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Rebuit: Encouraging Stability and a Sense of Home for Those Who have been Displaced

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

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.

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Date Created
2018-05

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What's for Dinner?

Description

Food’s implication on culture and agriculture challenges agriculture’s identity in the age of the city. As architect and author Carolyn Steel explained, “we live in a world shaped by food, and if we realize that, we can use food as

Food’s implication on culture and agriculture challenges agriculture’s identity in the age of the city. As architect and author Carolyn Steel explained, “we live in a world shaped by food, and if we realize that, we can use food as a powerful tool — a conceptual tool, design tool, to shape the world differently. It triggers a new way of thinking about the problem, recognizing that food is not a commodity; it is life, it is culture, it’s us. It’s how we evolved.” If the passage of food culture is dependent upon the capacity for learning and transmitting knowledge to succeeding generations, the learning environments should reflect this tenability in its systematic and architectural approach.

Through an investigation of agriculture and cuisine and its consequential influence on culture, education, and design, the following project intends to reconceptualize the learning environment in order facilitate place-based practices. Challenging our cognitive dissonant relationship with food, the design proposal establishes a food identity through an imposition of urban agriculture and culinary design onto the school environment. Working in conjunction with the New American University’s mission, the design serves as a didactic medium between food, education, and architecture in designing the way we eat.

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Date Created
2017-05

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Emergence of Self: An Exploration of Nonbinary Gender

Description

Through artist book, printed photographs, paintings, writing, and web design, August Tang deconstructed their identity as a nonbinary person. Both educational and expressive, the creative project was a manifestation of a coming out journey, affirmation of gender identity, and experiences relating to gender with friends, family, and strangers.

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Date Created
2019-05

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Many Faces: A New Generation against Online Harassment

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

"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.

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Created

Date Created
2016-05

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The Lighthouse: Improving Pediatric Palliative and Hospice Care

Description

5 With over 55,000 pediatric deaths per year in the United States, there is a tremendous need for pediatric palliative and hospice care facilities. While this programmatic typology exists in several countries around the world - including over 45 centers

5 With over 55,000 pediatric deaths per year in the United States, there is a tremendous need for pediatric palliative and hospice care facilities. While this programmatic typology exists in several countries around the world - including over 45 centers in the United Kingdom alone - only two pediatric palliative and hospice facilities are operational in the United States. Offering a spectrum of care that extends from respite to end-of-life, these facilities would benefit over 8,600 children daily in the U.S. In addition to compiling research in order to build a case for the express need for such a facility, I propose that this typology requires a unique organizational scheme that diverges from the traditional program of home or hospital. Rather than adhering to the hierarchies found in a singlefamily residence, upon which the current model is organized, this new type of design revolves around the Nurses' Station as the nucleus of the facility. Additionally, the design relies heavily upon biophilic stratagem and play therapy, which further influence the program and form of the building. These tactics are used to enhance the psychological state of the patient, family, and medical staff and to mitigate the impact of a life-threatening or life-limiting illness.

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Date Created
2016-05

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Survival Mode

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

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.

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Agent

Created

Date Created
2015-05

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The Internet of Water

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

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.

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Agent

Created

Date Created
2015-05

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Plant Selection for Harsh Urban Environments in the Phoenix/Tempe Area

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

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.

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Date Created
2015-05

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Redefine Your Work: Increasing Career Satisfaction

Description

Studies have shown that less than 50% of Americans are satisfied with their work. Career satisfaction can benefit many facets of a worker's life. My thesis looks at career satisfaction as more than an ideal and motivates others to discover how it can work to better their own life.

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Date Created
2015-05

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The Art of Extraction

Description

The Art of Extraction: ABSTRACT
Anthropocentric society faces a multiplicity of environmental challenges, catalyzed and perpetuated by urban-industrial culture. Many of today’s perspectives and sustainable strategies cannot accommodate the challenges’ inherent complexity. Because urban-industrial society is only projected to grow,

The Art of Extraction: ABSTRACT
Anthropocentric society faces a multiplicity of environmental challenges, catalyzed and perpetuated by urban-industrial culture. Many of today’s perspectives and sustainable strategies cannot accommodate the challenges’ inherent complexity. Because urban-industrial society is only projected to grow, both in enormity and influence, the only viable option is to elucidate the complexity and employ it.
A potential setting in which to frame this exploration is the intersection of urbanism, landscape, and ecology –an overlap first introduced by the theories of Landscape Urbanism and Ecological Urbanism. Here, urbanization is not just discussed as an isolated phenomenon but one that is embedded within and responding to a variety of systems and scales. The methodologies of Landscape Urbanism and Ecological Urbanism also acknowledge artists and the visual arts as invaluable tools for realizing, communicating, and inspiring the new perspectives and modes of intervention needed to address the aforementioned urban complexity. Such artists who operate within this realm include Sissel Tolaas, Maya Lin, Katrin Sigurdardottir, David Maisel, Olafur Eliason, Mierle Ukeles, Suzanne Lacy, Steve Rowell, Mel Chin, and the Center for Land Use Interpretation. Case study analyses reveal many of these artists begin their investigations with provocative, searching questions situated within the realms of urbanism, landscape, and ecology. This is proceeded by relative scientific research and/or community involvement or outreach. Furthermore, the artists work within and extrapolate from a variety of other disciplines —increasing the scope and applicability of their work. The information they collect via this multidisciplinary approach is then metaphorically translated to the visual arts, where the public can not only physically or sensorially experience it, but understand and deduce its meaning and significance: public awareness being one of the more essential aspects of a sustainable society and at the root of our current struggle.
As a designer and architect, I will engage the artist’s mindset to explore the current and complex issue of resource extraction within Superior, Arizona: a topic at the core of urbanism, landscape, and ecology. While the town is not considered "urban" by standard definition, it and its surrounding landscapes are indirectly sculpted by the needs of urban society —rendering it the setting for this application. Within a group, we will begin with a searching question. We will conduct relative scientific research, engage the community of Superior, and call upon a variety of other disciplines to aid and inform our work. Through metaphor, the research and resulting discoveries will be artistically represented and composed within a designed exhibition of hopeful “things” (See Bruno Latour, “From Realpolitik to Dingpolitik”). This exhibition will theoretically take place on Superior’s currently dilapidated Main Street, amid a more accessible sphere. The eventual goal of the project is to illuminate and understand the complexities of resource extraction, specifically within Superior, while also enabling public awareness and empowerment through lucidity and comprehension.

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Date Created
2015-05