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