15/06/2026
Design ≠ Neutral. Promoting Critical Reflection for Responsible Communication Design | Bachelor’s thesis by Franziska Gallé |
In the face of societal challenges and discourses in the field of design, the responsibility of designers is increasingly being emphasised. A critical and reflective mindset is essential for this: designers can either reproduce existing structures without reflection or actively contribute to change. This bachelor's thesis examines which methods can help designers develop critical awareness and promote reflection on their design decisions in order to strengthen responsible design practices. The theoretical part contains a look at historical and contemporary perspectives in order to emphasise connections and question entrenched assumptions. Topics such as the neutrality of design, the reproduction of power structures, criteria for good design and the role of criticism are explored. The aim is to create a broad understanding of the often hidden challenges of design. The methodology section adds practical perspectives to these topics. Interviews with experts and analyses of best-practice examples of existing design projects were conducted. Based on these findings, a zine was developed as a central result of the thesis, which serves as a tool of reflection for designers. It integrates various approaches and suggestions for further thought and development in order to promote a critical and reflective mindset without dictating a universal solution.
Supervised by Sigrid Bürstmayr
09/06/2026
Gamification on the web | Bachelor’s thesis by Julian Mraz |
This bachelor thesis explores the role of gamification in promoting pro-environmental behaviors and addressing climate change. Gamification, defined as the application of game principles in non-game contexts, can increase user engagement and motivation through the use of game mechanics and experience design. The thesis highlights different application areas of gamification, including education, health, environment and sustainability, and shows how gamification can drive behavior change in these areas. A central element of the work is Yu-kai Chou's Octalysis Framework, which describes eight core drivers of motivation and serves as an analytical tool for the gamification solutions examined. Three applications - Changers, 2Zero and the Workpiece - are analyzed using this framework to evaluate their effectiveness in promoting sustainable behaviors. The work shows that gamification can promote pro-environmental behavior by combining intrinsic and extrinsic motivation and by creating long-term engagement. It concludes by highlighting the need for further research and measurement of the long-term effects of gamification on pro-environmental behaviors.
Supervised by Maja Pivec
02/06/2026
Feeling Information – A Haptic, Interactive Infographic | Bachelor’s thesis by Marlene Kufner |
The bachelor's thesis "Feeling Information – A Haptic, Interactive Infographic" investigates how haptic elements can support infographics and create an emotional connection. By combining visual and tactile senses, a multisensory form of communication is intended to be established enriching the exchange of information and enhancing the processing of complex and abstract data. The potential of haptic elements is theoretically explored in the context of infographics, data visualization and multisensory perception. Expert interviews and practical examples from inclusive design, interactive exhibition design and early childhood education illustrate how haptic elements can be meaningfully integrated into design. In the practical part of the thesis, an interactive, haptic infographic titled "How Does the Future Feel?" is developed, utilizing insights gained from the research. Viewers can generate their own data using haptic elements allowing them to not only view the information visually but also experience it through touch.
Supervised by Sigrid Bürstmayr
25/05/2026
Once upon a time … The Golden Apple | Bachelor’s thesis by Novak Larissa |
Stories have been told in all parts of the world for thousands of years and are an essential part of human culture. Evers story is based on a universal pattern that connects them all: the hero’s journey. In the first part of the work, the hero’s journey, for those discovery the author Joseph Campbell gained prominence, will be analyzed, and broken down into its storytelling structure. The aim is to find out how the storytelling of the hero’s journey can be interpreted in a contemporary context using a graphic novel. Based on this, the role of women will be examined in a way that reflect the zeitgeist. By critically examining these aspects, the second part of the thesis aims to create a specially created story with a contemporary-feminist storytelling within the framework of a graphic novel. This will be examined more closely by means of an empirical survey, the results of which will be discussed in the finds part of the thesis.
Supervised by Christoph Marek & Christoph Neuhold