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Congrès International sur l’Analyse du Cycle de Vie Lille, Novembre 2011<br />

Integrating LCA into Product Design<br />

Finding creative ways of engaging designers with life cycle thinking and eco-design<br />

Leyla Acaroglu*, Tim Grant** and Monique Ladds***<br />

*RMIT University and Eco Innovators, Suite 12, Level 11, 125 Swanston Street Melbourne, 3000, Australia<br />

**Life Cycle Strategies, Suite 12, Level 11, 125 Swanston Street Melbourne, 3000, Australia<br />

***Monique Ladds, RMIT University, Building 251 Level 2 Room 53, Plenty Rd Bundoora East Campus VIC 3083<br />

Leyla@ecoinnovators.com.au, tim@lifecycles.com.au, Monique.ladds@rmit.edu.au<br />

Key words: eco-design, life cycle thinking, new media education, LCA education, teaching methods<br />

1. Introduction<br />

LCA is a powerful and effective tool for assessing the whole of life environmental impacts of a<br />

product, system or service, however there is still progress to be made in the application and uptake of LCA<br />

within the design and product development communities (Sherwin, 2004; Telenko, Seepersad & Webber<br />

2008). Whilst LCA has advanced in the technical area substantially over the past 20 years, communicating<br />

LCA results, principals and learning’s to people involved in product design and development has been<br />

substantially lacking (Acaroglu, Ladds & Grant 2011; Boks 2006; Fargnoli & Kimura 2006). Barriers to the<br />

uptake of LCA include the time consuming nature and level of technical complexity required to conduct an<br />

assessment as discussed by Eisenhard (2000) and Telenko (2008).<br />

A key opportunity for increasing awareness and capacity is within higher education in design. To<br />

address this the ‘Secret Life of Things’ (SLOT) project was developed by Eco Innovators to create an<br />

innovative multimedia based approach to educating designers and the public about the concepts and<br />

practice of life cycle thinking and eco-design in product development.<br />

This paper will present the SLOT LCA animation project, learning objectives and the outcomes of<br />

the research evaluating the effectiveness of new media as a form of engagement with design students in<br />

increasing their understanding of key LCA and eco-design concepts from an Australian context.<br />

2. The Secret Life of Things Animation Project<br />

The Secret Life of Things project is a series of freely available online e-learning resources used for<br />

inspiring and engaging students with life cycle thinking, eco-design and sustainability in production and<br />

consumption. The project is focused around a series of short animation videos (one has been developed<br />

to date) that address different issues in product design, development and consumption. The animations<br />

are targeted at Generation Y viewers and use humour and pro-active approaches to engage the viewer<br />

with environmental issues and impacts of everyday objects.<br />

In combination with the animation there are fifteen e-resources including games, case studies, fact<br />

sheets and class exercises, covering topics such as eco-design strategies, life cycle thinking, and product<br />

stewardship. The animation and e-resources can be accessed for free from the website<br />

www.thesecretlifeofthings.com which has been developed as a resources hub for teachers and students.<br />

The main objective of the project is to assist with infusing sustainable design into the curriculum of higher<br />

education settings so that sustainability becomes an inherent part, not an ‘add on’ to the design process<br />

for future designers.<br />

The first SLOT animation, ‘Life Pscycle-ology’, is about exploring the life cycle based<br />

environmental impacts associated with everyday consumer products, and in this case a mobile phone. The<br />

animation was designed to leave the viewer with an interest and knowledge of the life cycle stages that a<br />

product goes through and result in an increased awareness of eco-design solutions – in this case design<br />

for disassembly and design for longevity. This is presented in a humours story, whereby the environmental<br />

information is wrapped up in a narrative. In this short animation we meet Eric who is an unhappy mobile<br />

phone, he seeks therapy after his owner abandons him in favour of a new model. The five minute<br />

animation goes through the life cycle stages of Eric’s past (in the form of past life regression therapy) and<br />

provides some of the solutions that could be engaged with from a design and consumer perspective to<br />

reduce and alleviate theses impacts.<br />

2.2 Project Evaluation<br />

Industrial design programs in six universities across Australia participated in a trial of the SLOT<br />

project. 257 students participated in the research, completing an initial survey at the start of the semester<br />

questioning their opinions and activities towards environmental issues, design responsibility and their level<br />

of understanding of key eco-design terms. A follow up survey was conducted at the end of semester with<br />

100 of the students after they had been exposed to the animation and resources throughout the semester.<br />

The quantitative data was statically analysed in SPOS to indentify if there was any relevant changes or<br />

increases in knowledge in the sample group.<br />

The initial survey results demonstrated that most students believe that it is ‘mostly’ or ‘very’ true<br />

that designers and consumers can influence the environmental impacts of their products from their design<br />

and purchasing decisions. Further to this the majority of surveyed students beloved that companies have a<br />

responsibility to create environmentally friendly products and that the design industry has an important role<br />

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