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In response to the rapid rise of emerging markets, shorter product lifecycles, increasing global exchange and worldwide competition, companies are implementing `sustainable development' as a mechanism by which to maintain competitive global advantage. Sustainable product development approaches used in industry focus mainly on environmental issues, and to a certain extent

In response to the rapid rise of emerging markets, shorter product lifecycles, increasing global exchange and worldwide competition, companies are implementing `sustainable development' as a mechanism by which to maintain competitive global advantage. Sustainable product development approaches used in industry focus mainly on environmental issues, and to a certain extent on social and economic aspects. Unfortunately, companies have often ignored or are unsure of how to deal with the cultural dimensions of sustainable product development. Multi-nationals expanding their business across international boundaries are agents of cultural change and should be cognizant of the impact their products have on local markets. Companies need to develop a deeper understanding of local cultures in order to design and deliver products that are not only economically viable but also culturally appropriate. To demonstrate applicability of cultural appropriate design, this research undertakes a case study of food systems in India specifically focusing on the exchange of fresh fruits and vegetables (FFV). This study focuses on understanding the entire supply chain of FFV exchange, which includes consumer experiences, distribution practices and production processes. This study also compares different distribution channels and exchange practices and analyzes the pattern of authority between different players within the distribution network. The ethnographic methods for data collection included a photo-journal assignment, shop-along visits, semi-structured interviews, a participatory design activity and focus group studies. The study revealed that traditional retail formats like pushcart vendors, street retailers and city retail markets are generally preferred over modern retail stores. For consumers, shopping is a non-choreographed activity often resulting in exercising, socializing and accidental purchases. Informal communication, personal relationships and openness to bargaining were important aspects of the consumer-retailer relationship. This study presents cultural insights into interactions, artifacts and contexts relevant to FFV systems in India. It also presents key implications for the field of design, design research, cultural studies, consumer research and sustainability. The insights gained from this study will act as guidelines for designers, researchers and corporations interested in designing products and services that are culturally appropriate to contexts of production, distribution and consumption.
ContributorsDhadphale, Tejas (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Thesis advisor) / Broome, Benjamin (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Mid-Century ranch house architecture and design is significant to the architectural landscape of the Phoenix Metropolitan Area. The increasing age of the city's post-WWII properties is creating a need for renovation and rehabilitation, and new technologies have created modern conveniences for today's homeowners, changing interior space plan requirements. These homeowners

Mid-Century ranch house architecture and design is significant to the architectural landscape of the Phoenix Metropolitan Area. The increasing age of the city's post-WWII properties is creating a need for renovation and rehabilitation, and new technologies have created modern conveniences for today's homeowners, changing interior space plan requirements. These homeowners will need guidance to alter these properties correctly and to preserve the home's essential features. This thesis analyzes the design trends and materials used during the mid-twentieth century, and demonstrates methods for applying them to a current renovation project. The research outlined in this document proves that it is possible to maintain historic integrity, include "Green" design strategies, and apply contemporary technology to a modern ranch renovation.
ContributorsSimmons, Rachel (Author) / Brandt, Beverly (Thesis advisor) / Warren-Findley, Janelle (Committee member) / Boradkar, Prasad (Committee member) / Arizona State University (Publisher)
Created2009
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This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion,

This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion, personal discomfort and a sense of disconnection. Slow design principles aim to help create interactions that avoid these problems by increasing interaction richness, encouraging engagement with local communities, and promoting personal and communal reflection. Three major functional mediated systems were constructed to examine the application of Slow principles on multiple scales: KiteViz, Taskville and Your ____ Here. Each system was designed based on a survey of current research within the field and previous research results. KiteViz is a visually metaphorical display of Twitter activity within a small group, Taskville is a workplace game designed to support collaboration and group awareness in an enterprise, and Your ____ Here is a physical-digital projection system that augments built architecture with user-submitted content to promote discussion and reflection. Each system was tested with multiple users and user groups, the systems were evaluated for their effectiveness in supporting each of the tenets of Slow design, and the results were collected into a set of key findings. Each system was considered generally effective, with specific strengths varying. The thesis concludes with a framework of five major principles to be used in the design of modern, highly-mediated systems that still apply Slow design principles: design for fundamental understanding, handle complexity gracefully, Slow is a process of evolution and revelation, leverage groups and personal connections to encode value, and allow for participation across a widely distributed range of scales.
ContributorsLinn, Silvan (Author) / Kelliher, Aisling G (Thesis advisor) / Tinapple, David (Committee member) / Boradkar, Prasad (Committee member) / Arizona State University (Publisher)
Created2011
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This dissertation examines the use of color in lowrider car customizations. It studies the relationships among car owners, car painters, and car clubs in the process of selection, and manipulation of color. This research studies how color is constructed as an element for individual and community differentiation. Also included is

This dissertation examines the use of color in lowrider car customizations. It studies the relationships among car owners, car painters, and car clubs in the process of selection, and manipulation of color. This research studies how color is constructed as an element for individual and community differentiation. Also included is the examination of the influence of car clubs in the design process, the understanding of color by car painters and car owners, and the cultural values associated with color in this community. This research argues that through the use, manipulation, and implementation of color as a visual/design element, lowriders challenge, transgress, and resist the preconceived notions of space, aesthetic hegemony, and social disparity they experience. In this case, color as a cultural expression, becomes a pivotal element to narrate and retell their stories of struggle and endurance, as well as to envision a different world. This research frames Chicana/o vernacular production, and color use as being central to the borderland experience of this community. Finally, this research follows the discourse of taste, as this concept has been used to create social categories of exotic otherness and the perpetuation of specific aesthetic epistemologies. In this context, it presents lowriders as expression of a Chicana/o network of vernacular border knowledge. This dissertation concludes by framing the Low n' Slow movement, in the context of healing and emancipating practices enacted by subjugated communities in order to survive, give sense to their reality, and to envision a more egalitarian world.
ContributorsCalvo, William (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Committee member) / Foster, David William (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design fell under the influence of Western design including design practice, design theory, and education. Today, by improving capacity for independent

Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design fell under the influence of Western design including design practice, design theory, and education. Today, by improving capacity for independent innovation, and creating its own brand, China may be able to change its current practices of production that are defined by high consumption of resources, high pollution and low value-add. The search for high-quality Chinese design, which is both original and innovative with unique and identifiable features, has become a vital challenge for the Chinese government, organizations, and companies. Promoting original Chinese design with adding cultural values, in the past decade, has become prominent in various design fields because of the growing need to support economic development, upgrade industrial infrastructure, and promote national identity. In this context, many small-medium, creative and design-focused companies have been established with the goal of pursuing original Chinese design all the while concentrating on Chinese culture and users. In order to understand the present scenarios of original Chinese design, this research examines furniture design in select SMEs in China by studying relevantly critical issues: the motivation of designers for pursuing original Chinese design; the design ideas, practices and business strategies of these SMEs to build original and influential design brand; the challenges and opportunities in the furniture design industry while promoting original Chinese design; and the emerging picture of future Chinese design. This research applies the methodological framework of grounded theory with qualitative research methods including semi-structured interview and in-depth case studies. As a result, regarding interaction among Chinese culture, original design, and entrepreneurship, the research reveals three key findings regarding the interaction among Chinese culture, original design and entrepreneurship. First, “reflect Chinese culture”, particularly essential traditional Chinese culture, is a common ground of original Chinese furniture design, which has been shown both from design ideas and practices of the select SMEs. Second, insufficient entrepreneurship influences the promotion of original design brands both in domestic and international market. Third, innovative design among contemporary furniture designers is constrained by a morass of Chinese culture impediments, such as lacking critical thinking and overemphasizing on inheritance of traditions. Moreover, the research presents a theoretical framework with key implications for developing and promoting Chinese design that is original, innovative and socially impactful. The insights gained from the research also provide a foundation and possible direction for future studies on design, culture, entrepreneurship, and other creative industries both for China and other nations.
ContributorsRen, Liqi (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Committee member) / Lan, Zhiyong (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Eat Your Heart Out is a visually rich qualitative ethnic food research that examines consumption, production, and distribution practices transnationally. Through the example of Mumbai’s street foods, the study aims to discover how design participates in fashioning the street food experiences locally and globally.

Food is an important cultural artifact

Eat Your Heart Out is a visually rich qualitative ethnic food research that examines consumption, production, and distribution practices transnationally. Through the example of Mumbai’s street foods, the study aims to discover how design participates in fashioning the street food experiences locally and globally.

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.
ContributorsZunjarwad, Renu (Author) / Margolis, Eric (Thesis advisor) / Boradkar, Prasad (Thesis advisor) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

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.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related

Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers.

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.
ContributorsNørgaard Jensen, Camilla (Author) / Seager, Thomas P (Thesis advisor) / Selin, Cynthia L (Thesis advisor) / Boradkar, Prasad (Committee member) / Giard, Jacques (Committee member) / Arizona State University (Publisher)
Created2017
Description
“Tell It to the Frogs: Fukushima’s nuclear disaster and its impact on the Japanese Tree Frog” is a representation of the work from Giraudeau et. al’s “Carotenoid distribution in wild Japanese tree frogs (Hyla japonica) exposed to ionizing radiation in Fukushima.” This paper looked to see if carotenoid levels in

“Tell It to the Frogs: Fukushima’s nuclear disaster and its impact on the Japanese Tree Frog” is a representation of the work from Giraudeau et. al’s “Carotenoid distribution in wild Japanese tree frogs (Hyla japonica) exposed to ionizing radiation in Fukushima.” This paper looked to see if carotenoid levels in the tree frog’s vocal sac, liver, and blood were affected by radiation from Fukushima’s power plant explosion. Without carotenoids, the pigment that gives the frogs their orange color on their necks, their courtship practices would be impacted and would not be as able to show off their fitness to potential mates. The artwork inspired by this research displayed the tree frog’s degradation over time due to radiation, starting with normal life and ending with their death and open on the table. The sculptures also pinpoint where the carotenoids were being measured with a brilliant orange glaze. Through ceramic hand building, the artist created larger than life frogs in hopes to elicit curiosity about them and their plight. While the paper did not conclude any changes in the frog’s physiology after 18 months of exposure, there are still questions that are left unanswered. Why did these frogs not have any reaction? Could there be any effects after more time has passed? Is radiation leakage as big of a problem as previously thought? The only way to get the answers to these questions is to be aware of these amphibians, the circumstances that led them to be involved, and continued research on them and radiation.
ContributorsWesterfield, Savannah (Author) / Beiner, Susan (Thesis director) / McGraw, Kevin (Committee member) / School of Life Sciences (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes

Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes produced a more pleasant color effect than the glaze by itself. A glossy clear glaze was created. The glaze crazed minimally, and color variants were created with the rare earth metals erbium, praseodymium, and neodymium, resulting in celadon-like glazes that were pink, green, and bluish purple respectively. Finally, A semi-matte stoneware glaze with high spodumene content was created with two specific color variations
ContributorsVilen, Zachary Kwochka (Author) / Beiner, Susan (Thesis director) / Steimle, Timothy (Committee member) / School of Life Sciences (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05