Amelia Keller

Undergraduate

Hello! I am currently a senior pursuing a Bachelor of Science in Industrial Design and a minor in Sustainable Cities. My major skills include Adobe Creative Cloud programs, Fusion 360, Solidworks, Keyshot, Figma, user research, and design thinking.

I love Industrial Design because it allows me to think in new and creative ways, and that I am not limited in my solutions. I have a passion for solving big problems and am not afraid to challenge current broken systems. I always keep the user in mind when designing products and experiences and want to create a better and more equitable world for all. Paired with my minor, I believe I can create a more sustainable and thriving world, while still fulfilling the consumer's need.

LinkedIn  |  Portfolio

Research graphs and pamphlet mockup

Let's Talk About Periods

Let's Talk About Periods

Class: ID 4061  |  Instructor: Roger Ball

Let's Talk About Periods is a project that addresses the deeply embedded issue of menstrual stigma in our culture. Menstruation is a taboo topic to talk about in public spaces and leaves women feeling ashamed and quiet about a natural biological process that they experience.

Many may believe there is no problem with not talking about menstruation, but it leaves a massive global impact. For example: there is limited access to menstrual products for those struggling with period poverty, ostracization of women and girls, and limited legislation on women's reproductive health.

Largely a research project, I believe the best way to address this issue is with intervening in the educational system, specifically in 4th grade. What is taught here (or not taught here) is largely the basis for how children interact with periods as they grow up. I created a factual booklet about menstruation that is to be implemented into the sexual education curriculum beginning in 4th grade, and continuing to learn as they grow older. Intervening here allows knowledge to be formed before misconceptions do, so these children can spread truth and make real change in the culture.

 

Grocery App Mockup

Green Savings

Green Savings

Class: ID 4072  |  Instructor: John White

Waste is a global issue because the massive amounts we create threaten the survivability of people and our world. A major contributor is the food packaging industry, specifically grocery stores. Most is single-use disposable, but can last in the environment and pollute the world for centuries.

Green Savings is a project that seeks to change (or rather overhaul) this broken system. We have become complacent in this aspect of our lives because we cannot see the negative impact waste creates. Small change must begin, and meet the consumer and grocery store where they are currently at. This small change can develop into exponentially positive outcomes, and create the waste-free world we all need.

This app add-on to the Publix app serves as a way to incentivize shopping more sustainably and/or with less packaging in terms of a monetary reward system. Conceptually, there are three separate feature sets that fit within the terms of step, stretch, and leap. This means what is possible now, a few years in the future, and in the distant future.

Step: Discover savings in the form of bringing your reusable bags with you to the store. Stretch: Compare similar products, and quantify savings for more eco-friendly items Leap: Conceptual creation of a unique, smart reusable bag where you can save money by buying items with less and/or more sustainable packaging.

 

Ahura Pop-Up Exhibit

Ahura Pop-Up Exhibit

Ahura Pop-Up Exhibit

Group Members: Mary McGreggor, Rebecca Sun, and Mohammad Soudachi
(Bike Credit: Rebekah Hilton, Elizabeth Fristoe, and Bridgid Winston)

Class: Product Development Studio  |  Instructor: Kevin Shankwiler

A pop-up exhibit set in an urban up-and-coming city that reflects the Ahura lifestyle, a sub-brand of Mazda, and serves as the space to introduce the Ahura bike, Verge. Built for the young professional, the exhibit is open, modern, and approachable. The space is fun and interactive, and shows users that they are able to have an accessible and personalized biking experience in progressing through our exhibit. Our team created three floors to showcase the three stages of the user’s journey: before, during, and after, by creating each floor so that the user is able to transition through various segments of the journey with ease and comfort.

Floor 1: The beginning of the journey showcases an introduction to the Ahura bike and our brand. The Mazda car facing away from the space symbolizes that the user is leaving the car behind and beginning their bike journey. Additionally, a coffee bar provides a relaxing setting.

Floor 2: During the journey showcases an interactive experience, through analog and technological touchpoints. The bikes showcased on bike stands provide an analog experience to interact with the bike in a tactile way. The augmented reality stations immerse the user in an everyday bike commute. The shelving unit showcases different detailed features of the bike.

Floor 3: After the journey showcases the Ahura lifestyle through a patio and bar area for user to relax.

 

The Space Odyssey

The Space Odyssey

The Space Odyssey

Group Member: Larno Visser

Class: Parametric Product Modeling  |  Instructor: Kevin Shankwiler

A parametric life-size pull toy, entitled The Space Odyssey, is made from CNC cut wood and assembled using joint techniques.

The pull toy is modeled around the dimensions of the human body. In order to do this, we created a 2D stick figure of the human body in 3D modeling software before beginning the model of the toy. Changes in angles or dimensions of the stick figure of the human body would result in changes of the model, with each component updating with the changes.

To show the parametric updating capabilities, we created four separate 3D models based on these adjectives: aggressive, cautious, chill, and oblivious. We chose to change three angular parameters on each model: the arm, hip, and leg, to showcase the four variations of the toy that corresponded to each of these adjectives.

The full-scale model we chose to create was the aggressive variation of the pull toy.

 

Lueur

Lueur

Lueur

Class: Sophomore Studio  |  Instructor: Lisa Marks

An overhanging lamp meant for the bedroom, entitled Lueur, provides a compromise between ambient and task lighting that can be used for tasks such as reading or relaxing.

The construction of this lamp consists of a wooden base, conduit pipe for the tubing, a metal hook to hold the lamp shade, metal wire to attach to the hook and wood frame of the shade, white fabric used as the shade, and a light bulb with a cord. The cord of the light bulb runs through the tubing, wraps around the hook, and the light illuminates the fabric from the inside. The lamp stands 90 inches tall so that the light is a comfortable distance from the user’s head and face.

The long, narrow wooden base provides support for the lamp and also allows the user to slide the lamp under the bed, taking up minimal space. Additionally, the industrial feel of the lamp provides the user with a modern piece that fits into their home.