industrial Design and Technology BA yang09190919@163.com

Yigit Akbiyik

Industrial Design and Technology BA ygtakb@gmail.com

/in/yigitakbiyik

Zewei Meng

Industrial Design and Technology BA mzw20010126@gmail.com

DIGITAL MEDIA POSTGRAD

Andriani Tofari

Digital Design (Motion Graphics) MSc

/in/andriani-tofari tfr.andriani@gmail.com @un.peu.d.inspiration andrianitofari.com

George Adrian Socol

Digital Design (3D Animation) MSc

/in/george-socol georgesocol91@gmail.com @georgesocol21 georgesocol.webflow.io

Shabdashree Awalgaonkar

Digital Design and Branding MSc

shabda.awalgaonkar@gmail.com /in/shabda-awalgaonkar

Cem Duz

Digital Design (3D Animation) MSc /in/cemduz cemduz@gmail.com @cemduz cemduz.com

Juliette Guidetti

Digital Design (Motion Graphics) MSc

/in/julietteguidetti julietteguidetti@gmail.com @archidetti julietteguidetti.com

Ye Kyung Jung

Digital Design and Branding MSc

/in/wowjenny 1951524@brunel.ac.uk @wowj_enny wowjenny.com

DIGITAL MEDIA UNDERGRAD

Ben Sheppard

Digital Design BSc

/in/ben-sheppard-652371231/ bennysheppard99@gmail.com @ben.sheppard2 bensheppard.myportfolio.com

Cristian Lupu

Digital Design BSc

/in/gheorghita-cristian cristianlupudesign@gmail.com @cristianlupudesign lupu.work

Diviya Ghai

Digital Design BSc

/in/diviya-ghai diviyadesigns@gmail.com @diviya.designs1 diviyadesigns.myportfolio.com

Kamile Serenaite

Digital Design BSc

Benita Ekhator

Digital Design BSc

/in/benita-ekhator-7a9140192 benitaekhator11@gmail.com @bdesigndocs benitaekhator.myportfolio.com

Dairine Quinn

Visual Effects and Motion Graphics BSc

/in/dairine-quinn-15182714b d.lucyquinn@live.com @ineluart dairinelucy.myportfolio.com

Henrique Baptista da Silva

Digital Design BSc

/in/henrique-baptista-da-silva hmpbs66@outlook.pt @hmpbs66 hmpbs.myportfolio.com

/in/kamile-serenaite

Najah Ahmed

Digital Design BSc

/in/najah-ahmed-577061215 serskaten@gmail.com najahaoa@icloud.com @serskaten @najahdesigns serskaten.myportfolio.com najahahmed.myportfolio.com

Keegan D’souza

Digital Design BSc

/in/dsouzakeegan

Tasnim Ayub

Visual Effects and Motion Graphics BSc

/in/tasnim-ayub dsouza.keegan.001@gmail.com tayub3112@gmail.com @keegandsouza_001 @tayub_design dsouzakeegan.com tasnimayub.myportfolio.com

SPECIAL THANKS

DESIGN FACTORY LONDON

The Design Factory Global Network (DFGN) is an environment fostering innovation, where students from different disciplines work together to create and develop solutions.

As part of its membership in the Design Factory Global Network (DFGN, dfgn.org), the Brunel Design School recently engaged in the Ford Design Challenge - the second version, this time focused on inclusive mobility - offering students a one-of-akind opportunity to put their skills to the test in a real-world scenario. The Ford Design Challenge was a multi-disciplinary project involving students from various fields working collaboratively to craft solutions to complex design problems. This challenge served as an outstanding example of interdisciplinary learning, affording students the chance to work together in teams to address a real-world challenge. By participating in this challenge, students gained valuable experience in teamwork, problem-solving, and critical thinking.

In addition to the Ford Design Challenge, we recently organized the Chelsea Challenge, where students were awarded a prize: a trip to Colombia for a cultural and multi-disciplinary learning visit hosted by Design Factory London. This trip was an unparalleled opportunity for students to immerse themselves in a diverse cultural experience while engaging in multidisciplinary learning.

Furthermore, we had its first challenge within the curriculum with Heathrow on Land Access for Heathrow Stakeholders. This challenge provided students with an exceptional opportunity to apply their skills and knowledge to real-world problems, setting the stage for future engagements in design-led innovation challenges.

DESIGN PLUS

At Brunel University London, we spearhead a design-based initiative that fosters collaboration between businesses and universities, with a focus on knowledge exchange. Since 2004, Design+ has been at the forefront, leading events, facilitating projects, and connecting people who share a keen interest in the economic value of design. We collaborate with individuals with innovative design ideas, startups, small to medium enterprises (SMEs), charities, and large multinationals from all geographic regions. Our goal is to provide applied design support for product and service innovation.

Design+ is an innovative scheme that enables businesses to collaborate with our pioneering researchers or engage with our students on their final year project, providing real work experience. With a focus on design innovation and knowledge exchange, businesses gain a unique opportunity to offer students genuine work experience and drive innovation at Brunel.

Throughout the lifespan of this established scheme, we have partnered with a wide variety of businesses, including Brompton Bikes, Hornby, BT, and JLR, among many others.

CO-INNOVATE

Co-Innovate offers a unique opportunity for students to work on real-world projects. By combining the power of collaboration and innovation, we provide access to Brunel University London’s academic expertise and student talent. This fusion of academia and industry expertise ensures that your collaborative innovation projects are guided and nurtured, connecting you with the right students and academics for unparalleled project success.

We understand the importance of realworld experience and the value it brings to both students and businesses alike. Our mission is to facilitate partnerships that create meaningful and impactful solutions. Whether you are a budding entrepreneur, a small business, or an established start-up, Co-Innovate is here to support and guide you every step of the way.

Through our collaborative efforts, we aim to cultivate an environment where creativity flourishes and innovative ideas come to life. By engaging with Co-Innovate, you are not only investing in your project’s success but also in the future of innovation.

ACKNOWLEDGEMENTS

Made in Brunel could not exist without the support of the students and staff at Brunel University London.

Special thanks: Ryan and Paul

Ryan and Paul have been the champions of Made in Brunel this year, and without your knowledge and expertise we would not be where we are today.

Technicians: Vince, James, Will, Minal, Matt, David, Emile, Rakesh, Doug, John,

On behalf of all the students at Brunel Design School, we would like to express our deepest gratitude and thanks to all the technicians, for helping us produce the high-fidelity work showcased in this book. Thank you for your pro-activeness and patience. No matter the circumstance we always knew we could come to you for guidance. We especially want to thank Vince, James and Will for your major project support - many projects would not be featured in this book without you!

Brunel Design School Staff

We would especially like to thank our lovely staff members for their endless support and encouragement throughout the year. There were many things happening on the sidelines that they were able to manage. Gillian and Alison have provided a warm welcome, friendly advice, and a shoulder to cry on when needed (often), and we are very grateful for their support.

Volunteers

This book would not have been created without the help of volunteers from all cohorts, working tirelessly to help make this book come to life. From photoshopping photos to proof reading work, we thank you for your initiative and eagerness to help the Made in Brunel team!

A Final Thank You

We appreciate everyone who has made this year’s Made in Brunel, this book, and the final showcase possible. Thank you to the entire team for your hard work, tenacity, and passion throughout this year. We have spent countless number of hours creating a brand that we are truly proud of.

A Lasting Thanks to...

...the College of Engineering, Design, and Physical Sciences, the Professional Development Centre, and the Brunel Alumni Office for their enduring support and sponsorship.

Copyright © 2024 Made in Brunel

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording or any other storage and retrieval system, without prior permission in writing from the publisher.

A CIP catalogue of this book is available from the British Library.

Made in Brunel is a registered trademark of Brunel University London.

ISBN: 978-1-908549-63-1

Printed by Geoff Neal Group.

www.madeinbrunel.com

Made in Brunel

Brunel University London

Uxbridge UB8 3PH

Edited by:

Sean Heaney

Tia Phillips

Tasnim Ayub

Keegan D’Souza

Andrew Appel

Photographers: Patrick Quayle

David Helsby

Carla Marina Barbanta

Gulraiz Hassan Mason Li

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