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Conflict Minerals are mined resources that cause countless human rights violations in their pursuit. The “3Ts and G” (tin, tantalum, tungsten, and gold) are some of the most lucrative sources of income for armed militant groups in eastern Democratic Republic of Congo (DRC), linking them to the deadliest global conflicts.

Conflict Minerals are mined resources that cause countless human rights violations in their pursuit. The “3Ts and G” (tin, tantalum, tungsten, and gold) are some of the most lucrative sources of income for armed militant groups in eastern Democratic Republic of Congo (DRC), linking them to the deadliest global conflicts. A study from the Enough Project found that armed groups made an estimated $185 million from conflict minerals in 2008. A mortality study by the International Rescue Committee looking at conflict-related deaths between August 1998 and April 2007 estimated that more than 5.4 million people died as a result of armed conflict in Congo. Conflict minerals are used in everyday consumer electronics, automobiles, manufacturing equipment, electronics, pharmaceuticals, aerospace, and jewelry. Consumers need to continue to support Conflict Free regulations and policy such as the Dodd-Frank Wall Street Reform and Consumer Protection Act. President Donald Trump threatened to remove the Dodd-Frank act which would reverse one of the only pieces of legislature which forces supply chains to be transparent and ethical. Colonialism is the practice by which a powerful country directly controls less powerful countries and uses their resources to increase its own power and wealth; conflict minerals and human rights violations that subsequently occur are a modern variation of colonialism. I think that consumers would respond with disdain if they were aware that items they purchase and use everyday are #conflicted. I designed a book, campaign, book, and physical exhibit to communicate information about conflict minerals to an audience.
ContributorsRamey, Cecilia Inocentia (Author) / Alfred, Sanft (Thesis director) / Eric, Montgomery (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
As existing typologies and precedents that integrate music into architectural form don’t pay careful consideration to the composer’s intent and technique of the score into built structure and its program, the goal is propose a new architecture that integrates the site, program, and acoustics. Scenes from Childhood (Kinderszenen), composed

As existing typologies and precedents that integrate music into architectural form don’t pay careful consideration to the composer’s intent and technique of the score into built structure and its program, the goal is propose a new architecture that integrates the site, program, and acoustics. Scenes from Childhood (Kinderszenen), composed by Robert Schumann, depict memories, dreams, hopes, candor, and games- all lost in paradise. Schumann composed the piece as an adult, reminiscing of his childhood. The rising 6th with a four-note falling figure is the main motif. The motif opens the 1st movement, reappears in the 2nd, 4th, and 11th, and is transposed in the 6th, 7th, and 9th. This motif and the implications of each movement, as well as the piece as a whole, became the organizing principle in defining form, program, and experience: a public park wedged between two elementary schools in a low-income neighborhood in Los Angeles, California. The proposal aims to integrate the lack of the two institutions’ music programs into the experience of the 13 pavilions that reflect the 13 movements in Schumann’s piece. The manifestation of the final project was just as important as the process; the program is developed through the score, and the architectural is supported by the musical curriculum as well as Schumann’s intent.
ContributorsKim, Cecile (Author) / Vekstein, Claudio (Thesis director) / Mclean, Elizabeth (Committee member) / The Design School (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description

Place and memory are strongly intertwined based on the human experience. So what can a new place become in the mind of an individual who has garnered distressing perceptions of one’s current environment due to trauma? How can the environment support or facilitate periods of transition caused by a traumatic

Place and memory are strongly intertwined based on the human experience. So what can a new place become in the mind of an individual who has garnered distressing perceptions of one’s current environment due to trauma? How can the environment support or facilitate periods of transition caused by a traumatic event? The aftermath of abuse that occurs in romantic relationships of late adolescence leads to a rocky crisis stage that often results in isolation, loss of identity, and social stigma. It is a period of transition in which recovery can be a long journey. This is where concepts of acceptance, mental alleviation, and appreciation of the present moment evoked by a nonjudgmental architecture can come into play. A space with the purpose of evoking a mental and emotional respite is of great need, especially when considering the current severity of today’s fast paced society. An architecture of this nature holds relevance and importance on campuses of higher education when considering the specific demographic. In order to reverse the perception of one’s surroundings as tarnished spaces and override the sensations to which distrust and exhaustion have claimed ownership, this center of healing should be integrated into an individual’s life as a facilitator of comfort. In short, it should provide the ability and opportunity to take a breath.

The Intermission is a healing space located at Arizona State University in Tempe, specifically where Forest Mall and Orange Mall meet. Abuse in intimate relationships is the most prevalent amongst college-aged individuals and those of late adolescence. This architecture exists specifically for the survivors of this particular traumatic experience, but welcomes all of the student body. It takes into consideration the general sensory overload placed on today’s youth who are existing in a specifically stressful and challenging developmental phase of life. The intention lies in eliciting a reprieve through the use of nature as an enclosure and an undulating platform as a labyrinth, which ultimately offers up a positive form of both a sensory and traversing experience. It offers the discovery of stimuli that users are able to easily adapt to and appreciate. It allows for and calls one to take part in deceleration. The goal is to bring the users to the awareness of themselves, their surroundings, and that of the present moment through spatial means. With this, the environment is able to support and facilitate a period of transition through the re-building of identity and memory. Ultimately, The Intermission is architecture as pause from a harsh and sometimes unforgiving life. It is an in-between moment for the in-between individual— an alternate, but necessary route (as well as pit stop) in the loop of daily life.

ContributorsJohnson, Amberley (Author) / Heywood, William (Thesis director) / Maddock, Bryan (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
The look and feel of one’s environment, be it built or organic, has great influence on mood, behavior, and general comfort. Through exploratory qualitative research, this study intends to explore the presence of wellness features in Scandinavian Design throughout the growth of the Scandinavian modern movement, and how these practices

The look and feel of one’s environment, be it built or organic, has great influence on mood, behavior, and general comfort. Through exploratory qualitative research, this study intends to explore the presence of wellness features in Scandinavian Design throughout the growth of the Scandinavian modern movement, and how these practices may be integrated and adapted in both commercial and residential design in the United States (U.S.). What do Scandinavian designers perceive as the essential traits of the Scandinavian design style, and what relationship, if any, exists between these traits and the concept of wellness? To answer this question, the researcher made use of a purposive sampling method based on exploratory qualitative research methodology, conducting three in-person, semi-structured interviews and extracting themes based on thematic coding. During data analysis three primary themes were identified: sustainability, materiality, and community. The data reported in this study provides some insight into Scandinavian designers’ perceptions of their own practices, and begins to connect these factors to a more global approach to architecture and design.
ContributorsKlein, Gabrielle (Author) / Bender, Diane (Thesis director) / Heywood, William (Committee member) / Department of Psychology (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Animal testing is a social issue often forgotten because it does not directly affect the individual on a daily basis. I believe animal testing is an important issue to combat because these animals cannot speak for themselves. I focused the entirety of my senior year on creating projects within the

Animal testing is a social issue often forgotten because it does not directly affect the individual on a daily basis. I believe animal testing is an important issue to combat because these animals cannot speak for themselves. I focused the entirety of my senior year on creating projects within the Visual Communication Design program centered around animal testing. I felt it would be powerful to approach animal testing through visual communication design because it allows for the audience to digest the issue in a well-designed fashion, while also being informative. In the Fall of 2019 I designed and constructed a fully functional clock that highlighted the unaccounted for animal lives lost due to animal testing, specifically within the United States. In the Spring of 2020 I completed a virtual exhibit space advocating for individuals to switch to a cruelty-free lifestyle through the products they employ in their daily lives. This exhibit space was originally meant to be built and displayed in person, but due to COVID-19 this was unable to happen. Instead, I was able to work through this setback and construct an augmented reality exhibit. To view this and a process book of creating this virtual exhibit space, visit https://asudesignshow.com/Riley-Padua-Cruelty-Free-Beauty. Finally, I created a book to document the work I created within my senior year with an additional section dedicated to the social issue of animal testing. It is my hope that through my designs and throughout my life that I can be a voice for these animals and work to fight for the end of animal testing.
ContributorsPadua, Riley Sinclaire (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
This is a collection on research into, and designed pieces pertaining to, the loss of language in the USA. In particular, the analysis and social consequences of English-as-a-second-language learners losing their native language as they progress through American society. A number of factors have caused many American immigrants or natives

This is a collection on research into, and designed pieces pertaining to, the loss of language in the USA. In particular, the analysis and social consequences of English-as-a-second-language learners losing their native language as they progress through American society. A number of factors have caused many American immigrants or natives to lose their first or family language, causing a cascade of personal and societal issues that range from educational deficiencies to federal and healthcare system failures.
ContributorsGilton, Carter Lewis (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
DescriptionThis project explores the impacts of partisan media bias on the American people and government through a book, website, and three-dimensional exhibit. It is meant to make audiences question the validity and reliability of the information around them while encouraging skepticism.
ContributorsVan Zile, Kara (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / School of International Letters and Cultures (Contributor) / The Design School (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