Research Focus for "Workspace Experience"
Rather than asking:
"Is the workspace good?"
Ask:
"How does the workspace enable or constrain the way students learn, create, collaborate,
and present their work?"
This keeps the project centered on user experience.
Common Research Framework
Both groups investigate the same themes:
Physical Environment
Layout
Furniture
Lighting
Storage
Accessibility
Workflow
How does work begin?
Where does work happen?
How does it end?
Collaboration
Individual work
Team work
Faculty interaction
Learning
Demonstrations
Critiques
Peer learning
Resources
Equipment
Materials
Technology
Display
Pin-up spaces
Prototype display
Digital presentation
Jury setup
Well-being
Comfort
Noise
Break areas
Fatigue
Mapping Tools
Tool Why
Behavioral Map How students use the space
Journey Map A typical studio day
Workflow Map Design process through the space
Stakeholder Map Students, faculty, technicians, visitors
Activity Map Where different activities occur
Affinity Diagram Synthesizing findings
Experience Map Emotional highs and lows during studio work
Notice that behavioral mapping becomes especially valuable because students can compare
how different disciplines occupy and transform their workspaces throughout the day.
Expected Insight Differences
Product Design
Insights may relate to:
Movement between tools and benches
Shared equipment bottlenecks
Prototype storage
Safety
Material organization
Workshop supervision
Typical HMW:
How might we support seamless transitions between designing and making?
How might we improve access to shared fabrication resources?
Animation
Insights may relate to:
Long hours at computers
Screen collaboration
File sharing
Review spaces
Ergonomics
Concentration versus discussion
Typical HMW:
How might we support both focused digital work and collaborative critique?
How might we make digital reviews more interactive?
For your Product Design students
Given your broader curriculum in user research and later systems thinking, I would actually
recommend Product Design vs Animation. They represent two ends of the design spectrum:
Product Design is centered on physical artifacts, fabrication, materials, and
workshops.
Animation is centered on digital creation, storytelling, computing, and media
production.
Despite these differences, both still involve iterative design, critiques, collaboration, and
exhibitions. This allows students to discover a powerful insight:
A workspace is not just a room with furniture—it is an ecosystem designed to support a
particular way of thinking, creating, collaborating, and learning.
That realization helps them understand that products, spaces, services, and educational
environments should all be designed around users' activities rather than around
assumptions about what a workspace "should" look like.
This can become one of the strongest projects in your module because students are not
simply comparing two rooms—they are comparing two design ecosystems. The research
question is:
"How does the workspace influence the way students learn, create, collaborate, and
produce design outcomes?"
This shifts the focus from the physical environment to the relationship between space,
people, tools, activities, and pedagogy.
Overall Project
Theme
Workspace Experience in Design Education
Group 1
Product Design Studio & Workshop
Group 2
Animation Studio / Digital Lab
Both groups follow the same research framework, making their findings comparable.
Scope of User Research
Instead of evaluating furniture or infrastructure, students investigate the complete
workspace experience.
The study should answer questions such as:
What activities happen here?
How does the workspace support those activities?
What interrupts work?
How do students collaborate?
How do faculty teach?
How does the space influence creativity and learning?
Stakeholders
Both groups should identify all stakeholders.
Product Design
Students
Faculty
Lab technician
Workshop assistant
Housekeeping
Jury members
Visitors
Animation
Students
Faculty
IT support
Lab administrator
Jury members
Visitors
Students quickly realize that many people shape the workspace experience.
Research Themes
Theme 1: Nature of Work
Product Design
Activities include:
Sketching
Model making
Material exploration
Machine work
Prototype testing
Questions
What activities require movement?
Which activities require concentration?
Which require collaboration?
Animation
Activities include:
Storyboarding
Digital illustration
Animation
Rendering
Editing
Questions
When do students work individually?
When do they collaborate?
How often do they review work?
Theme 2: Workflow
Students create a workflow map.
Product Design
Brief↓Research↓Sketch↓Prototype↓Test↓Modify↓Final model↓Jury
Observe:
Where each activity happens
Movement between spaces
Bottlenecks
Animation
Brief↓Research↓Storyboard↓Illustration↓Animation↓Rendering↓Editing↓Presentation
Observe:
Digital workflow
File sharing
Review cycles
Theme 3: Behaviour Mapping
Probably the most valuable exercise.
Observe:
Where do students:
spend most time?
collaborate?
wait?
ask faculty questions?
gather?
display work?
take breaks?
Product Design
Behavior map reveals:
Tool movement
Machine usage
Congestion
Storage behaviour
Cleanup
Animation
Behavior map reveals:
Screen sharing
Discussion clusters
Individual work
Break patterns
Quiet zones
Theme 4: Learning Behaviour
Observe
Faculty demonstrations
Peer learning
Independent work
Critiques
Questions
Feedback
Notice how teaching changes the workspace.
Product Design
Learning often occurs:
around machines
around prototypes
around workbenches
Animation
Learning often occurs:
around screens
through digital projection
during reviews
Theme 5: Collaboration
Questions
How do teams work?
Where do discussions happen?
How is feedback shared?
Product Design
Collaboration is often physical.
People gather around:
models
machines
materials
Animation
Collaboration often happens digitally.
Students:
share screens
review files
exchange assets
Theme 6: Display and Jury
Observe
Pin-up
Reviews
Presentation
Prototype display
Movement of faculty
Movement of students
Interaction during critiques
Product Design
Large physical models
Need tables
Need circulation
Need handling
Animation
Need projection
Need audio
Need darkened room
Need viewing angle
Theme 7: Storage
Observe
Where work is kept.
Product Design
Large prototypes
Materials
Tools
Safety equipment
Animation
Digital storage
Hard drives
Servers
Backup
Charging
Theme 8: Interruptions
Very interesting.
Product Design
Waiting for machine
Missing tool
Noise
Dust
Material shortage
Animation
Software crash
Rendering time
Power failure
Slow computer
File version confusion
Mapping Tools
Behavioral Mapping ⭐⭐⭐⭐⭐
Where do activities happen?
How do people move?
Where do they stop?
Workflow Mapping ⭐⭐⭐⭐⭐
How does work progress?
Where are bottlenecks?
Journey Mapping ⭐⭐⭐⭐
One student's studio day
Arrival↓Setup↓Work↓Feedback↓Revision↓Cleanup↓Leave
Stakeholder Mapping ⭐⭐⭐⭐
Who influences the workspace?
Activity Mapping ⭐⭐⭐⭐⭐
Excellent here.
Instead of movement:
Map activities
Sketching
Model making
Discussion
Critique
Printing
Testing
Affinity Diagram ⭐⭐⭐⭐⭐
Cluster
Collaboration
Storage
Comfort
Technology
Safety
Learning
Possible Insights
Product Design
Observation
Students frequently move between workbench and storage.
Insight
Physical prototyping involves continuous movement between tools, materials, and
workspace rather than remaining at a single workstation.
HMW
How might we reduce unnecessary movement during prototyping?
Observation
Students wait for faculty before using machines.
Insight
Students associate machine use with expert supervision rather than independent learning.
HMW
How might we increase confidence while maintaining safety?
Observation
Teams spread across several worktables.
Insight
Collaboration extends beyond a single workstation and depends on flexible access to space
and shared resources.
HMW
How might we support team-based making without disrupting others?
Animation
Observation
Students remain seated for long periods.
Insight
Digital creative work alternates between long periods of individual focus and short bursts of
collaborative discussion.
HMW
How might we better support transitions between focused work and collaboration?
Observation
Students frequently gather around one screen.
Insight
Feedback is most effective when work can be viewed and discussed collectively.
HMW
How might we improve shared review experiences?
Observation
Rendering causes downtime.
Insight
Technical processing time becomes an opportunity for informal collaboration or task
switching rather than simply "waiting."
HMW
How might we help students make productive use of unavoidable waiting periods?
Final Comparison
Product Design Animation
Movement-intensive Stationary but screen-intensive
Product Design Animation
Physical tools Digital tools
Material storage Digital asset management
Noise and fabrication Quiet concentration
Workshop safety Ergonomics and visual comfort
Physical prototypes Digital outputs
Hands-on demonstrations Screen-based critiques
Educational Outcome
This project teaches a fundamental principle of design research:
A workspace is designed around activities, not around furniture.
By comparing Product Design and Animation, students discover that every element of the
environment—layout, equipment, lighting, storage, collaboration spaces, review areas, and
even circulation—is shaped by how people learn and create. This helps them understand
that effective workspace design begins with studying users, their tasks, and their interactions
rather than starting with assumptions about the physical space itself.