Campus Lighting at UC San Diego

User Experience (UX), Critical Design, Qualitative Interviews, Community Organizing

Overview

In this project, my team and I tackled the problem of insufficient campus lighting by designing a year-long interdisciplinary program called “Light Up the Path” which seeks to implement artwork projections on the streets of campus. This solution seeks to make the campus a brighter – and thus safer – environment for the UC San Diego community. This project drew upon principles from Critical Design Practice which teaches designers accountability towards who they are designing for. 

Notably, my team received the “Let’s Do It!” Award which was given to the design solution that most people wanted to participate in and see implemented. 

My Contributions

Duration: February 2022 - March 2022 (6 Weeks)

Collaborators: Lauren Kim, Irene Lee, Samuel Shim, & Isabelle Yu

Design Brief

This project began with the open-ended prompt of identifying a “script” (ways in which a design ascribes behavior) in the world that does not align with our values and correspondingly design a “counterscript” to address this issue. 

Through discussing with my team and looking back at our lived experiences, my team and I decided on tackling the problem of campus lighting because we have all gone through the scariness of walking alone on campus at night and believe we should not feel unsafe in our own community. 

The Process

Because our main goal was to design a counterscript, we went through the following process that focuses on formulating a design solution and refining it as much as possible. 

Problem Definition

To begin defining the problem, we looked at the shortcomings of existing outdoor lights on campus using autoethnography. Through sharing our personal experiences and real-world observations from living on campus, we then gathered the following insights: 

Because of the above two insights on safety and unequal lighting, other problems were identified such as: 

Brainstorming & First Design Iteration

With this shared understanding of the problems of the script we are tackling (i.e. campus lighting), we then moved on to brainstorming solutions using the following how might we statement: “How might we use outdoor lighting to make students feel safer on campus?”

We first began this process by doing a group brainstorm around the HMW statement and came up with ideas, discussed our top choices, and then integrated different components from each into our initial design:

As seen above, we took the artwork component from the glow in the dark murals, the community engagement aspect from the DIY lamps, and the wayfinding and novelty from the LED projections to create the first iteration of our design solution. 

Alongside this, we also did a group storyboard to help us think through the details of our design addressing concerns such as electricity, community engagement, and possible stakeholder interests. 

Interviews

Using the storyboard on the far right, we began interviews with members of the community to gather their thoughts and experiences related to our initial design solution. As this is our first time interacting with possible stakeholders, we sought to get holistic information regarding the different aspects of our design (i.e. artwork projection, campus lighting, community participation). We thus divided our interview questions into three categories: general thoughts, experience with lighting on campus, and their stance on our design.

After a total of 10 interviews with students, our primary stakeholders, we then discussed and compiled the most frequent concerns regarding our solution:

Second Design Iteration

From the aforementioned insights, my team and I then began addressing each concern to the best of our ability. Our iteration then came in the form of an annual student-based interdisciplinary program that would seek to implement the projector artwork. This is because we realized how positively students connected with our solution, but we did not have all the answers to their questions as we lacked knowledge of actual projector technicalities. As a result, we had to accept our own shortcomings and that there is more work to be done to make our design solution more tangible. 

With this, we created a brief idea of what the program might actually look like:

Design Critique and Feedback

After our second iteration, we held a Design Critique session to gain feedback from our peers once more. Here, we introduced our problem, our design process, and design iterations. We also asked for specific feedback on the community aspect of our design as we felt the new program made it less likely for many students to feel like they had a say in the artwork projection. We made space for questions on the program and other concerns as well in order for students to give us their genuine reactions. You can view our slides here. 

From this critique session, we mainly received feedback on the impact of the projectors on different populations. The following issues were brought up:

With these concerns – where we had to once more acknowledge our lack of expertise on these topics – we iterated on our design once more to be more specific.

Final Design Solution

Our design solution thus still takes the form of an annual student-based interdisciplinary program that would seek to implement the projector artwork. But we have expanded the specifics of our solution by creating a program description, updating our storyboard, adding more academic departments and refining partners,  and a more detailed timeline that includes the human-centered design process. Check out our final presentation and design solution here.

After the final presentation, the majority of 60+ people voted our design solution as the winner of the "Let's Do It!" Award. This means that most students wanted our design solution implemented and would likely participate in it.

Next Steps

If we were to continue this project, we would have taken the following steps to begin implementing our design solution:

Lessons Learned

In retrospect, this project was a refreshing and unique experience as it had a big focus on the community we were designing for. At the same time, we were also able to think of various stakeholders aside from the normal college student, such as micro-mobility users, non-able-bodied individuals, and the environment. All in all, this taught me how to become a more empathetic researcher and designer as well as be aware of the impacts of any given design solution. It also taught me the importance of being accountable to the people you are designing for as I continuously learned and got feedback from the people who would be affected by my design. All things considered, this project truly revealed to me the great complexity of shipping out one's design into the world