Integrating Low-Cost Eye-Trackers to Enhance Design Education: A Case Study in University Course
Abstract
1. Introduction
1.1. New Curriculum in Design Education
1.2. Eye-Tracking Technology
1.3. Low-Cost Eye-Trackers
1.4. Enhancing, Motivation and Eye-Tracking
2. Materials and Methods
2.1. Objective
- RQ1: How did the students perceive the pedagogical methodology during the course experience?
- RQ2: How did students assess the experience of low-cost technology?
- RQ3: How did the students assess the utility, novelty, and relevance components of the low-cost technology?
2.2. Participants
2.3. Methodology
2.3.1. Design Project Methodology
- 1.
- Project brief: The design challenge was introduced during the course sessions, along with constraints related to format, time allocation, and execution phases. The project brief tasked students with designing an innovative tool board intended to enhance the organization and accessibility of tools within predefined visual boundaries and maximum dimensional limits.
- 2.
- Research into similar products: A preliminary search was carried out to identify existing products and various models of tool boards. Following this, a detailed analysis was conducted to evaluate the strengths and weaknesses of the identified products.
- 3.
- Concept development: A creative process was designed with a focus on visual perception, drawing on principles from Gestalt theory and related applications [64,65,66]. Students created a series of tool board archetypes using basic shapes, geometric silhouettes, and contrasting colors. In total, approximately 25 to 27 boards were developed (see Figure 2).
- 4.
- First validation exercise (validation without ET/AT technology): The validation process was conducted using physical tool board prototypes and an online survey (see Figure 3). Here, students were tasked with designing a validation protocol, which involved elements such as survey design, scheduling participant sessions, timed tool search tasks, and the use of threads to trace participants’ search trajectories as they located items on the prototype boards. This phase took place during the fourth week of the project.
- 5.
- Ideation and sketching: The student teams selected three proposals based on the most relevant data from the previous phase. Subsequently, new design sketches were developed to include more detailed features of the tool boards, facilitating internal feedback sessions with the teachers.
- 6.
- Modeling and renders: Following the previous phase, each student team selected the tool board proposal they deemed most appropriate for advancing within the methodology. The chosen designs were then modeled and rendered using professional software, including Autodesk Fusion 360® (https://www.autodesk.com/products/fusion-360/, access on 23 June 2025) and KeyShot® (https://www.keyshot.com/). The renderings were carefully produced to ensure photorealistic quality, accurate proportions, and a neutral background; essential criteria for the JPG images required in the subsequent phase of the DPMT.
- 7.
- Second validation exercise (validation with ET/AT technology): The next phase took place during the sixth week and involved the use of technology. Students repeated the process of creating their research protocol, but in this case, it was designed for the use of the tools and their selected boards. As previously noted, two student groups participated: one group used ET technology in the classroom, while the other employed an AT method in an online setting. The ET device used was the GP3 HD (Version 5.3.0) by Gazepoint®, Vancouver, BC, Canada (https://www.gazept.com/), a low-cost eye-tracking system operating at 150 Hz, based on Gazepoint’s proprietary platform for eye movement quantification (see Figure 4, left). The AT method utilized the MIRO© platform, Amsterdam, Netherlands (www.miro.com), which incorporated mouse tracking [58] to simulate eye movements during the online activity (see Figure 4, right).
- 8.
- Final selection and project conclusion: The student teams concluded the project with end-of-course activities, all of which took place during the final week of the course. The project culminated in a comprehensive report that detailed the entire DPMT process and highlighted the most effective tool board design proposed by each team. Figure 7 presents several of the tool boards developed by students’ teams.
2.3.2. Assessment Instrument
- 1.
- Do you consider that you have practiced a complex or robust product design process during your degree? (a) Yes, (b) No, (c) I am not sure.
- 2.
- Do you consider that the use of technology or evaluation enhances your product design process? (a) Yes, (b) No, (c) I am not sure.
- 3.
- Do you consider the traditional design process is enough or does adding ET technology improve the design process? (a) Traditional, (b) Both, (c) I am not sure.
- 4.
- Do you indicate at which stages of this design process the technology used may have an impact? (a) Exploration/Ideation, (b) Definition/Design (c) Develop/Tests, (d) Deliver/Feedback.
- 5.
- How do you evaluate the utility of technology in the experienced design process?
- 6.
- How do you evaluate the novelty of technology in the experienced design process?
- 7.
- How do you evaluate the relevance of technology in the experienced design process?
3. Results
3.1. General Experience
3.2. The Impact of Three Key Components
3.3. The Effect of Experience with Technology
4. Discussion
Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Question | Mean | Std. Dev. |
---|---|---|
How do you evaluate the utility of technology in the experienced design process? | 4.72 | 0.579 |
How do you evaluate the novelty of technology in the experienced design process? | 4.57 | 0.683 |
How do you evaluate the relevance of technology in the experienced design process? | 4.68 | 0.629 |
Key Components Questions | Factor | N | Mean | Std.Dev. | t | F | Sig. |
---|---|---|---|---|---|---|---|
How do you evaluate the utility of technology in the experienced design process? | ET | 29 | 4.97 | 0.186 | 4.268 | 63.439 | <0.001 |
AT | 18 | 4.33 | 0.767 | ||||
How do you evaluate the novelty of technology in the experienced design process? | ET | 29 | 4.83 | 0.468 | 3.622 | 9.447 | 0.004 |
AT | 18 | 4.17 | 0.786 | ||||
How do you evaluate the relevance of technology in the experienced design process? | ET | 29 | 4.90 | 0.310 | 3.285 | 40.386 | <0.001 |
AT | 18 | 4.33 | 0.840 |
How Do You Evaluate the Utility… | How Do You Evaluate the Novelty… | How Do You Evaluate the Relevance of Technology… | Do You Consider That the Use of Technology … Product Design Process … | ET or AT Experience | |
---|---|---|---|---|---|
Do you consider that the use of technology … product design process … | 0.019 | 0.201 | 0.211 | - | 0.270 |
ET or AT experience | 0.000 | 0.000 | 0.004 | 0.270 | - |
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Rojas, J.-C.; Higuera-Trujillo, J.L.; Vergara, M. Integrating Low-Cost Eye-Trackers to Enhance Design Education: A Case Study in University Course. Sensors 2025, 25, 5070. https://doi.org/10.3390/s25165070
Rojas J-C, Higuera-Trujillo JL, Vergara M. Integrating Low-Cost Eye-Trackers to Enhance Design Education: A Case Study in University Course. Sensors. 2025; 25(16):5070. https://doi.org/10.3390/s25165070
Chicago/Turabian StyleRojas, Juan-Carlos, Juan Luis Higuera-Trujillo, and Margarita Vergara. 2025. "Integrating Low-Cost Eye-Trackers to Enhance Design Education: A Case Study in University Course" Sensors 25, no. 16: 5070. https://doi.org/10.3390/s25165070
APA StyleRojas, J.-C., Higuera-Trujillo, J. L., & Vergara, M. (2025). Integrating Low-Cost Eye-Trackers to Enhance Design Education: A Case Study in University Course. Sensors, 25(16), 5070. https://doi.org/10.3390/s25165070