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- All Subjects: 19765
- Creators: Boradkar, Prasad
- Member of: Theses and Dissertations
- Resource Type: Text
Food is an important cultural artifact in the world. However, past research in design suggests that the discipline has mainly focused on food as a catalyst for creativity and imagination or as a tool to examine materialistic, economical, sensorial, and emotional connections. Studying the user-focused involvement in the creation of food artifacts and focusing on cultural, global, and historical aspects of that participation are important to address the gaps in the knowledge required to solve increasingly “wicked problems” (Buchanan, 1992; Rittel, 1971). To achieve this goal, Eat Your Heart Out implemented a comparative practice-based study of the Indian street foods in Mumbai and Phoenix to examine consumption, production, and distribution practices at both places. The methodological design was highly multi-disciplinary in nature and included rapid ethnographic assessment, interviews, visual research, and a generative method of co-creation.
The study revealed that street foods as cultural artifacts were deeply rooted in specific traditional values specific to the context, which significantly influenced personal and communal consumption, production, and distribution practices of Indian street foods in Mumbai and Phoenix. The values of standardization, formality, and higher food regulation practices limited the diversity and radically transformed the central values of Mumbai’s street foods when the foods re-territorialized in Phoenix. This resulted in lowering the consumption.
Eat Your Heart Out presents cultural and practical insights into the interactions between contexts, artifacts, practices, and participants. Eat Your Heart Out recommends new frameworks of correlation for various consumption and production practices and suggests how street food artifacts alter when they move across cultures. Such knowledge can be valuable for similar ethnic food culture studies and the development of innovative research tools incorporating transnational and multidisciplinary methods in the future.
On a broader scope, Eat Your Heart Out provides a unique opportunity to study a culture that has not been examined by scholars much in the past. It also focuses on gaining knowledge about ethnic culinary practices of Indian immigrants in the United States and encouraging enhanced cross-cultural acceptance.
This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.
This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.
The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.
"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.
This study draws from three phases of research set in the context of urban development, where images of the future are generated by architects and circulated by built environment professionals to affect client and public decision-making. I begin with a systematic review of professional design literature to identify norms related to visualization. I then conduct in-depth interviews with expert architects to draw out how visualization technologies are used to influence client decision-making. I dive into how different tools manage the future and generate different forms of certainty, uncertainty, persuasion, and risk. Complementing the review and interviews is a case study on ASU at Mesa City Center, a development project aimed at revitalizing downtown Mesa, Arizona. Analysis highlights how project-specific visual tools affect decision-making and the role that client imagination and inference play in understanding and preference. This research unpacks the social, technical, and emotional knowledge embedded in visualization technologies and reveals how they affect decision-making. Information about the future is uniquely mediated by each technology with decision-making bound up in larger sociopolitical processes aimed at reducing uncertainty, building trust, and managing expectations. This suggests that the visual tools we use to depict the future are much more dynamic and influential than they are given credit for.