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Contracting is an integral component of both government (i.e., public) and private business. As part of the contracting process, contracting companies must submit proposals to federal agencies or private businesses; individuals who write proposals on behalf of contracting companies are known as proposal writers. Although proposal writers are central to

Contracting is an integral component of both government (i.e., public) and private business. As part of the contracting process, contracting companies must submit proposals to federal agencies or private businesses; individuals who write proposals on behalf of contracting companies are known as proposal writers. Although proposal writers are central to the proposal writing process, they are only marginally represented in available literature on the contracting and proposal writing processes. Additionally, available literature is disproportionately influenced by industry and trade sources, versus academic sources, and completed by industry authorities. As a result, key findings from such reports may not reflect the feedback gathered as part of this research. This research utilized a 25-question survey with both multiple choice and free answer questions to gauge the most and least effective components of the proposal writing process. Communication and collaboration—internally within the proposal team or within the company, and externally between the company and customers, clients, etc.— were cited as both the most and least effective components of the process. Notably, however, communication and collaboration were not the most frequently encountered issues, as only 23.5% of proposal writers reported communication as a common issues. Instead, supporting resources (46.9%), time/ schedule (49.2%), and direction. instructions (44.9%) were reported as the most common issues that proposal writers encountered, although one in four participants noted that issues were not consistent across proposals.
ContributorsRast, Mickella (Author) / Mara, Andrew (Thesis advisor) / Stambler, Mollie (Committee member) / Madson, Michael (Committee member) / Lambrecht, Kathryn (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Educational videos are a large part of the YouTube community, and an emerging niche of these videos is educational videos created by professionals in the field. Creating content on their profession establishes them as experts and trustworthy sources of information that audiences can turn to while researching topics relating to

Educational videos are a large part of the YouTube community, and an emerging niche of these videos is educational videos created by professionals in the field. Creating content on their profession establishes them as experts and trustworthy sources of information that audiences can turn to while researching topics relating to the field. This study includes eighteen videos from three doctors creating medical-educational content posted to YouTube. The purpose of this study was to determine if these content creators use best practices for educational videos and the common themes these videos share. The best practices were gathered from previous research conducted on educational videos. These practices are viewability, timing, accessibility, reliability, and confidence. Commonalities noted across channels were then coded to find common themes within the niche. These themes do not need to be in every video, but they should be present on two channels. These themes include formatting videos and thumbnails, styles of videos, and their use of humor and entertaining additional content. These videos also break down the negative perceptions of authority that are often attached to doctors by humanizing the doctors to the audience. Combining these best practices and the use of the found common themes strengthen the videos to create engaging and educational content.
ContributorsTaylor, Darby Lyn (Author) / Mara, Andrew (Thesis advisor) / Carradini, Stephen (Committee member) / Madson, Michael (Committee member) / Arizona State University (Publisher)
Created2022
Description
The field of technical communication studies informational documents, such as instruction manuals or research articles and so on. Games have instructions, or rules, which must be documented. Technical communication scholars have studied documents for video games, but similar research on tabletop rulebook documents appears to be mostly absent, an absence

The field of technical communication studies informational documents, such as instruction manuals or research articles and so on. Games have instructions, or rules, which must be documented. Technical communication scholars have studied documents for video games, but similar research on tabletop rulebook documents appears to be mostly absent, an absence that creates a gap within technical communication research. Filling this gap, my work studies tabletop game rulebooks, which lie within the genre of instruction manuals. Technical communication has produced a theory of effective manual design, and I present much of that theory as, what I call, standards of effective manual design. I observed 30 tabletop game rulebooks to see how well they follow those standards, and I interviewed or surveyed people who played 15 of those games to see how effective the games’ rulebooks are for those people. This allowed me to see how well a rulebook’s adherence to the standards of effective manual design aligned with its effectiveness. This alignment did not always hold; consequently, though an effective rulebook follows the standards of effective manual design, a rulebook can follow said standards yet be ineffective. I conclude that following the standards is only a necessary, not sufficient, condition for making an effective rulebook. The standards must also be used in the correct way and amount.
ContributorsRiggleman, Mark Kenneth (Author) / Lambrecht, Kathryn (Thesis advisor) / Cooke, Lynne (Committee member) / Mara, Andrew (Committee member) / Arizona State University (Publisher)
Created2024
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Description
With 285-million blind and visually impaired worldwide, and 25.5 million in the United States, federally funded universities should be at the forefront when designing accessible websites for the blind community. Fifty percent of the university homepages discussed in my thesis failed accessibility checker tests because alternative text was not provided

With 285-million blind and visually impaired worldwide, and 25.5 million in the United States, federally funded universities should be at the forefront when designing accessible websites for the blind community. Fifty percent of the university homepages discussed in my thesis failed accessibility checker tests because alternative text was not provided in the alt-attribute for numerous images, making them inaccessible to blind users. The images which failed included logos, photographs of people, and images with text. Understanding image content and context in relation to the webpage is important for writing alternative text that is useful, yet writers interpret and define the content and context of images differently or not at all. Not all universities follow legal guidelines of using alternative text for online images nor implements best practices of analyzing images prior to describing them within the context of the webpage. When an image used in a webpage is designed only to be seen by sighted users and not to be seen by screen reader software, then that image is not comparably accessible to a blind user, as Section 508 mandates.
ContributorsSabbia, Michael Robert (Author) / Maid, Barry (Thesis advisor) / Brumberger, Eva (Thesis advisor) / Mara, Andrew (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first

Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first part of the study analyzes the results of a survey in which 150 people responded to questions about social media use and the relationships between image type and the functions of social media in urban contexts. The second part of the study analyzes the results of coding one year of visual images tweeted by @CambMA, the municipal Twitter feed for the City of Cambridge, Massachusetts. These approaches required the development of new tools for analyzing visual communication and genre moves in specific media contexts. My research suggests that specific image types are suited for specific media functions in the context of visual communication in virtual urban environments and that some image types are especially effective in capturing and expressing the city. These findings provide potential strategies for municipal social media channels to consider in terms of how they communicate with their audiences.
ContributorsDel Nero, Zachary (Author) / Maid, Barry (Thesis advisor) / D'Angelo, Barbara (Committee member) / Mara, Andrew (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Since 1939, Batman has been a staple character of the comic book industry. He has been used throughout the last 80 years as a conduit through which to portray mental health content. This thesis analyzes how mental health content has changed in Batman comic books from 1939 to today. Based

Since 1939, Batman has been a staple character of the comic book industry. He has been used throughout the last 80 years as a conduit through which to portray mental health content. This thesis analyzes how mental health content has changed in Batman comic books from 1939 to today. Based on existing research, I identified that mental health content has been present in Batman comic books for as long as they have existed. According to my research results, content can be traced back to the Golden Age of comic books (1939-1956), with a decrease in content in the Silver Age of comic books (1956-1970) due to the emergence of the Comics Code Authority. In the Bronze Age of comic books (1970-1986), mental health content reached its peak. In the Modern Age of comic books (1986-Present), content once again dropped, but not as low as in the Golden and Silver Ages. Identifying how mental health representation has changed since 1939 can help researchers to better understand how comic books can be used to communicate with readers.
ContributorsDagenais, Jordan (Author) / D'Angelo, Barbara (Thesis advisor) / Maid, Barry (Committee member) / Mara, Andrew (Committee member) / Arizona State University (Publisher)
Created2020
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Description
The Covid-19 global pandemic saw many college and university faculty scrambling to quickly transition their on-site courses online owing to various city, state, and national lockdowns and social distancing efforts in order to stem the spread of the disease. Nearly 90 percent of institutions had to resort to some sort

The Covid-19 global pandemic saw many college and university faculty scrambling to quickly transition their on-site courses online owing to various city, state, and national lockdowns and social distancing efforts in order to stem the spread of the disease. Nearly 90 percent of institutions had to resort to some sort of online or remote learning in order to accommodate continued student learning amongst the lockdowns and required social distancing that was implemented. Similar methods were implemented for the following summer and fall semesters of 2020, bleeding into the spring 2021 semester. These restrictions meant that faculty could not teach their courses wholly, or in some circumstances at all, in an on-site delivery method. Instead, many higher education faculty members had to make the shift to teaching their courses completely online, or in a mixed method of delivery, on-site and online. The purpose of this study was to determine if learner-centered teaching was a key component of the quick transition of on-site to remote teaching in the Spring and Fall 2020 semesters and how this information may provide insight for future online course development.
ContributorsDuVal, Christopher (Author) / Abe Harris, La Verne (Thesis advisor) / D'Angelo, Barbara (Committee member) / Mara, Andrew (Committee member) / Ilyasova, Alex (Committee member) / Arizona State University (Publisher)
Created2021
Description

The purpose of this project was to evaluate the State Bar of New Mexico's (SBNM) new podcast series, SBNM is Hear. The podcast was initially developed as a member outreach tool and a new platform for professional development and survey questions were developed to gauge the podcast’s effectiveness in these

The purpose of this project was to evaluate the State Bar of New Mexico's (SBNM) new podcast series, SBNM is Hear. The podcast was initially developed as a member outreach tool and a new platform for professional development and survey questions were developed to gauge the podcast’s effectiveness in these two areas. An electronic survey was deployed to active members of the SBNM through email. Respondents were asked questions regarding their demographics, whether they had listened to the series, and what content they would like to hear in the future. The survey resulted in 103 responses, of which 60% indicated that they had not listened to the podcast. The results showed that listenership was evenly divided between generations and that more females listened to at least one episode. The open-ended responses indicated that the two cohorts of respondents (listeners and non- listeners) viewed the podcast a potential connection to the New Mexico judiciary. Future recommendations include conducting an annual survey to continue to understand the effectiveness of the podcast and solicit feedback for continued growth and improvement

ContributorsPettit, Morgan (Author) / Lauer, Claire (Degree committee member) / Mara, Andrew (Degree committee member) / Carradini, Stephen (Degree committee member)
Created2020-12-10
Description

Grubhub's user reviews from the Apple IOS store were analyzed to provide alternate user experience (UX) solutions through answering the following:
1. How is Grubhub's mobile app meeting user expectations?
2. How can Grubhub improve the mobile app experience?

ContributorsDiaz, Samantha (Author) / Harris, LaVerne Abe (Degree committee member) / D'Angelo, Barbara J. (Degree committee member) / Mara, Andrew (Degree committee member)
Created2019-12-13
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Description

As the impact of technology on daily life continues to grow, online learning platforms for primary, secondary, post-secondary, and professional institutions find ways to:

1. Connect peers and instructors through digital communication.
2. Engage users more fully in learning.
3. Provide access to resources that enhance deep-impact education.

Online learning platforms, or learning management

As the impact of technology on daily life continues to grow, online learning platforms for primary, secondary, post-secondary, and professional institutions find ways to:

1. Connect peers and instructors through digital communication.
2. Engage users more fully in learning.
3. Provide access to resources that enhance deep-impact education.

Online learning platforms, or learning management systems (LMS), are used to connect instructors and students through synchronous and asynchronous engagement tools, provide space for the transfer of resources and ideas, and track progress. However, these platforms were designed with more mainstream purposes - and more digitally savvy - users in mind.

Adult learning programs (with members ages 50+) currently have no online learning and sharing platform specifically designed to fit the needs and desires of their users. Despite the multitude of barriers to successful use, adult learning programs recognize the need to engage with members digitally and are seeking an online learning platform centered around their users.

This project, utilizing best practices in technical communication and mixed methods user experience research, broadens the boundaries of communication design by creating an online learning platform prototype specifically for adults ages 50+ through the lens of information design, content management, and user experience outcomes.

ContributorsBaker, Abby (Author) / Knopf, Richard (Degree committee member) / Lauer, Claire (Degree committee member) / Mara, Andrew (Degree committee member)
Created2019-11-11