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Objective: The aim of this research is to uncover, via a comprehensive cross study analysis, data patterns that could potentially point to a positive correlation between two main variables: anesthetic monitoring equipment and anesthetic decision making. Of particular interest is the equipment's monitor screen and the extent to which its

Objective: The aim of this research is to uncover, via a comprehensive cross study analysis, data patterns that could potentially point to a positive correlation between two main variables: anesthetic monitoring equipment and anesthetic decision making. Of particular interest is the equipment's monitor screen and the extent to which its user interface design influences anesthetic situation awareness (SA) and hence, decision making. It is hypothesized that poor anesthetic diagnosis from inadequate SA may be largely attributable to patient data displays lacking in human factors design considerations. Methods: A systematic search was conducted of existing empirical studies pertaining to patient physiologic monitoring that spanned across interrelated domains, namely, ergonomics, medical informatics, visual computing, cognitive psychology, human factors, clinical monitoring, intensive care medicine, and intelligent systems etc. all published in scholarly research journals between 1970 to August 2012. Anesthetic-related keywords were queried i.e. anesthetic mishaps, patient physiological data displays, anesthetic vigilance etc. (found in Appendix A). This approach yielded a few thousand results, of which 65 empirical studies were pulled. Further extraction of articles having direct connection to the use of data displays within the anesthetic context produced a total of 20 empirical studies. These studies were grouped under two broad categories of Monitoring and Monitors whereby factors directly contributing to the studies' results were identified with the aim to find emerging themes that provide insights involving interface design and medical decision making. Results: There is a direct correlation between user-interface design and decision making. The situation awareness (SA) required for decision making heavily relies upon data displays oriented towards information extraction and integration. In the systematic assessment of empirical studies, it is undeniable how strikingly prominent visual attributes show up as contributing factors to subjects' enhanced performance in the studies. Conclusions: How and to what users direct their perceptual and cognitive resources necessarily influence their perception of the environment, and by extension, their development of situation awareness (SA). Although patient monitoring equipment employed in anesthetic practice has proven to be indispensable in quality patient care, graphical representations of patient data is still far from optimal in the clinical setting. User-interfaces that lend decision support to facilitate SA and subsequent decision making is critical in crisis management.
ContributorsNguyen, Angie (Author) / Velasquez, Joseph (Thesis advisor) / McDermott, Lauren (Thesis advisor) / Herring, Don (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience

Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience which in turn can engender a lasting product relationship. This study evaluates how people interpret the emotionality of form in order to establish a veritable method for interpreting emotional variables in 3D objects.

This research assesses the emotional perception of aesthetic values in 2D and 3D teapots. A teapot image collection and taxonomy was constructed with 101 images of teapots across four centuries. Eighty-four participants completed a card sorting task of twenty randomly distributed teapot images (taken from the total 101 image collection) into Plutchik's eight emotion categories. Individual pieces of the teapots were coded according to the base, handle, lid, or spout that was presented in the image. The coded pieces from the card-sorting task were arranged per frequency in the overall set. Through the use of response data from the card sorting task, a network of the images was developed in Pathfinder. The content of these results were compared to images of models gathered during an interview with an interactive co-creation method referred to as Magnetic Modeling. Magnetic Modeling is a methodological tool that allowed participants to manipulate individualized pieces of 3D printed teapots into proposed emotional labels.

The findings of this research establish prototypical associations in aesthetic traits and teapot piece combinations for each emotion category. Participant responses were categorized into 4 personas representing the types of perceptual bias in the studies' participants. A discussion and comparison of the methods for academic and theoretical practice is provided.
ContributorsHorner, Candace (Author) / Takamura, John (Thesis advisor) / McDermott, Lauren (Committee member) / Branaghan, Russel; (Committee member) / Arizona State University (Publisher)
Created2014
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Description
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
A post occupancy evaluation (POE) was conducted at the Ngeruka Health Center (NHC) in the Bugesera District of Rwanda. The POE was limited to the education spaces within the health center, its participants, and staff. A POE is a combination of methods both quantitative and qualitative to determine user satisfaction

A post occupancy evaluation (POE) was conducted at the Ngeruka Health Center (NHC) in the Bugesera District of Rwanda. The POE was limited to the education spaces within the health center, its participants, and staff. A POE is a combination of methods both quantitative and qualitative to determine user satisfaction and whether the design intent of the built environment was met.

In rural Rwanda where healthcare facilities are scarce and people become seriously ill from preventable diseases, help is needed. The smallest injuries become life threatening. Healthcare facilities and providers must develop approaches that stop these minor illnesses and diseases from costing further problems.

The healthcare facility is a healing environment. Healing environments nurture health and provide a sense of safety and security. The Ngeruka facility has incorporated education spaces within their facility to teach the community ways to prevent minor health problems from becoming major ones.

The research that was conducted at this healthcare facility sought to answer the main questions: Does the built environment of the NHC contribute to healing by engaging education program attendees to learn about preventing illness and disease and other health promotion strategies? In addition, can you measure healing effects of the built environment?

The research took measurements of the built environment and combined them with user satisfaction questionnaires. Site observations and a participant engagement questionnaire were used to determine the amount of engagement the participants put forth into the education programs within the designated design space. Measuring engagement is a tool schools use to find out if their facilities are producing their intended results. This same thought process was incorporated into this research. The participants did prove to be engaged, but it is not definitive that the built environment was responsible. It was a combination of many factors.
ContributorsWakelam, Sheila M (Author) / Takamura, John (Thesis advisor) / Patterson, Mark (Thesis advisor) / McDermott, Lauren (Committee member) / Arizona State University (Publisher)
Created2015
DescriptionThis project is an Industrial Design concept development using personal research from developing Southeast Asian countries. The scope of the project is from initial conception, research, ideation, computer modeling and rendering.
ContributorsFlorant, Raymond G (Author) / McDermott, Lauren (Thesis director) / Milligan, Jason (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2014-05
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Description
FLARE is a concept developed to aid efficiency and effectiveness of Search and Rescue. It is a wearable technology device that encompasses GPS capabilities, backup offline locating capabilities, 2-way text communication via satellite, and other various features suited for outdoors. It is intended for both Search and Rescue as well

FLARE is a concept developed to aid efficiency and effectiveness of Search and Rescue. It is a wearable technology device that encompasses GPS capabilities, backup offline locating capabilities, 2-way text communication via satellite, and other various features suited for outdoors. It is intended for both Search and Rescue as well as recreational outdoor enthusiasts, with same hardware, but different software.
ContributorsKawski, Anna Simone (Author) / McDermott, Lauren (Thesis director) / Dhadphale, Tejas (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / The Design School (Contributor)
Created2014-05
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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