University of Maryland School of Architecture
Independent Study
Spring 2024

Improving Student Wellbeing by Iterating upon Architecture

An independent research study exploring how the design of campus spaces support (or hinder) student wellbeing

Responsibilities:

End-to-End Research Design
Mixed-Methods Synthesis
Design Recommendations

Key Learnings

  1. Design research is a tool for advocacy, to ensure design serves people first


  1. Curiosity, initiative, persistence are key in navigating the full research cycle


  1. Students are influenced to do surveys by donuts

Project Context

I was trained as an architecture student to design within parameters, focusing on building the new. I became increasingly curious about the environments I was experiencing and learning in. I realized that while I could generate bold design ideas, I lacked the tools to evaluate how designs impacted users.





Driven by curiosity, I proposed and created my own independent study, advised by a professor in environmental psychology (the only research-based course in my graduating class!).


My goal was to understand how informal environments in academic buildings supported students and to identify opportunities for improvement.

Bridging the gap between architecture theory and the human experience

You are Here

Current experience

studying in UMD's Architecture Building

-Feeling hot from the direct sunlight

-Getting distracted from loud doors shutting

-Laptop dies from no outlet nearby

-Feeling uncomfortable due to exposure on all sides

Research Process

The study was grounded in Person–Environment Fit Theory, which explains that physical environments that meet users’ needs and most optimal. I evaluated five design feature categories:





  • Spatial organization

  • Architectonic details

  • Ambient conditions

  • Resources

  • Views

The study followed a multi-phase, mixed-methods research process combining observational and experiential data.




Translating curiosity into research

how is personal space impacted by furniture design?


  • 12hrs Behavior Mapping across three comparable sites, revealing patterns of use


  • 120 Intercept Interviews to explore users’ perceptions of well-being in relation to five design categories



(Quantitative behavior maps provided breadth into how spaces were used, and qualitative interviews provided depth on how design affected student experience.)


  • Behavior Mapping: recording 'screenshots' of what users are doing in a space, in equal increments


  • Intercept Interviews: approaching users in their context and requesting that they complete an online survey

Research methods

intercept interviews

behavior maps

Wellbeing Learnings



  • Ample natural light, preferably from above via an atrium as to not interfere with thermal comfort


  • Consistent background noise away from distraction


  • Seating that offers individual configuration and easy access to outlets


    The study culminated in design recommendations to the School of Architecture. The proposals focused primarily on changes to furniture type and placement, and adjustments to improve ambient comfort.


    By emphasizing low-effort adjustments rather than full redesigns, the project demonstrated how user research can guide continuous improvement. It also highlighted the potential of everyday spaces to enhance student experience when decisions are grounded in evidence.


Students sought out environments to calmly and comfortably study

Add operable blinds for thermal comfort

Add outlets for charging

Upkeep for greenery outside of windows

Switch tables for cushion benches, to better suit users waiting for class

Process Learnings

Leading this self-directed study taught me the importance of curiosity, initiative, and persistence in research-driven design. I navigated the full research cycle—identifying an unmet need, defining a method, collecting and synthesizing complex data, and translating findings into actionable design opportunities.



At first, the volume and ambiguity of the data felt daunting, but that uncertainty soon became excitement. I learned to identify meaningful patterns, connect qualitative insights with quantitative evidence, and distill stories that revealed users’ real needs. The process strengthened my ability to move from raw data to clear, evidence-backed design direction.



This project sparked my passion for design research and reinforced that research is a tool for advocacy—ensuring design decisions serve people first. It shaped how I approach design today: as an iterative process of listening, learning, and creating with intention.