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The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare Brand Loyalty of Apple products across two different cultures - China and US to see if there are any differences regarding their brand loyalty construction and expression. The emotional responses on product design were also studied in order to reveal potential emotional design issues between the two different cultures. Results of this study show that: (1) Brand loyalty strengthens a consumer's emotion bond with a targeted brand through its product carrier. Emotion is seen as a predictor for brand loyalty based on consumer proportionality and conformity of expression. (2) Cognitive experience is not necessary nor a sufficient condition to build brand loyalty. Emotion and culture will be crucial in constructing brand loyalty without cognition. Cultural differences will affect brand loyalty, especially regarding attitudinal loyalty. (3) Different cultures share different ways of emotional expression. Based on the scope, limitations, and results of this research, Chinese consumers appear to be more sensitive in their emotional feelings of the iPad's design than American consumers.
ContributorsQu, Yonghao (Author) / Takamura, John (Thesis advisor) / Shin, Dosun (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Digital Fabrication has played a pivotal role in providing reality to industrial designers' ideas since its first commercial use in late 80's. Making the final prototype of a design project has been the initial assumed use for these technologies in the design process. However, new technology advances in this area

Digital Fabrication has played a pivotal role in providing reality to industrial designers' ideas since its first commercial use in late 80's. Making the final prototype of a design project has been the initial assumed use for these technologies in the design process. However, new technology advances in this area offer further opportunities for designers. In this research these opportunities have been carefully explored. This research will be conceptualized through discussing the findings of a case study and theories in the areas of Industrial Design methodology, digital fabrication, and design pedagogy. Considering the span of digital fabrication capabilities, this research intends to look into the design-fabrication relation from a methodology perspective and attempts to answer the question of how the digital fabrication methods can be integrated into the Industrial Design process to increase the tangibility of the design process in very first steps. It will be argued that the above is achievable in certain design topics - i.e. those with known components but unknown architecture. This will be studied through the development of series of hypothetical design processes emphasizing the role of digital fabrication as an ideation tool rather than a presentation tool. In this case study, two differing processes have been developed and given to Industrial Design students to design specific power tools. One of them is developed based on the precedence of digital fabrication. Then the outcome of the two processes is compared and evaluated. This research will introduce the advantages of using the digital fabrication techniques as a powerful ideation tool, which overcomes the imagination problems in many of complicated design topics. More importantly, this study suggests the criteria of selecting the proposed design methodology. It is hoped that these findings along with the advances in the area of additive and subtractive fabrication will assist industrial designers to create unique methodologies to deal with complicated needs both in practice and design education.
ContributorsValamanesh, Roozbeh (Author) / Shin, Dosun (Thesis advisor) / Velasquez, Joseph (Committee member) / Colins, Daniel (Committee member) / Arizona State University (Publisher)
Created2012
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Description
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
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
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
“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
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