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Hearing loss is a serious condition that affects many adults and includes both age-related loss and non-age related loss (genetics, illness, or trauma). The focus of this thesis is on age related hearing loss. Almost half of people over the age of 75 have some degree of hearing loss, along

Hearing loss is a serious condition that affects many adults and includes both age-related loss and non-age related loss (genetics, illness, or trauma). The focus of this thesis is on age related hearing loss. Almost half of people over the age of 75 have some degree of hearing loss, along with nearly a third of those between 65 and 74, and an eighth of 45-64 year olds. About 36 million American adults have hearing loss, and 44% of those report that their relationships have suffered as a result of hearing loss. This is a serious issue, which is why I've spent my senior year of college to create a product that improves the life of someone with hearing loss, such as my 90-year-old grandfather. The result of my labors is Suono, a product for those with hearing aids to better hear their loved ones, close friends, and others they care about.
ContributorsSauer, Grant Dimit (Author) / Shin, Dosun (Thesis director) / McDermott, Lauren (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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Description
Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking & Process, Rebuilt ultimately yielded a room partition system to

Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking & Process, Rebuilt ultimately yielded a room partition system to help improve the living conditions of refugees. To design a product for a world most of the world is ignorant of, research is paramount. Research for Rebuilt involved gather many facts from various international databases, such as UNHCR and Mercy Corps. By understanding the demographics, the culture, and needs, Rebuilt was able to focus on some key points that lead to a potential design project: over half of the camp is consisted of adolescents (under age 18), and are living in small, essentially shipping-container homes, and the environment of the Jordanian desert where the camp is situated is extremely variable between freezing winters and blistering summers. Looking over the resources provided by humanitarian organizations, Rebuilt pinpointed a missing niche product that could help the living conditions of refugee's lives: a room partition system that could regulate ambient temperatures. The need for private space is important for the development of a refugee adolescent as it encourages stability and a sense of home. Ambient temperature is also vastly important for the productivity and health of anyone. Rebuilt is consisted of two main parts: the design of a bracket that could be used to accommodate the widths of multiple building materials and would be cheap to manufacture, and a pre-made panel that incorporated the use of phase-change-material technology. The design process is documented with a finalized design that should be low-cost and light-weight to ship from manufacturers to those in need.
ContributorsLee, Anna Jade (Author) / Shin, Dosun (Thesis director) / Bacalzo, Dean (Committee member) / Department of Marketing (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description

Filmmakers seek to create story pieces that are visually beautiful and engage the full attention of their audience. They typically abide by a 3-step process moving through pre-production, production, and post-production. Within each step, there are a series of tasks that need to be accomplished in order to reach the

Filmmakers seek to create story pieces that are visually beautiful and engage the full attention of their audience. They typically abide by a 3-step process moving through pre-production, production, and post-production. Within each step, there are a series of tasks that need to be accomplished in order to reach the completed film. A successful film requires careful planning and strategy in pre-production, timely and decisive execution in production, and minimal unforeseen retouching in post-production.<br/><br/>Even though filmmakers have continued to follow the same formula throughout the decades, the filmmaking process has remained largely inefficient. It is extremely common for pre-production planning to be undercut, for production filming to run far too long, and for post-production VFX and editing to send the project over budget. These instances can cause major issues as the project is being finalized. In many scenarios portions of the project need to be reshot, the box office revenue isn’t enough to make up for extensive VFX retouching, or the project may never even come to fruition. <br/><br/>The reason for this recurring theme of films being over budget and out of time is quite simply that technology has made filmmakers lazy. “Fix it in post” is a disgustingly common phrase used in the film industry. It describes the utter abuse of computer retouching in the post-production phase of filmmaking. Despite working in an industry that seeks to entertain the human eye, filmmakers have become blind to all of the small mistakes that could cost them hundreds of hours and millions of dollars in the long run.

ContributorsKlewicki, Tallee Jo (Author) / Shin, Dosun (Thesis director) / Eliciana, Nascimento (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

"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

"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.

ContributorsGupta, Anay (Author) / Flores, Valerie (Thesis director) / Carrasquilla, Christina (Committee member) / Barnett, Jessica (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits

What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits are a way for the human brain to conserve energy by reacting in the same way to certain circumstances that generated positive outcomes in the past.
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.
ContributorsLewis, Catharine Ruby (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need.

The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need. One example of this is the requirements for Lower and Upper Division credit. This website displays the upper and lower division credit needed for a student to graduate from the honors college via a noninteractive flowchart. Many high school seniors find it difficult to understand the mundane flowchart outlining the required honors credit that is required for graduating from Barrett at Arizona State University. Also, it is confusing for many transfer students with unique circumstances to determine the necessary requirements for them to graduate as a Barrett student.
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.
ContributorsGandhe, Nikhil (Author) / Menees, Jodi (Thesis director) / Barnett, Jessica (Committee member) / Davis, Jonathan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Asthma is one of the most common chronic conditions in the United States, being diagnosed in over 20 million Americans. The condition is even more common among young children, and their academic performance and ability to attend school can be negatively impacted by poorly-managed asthma. Digital therapeutics are therapeutic interventions

Asthma is one of the most common chronic conditions in the United States, being diagnosed in over 20 million Americans. The condition is even more common among young children, and their academic performance and ability to attend school can be negatively impacted by poorly-managed asthma. Digital therapeutics are therapeutic interventions driven by high quality software programs to prevent, manage, or treat a medical disorder or disease. Technology in the healthcare space is rapidly improving, and smart devices are becoming more common everyday. How can digital therapeutics and evolving technology be implemented to make life easier for those that suffer from asthma and chronic obstructive pulmonary disease? My research seeks to answer the overarching question: How might we improve the day-to-day experience of children with asthma? Airie is a system of devices and products that educate both asthmatic children and their parents about the condition, facilitate self-monitoring and asthma management skills, and improve overall quality of life.
ContributorsChen, Jane Jialin (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / The Design School (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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DescriptionDesigning an effective, relaxing, and playful outdoor space on campus for college students to promote and impact positively their physical and mental health.
ContributorsCheng, Abbie (Author) / Shin, Dosun (Thesis director) / Piparsania, Swati (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2022-05