Theses and Dissertations
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- Creators: Sanft, Alfred
According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.
The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.
To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.
Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.
I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.
This creative project dives into the issue of sexual harassment against women at work. I applied the topic to a clock and exhibit design, and explained the topic further in “In Conclusion.” The book also documents my senior year research, projects, and experience.
The United States of America has the highest incarceration rate in the world per capita. In 2019, the American criminal justice system held almost 2.3 million people in prisons. The current prison system is failing us. Eighty percent of prisoners return to jail within 5 years of being released because the prison system focuses on punishment, not rehabilitation, making reintegration into society nearly impossible for released criminals. Solitary confinement, abuse and a lack of resources only make this worse. Roughly 600,000 prisoners are released every year, back into your community to interact with your children and family, after years and years of sensory deprivation, violence, and being medically neglected. Unfortunately, there are hundreds of contributing factors and products of the mass incarceration crisis, but the most threatening and in need of attention are: the overcriminalization of drugs, inmate treatment and living conditions, the arrest and trial process, the prioritization of punishment over rehabilitation, and long sentence lengths for non-violent offenders.<br/><br/>The goal of my project is to bring awareness to this often overlooked problem. Throughout my research, I faced many unsettling emotions including fear, anger and deep sadness. While I do not wish to cause you pain, I noticed the impact my emotions had on my response to this issue. Therefore, I included disturbing content in my design to bring out similar emotions in you, because you should be fearful and angry about what is happening in our country.