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Today, successful design is not only pleasing to the eye but may also help to manage social behaviors which can lead to increased satisfaction and increased revenue for clients. Designers function as problem solvers to provide solutions to challenges certain spaces face promoting or driving desired human interaction through effective

Today, successful design is not only pleasing to the eye but may also help to manage social behaviors which can lead to increased satisfaction and increased revenue for clients. Designers function as problem solvers to provide solutions to challenges certain spaces face promoting or driving desired human interaction through effective design of the built environment. The experience-based economy of the 21st century prompts companies to attempt to stage an experience by connecting on a personal level with consumers in order to create value and support consumer needs. In experience-based design, interior design embraces social psychology by structuring the built environment to function as a tool to manage social interactions. Due to the nature of the human animal, social interactions in turn alter the culture of a specific place in an iterative process. Through this dynamic relationship, interior design can seek to either support the culture or function of a place and its users or work to effect change.
ContributorsMarcolla, Patrice Marie (Author) / Bernardi, Jose (Thesis director) / Bochart, Sonja (Committee member) / W. P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Food’s implication on culture and agriculture challenges agriculture’s identity in the age of the city. As architect and author Carolyn Steel explained, “we live in a world shaped by food, and if we realize that, we can use food as a powerful tool — a conceptual tool, design tool, to

Food’s implication on culture and agriculture challenges agriculture’s identity in the age of the city. As architect and author Carolyn Steel explained, “we live in a world shaped by food, and if we realize that, we can use food as a powerful tool — a conceptual tool, design tool, to shape the world differently. It triggers a new way of thinking about the problem, recognizing that food is not a commodity; it is life, it is culture, it’s us. It’s how we evolved.” If the passage of food culture is dependent upon the capacity for learning and transmitting knowledge to succeeding generations, the learning environments should reflect this tenability in its systematic and architectural approach.

Through an investigation of agriculture and cuisine and its consequential influence on culture, education, and design, the following project intends to reconceptualize the learning environment in order facilitate place-based practices. Challenging our cognitive dissonant relationship with food, the design proposal establishes a food identity through an imposition of urban agriculture and culinary design onto the school environment. Working in conjunction with the New American University’s mission, the design serves as a didactic medium between food, education, and architecture in designing the way we eat.
ContributorsBone, Nicole (Author) / Rocchi, Elena (Thesis director) / Hejduk, Renata (Committee member) / Robert, Moric (Committee member) / The Design School (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers

This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers can follow the creatures of this story-driven program as they learn the importance of digital literacy in the 21st century.
ContributorsRaiton, Joseph Michael (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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DescriptionStudies have shown that less than 50% of Americans are satisfied with their work. Career satisfaction can benefit many facets of a worker's life. My thesis looks at career satisfaction as more than an ideal and motivates others to discover how it can work to better their own life.
ContributorsDe La Cruz, Evelyn Krystal (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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Description
College and university campuses can play an important role in a student’s life, and campus outdoor spaces have the ability to positively impact various aspects of student health and well-being. It has long been understood that natural environments can promote health and well being, and in recent years research has

College and university campuses can play an important role in a student’s life, and campus outdoor spaces have the ability to positively impact various aspects of student health and well-being. It has long been understood that natural environments can promote health and well being, and in recent years research has begun to examine the impact of parks and landscapes in urban settings on subjective well-being (SWB). Subjective well-being (aka “happiness”) refers to
one’s self-reported measure of well-being and is thought of as having a high level of positive affect, low level of negative affect, and high degree of life satisfaction (Diener, 1984).

This study was conducted to assess the interrelationships between affective experiences, SWB, and usage of campus outdoor spaces in order to learn how outdoor spaces on the Arizona State University (ASU) Tempe campus can be enhanced to increase SWB and usage. In total, 832 students completed a survey questionnaire 1,140 times for six campus outdoor spaces. The results showed that students experience the greatest amount of happiness in the Secret Garden
and James Turrell ASU Skyspace, relaxation/restoration is the affective experience most strongly related to SWB, and SWB is negatively correlated with frequency of visits but positively link with duration of visits. To improve student happiness and usage of outdoor spaces on campuses, planners and designers should work on increasing the relaxing/restorative qualities of existing
locations, creating new spaces for relaxation/restoration around campus, reducing the perception of crowding and noise in large spaces, increasing fun/excitement by adding stimuli and/or opportunities for activity and entertainment, and adding equipment necessary for students to perform the activities they want. In addition to the ASU Tempe campus, the methodology and
findings of this research could be used to improve outdoor spaces on other college and university campuses and other types of outdoor environments.
ContributorsDavis, Kara (Author) / Cheng, Chingwen (Thesis director) / Cloutier, Scott (Committee member) / School of Sustainability (Contributor) / Dean, W.P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Adolescence, a period of life characterized by drastic physiological as well as psychological development, is undoubtedly daunting. With the rise of social media, this period has become increasingly difficult for teenagers to navigate as social media continues to transform the way they develop psychologically. By increasing their need for social

Adolescence, a period of life characterized by drastic physiological as well as psychological development, is undoubtedly daunting. With the rise of social media, this period has become increasingly difficult for teenagers to navigate as social media continues to transform the way they develop psychologically. By increasing their need for social validation, creating a sense of hyper-connectivity, and encouraging an unprecedented lack of empathy, social media negatively impacts self-esteem, a pillar of the social and emotional development endured by teens in these formative years. The result of this impact, low self-esteem is linked to a plethora of serious outcomes ranging from eating disorders and anxiety, to substance abuse and depression. These outcomes are the reasons why social media's effect on the self-esteem of teenagers is an issue worth addressing.
ContributorsBradshaw, Sydney Brenda (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / W. P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially

Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially for people who may be thought of as in opposition to our current political climate, such as immigrants, people of color, women, people practicing non-western religions, people living outside of the United States, activists, persons engaging in political dissent, and people with intersecting identities. Throughout the Fall and Spring semesters, I have done research, conducted visual experiments and designed exploratory projects in order to more thoroughly identify the issue and explore the ways in which visual communication design can aid in the conversation surrounding global surveillance. It was the intention of my fourth year social issue projects to explore the role of visual communication design in the dialogue surrounding surveillance, principally focusing on the responsibility visual communication design has in spreading ideas about how to globally subvert surveillance until governments disclose information about their unconstitutional actions or until whistleblowers do it for them. My final project, the fourth year social issue exhibit, focuses on how improving our personal password habits can help us gain agency in digital spaces. Using the randomness of rolling a dice to generate entropy can help us generate stronger passwords in order to secure sensitive information online. Using design as a method of communication, my fourth year social issue exhibit shared information about how encrypted passwords can act as the first line of defense in protecting ourselves from invasive data collection and malicious internet activity.
ContributorsBailey, Lauren Nicole (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
The overall purpose of this study is to address how graphic design can begin to solve the particular social issue of the effect of screen time on child development. In order to reach that particular conclusion, the research begins with an exploration of theories of child development themselves, both physical

The overall purpose of this study is to address how graphic design can begin to solve the particular social issue of the effect of screen time on child development. In order to reach that particular conclusion, the research begins with an exploration of theories of child development themselves, both physical and cognitive. After establishing their relevance and importance, the issue of the predominance of screens in this current culture is discussed. When it comes to the main point, that screen time affects how children develop, there are two polarized sides to the argument: pro-screens and anti-screens. After reviewing the valid points from each position, the discussion moves to the solution: graphic design. The specific solutions of the pixelPLAY campaign website, the Start Them Young promotional video, and the exhibit, Playing With Pixels: How Screens Can Affect Your Infant's Development, are described in detail as to how they can effectively communicate this social issue and spread awareness. Overall, the argument stands that screens are not going anywhere. It benefits this current generation of new parents to properly educate their child on the correct way to use this omnipresent digital medium in order for them to grow up as healthy, independent, socially responsible and capable individuals. The best chance for success emerges if the parents themselves become aware of the right and wrong ways to use screens, lead by example, and halt unhealthy habits before they even begin. Graphic design can be the match to the flame and set fire to getting this extremely relevant and important issue into the public eye.
ContributorsDella Corna, Gabriela Margarita (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / W. P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Companies can spend anywhere from hundreds to millions of dollars in creating as well as redesigning their logos and brand images. To make sure that they are creating their logos in an effective way, it is important to look at how consumers will be affected by the choices that are

Companies can spend anywhere from hundreds to millions of dollars in creating as well as redesigning their logos and brand images. To make sure that they are creating their logos in an effective way, it is important to look at how consumers will be affected by the choices that are made with the design.
The purpose of this paper is to examine how colors and orientations of logos affect consumer’s brand perception. This was done by distributing a survey that asked for participant’s feelings toward a certain subject. The survey first asked for the participant to define certain terms. Then, it asked what emotions the participants felt when thinking about certain colors. Finally, it asked users their opinions of logos after specific changes had been made. These changes include changing the colors of the original logos and changing the orientation of the original logos.
This paper will provide a look into over 600 participants' minds and how they perceive color. These participants were Arizona State University marketing students enrolled in Dr. John Eaton’s course during the 2020 Spring semester. This paper will provide recommendations to those looking to rebrand or create a brand logo.
After looking at the results of the survey and some outside research, it was hard to determine exactly what emotions consumers would feel with each color. Even though there was a large sample size, there were a lot of limitations in the survey which caused complications with the results. Due to these limitations, it made the correlation between specific colors and an emotion inconclusive.
ContributorsPaulsen, Dagny Yuanli (Author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
With our personal mental and physical well-bing in decline at home, in the workplace, and in the world, the interactive exhibition "STOP and play with plants" gives people a solution. Plants! Plants have been proven to improve one’s well-being. Through visual communication design an exhibit, a book, and a presentation

With our personal mental and physical well-bing in decline at home, in the workplace, and in the world, the interactive exhibition "STOP and play with plants" gives people a solution. Plants! Plants have been proven to improve one’s well-being. Through visual communication design an exhibit, a book, and a presentation were created to display the research on how plants benefit humanities well-being were created.
ContributorsMier Holland, Olive Clay (Author) / Sanft, Alfred (Thesis director) / Montgomery, Eric (Committee member) / School of Art (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05