New Director of Peer Reviews, Chair and Director at Large

Welcoming Cat Normoyle, incoming Director of Peer Reviews, and Camila Afanador Llach as Chair, Director-at-Large

This 2024 academic year has been busy and productive at Design Incubation. We have had many activities this fall, including the Design Educators Awards, currently accepting nominations and entries until December 31, 2024. In October, we had our first fully in-person colloquium since the onset of the pandemic and our largest one to date at Boston University with four sessions and more than 20 research presentations. This year, we celebrate our 10th year with new members and ongoing development. We continue to host the series, Design Your Research Agenda (DYRA), the latest one in November. We will be publishing this episode online shortly. 

Starting this September 2024, we welcomed Cat Normoyle, Associate Professor at East Carolina University as the incoming Director of Peer Review. In spring 2025 she will be taking over this role from Camila Afanador-Llach, Associate Professor at Florida Atlantic University, who has held the position since fall 2021. 

Normoyle is a designer, writer, and educator whose research and creative activities focus on community engagement, interactive and immersive experiences, and design pedagogy. She has a strong record of contributions to design scholarship and community engagement, evidenced by publications, presentations, and grants. Notably her writing appears in articles and book chapters published by AIGA Dialectic, Design Research Society, AIGA Design Educators Community, Routledge, and others. She is a recent grant recipient of the Engagement Scholarship Consortium for her work on the project, Our Story: The LGBTQ Stories of Eastern North Carolina, which is preparing for a fall 2025 exhibition of work. She is currently working on a book project, “Community-based Practices in Action.” We are excited to welcome her as the new Director of Peer Reviews at DI. 

Afanador-Llach has made tremendous contributions to the peer review process at DI over the last 3 years. She has further developed the peer review process, ensuring the double-blind process is objective, anonymous, rigorous, and fair and that it offers the benefits of the peer review to our members by offering feedback to all who have participated in our colloquium submission process. 

Afanador-Llach will be staying on as a Chair and Director-at-Large as she segues into other DI initiatives. We would like to thank her for her three years of service as Director of Peer Review and we are excited to be working with her in new capacities.

Afanador-Llach was promoted to tenured Associate Professor at Florida Atlantic University, and is currently researching and writing about the history of graphic design in her home country Colombia. She recently completed a three-year NEH-funded project cataloging and translating metadata, developing an online resource. With her experience with metadata and from her role as DI Director of Peer Review, we hope to further the development of keyword analysis and implementation at DI.

Emotional Engagement in Design: Traditional vs. Art-Based Approaches

Identifying differences by exploring the effects of emotional impact on an audience.

Violet Luczak
Associate Professor
McHenry County College

Many practicing designers create traditional graphic design for corporate work and art for personal expression. Little has been done to measure the difference in user engagement between Graphic Design and Art Design. Does an audience’s emotional engagement differ when experiencing traditional graphic design compared to art design?

The key objective of this research is to identify differences between traditional graphic design work and art design work by exploring their effect of emotional impact on the audience.

The methodology used in this study was surveys given to undergraduate graphic design students. Six Graphic Design and six Art Design pieces were shown to students using a projector. After viewing both sets of pieces, students were asked to fill out a user engagement survey to analyze the emotional impact of both sets of work.

To control for technique and skill the examples of Graphic Design and Art Design used in this study were pulled from the same subset of artists. Traditionally, Graphic Design is message-driven and Art Design is open to interpretation. Art Design typically aims for a stronger emotional response while Graphic Design focuses on clarity and functionality.

The designers used in this study are well-noted in the design field. Designers include Stephen Sagmeister, who designed for clients including the Rolling Stones, HBO, and the Guggenheim Museum. Paula Scher, who designed for clients including Bloomberg, Microsoft, Adobe, Bausch + Lomb, and Coca-Cola (Bucher, S. 2004). April Greiman, whose notable projects include a 1979 poster for the California Institute of the Arts, the 1980 China Club Restaurant and Lounge advertisements, and a poster, designed in 1982, for the 1984 Olympics (Heller, S 1998). Clay Hickson designed for clients including American Express, the Chicago Reader, Bloomberg Businessweek, Lucky Peach, and Refinery 29 (Johalla Projects, 2016). Mike Perry has worked for clients including Apple, Nike, Urban Outfitters, Channel 4, PlayStation (Anderson, R. n.d.), and Paul Rand who designed corporate logos, including IBM, UPS, ABC, and Westinghouse (Heller, S.1999).

The surveys given in this study have been modified from the user engagement scale based on the research of O’Brien, H. Cairns, P. and Hall, M. The scale items include cognitive and emotional engagement measured using a 5- 5-point Likert scale. Emotional engagement is measured through a framework with multiple dimensions to assess emotional impact based on valence, intensity, and specificity.

This design research is presented at Design Incubation Colloquium 11.1: Boston University on Friday, October 25, 2024.

Exploring Identity Through Curatorial Practices: Gráfica Latina

The role of the graphic designer as curator addressing identity and belonging, culture, social justice, empowerment, and civic responsibility.

José Menéndez
Assistant Professor
Northeastern University

Tatiana Gómez
Assistant Professor
Massachusetts College of Art and Design

As Latin American graphic design educators and practitioners, we recognize the need for further research and understanding of the diversity of graphic design histories and their contextual backgrounds—commonly addressed as a monolithic culture.[1]

Gráfica Latina is a research project that seeks to address these needs through a digital and mobile poster archive of Latin American and Latinx graphic design. The goal of the archive is to speak about the social, economic, and political contexts in which these posters were—or/and still are— created in countries such as Argentina, Chile, Uruguay, Perú, Brasil, Ecuador, Colombia, Venezuela, Mexico, Puerto Rico, Cuba, Dominican Republic, and the United States. The collection is curated to represent the diversity of printing techniques, vernacular languages, methods of representation (illustration, typography/calligraphy/lettering, and color), and messaging ranging from cultural to political, and environmental.

This project is led by Colombian graphic designer Tatiana Gómez, Assistant Professor of Graphic Design at the Massachusetts College of Art and Design, and Puerto Rican graphic designer José R. Menéndez, Assistant Professor of Graphic Design and Architecture at Northeastern University, College of Art Media and Design.

Gráfica Latina’s collection has been exhibited at The Fine Arts Work Center, at Rhode Island College’s School of Social Work, and at the 2024 Southern

Graphics Council International. It has been featured as part of the “Incomplete Latinx Stories of Diseño Gráfico,”[2] the Letterform Archive “Salon Series,”[3] The Boston Globe Magazine,[4] and the RISD Alumni Podcast “Pulling on the Thread.”[5]

This presentation about Gráfica Latina illustrates, through curation, pop-up exhibitions, programming, and a digital archive, initiatives that investigate the role of the graphic designer as curator and how this practice can facilitate resources for education, engagement and dialogs with communities while addressing topics such as identity and belonging, culture, social justice, empowerment, and civic responsibility.


[1] Flores, Andrea. How UCLA is trying to break the myth of the Latino monolith. Los Angeles Times. 11/6/2023. www.latimes.com

[2] Menéndez López, José R. “Caribbean Contrast: Puerto Rican and Cuban Carteles and Their Representation of Distinct Political Relationships with the United States .” Incomplete Latinx Stories of Diseño Gráfico. BIPOC Design History, 1 Oct. 2021, PROVIDENCE, RI.

[3] Llorente, Ana, and Menéndez López, José R. “Call and Response: Histories of Designing Protest.” Letterform Archive, Salon Series 39. Strikethrough: Typographic Messages of Protest, 23 July 2022, San Francisco, California.

[4] Gómez, Tatiana, and Menéndez López, José R. “Gráfica Latina.” Boston Globe Magazine, 17 September 2023, p. Cover-Interior Cover.

[5] Gómez Gaggero, Tatiana, Speaker; Menéndez, José R. Pulling on the Thread, Season 6, Episode 2: Grafica Latina, Rhode Island School of Design, November 1st, 2021, https://alumni.risd.edu/podcast/grafica-latina. 11/22.

This design research is presented at Design Incubation Colloquium 11.1: Boston University on Friday, October 25, 2024.

Fuzzy Modes, Clear Communication – Radio as a Process, Tool, and Language for Graphic Design

An experimental practice that bridges the gap between radio and design

Matthew Flores
Graphic Design Fellow, School of Design
University of Tennessee-Knoxville

How can you use an inherently non-visual and immaterial medium to generate, communicate, and disseminate ideas visually? This presentation will explore the first phase of an experimental practice that bridges the gap between radio and design – in particular, the use of “fuzzy modes”, a term coined by Murray Greenman (call sign ZL1BPU) to describe radio formats which employ digital transmission but human-readable reception.

Humans navigate a digital world with an analog toolbox of sense and perception, a fact made complicated when most contemporary methods of communication are intended to be read, interpreted, and translated by a computer. Fuzzy modes exist in the unusual space between machine and brain, leveraging technology for transport, but relying on a human user for interpretation. In practice, I express images and text through a variety of fuzzy modes (in particular, radio facsimile, Slow Scan TV, and Hellschreiber), allowing the idiosyncrasies of each form to become manifest in the message. In this way, noise and artifact highlight the literal and conceptual distance between broadcast and reception, and the act of transmission becomes a collaborative conversation between designer, medium, and receiver.

Transmitting visual information via fuzzy radio mode is full of contradiction: it’s non-visual by nature, yet produces a very particular graphic aesthetic; it’s immaterial, yet reception is bound by a specific physical space; it’s obsolete and niche, yet it creates an opportunity to interrogate our interaction with the digital world. Because of this unique position, I propose that adopting fuzzy modes as a tool for graphic production can refocus our relationship to digital interfaces, underscoring the importance of human perception when communication is necessarily mediated through technology. By turning my design practice fuzzy, I demonstrate that these techniques are more than a dusty set of protocols for ham radio operators, and can become a distinct and compelling means of graphic experimentation and expression.

This design research is presented at Design Incubation Colloquium 10.3: Tenth Anniversary, St. John’s University (Hybrid) on Friday, June 7, 2024.

Mining for Ideas: Collaborative Collages as Spaces of Opportunity

A method founded in play and inspired by design history

Anna Jordan
Assistant Professor
Rochester Institute of Technology

I will present a method that I designed to help students and practicing designers come up with new and surprising ideas. The method, called “Mining for Ideas,” is grounded in collaboration and experimentation. It can be used in a classroom or design studio setting to effectively generate ideas about both form and concept. Designers begin with a collaborative collage game, involving an enormous selection of unconventional tools and materials, leading to spectacular sculptural creations. Each sculptural collage is altered by each designer, leading to truly collaborative pieces. Next, designers photograph the sculptures to create two-dimensional images that are mined for ideas, similar as to how a miner would chip away at earth to reveal valuable gems. Very quickly, designers generate many surprising ideas, each with corresponding examples of concrete design elements such as typography, grid, texture, color, and image. Then, the raw ideas are expanded into applied pieces of graphic design via a flexible morphology that is structured around these concrete design elements. The method is founded in play and inspired by design history precedent including my personal design practice, the Surrealists’ exquisite corpse drawing game, and Skolos-Wedell’s form-to-content method for designing posters. In this presentation, I will illustrate how the method works with several examples from my classroom, explain how the method could be applied to various design problems, and cite student interviews as evidence proving that the process is successful.

This design research is presented at Design Incubation Colloquium 10.3: Tenth Anniversary, St. John’s University (Hybrid) on Friday, June 7, 2024.

Making History: Teaching Design History Methods in Studio

Learning outcomes emphasized gathering information, examining sources, interpreting evidence, connecting design to social contexts, and crafting historical narratives in text and image

Aggie Toppins
Associate Professor
Washington University in St. Louis

In Spring 2023, Toppins introduced a new course called “Making History” in which students had the opportunity to learn historical research methods and use them in their studio work. At the time, WashU had only one design history course, an elective survey of graphic design, which one student in my class had taken. An ungraded quiz on the first day of class showed that most students had no sense of what was (or was not) considered canonical. None were familiar with prevailing themes in graphic design history. Unlike a survey course, which tasks students with absorbing a broad scope of historical content, this course focused on making inquiries into the past. Learning outcomes emphasized gathering information, examining sources, interpreting evidence, connecting design to social contexts, and crafting historical narratives in text and image. 

Toppins’ teaching methods were hands-on and high-impact. Having secured a $2500 Sam Fox School teaching grant, she was able to bring in a number of guest speakers and take students on field trips. Students visited local archives, museums, and historical sites. They listened to scholars and designers with diverse backgrounds discuss their research methods and outcomes. They got to physically handle historical objects from cuneiform tablets to mid-century paste-ups. Students also read historical texts, critical essays, and watched documentaries to prepare for in-class discussions and debates. After each of these activities, students responded to prompts in a provided sketchbook. The sketchbook served as the “field notes” component of the course, in which students recorded their ongoing reflections and took notes on research. In most cases, the sketchbook helped students locate the topic for their final, self-guided project. Throughout the semester, leading up to this project, students engaged in four workshops that instilled specific methods. Each workshop resulted in a short outcome, like a zine or broadside, that kept students connecting the dots between making historical inquiries and making graphic design. The final project asked students to pursue a topic of their own interest. Students became primary investigators, forming their own questions and mapping out their own research approaches.

Student work from this class was strong in terms of formal design and critical positioning. Students could articulate their goals, match appropriate research methods to their questions, and translate their findings into criteria for design projects. They also became familiar with graphic design history’s prevailing themes by thinking critically about historiography and methodology.  Another important outcome of this course is that it gave Toppins the chance to test exercises and content for her forthcoming book, Thinking Through Graphic Design History. Some student work from this class will be published in the book, which will reach market in 2025.

This project was the 2023 Design Incubation Educators Awards winner recipient in the category of Teaching.

Aggie Toppins is an Associate Professor of Communication Design and Chair of Design at the Sam Fox School of Design and Visual Arts at Washington University in St. Louis. She combines studio practice and critical writing to explore the social life of graphics. Aggie’s creative work has been internationally exhibited and garnered national design awards including the Type Director’s Club ‘Certificate of Typographic Excellence,’ and the SECAC Outstanding Achievement in Graphic Design award. Her recent writing has been published by Design and Culture, Design Issues, Diseña, Slanted, Eye, and AIGA Eye on Design. She has written essays for Briar Levit’s book Baseline Shift: Untold Stories of Women in Graphic Design History and Ali Place’s recent volume, Feminist Designer. Her first book Thinking Through Graphic Design History will be published by Bloomsbury in 2025.

Co-Creating Compassion: Engaging the Alzheimer’s Community in Social Robotics for Caregiving

A robot for individuals grappling with Alzheimer’s disease that offers companionship, support, and aid in various caregiving tasks

Kimberly Mitchell
Assistant Professor
University of Tennessee-Knoxville

By 2025, the number of people aged 65 and older with Alzheimer’s + dementia is projected to reach 7.2 million — an 11% increase from those affected right now. By 2060, this number is projected to reach 13.8 million. This deeply affects our caregivers – In 2021, family members and friends provided more than 271 billion dollars of unpaid care to people living with Alzheimer’s and other dementias. While technology will never replace human touch and person-centered care–technology can enhance caregiving–especially with routine tasks like organizing appointments, and medication reminders. 

Mitchell Mitchell is a graphic designer with a background in gerontology who is co-leading a multi-year, multidisciplinary project aimed at developing a social robot for Alzheimer’s caregiving by harnessing the collective expertise of undergraduate and graduate students spanning diverse fields such as engineering, computer science, architecture, and graphic design. Together, they are collaborating with the local Alzheimer’s community to conceptualize and co-design a friendly robot. This innovative project aims to develop a socially interactive robot tailored to assist in easing the challenges of dementia caregiving.

Mitchell’s design expertise bridges the gap between technical functionalities and user experience. She ensures that the technology developed aligns with the needs and expectations of the Alzheimer’s community. Mitchell’s additional expertise in gerontology enables a deeper understanding of the needs, behaviors, and limitations of Alzheimer’s patients. This insight informs the design process, ensuring that the robot’s interface, visuals, and interactions are tailored to the specific needs of the end-users. 

Originating from a collaborative endeavor between faculty members in biomedical engineering and design, Mitchell assumed the role of project oversight. Her responsibilities encompassed the development and leadership of two Institutional Review Board (IRB) studies. These studies incorporate user testing methodologies and participatory focus groups to glean invaluable insights directly from the Alzheimer’s community.

By leveraging this diverse pool of talent and engaging directly with the end-users, Mitchell and her team aspire to create a socially adept robot. This robot aims to offer companionship, support, and aid in various caregiving tasks for individuals grappling with Alzheimer’s disease. The inclusive and collaborative nature of this project underscores its commitment to addressing the real needs of those affected by dementia, empowering them through innovative technological solutions.

By involving the local Alzheimer’s community in all aspects of the project, the team ensures that the robot’s development is grounded in real-world scenarios and feedback. This participatory approach fosters empathy-driven design, making the technology more relevant and impactful for end-users.

The project’s outcomes, such as award-winning publications, peer-reviewed funding, undergraduate research awards, and acceptance in the local Alzheimer community showcase the effectiveness of integrating a gerontology-informed graphic design approach within a multidisciplinary context. 

The unique perspective Mitchell brings as a graphic designer with a gerontology background enriches the project by emphasizing user-centered design, ensuring that the social robot developed for Alzheimer’s caregiving is not just technically proficient but also deeply empathetic and effective in meeting the complex needs of the patients and caregivers.

Direct Outcomes

Mitchell, her students, and her research partner, Dr. Xiaopeng Zhao, have co-authored three peer-reviewed international publications – two of which she was the lead author on, and both received awards for “best paper” and “honorary mention.” Additionally, the project has had exposure nationally and internationally, where she has presented different facets of the project at 4 national and 2 international conferences. Finally, one of her undergraduate graphic design student researchers received first place at the University of Tennessee’s “Exhibition of Undergraduate Research and Creative Achievement” (EuRECA) competition.

Publications
  1. Mitchell Mitchell, Robert Bray, Ella Hosse, Matt Rightsell, Luke Macdougall, Xiaopeng Zhao, “Co-designing a friendly robot to ease dementia,” a peer-reviewed paper accepted in Advances in the Human Side of Service Engineering book, July 2023, Best Paper Award (Honorary Mention), 2023
  2. Mitchell Mitchell, Luke Macdougall, John Hooten,  Robert Bray, Xiaopeng Zhao, “Designing a multi-disciplinary class to create a social robot for Alzheimer’s,” a peer-reviewed paper accepted in Advances in the Human Side of Service Engineering book, pp 33-40, July 2022, *Best Paper Award (2nd place) https://doi.org/10.54941/ahfe1002538
  3. Robert Bray., Luke MacDougall, Cody Blankenship, Mitchell Mitchell, Fei Yuan., Silvia Cerel-Suhl, & Xiaopeng Zhao, (2023, February). “Development and assessment of a friendly robot to ease dementia,” a peer-reviewed paper in Computer Science vol 13818. Springer, Cham (pp. 381-391). https://doi.org/10.1007/978-3-031-24670-8_34
Presentations
  1. “Using design to empower students to be a force of change: designing interdisciplinary experiences to address the needs of ad and dementia patients,” Gerontological Society of America, Indianapolis, Indiana, November 2022, A presentation showing how an interdisciplinary class was created to solve problems related to Alzheimer’s Disease and related dementias.
  2. Designing a multi-disciplinary class to create a social robot for Alzheimer’s,” 13th International Conference on Applied Human Factors and Ergonomics, virtual, July 2022, Presented the collaborative role and responsibilities of undergraduate and graduate students in the design of a social robot.
  3. “Using design to empower students to be a force of change,” Emerging Technologies in Aging & Dementia Conference, Knoxville, TN, June 2022, A presentation showing how to use human-centered design to solve real-world problems related to dementia care.
  4. “Design and validation of a social robot for Alzheimer’s disease,” American Society on Aging, April 2022, Presented initial data on the design and user testing of our prototype robot.
  5. “Designing socially assistive robots for people with Alzheimer’s and related dementia,” Gerontological Society of America 2021 Scientific Meeting, virtual, November 2021, Presented a research paper explaining the demand for additional help in caring for Alzheimer’s and dementia patients.
  6. “Addressing dementia disparities using socially assistive robots,” 2nd Latinos & Alzheimer’s Symposium, virtual, May 2021, Presented collaborative research with the Department of Mechanical, Aerospace, and Biomedical Engineering and the School of Design in the creation of a low-cost social robot.
Awards    
  • Human Side of Service Engineering paper, Honorary mention, 2023 
  • Eureca, 1st place undergraduate researcher in division, 2023 
  • Human Side of Service Engineering paper, 2nd place paper, 2022 
  • Undergraduate Research Funding award, $3,000 (2023), $1,500 (2022)
  • 2023 Alma and Hal Research Award, $10,000

This project was the 2023 Design Incubation Educators Awards runner-up recipient in the category of Scholarship: Publication.

Kimberly Mitchell is an Assistant Professor of Graphic Design at the University of Tennessee Knoxville. She holds her BFA and MFA in Graphic Design and a certificate in Gerontology. She is an award-winning designer and researcher who focuses on understanding and improving experiences that support the health and well-being of underserved populations, particularly among older adults. Her multidisciplinary research focuses on the social impact of design, and how by creating awareness, a designer can improve a community’s quality of life. Her work bridges design and gerontology. Her most recent project involves co-designing with the community an AI robot interface as a conversational partner and monitor for individuals with Alzheimer’s Disease and related dementias.

Affiliated Society Business Meeting

Design Incubation’s 10th Anniversary (2014-2024), CAA 112th Annual Conference

Come join us during the CAA 112th Annual Conference to network and celebrate our 10th anniversary.

Thursday, February 15, 2024
1:00 PM – 2:00 PM, Central
Meeting Room: Lake Ontario
Location: Hilton Chicago

This admission-free event welcomes all those who have participated in our past events, conferences, fellowships, awards competitions and anyone new who is passionate about research, scholarship, and education in communication design.

We will discuss some of the activities and events that have shaped the organization from its inception to today, what we have planned for this year and future activities.

If you would like to volunteer, get involved, host a colloquium or other activities, come introduce yourself. Let us know what is missing in your experiences as designers, educators, and researchers. All are welcome.

Please visit the About section of the website to read about those who have helped to form and establish the organization, and our ongoing mission to support academics, educators, and designers.

Uncanny Ways of Seeing: Engaging AI in Design Practice and Pedagogy

A closed-loop approach that yields content that seems familiar and uncanny—alternate realities and speculative futures

Drew Sisk
Assistant Professor
Clemson University

From early technologies in photography and film, to the emergence of the desktop computer as an accessible tool for making creative work, technological advancements have triggered simultaneous trepidation and enthusiasm among artists and designers. We see the same reactions with AI now.

AI is changing the way we approach creative processes, making them more fluid, generative, and fast-paced. More importantly, it is fundamentally altering the way we perceive images and objects of design. In the same way that Dziga Vertov’s Kino-Eye film technique in the 1920s sought to use cinematography and editing as ways to create form that is “inaccessible to the human eye,” AI will continue opening up new forms of perception that we cannot even imagine. In this presentation, I will apply the work of Dziga Vertov, Walter Benjamin, John Berger, and Hito Steyerl to the current discourse on AI and design.

The design studio and classroom have proven to be fruitful spaces to explore AI. In this presentation, I will share some of my own nascent experiments using AI in a closed-loop approach that yields content that seems familiar and uncanny—alternate realities and speculative futures at the same time. I will also share work from my advanced graphic design students, who have been experimenting with AI tools and making speculative work that critically engages with AI. Artificial intelligence presents us with new possibilities for making form, but, more importantly, our work requires us to wrestle with the ethics and consequences of this rapidly expanding technology.

This design research is presented at Design Incubation Colloquium 10.2: Annual CAA Conference 2024 (Hybrid) on Thursday, February 15, 2024.

Assessing Student Learning Outcomes in an Interdisciplinary, Experiential Course

A conceptual model that empirically examines the impact of interdisciplinary studies, participation in experiential learning, and the role demographics on learning outcomes.

Denise Anderson
Assistant Professor
Kean University

This research project is inspired by co-teaching an interdisciplinary, experiential course with three professors and thirty-three students in Graphic Design, Marketing, and Communication, with a partnership with the New York Jets as a client. Using survey data from students in the course and other college students pursuing their undergraduate degree, we develop a conceptual model and empirically examine the impact of interdisciplinary studies, participating in experiential learning, and the role of student demographics on student learning outcomes.

Interdisciplinary studies refer to studies between two or more fields of study and involve students working in an environment transcending disciplinary boundaries. Experiential learning refers to learning through hands-on experiences, where students apply the theories learned in the classroom to real-life situations using higher-order thinking.

Factors that affect student learning outcomes in higher education have been identified as lacking knowledge in other disciplines (Fruchter and Emery, 1999) and working with an actual client (Coker et al., 2017). Other factors include effective team collaborations (Machemer and Crawford, 2007), student engagement (Kuh et al., 2008; Letterman and Dugan, 2004), motivation (Pintrich and DeGroot, 1990; Deci et al, 1999), study habits and strategies (Dunlosky et al, 2013; Kember and Kwan, 2000), to name a few.

The proposed research will support the important role of interdisciplinary studies and experiential learning in achieving favorable student learning outcomes. In addition, it will provide empirical support for Universities to offer more interdisciplinary courses and experiential learning opportunities to retain students and prepare them for professional practice.

This design research was presented at Design Incubation Colloquium 10.2: Annual CAA Conference 2024 (Hybrid) on Thursday, February 15, 2024.