Discover
Students will experience a subway-crowding simulation, analyze how visual cues and movement patterns shape public behavior, and produce three early planning artifacts that define the challenge, identify end users, and set up inquiry for later research and design.
Days 1 - 2
Engineer
Students will turn prior research on rider confusion and station bottlenecks into testable design plans, build and revise subway wayfinding concepts, and document how critique, modeling choices, and environmentally conscious art-making improve a community-centered solution.
Days 12 - 17
Do
Students will implement and test their subway wayfinding solutions in a simulated station pathway, collect evidence on rider movement and clarity, revise based on peer and user feedback, and document results with claims about effectiveness and next steps.
Days 18 - 19
Share
Students will present their revised subway wayfinding solutions, explain how critique and testing shaped their decisions, and document their growth as artists, designers, and problem-solvers serving a public audience.
Day 20