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Individuals' experiences, environment, and education greatly impact their entire being. Similarly, a designer is affected by these elements, which impacts how, what and why they design. In order for design education to generate designers who are more socially aware problem solvers, that education must introduce complex social matters and not

Individuals' experiences, environment, and education greatly impact their entire being. Similarly, a designer is affected by these elements, which impacts how, what and why they design. In order for design education to generate designers who are more socially aware problem solvers, that education must introduce complex social matters and not just design skills. Traditionally designers learned through apprenticing a master. Most design education has moved away from this traditional model and has begun incorporating a well-rounded program of study, yet there are still more improvements to be made. This research proposes a new Integrated Transformational Experience Model, ITEM, for design education which will be rooted in sustainability, cultural integration, social embeddedness, and discipline collaboration. The designer will be introduced to new ideas and experiences from the immersion of current social issues where they will gain experience creating solutions to global problems enabling them to become catalysts of change. This research is based on interviews with industrial design students to gain insights, benefits and drawbacks of the current model of design education. This research will expand on the current model for design education, combining new ideas that will shed light on the future of design disciplines through the education and motivation of designers. The desired outcome of this study is to incorporate hands on learning through social issues in design classrooms, identify ways to educate future problem solvers, and inspire more research on this issue.
ContributorsWingate, Andrea (Author) / Takamura, John (Thesis advisor) / Stamm, Jill (Committee member) / Bender, Diane (Committee member) / Arizona State University (Publisher)
Created2011
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The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare Brand Loyalty of Apple products across two different cultures - China and US to see if there are any differences regarding their brand loyalty construction and expression. The emotional responses on product design were also studied in order to reveal potential emotional design issues between the two different cultures. Results of this study show that: (1) Brand loyalty strengthens a consumer's emotion bond with a targeted brand through its product carrier. Emotion is seen as a predictor for brand loyalty based on consumer proportionality and conformity of expression. (2) Cognitive experience is not necessary nor a sufficient condition to build brand loyalty. Emotion and culture will be crucial in constructing brand loyalty without cognition. Cultural differences will affect brand loyalty, especially regarding attitudinal loyalty. (3) Different cultures share different ways of emotional expression. Based on the scope, limitations, and results of this research, Chinese consumers appear to be more sensitive in their emotional feelings of the iPad's design than American consumers.
ContributorsQu, Yonghao (Author) / Takamura, John (Thesis advisor) / Shin, Dosun (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Industrial design is the practice of creating solutions by studying people and businesses. Originally centered on development of goods, industrial design uses methods rooted in human behavioral study, human factors, and strategic problem solving. As our economy and professional practice shift away from manufacturing towards a service-dominant landscape, industrial design

Industrial design is the practice of creating solutions by studying people and businesses. Originally centered on development of goods, industrial design uses methods rooted in human behavioral study, human factors, and strategic problem solving. As our economy and professional practice shift away from manufacturing towards a service-dominant landscape, industrial design must align its profession to formally include service design. The small service business setting is a microcosm in which the value of design and branding in business is magnified. This research reinforces design's ties with services marketing and business and is dedicated to finding solutions for the backbone of our economy. Micro-businesses with fewer than 20 employees often lack the sophisticated management, marketing, and strategies that bring about success. Despite the fact that 70% to 80% of small and micro businesses are service based, little research is dedicated to unique strategies for these small service firms. Research has shown that using strategic business design increases small business success. Given high small business failure rates, it behooves entrepreneurs to use intuitive planning tools that are appropriate for the dynamic startup years. When put within reach and context of small business owners, the tools used in design draw a clear map of insights into the "design" of small businesses. Through a literature review, interviews, and a new workshop method, the needs of small business owners and the challenges they face are used to design and implement an accessible, actionable strategic toolkit for small service businesses. This simple, interdisciplinary toolkit was designed with the goal of increasing the efficacy and likelihood of ongoing strategic business planning through context-specific, instrumental activities. The tools are shown to help a business owner form pragmatic, iterative problem-solving approaches that allow the business owner to plan in the face of uncertainty and find insights into her own business, brand, and services.
ContributorsGrimes, Lynelle (Author) / Takamura, John (Thesis advisor) / Peck, Sidnee (Committee member) / Wolf, Peter (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft

Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft Kinect. With the rise in popularity of these types of devices comes the increased amount of them in public areas. Public areas frequently use walk-up-and-use displays, which give many people the opportunity to interact with them. Walk-up-and-use displays are intended to be simple enough that any individual, regardless of experience using similar technology, will be able to successfully maneuver the system. While this should be easy enough for the people using it, it is a more complicated task for the designers who are in charge of creating an interface simple enough to use while also accomplishing the tasks it was built to complete. A serious issue that I'll be addressing in this thesis is how a system designer knows what gestures to program the interface to successfully respond to. Gesture elicitation is one widely used method to discover common, intuitive, gestures that can be used with public walk-up-and-use interactive displays. In this paper, I present a study to extract common intuitive gestures for various tasks, an analysis of the responses, and suggestions for future designs of interactive, public, walk-up-and use interactions.
ContributorsVan Horn, Sarah Elizabeth (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Economics Program in CLAS (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Food safety incidents have constantly hit society and threatened human health. Hundreds of millions of people become sick after eating contaminated food every year. As the problem continues to emerge, consumers must take action to avoid purchasing risky food products. As one of the solutions, food traceability systems have been

Food safety incidents have constantly hit society and threatened human health. Hundreds of millions of people become sick after eating contaminated food every year. As the problem continues to emerge, consumers must take action to avoid purchasing risky food products. As one of the solutions, food traceability systems have been developed rapidly in many countries in recent years. More food products can now be provided with traceability information to assist consumers in making purchase decisions. To design services for grocery shoppers to access food information from food traceability systems possibly through modern technologies, this transdisciplinary user research study investigated shopper insights into food traceability information on produce provided at grocery stores, with a fusion of ideas from the disciplines of design and consumer behaviors. Through literature reviews, an online survey study, and an online interview study, this research revealed a series of shopper insights concerning (1) shoppers’ knowledge about food traceability information, (2) shoppers’ behaviors and motivations for using traceability information on produce, (3) shoppers’ perceptions towards providing traceability information on produce to them at grocery stores, (4) shoppers’ perceived important traceability information on produce, (5) shoppers’ behavior intentions of using specific ways to access traceability information on produce, and (6) shoppers’ thresholds to pay for traceability information on produce. Based on the results, this study identified design opportunities for the features, components, and mediums of the service design of future food traceability systems.
ContributorsWang, Anne (Author) / Takamura, John (Thesis advisor) / Fehler, Michelle (Committee member) / Grebitus, Carola (Committee member) / Arizona State University (Publisher)
Created2022
Description
ABSTRACT The catalyst for this research was rooted in a patient satisfaction survey reported the need for an ambient quiet setting. This study used a descriptive comparative design augmented with qualitative data. The sample consisted of 54 participants came from one of three primary care clinics listened to 22 minutes

ABSTRACT The catalyst for this research was rooted in a patient satisfaction survey reported the need for an ambient quiet setting. This study used a descriptive comparative design augmented with qualitative data. The sample consisted of 54 participants came from one of three primary care clinics listened to 22 minutes of existing natural clinical sounds while the others listened to therapeutic sound hertz in a treatment room. The survey data correlated identify if an association existed or not to add therapeutic soundscape hertz back into a clinical ambient setting could affect the patient experience and wellness. Rather than, continue with abatement program efforts to remove unwanted sounds or mask the noise. Quantitative data were collected on mood states and biometric measures consisted of respiratory, heart, pulse systolic, and diastolic blood pressure rates. Qualitative data 5-Point Likert scale and open-ended questions determined participants' awareness of ambient sounds within the clinical setting. Data from participants were analyzed and compared separately for each clinic. The metrics were found to be statistically correlated (p<0.05) for the POMS-A survey and biometric measures using a Chi-square test. After the intervention, two clinics reported a 60%, and the third clinic an 80% mood state changes. Clinic 2-M reported the greatest significant mood state change. The t-Test validation biometric measures showed no significant evidence among the test and control groups for Clinic 1-L (396, 417, 444 Hz). Clinics 2-M (528, 639 Hz) and Clinic 3-H (714, 852 Hz) did share significant evidence to respiratory, heart, and systolic blood pressure rates. The respondents revealed 27% had a positive opinion of the therapeutic sound hertz perceived as silent or quiet, 59% had a negative opinion of unwanted sounds included communication as disruptive, and 16% felt the clinic’s physical design was poor. As a whole, this study indicates exposing patients to therapeutic sound hertz had a positive impact on their biopsychosocial wellness states. The value and novelty of this study show by adding selective distinct therapeutic sound hertz levels back into the clinic setting have profound implications for future researchers to build upon how the quality soundscape performance effects on the patient.
Contributorstate, angela diane (Author) / Bender, Diane (Thesis advisor) / Takamura, John (Committee member) / Lamb, Gerri (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Design for sustainability and design to change habits are two areas that have been explored separately. Design for sustainable behavior has started to be researched for different purposes. This research focuses on how we interact with objects to reinforce sustainable actions, focused on low-waste drinking water consumption using Water Bottle

Design for sustainability and design to change habits are two areas that have been explored separately. Design for sustainable behavior has started to be researched for different purposes. This research focuses on how we interact with objects to reinforce sustainable actions, focused on low-waste drinking water consumption using Water Bottle Filling Stations. Things do not work the same in different contexts, even if they are targeted at a similar group of people in two different countries. In consequence, the habits around particular objects change as well. This research is part of a bi-cultural study on the relationship between users and Water Bottle Filling Stations in universities, sites where these devices have been installed to promote healthy habits and encourage sustainable practices in their population. This is to evaluate the use of current nudges attached to the design attributes on the artifact.Using mixed methods, this research explored the possibility of using Water Bottle Filling Stations to create and reinforce habits in the user’s routine and the consequences with the aid of nudges. To understand these behaviors, populations from a college in Mexico and a college in the United States were subjects of study to understand the implications of using Water Bottle Filling Stations as a device that, by design, promotes reusability as a circular economy strategy. The following research did not aim to redesign the entire system but evaluate the impact of current nudges and design attributes on the artifact, how habits have affected culture, and supply a list of findings and recommendations.
ContributorsBecerra-Galicia, Susana Angelina (Author) / Takamura, John (Thesis advisor) / Fehler, Michelle (Thesis advisor) / Dooley, Kevin (Committee member) / Arizona State University (Publisher)
Created2022
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Description
People often choose one design over another for reasons of beauty and taste. This is known as aesthetic preference. Over the years, philosophers and psychologists have observed the significant impact of aesthetics on human behavior and sought a deeper understanding of how aesthetic preferences are formed and how they drive

People often choose one design over another for reasons of beauty and taste. This is known as aesthetic preference. Over the years, philosophers and psychologists have observed the significant impact of aesthetics on human behavior and sought a deeper understanding of how aesthetic preferences are formed and how they drive behavior and choices. Despite recent advancement in the scientific study of aesthetics with the emergence of neuroaesthetics and evolutionary psychology, the complexity and diversity of aesthetic preferences still pose a significant challenge for designers who design for a mass population. This study proposed and implemented a process through which unique aesthetic indicators were identified, from which distinct aesthetic typologies were then derived. To evaluate the process and generate practical results, a mixed-methods approach with exploratory sequential design was used. First, an online survey and semi-structured interviews were conducted (n=20). These methods were used to refine the survey instrument. Next, an extensive online survey (n=1038) was conducted to identify aesthetic indicators. To produce measurable outcomes and define the typologies of individuals based on their responses to survey questions, cluster analysis was applied to the data. Results indicated a set of unique aesthetic indicators from which distinct aesthetic typologies were derived. This study adds to the vast body of knowledge we can use to explore and improve our understanding of aesthetic preference. With the availability of quantitative data and the robust modeling capabilities of Artificial Intelligence (AI), it is not unrealistic that we would be able to model and predict future or unknown aesthetic preferences. Accurate predictions of these preferences can have immense value for the field of design. Aesthetic typologies provide the structure to move design in that direction.
ContributorsDuvenhage, Jonanda (Author) / Takamura, John (Thesis advisor) / Pivovarova, Margarita (Committee member) / Fehler, Michelle (Committee member) / Arizona State University (Publisher)
Created2021
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Description
Diabetes is becoming a serious problem in China. At the same time, China’s medical

system has faced a difficult situation because of the lack of medical resources and the unequal medical resource distribution between the BHs and BLHs. BH doctors are tremendously busy with both serious and minor illnesses while BLH

Diabetes is becoming a serious problem in China. At the same time, China’s medical

system has faced a difficult situation because of the lack of medical resources and the unequal medical resource distribution between the BHs and BLHs. BH doctors are tremendously busy with both serious and minor illnesses while BLH medical providers are worried about a sufficient source of patients. This study aims to find the potential feasibility of a new service model in managing diabetes which will solve these medical problems. The study was conducted using an extensive literature review in addition to employing an interview and survey method to explore the perception and current situation in workload and income of medical providers from one BH and one BLH in China. Furthermore, this study tried to understand the acceptance of online medical technology in these medical provider groups. The results showed that doctors in the BH do not have the time needed to engage in extra work. This population is not satisfied with their work responsibilities and income structure. They want to engage in diagnosing and prescribing tasks, with respect to diabetes management. They would like to distribute the management work to BLH. On the other hand, medical providers in BLH have extra time and enthusiasm in doing extra work to improve their income. They are not satisfied with their workload and income, and want to change it. BLHs are willing to do the management work assisting the BH doctors. Additionally, the study showed that online medical technology requires a broader user education for medical providers from both big and BLHs. The conclusion can be summarized as design research advice for future service design in healthcare management. The proposed online medical service should meet different level medical providers' position and requirements regarding time, payment, and value. BH doctors are more suitable for diagnosing and prescribing and BLH medical providers are more suitable for follow-up service. This service should reflect the value of the BH doctors' professional service and the value of BLH medical providers' health management service. (discuss how design can improve this situation through app development)
ContributorsLiu, Maozhen (Author) / Takamura, John (Thesis advisor) / Doebbeling, Bradley (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2018