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particularly among the 18-24 age demographic. We chose to use storytelling as the primary medium for our project because it is a vehicle for empathy, a lacking component of modern civic life in the United States. It provokes students to think critically about how and why they engage in civic life and connect campus communities of students with common experiences. We are interested to see how our presence on campuses impacts the level and nature of their civic dialogue and how our findings are situated within our quantitative research.
Reasons to Stay Alive is a short story that follows the protagonist, Corinne Larson, and her experiences with depression and anxiety as well as self-harm and suicidal ideations. It is meant to act as an antithesis to media that romanticizes suicide, such as the television show 13 Reasons Why (2017), and instead glorify growth and healing. Specifically, it focuses on the importance of social support in the healing process. The story is separated into three different formats: narrative, letter, and free-verse poetry. It is prefaced by a poem titled ‘death by suicide’ that discusses the stigma around suicide and the reason why the phrase ‘commit suicide’ was changed to ‘death by suicide’. The story then starts with a letter written by Corinne to her future self during a time she was really struggling with depression and self-harm and suicidal ideations. It is a plea with her future self to tell her everything will be alright. The rest of the story is broken into four parts, each about a specific and important person in Corinne’s life. Each part starts off as a first person narrative from Corinne’s point of view and is a memorable experience she had with each person and ends with a short letter addressed directly to each person. The letters are a chance for Corinne to tell each person how important they are to her, how they made an impact in her life, and how they gave her a reason to stay alive. Between each part is a poem that deals with different themes relating to depression or anxiety. The story ends with a letter written by Corinne to her future self that goes back and addresses the first letter. It gives past Corinne some words of advice and tells her that her reasons to stay alive are the important people in life as well as herself and the person she will become.
"Calico" takes a look at the Japanese art form of "Manga" and what makes it stand out from similar art forms seen in the west such as comic books and graphic novels. After researching art techniques and the history leading up to modern manga practices, "Calico" summarizes it all together in the form of a manga itself. The story of "Calico" uses manga art techniques to tell the story of a young girl who finds solace in a street cat following the death of her mother.
For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both in-game and in the real world. It does so by moving the focus away from amassing large amounts of in-game currencies and becoming politically or militarily dominant towards caring for the denizens of the social unit the player controls. The player acts as an administrator at a school where they must make decisions on how to best run the institution. Although they are allowed to lead the school however they see fit, the emphasis is on prioritizing strong interpersonal and intracommunity relationships and connections and the wellbeing and happiness of those under their ward. Amity Academy is also part of the newly-emerging “wholesome” or “comfy” game genre. Unlike serious strategy games that can be stressful, Amity Academy presents a self-paced, low-stakes situation. This mood is further encouraged by calming environmental noises and music, a gentle color palette, and a charming art style. The game feels domestic and quaint, almost reminiscent of a Jane Wooster Scott or Mary Singleton painting. You can download and play Amity Academy here: https://mvaughn8.itch.io/amity-academy
The clothing and textile industry is often referred to as one of the largest polluters in the world. Over the last two decades, global annual consumption has increased, and the volume of discarded clothing in America has doubled from 7 to 14 million tons a year (Shirvanimoghaddam, 2020). Over 60% of textile waste overall is exported to the Global South. In the Global South, landfills that receive this waste often lack proper funding and legislation to implement effective waste management systems (Schiros). Textile waste bears a carbon and water footprint that disrupts environmental and health standards on egregious levels, disproportionately harming the health of the populations situated near to those disposal sites, and preventing so-called “developing populations” from economic independence and from sustaining critical environmental health standards. The exploitation of the Global South as a dumping ground also erodes the possibility of economic development by local production and economic self-reliance. Structural adjustments and trade regulated by the ‘developed’ country subjugate the Global South to neo-colonialist, exploitative economic partnerships with the Global North. Rwanda is one example of a country attempting to rise to the World Bank’s classification as a middle-income country, but has been accused of trading human rights for development in the process.
My investigation first seeks to answer, What are the specific health threats of post-consumer textiles? I consider the human health impacts of textiles from cultivation to disposal. This study examines the role of waste as a potential function in the production process, where waste is not considered a negative economic value. My second question is How is the Global South's participation in international collaboration empowered by acts of resistance against the assumptions, research, and policies that suggest Western aid and medicine is superior and the basis for innovative technology? Acts of resistance are pursued within the public sphere (especially in terms of community building and art making), low technology, and locally situated science (that consider the culture, approach, and resources of the Global South before scaling up to the North). Corporations and state policy are considered to expand research, but the focus is largely on acts of resistance by the public, and acts of resistance at a community-level of cooperation. Through the framework of the zine, audiences can better understand the relationship between the US and countries in the East African Community, in South Africa, in shared regions. This creative project informs and challenges the reader to think critically about their role in a postcolonial context. I seek to understand how colonialism pervades the economic relationship and import-export business today between the Global North and the Global South. My purpose is to provide the reader with a vision that suggests the most critical changes that should be made to secure humane and environmentally sustainable solutions. It also serves as a catalyst for additional research on the Global South.
https://www.youtube.com/watch?v=5osMYze5138
In January 2020, the World Health Organization (WHO) declared the outbreak of the novel SARS-CoV-2, otherwise referred to as COVID-19, to be an international pandemic. Ensuing health regulations around the world forced the cease of international traveling, reduced domestic travel, implemented mandatory stay-at-home orders and asked many to wear face masks in public areas. Students, workers, and many in the public sphere switched from in-person interactions to online platforms, operating remotely from their respective homes. The shift to virtual platforms has since greatly impacted arts programs and professions. Whereas the nature of music and art production rely upon the collaboration between people, often in the same room, the forced shift to virtual platforms created an upheaval for artists to re-imagine their work.
Though the transition from in-person to virtual collaboration seemed abrupt and unwanted, it opened up opportunities to create new projects that otherwise may not have happened. “Cross-Disciplinary Arts Collaboration on a Virtual Platform” took advantage of the ubiquitous shift to virtual collaboration of art disciplines. This project combined poetry, music, dance and visual art to create a unique piece that might not have been possible through strictly in-person collaboration. The goal of this project was to amplify the meaning and impact of music through the addition of words (poetry), movement (dance), and visuals (artwork).
The main character, Princess Alexandria, must navigate a world where the all magic is controlled by a power-hungry ruler, King Mordred. After he decides to pursue the Ruins of Kronos in order to gain control over time itself, the princess decides to intervene. Alexandria escapes the palace with her childhood best friend James, to stop him, nearly dying in the process, and finds a group of fairies who have lost their wings. The fairies help her discover the true origins and capabilities of magic, making her realize that she must restore it to the realm in order to stop King Mordred. Alexandria disguises herself as a man and joins the King’s Knights, befriending a rebel in disguise named Keith along the way, as she discovers her brother Noah may be on the King’s side. Together, they work to liberate lands oppressed by King Mordred’s rule, and by the Black Plague that Morgana has set upon them, all while uncovering the corruption present in their society.
“InnovationSpace is an entrepreneurial joint venture among the Herberger Institute for Design and the Arts, Ira A. Fulton Schools of Engineering, W.P. Carey School of Business and the Julie Ann Wrigley Global Institute of Sustainability at Arizona State University. The goal […] is to develop products that create market value while serving real societal needs and minimizing impacts on the environment. Put simply, we seek to create products that are progressive, possible and profitable. At the same time, they must have a meaningful impact on the daily lives of ordinary people. InnovationSpace utilizes two fundamental strategies for creating sustainable innovation: a model of new product development known as Integrated Innovation and the emerging field of biomimicry.” — InnovationSpace program syllabus
The focus of the project outlined by Cisco is “to understand the needs of people who face physical, cognitive or sensory disabilities, and develop new products and services for them utilizing the potential of the new technologies called the Internet of Things.” In other words, I am challenged to leverage the Internet of Things technologies to develop a device that benefits individuals with disabilities.
The final product is an automated airport cart — Chariot. Based on stakeholders’ needs interviews, we find that visually impaired people experience difficulties navigating the airport when they need to travel. Many airports attempt to solve this problem by offering wheelchair. However, visually impaired people feel that they are treated unfairly and become dependent on the wheelchairs. Chariot strives to solve this problem by applying the same concept in autonomous vehicle to guide the users through the airport. The users receive their itinerary email that will link to the Chariot app on their phones. When they arrive at the airport, the users simply connect their phones with Chariot and information such as gate number and departure time will be updated in the cart so that Chariot can guide the users to the desired destination. Ultimately, Chariot aims to give visually impaired people more control over their lives.