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Katelyn Wolowiec

Industrial Designer

Sit-On 
Carry-On

Level

Sophomore

8 Weeks

Duration

Human Centered Design

Class

Softwares

What if you were guaranteed a seat at your airline gate? The Sit-on Carry-on is a carry-on for those young professional that are always on the move. Airplane gates can be packed so this carry-on transforms into a seat for the user to sit on. 

This was modeled in Rhino7 and rendered in Keyshot and Unreal Engine.

Research

Survey

Research conducted including a survey of 80 people. Results were used to determine airport pain-points and therefore what the product should be.

“There are so many people that there is never any place to sit.”

“There is a lack of seating in the gate area when the plane is delayed.”

“Paris and SFO are my least favorite airports because they are so crowded.”

KEY CONCERNS:  Too many people and not enough seats

Design

User testing Cycle 1

Four people tested a lo-fi prototype of the carry-on. This testing focused on viability and discovering obvious pain points.

Height: Sitting on the side of the suitcase is better than the top.

Angle: The seat-back should be reclined more, but pitch of legs also contributes to comfort.

Position: The seat-back may also be used as a table. 
 

User testing Cycle 2

Seven people tested another lo-fi prototype of the carry-on. This test focused on seat-back incline, handle position, and access to the inside of the case.

Angle: The most successful seat-back angle is 110°

Handles: The shell should have two handles on the sides of the luggage parallel to the top. 

Access: Immediate access to the interior is not needed.
 

Details

The Rail & Transition

When you are traveling, you don’t want to carry anything extra with you, which is why this seat is built into your suitcase. This seatback runs on a rail which is triggered by buttons within the handle of the seatback.

Seating Positions

The carry-on can be sat on two different ways: the shell can be used as a seatback or a table.

The Handles

This suitcase has a number of different handles for ease of use.

Visuals were rendered in Unreal Engine as part of my TD 3D modeling: animation class. 

Hero shots

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