Abstract :
This research project was developed in collaboration with the interactive center Mundo Fútbol, a company dedicated to educational entertainment through interactive sports exhibits. The main objective was the redesign of three of its most representative interactive exhibits: Compare Your Jump, Test Your Power, and Measure Your Speed. These exhibits, which are central to the visitor experience, showed significant deficiencies in material durability, ease of use, maintenance, and visual appeal due to prolonged use and a lack of technical updates for over a decade.
The research was structured based on the Design Thinking methodology, which allowed for a deep understanding of the needs of both the users and the Mundo Fútbol staff responsible for the transportation, installation, and operation of the exhibitions. The process was carried out in five stages: empathize, define, ideate, prototype, and test, supported by complementary tools such as the Ishikawa diagram, SCAMPER, and brainstorming. These tools helped facilitate the identification of root problems and the generation of innovative solutions.
Each exhibit was addressed individually, with a detailed analysis of its operation, structure, components, user interaction, and usage conditions. As part of the redesign, structural, functional, and aesthetic improvements were proposed and modeled using SolidWorks software, producing technical drawings, 3D models, and photorealistic renders of the new proposals. Additionally, structural simulations with static load analysis were conducted using materials such as ABS plastic and ASTM A-36 steel, in order to validate the strength, safety, and efficiency of each design.
The results demonstrate significant improvements in ergonomics, structural resistance, ease of maintenance, and user experience, while also reducing setup times and transportation requirements. This research not only provides technical solutions tailored to Mundo Fútbol’s needs but also establishes a replicable methodology for the development of modern, sustainable, and user-centered interactive exhibits within the field of industrial design and engineering.
Keywords :
brainstorming., Design Thinking, SCAMPER, SolidWorks.References :
- American Society for Quality. (n.d.). Fishbone (Ishikawa) diagram. https://asq.org/quality-resources/fishbone
- Brown, T. (2009). Change by design: How design thinking transforms organizations and inspires innovation. HarperBusiness.
- Burgasi Delgado, M. (2021). The Ishikawa diagram as a quality tool in education: A review of recent years. Journal of Educational Research, 15(2), 1–12.
- Chris Fenning. (2025). Advantages and disadvantages of brainstorming. https://chrisfenning.com/advantages-and-disadvantages-of-brainstorming/
- Fédération Internationale de Football Association. (2023). Annual report 2023. https://www.fifa.com/annualreport2023
- (n.d.). SolidWorks reviews & product details. https://www.g2.com/products/solidworks/reviews
- Gómez, S. (2012). SolidWorks: Computer-aided mechanical design. Editorial Académica Española.
- Harvard Business School Online. (2022). What is design thinking and why is it important? https://online.hbs.edu/blog/post/what-is-design-thinking
- Interaction Design Foundation. (n.d.). Brainstorming. https://www.interaction-design.org/literature/topics/brainstorming
- Interaction Design Foundation. (n.d.). SCAMPER. https://www.interaction-design.org/literature/topics/scamper
- Interaction Design Foundation. (2023). What is design thinking? https://www.interaction-design.org/literature/topics/design-thinking
- Ishikawa, K. (1993). Guide to quality control (2nd ed.). Asian Productivity Organization.
- Javelin Technologies. (2020). Why SolidWorks? https://javelin-tech.com/blog/why-solidworks/
- (2023). SCAMPER technique: Advantages and disadvantages. https://www.linkedin.com/pulse/scamper-technique-advantages-disadvantages
- (2022). Limitations of design thinking. https://medium.com/@designthinking/limitations-of-design-thinking
- (2025). What is brainstorming? https://miro.com/guides/brainstorming/
- Mundo Fútbol Pachuca. (2025). General data and historical background. Centro Interactivo Mundo Fútbol.
- National Institutes of Health. (2024). Cause and effect analysis. https://www.nih.gov/
- (2017). The limitations, criticisms, and new pathways for design thinking. https://paul4innovating.com/2017/01/25/the-limitations-criticisms-and-new-pathways-for-design-thinking/
- (2024). SCAMPER disadvantages. https://penfriend.ai/scamper-disadvantages
- Ramos, J., & Wert, A. (2015). Design thinking: A methodology for innovation. Journal of Industrial Design, 10(1), 45–58.
- (2023). Pros and cons of SolidWorks. https://www.reddit.com/r/SolidWorks/comments/pros-cons-solidworks/
- Rich, J. R. (2003). Brain storm: Tap into your creativity to generate awesome ideas and remarkable results. Career Press.
- Seoul National University. (n.d.). Disadvantages of brainstorming. https://snu.ac.kr/
- Serrat, O. (2009). The SCAMPER technique. Asian Development Bank. https://doi.org/10.1007/978-981-10-0983-9_22
- Singh, D. (2024). IKEA Planning Studio: A design thinking case study. LinkedIn. https://www.linkedin.com/pulse/ikea-planning-studio-design-thinking-case-study-daniel-singh
- (n.d.). SolidWorks software. https://www.solidworks.com/
- (2020). Limitations of Ishikawa diagrams. https://www.taproot.com/limitations-of-ishikawa-diagrams/
- (n.d.). Fishbone diagram limitations. https://www.tempo.io/blog/fishbone-diagram-limitations
- The Decision Lab. (n.d.). SCAMPER. https://thedecisionlab.com/reference-guide/management/scamper
- (n.d.). Design thinking examples: Three case studies. https://www.triangility.com/design-thinking-examples
- Vianna, M., Vianna, Y., Adler, I. K., Lucena, B., & Russo, B. (2016). Design thinking: Business innovation. MJV Pres.

