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Description
"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

According to a survey performed by Pew Research in 2014,

"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.

The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.

To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.

Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.

I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.
ContributorsWilliams, Peter Ross (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Children today are being primed with technology at very young ages, leading to a more digitally focused lifestyle. Tangentially, today's digital culture has led to the increase of online shopping rather than in-store shopping. A group of students at Arizona State University's Innovation Space program, in partnership with Disney Consumer

Children today are being primed with technology at very young ages, leading to a more digitally focused lifestyle. Tangentially, today's digital culture has led to the increase of online shopping rather than in-store shopping. A group of students at Arizona State University's Innovation Space program, in partnership with Disney Consumer Products, set out to create a children's product that bridged the physical-digital gap, and encouraged outdoor activity. The result of their work was Blitz: a versatile, outdoor gaming console that brings traditional outdoor fun into the digital world. This thesis and paired creative project are an extension of the research and development done by the Blitz team. The purpose of this additional research is to discover how parents and children shop online in to design a website to market and sell the Blitz gaming system. Some of the topics covered include visual design, functionality, user interaction, and marketing tactics. The goal is not to develop advertising tactics to manipulate children, but to find the best ways to design for, and market children's products.
ContributorsPoindexter, Devin Alan (Author) / Fehler, Michelle (Thesis director) / Peck, Sidnee (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor)
Created2014-12
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Description
Usually a medical website has a description, or overview, of the condition. Then there are different sections informing the viewer about the signs and symptoms, diagnosis, and treatment options. There are some resource links for families to explore, but there it provides more information rather than narration. What is lacking

Usually a medical website has a description, or overview, of the condition. Then there are different sections informing the viewer about the signs and symptoms, diagnosis, and treatment options. There are some resource links for families to explore, but there it provides more information rather than narration. What is lacking is a patient account or perspective on the given topic. This project suggests an added resource for parents and patients with its storytelling element that is irreplaceable. An example is also available using my own story growing up with hemifacial microsomia.
ContributorsCanales, Alicia Marie (Author) / Dixon, Kathleen (Thesis director) / Dodge, Nancie (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor)
Created2014-12
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Description
Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the process, firefighters will have more time to ensure the area

Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the process, firefighters will have more time to ensure the area around them is cleared. The Fire Shelter Foam Assist has features that allow it to auto deploy around the firefighter through the use of fire foam retardant. The fire foam retardant inflates the shelter as well as provides an extra layer of protection against the wildfire.
ContributorsSmith, Tori Elizabeth (Author) / Shin, Dosun (Thesis director) / McDermott, Lauren (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2015-05
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Description
I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic of water." Through the process of design research I developed

I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic of water." Through the process of design research I developed a system of products that improves the user experiences surrounding water. The result is IOW, an intelligent 3-product system that aims to make your water needs & wants smarter & less wasteful.
ContributorsShappee, Christian Kyle (Author) / Shin, Dosun (Thesis director) / McDermott, Lauren (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / The Design School (Contributor)
Created2015-05
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Description
The globalization of dance offers a unique situation to encourage peace. The kinesthetic experience associated with dance builds communities and unites people without needing to share the same language or be in the same location on the planet. Dance is a vehicle to understand other cultures but how can people

The globalization of dance offers a unique situation to encourage peace. The kinesthetic experience associated with dance builds communities and unites people without needing to share the same language or be in the same location on the planet. Dance is a vehicle to understand other cultures but how can people be given the keys? As the 2014 Circumnavigator Travel Study Grant recipient for Arizona State University (ASU), I traveled to six countries in three continents over seventy-two days conducting ethnochoreology (dance ethnography) research. Upon returning I had a passion to share my experience through dance. Therefore I organized a charity dance concert. To share my kinesthetic education from my trip I taught six high schools each a dance from the countries I visited. An additional high school, elementary school and ASU students joined the concert. The performers and audience members gained new understanding, curiosity and appreciation. The proceeds of the concert have started a new scholarship for ASU students pursuing dance or studying abroad. This journey has come full circle just like the Circumnavigator trip which began this project. Knowledge of other dances from around the world invites participants to see into the heart of the culture, creating empathy. Therefore dance can ignite peace.
ContributorsCoury, Melia Ann (Author) / Vissicaro, Pegge (Thesis director) / Ostrom, Amy (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor) / School of Film, Dance and Theatre (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
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DescriptionWondering Wanderer: A Collection of Personal Reflections is a creative project that captures the lifestyle and nuances of Florence, Italy through photographs paired with nonfiction flash captions. Excerpts from the novel, The Stones of Florence by Mary McCarthy served as the inspiration for these pieces.
ContributorsCiancio, Catherine Rose (Author) / Popova, Laura (Thesis director) / Dombrowski, Rosemarie (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
This collaborative, creative project includes 100 music therapy interventions for all ages including children 0-18, young adults 19-25, adults 26-65, and older adults/geriatrics 65-death. Five goal areas are focused on for each of the four populations. These goal areas are cognitive, social, physical, emotional, and behavioral. Each intervention was modeled

This collaborative, creative project includes 100 music therapy interventions for all ages including children 0-18, young adults 19-25, adults 26-65, and older adults/geriatrics 65-death. Five goal areas are focused on for each of the four populations. These goal areas are cognitive, social, physical, emotional, and behavioral. Each intervention was modeled after Duerksen's (1978) five ways in which music can be used as a organizational, helpful, learning tool: (1) Music as a carrier of information (2) Music as a reinforcer (3) Music as a background for learning (4) Music as a physical structure for the learning activity (5) Music as a reflection of skills or processes learned. The creative possibilities of interacting musically with clients of all ages and levels of functioning are what led us to create this project. The wide variety of populations covered in this project include children on the autism spectrum, young adults suffering from depression, and geriatrics exhibiting symptoms of Dementia. This book encompasses all of these populations and more, providing client-centered activities to use in music therapy sessions. This project was created with the intention of sharing it with fellow students and peers, as well as for the future use of ourselves in our internship experiences and careers.
ContributorsHouck, Olivia Kathryn (Co-author) / Morrison, Sydney (Co-author) / Crowe, Barbara (Thesis director) / Rio, Robin (Committee member) / Barrett, The Honors College (Contributor) / School of Music (Contributor)
Created2014-05
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Description
This project seeks to provide Landscape Architects practicing in the Phoenix/Tempe area of Arizona with a guide to assist with the process of selecting plants for harsh urban environments in the region. The first step was an online survey of professionals in the area, to determine which urban conditions were

This project seeks to provide Landscape Architects practicing in the Phoenix/Tempe area of Arizona with a guide to assist with the process of selecting plants for harsh urban environments in the region. The first step was an online survey of professionals in the area, to determine which urban conditions were harsh, followed by interviews with consenting survey respondents to determine why each condition was harsh, which plants belong in it, and what sites in the study area are good examples of well-planted areas in harsh conditions. The final product is an essay (detailing the research methods and findings of the study), a set of case studies that visually document some of the sites suggested by survey respondents, and a set of plant lists for each harsh urban situation.
ContributorsTorchia, Erin Jaye (Author) / Fish Ewan, Rebecca (Thesis director) / Coffman, James (Committee member) / Barrett, The Honors College (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / The Design School (Contributor)
Created2015-05