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Description
This research contributes to emergent body of knowledge regarding the understanding of relationship between visual elements and E-learning outcomes. Visual images and texts are the main visual elements within the study.

A literature review was conducted on E-learning situations, and a discussion on the role of visual elements in E-learning. Data

This research contributes to emergent body of knowledge regarding the understanding of relationship between visual elements and E-learning outcomes. Visual images and texts are the main visual elements within the study.

A literature review was conducted on E-learning situations, and a discussion on the role of visual elements in E-learning. Data collection was also conducted by way of a test, which randomly placed participants into three groups and assigned them to three different E-learning courses. The texts for the three courses were the same font, but the first course had text only, the second course had text and "bad" images, and the third one had text and "good" images. Every time participants finished a short course, they were requested to do a short quiz based on what they had learned. In addition, every participant needed to do a survey based on his or her E-learning experience. Research data was finally collected through the test scores and surveys.

Key findings of this research are: (1) The combination of text and "good" image materials in E-learning can greatly enhance the learning outcomes; (2) the "good" images in learning materials can add to the value of the text content as well as improve the satisfactory level of learners in E-learning; (3) "bad" images do not enhance E-learning outcomes; and (4) E-learners will spend a longer time to complete learning materials containing images, no matter how good or "bad" the images are.
ContributorsWang, Yanfei (Author) / Giard, Jacques (Thesis advisor) / Fehler, Michelle (Committee member) / Faria, Rowan De (Committee member) / Arizona State University (Publisher)
Created2015
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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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Description
Students' health is directly affected by concussions received while playing sports. While concussions are an increasingly talked about topic in professional sports there are still millions of youth athletes who sustain concussions every year. My creative project takes a look at the education of concussions and how schools can hel

Students' health is directly affected by concussions received while playing sports. While concussions are an increasingly talked about topic in professional sports there are still millions of youth athletes who sustain concussions every year. My creative project takes a look at the education of concussions and how schools can help minimize the impact concussions can have on their students.
ContributorsJackson, Benjamin Thomas (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
Description
I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world,

I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world, including Africa and the Pacific Islands. The original site was not intuitive or easy to use, which deterred users with low technical literacy, lowering its effectiveness and defeating its purpose of providing educational materials to schools in the community, because users were less likely to use it to access educational content. The website was not responsive, meaning that it did not resize well to fit tablet and mobile devices. I redesigned the site's UX based on user feedback and expert advice to create wireframes that improved the site's layout and user flow to make it more intuitive. I pulled user comments from past surveys on the site and designed solutions to each of the user's complaints. I implemented a filter system and a universal search bar to improve the process of finding specific pieces of content. I designed prototypes using Adobe Illustrator to create the visual side of the interface. I designed my wireframes and prototypes with responsiveness in mind, creating versions for desktop, mobile and tablet. I also illustrated banners for the East Africa and Native American versions of the site, featuring landscape and wildlife from the respective regions. This interface redesign will be coded into a working site and distributed to communities around the world.
ContributorsThielen, Bethany Meishal (Author) / Hosman, Laura (Thesis director) / Ralston, Laurel (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The research titled “A Comparative Analysis of Museums in Paris, Barcelona,

and Phoenix” critically reviews six museums in three culturally diverse countries. This research looks at features within marketing, space, and branding which may or may not differ depending on socio-cultural factors, histories, traditions, etc. in Spain, France, and the United

The research titled “A Comparative Analysis of Museums in Paris, Barcelona,

and Phoenix” critically reviews six museums in three culturally diverse countries. This research looks at features within marketing, space, and branding which may or may not differ depending on socio-cultural factors, histories, traditions, etc. in Spain, France, and the United States. A conclusion is formed around the identity of each museum through the variables of marketing, space, and branding.
ContributorsWeiler, Libby A (Author) / Bernardi, Jose (Thesis advisor) / Fehler, Michelle (Committee member) / Harmon-Vaughan, Beth (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Biomimicry is an approach that entails understanding the natural system and designs and mimicking them to create new non-biological systems that can solve human problems. From bio-based material development to biologically inspired designs, architects and designers excelled in highlighting the fascination of integrating the biomimetic thinking process into the modern

Biomimicry is an approach that entails understanding the natural system and designs and mimicking them to create new non-biological systems that can solve human problems. From bio-based material development to biologically inspired designs, architects and designers excelled in highlighting the fascination of integrating the biomimetic thinking process into the modern design that provides more comfortable space in which to live. This thesis explores how historical sustainable strategies from Islamic traditional architecture incorporated natural design system that could now be appropriately applied to interior architecture. In addition, it explores the current existing problems in this field and the possibilities of biomimetic sustainable solutions for existing buildings in the hot dry climate regions of Saudi Arabia.

The author concentrates on examining Islamic traditional architecture where the past architects incorporated certain aspects of nature in their construction and through using local resources, built buildings that mitigated heat and provided protection from cold. As a result of completing this research, it was found that there are common characteristics between the traditional Islamic architecture elements and system solutions found in some natural organisms. Characteristics included, for example, evaporative cooling, stuck effect, and avoiding heat gain. However, in the natural world, there is always opportunities to further explore more about the impacts of biomimicry and natural strategies applicable to enhance interior environments of buildings.
ContributorsHawsawi, Hawaa Ismail (Author) / Bernardi, Jose (Thesis advisor) / Fehler, Michelle (Committee member) / Harmon-Vaughan, Elizabeth (Committee member) / Arizona State University (Publisher)
Created2016
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Description

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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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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
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