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- All Subjects: 19765
- All Subjects: Honors Credits
- Creators: Feil, Magnus
- Creators: Barnett, Jessica
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
- Status: Published
"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.
According to Dr. Chris Donaghue, Ph.D., LCSW, CST, “There are a good number of psychological benefits associated with incorporating sex toys into relationships and self-pleasure”. This is also widely accepted across the pleasure product and medical industries. Pleasure products like sex toys can positively impact users’ quality of sleep, self esteem, and relationships. While there is a wide variety of pleasure products available on the current market, few of these options are suitable for people with limited range of motion. This inequity within the sex toy industry negatively impacts the wellness of people with limited range of motion. These negative impacts range from lowered self esteem and happiness to greater stress and conflict within sexual relationships both with others and with themselves. This project seeks to provide a meaningful design solution for people with limited range of motion, and provide insight on the design considerations that must be taken within the pleasure product industry to better address the needs of people with limited range of motion.
The habit loop underlies this whole process. First, someone has a craving--food, happiness, stress relief, anything. Next, they experience a cue in the environment--a sight, sound, smell, or piece of information that prompts them to act. Then they perform the routine, which is the most visible part of a habit. Finally, they are rewarded, whether the reward is good for them in the long run or not. We perform habits all the time without realizing it, so having even slightly more awareness and control of our habits can have a disproportionate benefit for our personal improvement.
In its earliest iterations, “habit trackers” were paper tools for measuring and motivating daily progress. Many competitors are still paper, like journals and calendars. Others are apps with the same functionality. In my competitive analysis, I chose to focus on competitors that included a behavioral change component along with habit tracking.
These difficult flowcharts and confusing websites have a huge impact on a student’s ability to adequately receive the information they need and, in the end, can have a negative impact on their ultimate decision when deciding if Barrett is right for them. A better user experience can be a more effective way of displaying information to students. A better design that allows to user more interaction would allow for the user to better understand the information they are presented. Instead of a monotone flowchart displaying the requirements necessary to graduate with honors status, A web application where a user can input their information and get an output of the necessary requirements tailored to the unique circumstance would be more informative, useful, and easier to use. The web app would take information such as a student’s year, whether it be an incoming freshman or transfer student, and their current and previous course credit to determine the specific number of honors credits, The Human Event courses, and Thesis project required for this user to complete the requirements for Barrett Honors College. This application would give the user a better understanding of what is required of them and in turn lead to a better user experience.