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Description
The look and feel of one’s environment, be it built or organic, has great influence on mood, behavior, and general comfort. Through exploratory qualitative research, this study intends to explore the presence of wellness features in Scandinavian Design throughout the growth of the Scandinavian modern movement, and how these practices

The look and feel of one’s environment, be it built or organic, has great influence on mood, behavior, and general comfort. Through exploratory qualitative research, this study intends to explore the presence of wellness features in Scandinavian Design throughout the growth of the Scandinavian modern movement, and how these practices may be integrated and adapted in both commercial and residential design in the United States (U.S.). What do Scandinavian designers perceive as the essential traits of the Scandinavian design style, and what relationship, if any, exists between these traits and the concept of wellness? To answer this question, the researcher made use of a purposive sampling method based on exploratory qualitative research methodology, conducting three in-person, semi-structured interviews and extracting themes based on thematic coding. During data analysis three primary themes were identified: sustainability, materiality, and community. The data reported in this study provides some insight into Scandinavian designers’ perceptions of their own practices, and begins to connect these factors to a more global approach to architecture and design.
ContributorsKlein, Gabrielle (Author) / Bender, Diane (Thesis director) / Heywood, William (Committee member) / Department of Psychology (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Animal testing is a social issue often forgotten because it does not directly affect the individual on a daily basis. I believe animal testing is an important issue to combat because these animals cannot speak for themselves. I focused the entirety of my senior year on creating projects within the

Animal testing is a social issue often forgotten because it does not directly affect the individual on a daily basis. I believe animal testing is an important issue to combat because these animals cannot speak for themselves. I focused the entirety of my senior year on creating projects within the Visual Communication Design program centered around animal testing. I felt it would be powerful to approach animal testing through visual communication design because it allows for the audience to digest the issue in a well-designed fashion, while also being informative. In the Fall of 2019 I designed and constructed a fully functional clock that highlighted the unaccounted for animal lives lost due to animal testing, specifically within the United States. In the Spring of 2020 I completed a virtual exhibit space advocating for individuals to switch to a cruelty-free lifestyle through the products they employ in their daily lives. This exhibit space was originally meant to be built and displayed in person, but due to COVID-19 this was unable to happen. Instead, I was able to work through this setback and construct an augmented reality exhibit. To view this and a process book of creating this virtual exhibit space, visit https://asudesignshow.com/Riley-Padua-Cruelty-Free-Beauty. Finally, I created a book to document the work I created within my senior year with an additional section dedicated to the social issue of animal testing. It is my hope that through my designs and throughout my life that I can be a voice for these animals and work to fight for the end of animal testing.
ContributorsPadua, Riley Sinclaire (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
This is a collection on research into, and designed pieces pertaining to, the loss of language in the USA. In particular, the analysis and social consequences of English-as-a-second-language learners losing their native language as they progress through American society. A number of factors have caused many American immigrants or natives

This is a collection on research into, and designed pieces pertaining to, the loss of language in the USA. In particular, the analysis and social consequences of English-as-a-second-language learners losing their native language as they progress through American society. A number of factors have caused many American immigrants or natives to lose their first or family language, causing a cascade of personal and societal issues that range from educational deficiencies to federal and healthcare system failures.
ContributorsGilton, Carter Lewis (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
DescriptionThis project explores the impacts of partisan media bias on the American people and government through a book, website, and three-dimensional exhibit. It is meant to make audiences question the validity and reliability of the information around them while encouraging skepticism.
ContributorsVan Zile, Kara (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / School of International Letters and Cultures (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Through the course of this project, I worked to redesign an underused and conveniently located space on the Arizona State University Polytechnic campus in such a way as to bring the benefits of nature to students spending time on-campus. This paper outlines how I used the ideas behind biophilia and

Through the course of this project, I worked to redesign an underused and conveniently located space on the Arizona State University Polytechnic campus in such a way as to bring the benefits of nature to students spending time on-campus. This paper outlines how I used the ideas behind biophilia and sensory gardens to provide visitors to the space the wholesome experience of nature in the small area of my selected location.It walks through the design process from site selection to the final planting plan, which considers not only the physical requirements of the plants but also their contribution to the space. I separated the chosen space into five distinct zones, each with their own purpose. Due to time constraints, I only produced planting and hardscape plans for three
of the five spaces. In redesigning this space, I placed emphasis on utilizing some methods for passive cooling and heating to preserve a comfortable environment throughout the year with minimal energy usage. These methods include protecting visitors from intense eastern, western, and overhead sun during the warmer months and using thermal masses to absorb heat during the day. For the landscape design component, I found plants whose colors, textures, and smells suited the purpose of each space and arranged them in such a way as to maximize the positive sensory effects of the plants. Because color in the
landscape was an essential component in parts of the design, I focused on providing yearlong color by staggering the bloom periods of different plants. In doing this, I devised a system to visually represent the bloom period of any given plant within the landscape plan. Finally, I generated a rough cost estimate for the materials needed to construct the site according to my hardscape and landscape plans.
ContributorsWestbay, Jobana (Author) / Thomas, Martin (Thesis director) / Cynthia, James-Richman (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
For my thesis I worked in ASU’s Bio-Inspired Mechatronics lab on a project lead by PhD student Pham H. Nguyen (Berm) to develop an assistive soft robotic supernumerary limb. I contributed to the design and evaluation of two prototypes: the silicon based Soft Poly Limb (SPL) and one bladder-based fabric

For my thesis I worked in ASU’s Bio-Inspired Mechatronics lab on a project lead by PhD student Pham H. Nguyen (Berm) to develop an assistive soft robotic supernumerary limb. I contributed to the design and evaluation of two prototypes: the silicon based Soft Poly Limb (SPL) and one bladder-based fabric arm, the fabric Soft Poly Limb (fSPL). For both arms I was responsible for the design of 3D printed components (molds, end caps, etc.) as well as the evaluation of the completed prototypes by comparing the actual performance of the arms to the finite element predictions. I contributed to the writing of two published papers describing the design and evaluation of the two arms. After the completion of the fSPL I attempted to create a quasi-static model of the actuators driving the fSPL.
ContributorsSparks, Curtis Mitchell (Author) / Sugar, Thomas (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes

Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes produced a more pleasant color effect than the glaze by itself. A glossy clear glaze was created. The glaze crazed minimally, and color variants were created with the rare earth metals erbium, praseodymium, and neodymium, resulting in celadon-like glazes that were pink, green, and bluish purple respectively. Finally, A semi-matte stoneware glaze with high spodumene content was created with two specific color variations
ContributorsVilen, Zachary Kwochka (Author) / Beiner, Susan (Thesis director) / Steimle, Timothy (Committee member) / School of Life Sciences (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well.

“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well. The 2012 Program for International Student Assessment (PISA) test examined 44 countries’ students’ problem-solving abilities — American students landed just above the average, but they still scored below many other developed countries, including Britain, Singapore, Korea, Japan, China and Canada” (Bertram, 2015).
Lack of quality education, busy households, and limited time and money can all be factors of why children are not academically supported. What would it look like if children had access to a tool that helped them catch up if they fall behind? A tool that empowers children to solve academic and real-world world problems will help strengthen different cognitive and behavioral skills as well as create a more personalized educational experience, inside the classroom and out. This tool can be applied to the way we look at our formal academic education to help build new, creative problem solving strategies that are tailored to each student’s preferred ways of learning.

Proposed Research

My research is driven by the following question:

How do we create a tool for students that will help them maneuver busy and over-populated classrooms to help them learn better?

I am interested in studying the ways in which children in the age range of 11-14 play, specifically through video gaming, and using this influence to promote learning. By using children’s gaming interests to inspire education, they will be more inclined to participate in learning activities in the classroom. By exploring and observing how children problem solve in gaming, I will be able to pull techniques and methods from play in order to enhance critical learning. This project will begin in mid-May, and will continue after my thesis defense when I take this project into the workforce and am applying for jobs.
Methods
I will be taking a mixed methods approach to my research by using a combination of:
Qualitative methods: Observational data will be collected in many ways including but not limited to sketches, photography, writing, and film. After gathering base-level observational data I plan to use this, as well as my prototypes from the early phases of my product’s life to create a study to better understand users’ preferences with my product. This will include different colors, ergonomic shapes, part lines, and more to allow for a large range of feedback.
Surveys and interviews: I wish to interview and survey policymakers, educators, students, and other stakeholders invested in education to better understand their needs, in order to ensure that my product is feasible in the eyes of policymakers. It is important that my specific product not only serve as a tool for students, but also for teachers to learn as well. Making this product as something practical and scalable is important in terms of feasibility.
Thematic groups: Observing user groups interacting with my product/project will help me adjust to my general end goals.

Actionable Insights

After gathering data from interviews, surveys, observations, and product feedback, I plan to analyze this data and make sufficient changes to my project in order to better serve the community in which I am trying to benefit. Doing this will help my project be more effective and impactful.

Limitations will depend on rules on photography and interviewing. The timeline of the analysis of the data collected will be similar to the timeline provided for the senior studio class for traditional industrial design students.
Expected Outcomes
The proposed research will strengthen my design skills and expand my knowledge as a design student interested in the user experience, wellbeing, access to arts education, and much more. I will have a final outcome of a physical product that will be used as an initiative to help children studying STEM subjects to find new, creative, and different ways of solving problems.
Timeline
As I will be doing this project in congruency with my senior industrial design studio, my schedule has been roughly predetermined.
April-August
Literature review and preliminary research will be taken care of during this part of my thesis project. I will also be contacting people I would like to see be involved in this project during this time.
August-December
Research
1. Exploration
a. Assign01: Mind map + Visit the world
b. Assign02: Observations + Interviews
2. Making sense of the data + Concepts
a. Assign03: POG + Ideation
b. Assign04: Concept Evaluation + Selection
c. Partner School Determined
3. Concept Direction + Customer Validation + Research Summary
a. Assign05: Hard device and Screen Mock-ups + Customer Feedback
b. Assign06: Mid-term presentation of research + Life-Cycle
Design
1. Form Development + Drivers
a. Assign07: Design Language + Out into the World
b. Assign08: Product Details + Function
c. Wire frames Due
2. Study Models + CAD Model
a. Assign09: Refined 3D Study Model
b. Assign10: CAD Model + Tech Drawings
c. Running Step-Through
3. Design Validation + Refinement
a. Assign11: Persona Check +CMF + Features & Benefits
4. Storyboard Development + Visual Poster
a. Assign12: Storyboard + Life of Product
b. Assign13: Poster + Presentation Outline
c. Assign14: Product Animation
5. Final Presentation
a. Assign15: Process Book
b. Assign16: Public presentation
December-January
This is the time I will use to have my code built out a bit more. I will come back into the next semester with a code that functions in my form that I have decided on.
January-May
This time will be used to run user tests on my product, and make desired changes to it in order to fully iterate and design my concept well and with data-driven desires.
Meetings
I plan to meet with my studio professor, Dosun Shin, once every two weeks to discuss how my project is progressing. My second committee member will be Dean Bacalzo. My committee will be contacted on a monthly basis by way of email with updates on my project’s process. From there I will be able to ask for suggestions and schedule meeting times to further discuss my project.
























References
Educational Ecosystems for Societal Transformation

Why STEM? Success Starts With Critical Thinking, Problem-Solving Skills
https://www.wired.com/insights/2014/06/stem-success-starts-critical-thinking-problem-solving-skills/
Unlocking Creativity: Teaching across the Curriculum

How the Founder of All Girls Code Is Shaking Up STEM in the Middle East
https://www.jnj.com/personal-stories/the-road-to-devex-aya-mouallem-discusses-her-stem-program-for-girls

Case Study: A game for conflict-affected youth to learn and grow
https://blogs.unity3d.com/2018/06/13/case-study-a-game-for-conflict-affected-youth-to-learn-and-grow/

Vice Charter School vs Public School
https://www.theatlantic.com/science/archive/2016/10/the-weak-evidence-behind-brain-training-games/502559/

Think brain games make you smarter? Think again, FSU researchers sayhttp:/
ews.fsu.edu
ews/health-medicine/2017/04/17/think-brain-games-make-smarter-think-fsu-researchers-say/
About STEAM Edu
https://steamedu.com/about-us/
Brain Games Don’t Work
http://fortune.com/2017/07/10/brain-games-research-lumosity/

Pip is a portable gaming device that teaches children to codehttps://www.dezeen.com/2017/12/05/pip-portable-gaming-device-teaches-children-coding-technology/
Latest STEM learning kits for kids combine technology and play doughhttps://www.dezeen.com/2017/06/06/stem-learning-kits-kids-combine-technology-play-dough-universe-tech-will-save-us-design/
3 Ways To Design Toys That Boost Kids’ Creativityhttps://www.fastcodesign.com/1669691/3-ways-to-design-toys-that-boost-kids-creativity
Plobot for STEAM
https://www.behance.net/gallery/45476023/Plobot

Global Education Futures Report
http://futuref.org/educationfutures
Xbox Adaptive Controllerhttps://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller
2018 US Video Game Market Predictionshttps://www.npd.com/wps/portal
pd/us/blog/2018/2018-us-video-game-market-predictions/
Kids and Violence in the Media
https://www.parenting.com/article/media-violence-children
YouTubers Talk About Their Favorite Games
https://www.youtube.com/watch?v=D3wFuqzzwdk

https://www.ideo.com/case-study/giving-ed-tech-entrepreneurs-a-window-into-the-classroom
https://www.ideo.com/case-study/for-kids-a-new-tactile-way-to-learn-coding
https://www.youtube.com/watch?v=uwskPyYEH2I&feature=youtu.be
https://www.kerbalspaceprogram.com/en/?page_id=11
ContributorsStrasser, Grace Bailey (Author) / Wilkymacky, Abby (Thesis director) / Shin, Dosun (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and recognize patterns. The caretaker has an app on their

Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and recognize patterns. The caretaker has an app on their phone that alerts them when the elderly person breaks an activity pattern which also allows them to quickly and easily communicate with the elderly person to check on them. Bridge also holds the elderly person's personal medical history to allow medical professionals to provide them with better care in the case of an emergency.
ContributorsPowell, Audrey (Co-author, Co-author) / Shin, Dosun (Thesis director) / Wilkymacky, Abby (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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DescriptionIn this creative project, a treehouse is designed for a cottonwood tree in Dolores, Colorado. The treehouse design was rooted in engineering principles, and brought to life with using the commercial civil engineering program Risa-3D.
ContributorsOlder, Hunter Donovan (Author) / Ward, Kristen (Thesis director) / Hjelmstad, Keith (Committee member) / Civil, Environmental and Sustainable Eng Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12