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The COVID-19 Pandemic has provided a challenge for educators to create virtual learning materials that are engaging and impactful during times of high stress and isolation. In this creative project, I explore the variety of virtual tools and web applications from Esri by creating a Story Map on the Verde

The COVID-19 Pandemic has provided a challenge for educators to create virtual learning materials that are engaging and impactful during times of high stress and isolation. In this creative project, I explore the variety of virtual tools and web applications from Esri by creating a Story Map on the Verde River Watershed. This Story Map is intended for an audience of students in late middle school and early high school but can be a resource to teachers for a wider age range. The integration of interactive technology and virtual tools in educational practices is likely to continue past the immediate circumstances of the COVID-19 pandemic. The purpose of this Story Map is to showcase one of the many uses for geospatial web applications beyond the immediate realm of GIS.

ContributorsTueller, Margaret (Author) / Frazier, Amy (Thesis director) / Dorn, Ron (Committee member) / School of Geographical Sciences and Urban Planning (Contributor, Contributor, Contributor) / Division of Teacher Preparation (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Our world is ever-changing, and thus, design changes with it. Technology reigns supreme in our society, and as both evolve, our world is transforming to become temporary, especially in terms of the built environment. The coalescing of built space and technology are spilling over into various cultural outlets to create

Our world is ever-changing, and thus, design changes with it. Technology reigns supreme in our society, and as both evolve, our world is transforming to become temporary, especially in terms of the built environment. The coalescing of built space and technology are spilling over into various cultural outlets to create interactive environments in places such as museums, festivals, events, and even retail shopping. As technology continues to evolve, its influence on interior design continues to grow and morph from place to experience. More specifically, creating experience through non-permanent built spaces is especially interesting because it shows the power of design through the impression it leaves; spaces are able to affect viewers in mere seconds. This study will explore the development of experience through the intersection of technology, temporary installations, and interiority.
Through the research of the temporary built environment, technology and experience, in addition to the relationship between the three, a better understanding of how the interior design can shift to accommodate our changing society and desire for ephemeral experiences were developed. Pop up installations and events were studied to understand not only how they are designed and built within existing environments, but also to learn about the impressions they leave on viewers. Furthermore, social media trends in relation to the temporary environments have been observed to understand their influence on design. This means of communication has added a layer of complexity to these experiences and how they are now inherently connected to cater to the desires of Millenials and Centennials. Technology-based research will be necessary to then explore in a creative project how both interiority and technology relate to create experiences.

Ultimately, two creative projects were developed, which demonstrate the relationship of technology and interiority in the creation of experiential environments, by constructing two interactive design-build pieces. This was done through the combination of theory and creative project, or praxis, which highlighted existing research and explored new applications for use in the world of interior design.

The research in this thesis has two main components: the study of interior environments, especially those created as pop-ups, and also the study of technology along with its relationship to the built environment and human interaction. For the technology component, different interactive technologies have been explored by learning how to write code in order to use an Arduino system and python language to manipulate light, sound, and projection. As a result, two interactive light pieces were created which harnessed the power of technology to transform the built environment into a memorable experience.
ContributorsChavez, Daniela Cristina (Author) / Zingoni, Milagros (Thesis director) / Ayers, Benjamin (Committee member) / Santiago, Karin (Committee member) / Department of Management and Entrepreneurship (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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
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Description

“There are plenty of other fish in the sea,” goes the old cliché. But are there, really? 1,616 species of fish are on the brink of extinction; 989 are endangered and another 627 are critically endangered. Habitat loss and pollution are significant factors in the decline of these species, however,

“There are plenty of other fish in the sea,” goes the old cliché. But are there, really? 1,616 species of fish are on the brink of extinction; 989 are endangered and another 627 are critically endangered. Habitat loss and pollution are significant factors in the decline of these species, however, overfishing is spearheading extinction rates. It’s time to reel in reality on one of the biggest threats to our seas inhabitants. The gutting truth is, if they die, we die.

ContributorsElqadah, Rania (Author) / Sanft, Alfred (Thesis director) / Montgomery, Eric (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2022-05
Description

An exploration of green spaces in urban environments, the mental health impacts of these spaces, and the successfulness of their integration into the city fabric. This project culminates in a video that compares a nature walk through an urban environment to a walk through an urban park.

ContributorsVan Buren, Gabriella (Author) / Underhill, Michael (Thesis director) / Hejduk, Renata (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2022-05
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Description

A play about a ghost and a vampire who are roommates who are secretly in love with each other and have never told one another. One day, the ghosts remains are discovered, and the two must race to get them back - with the help of some friends - before

A play about a ghost and a vampire who are roommates who are secretly in love with each other and have never told one another. One day, the ghosts remains are discovered, and the two must race to get them back - with the help of some friends - before a proper burial means that they'll never see each other again.

ContributorsScaringelli, Nicole (Author) / Murrieta, Peter (Thesis director) / Gharavi, Lance (Committee member) / Sterling, Pamela (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / The Design School (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2022-05
Description

The WELL Building Standard is the first of its kind to focus on the health and wellness of building occupants. It’s a dynamic rating system between design and construction with evidence-based health and wellness interventions. It’s a holistic design approach addressing seven concepts: air, water, nourishment, light, fitness, comfort, and

The WELL Building Standard is the first of its kind to focus on the health and wellness of building occupants. It’s a dynamic rating system between design and construction with evidence-based health and wellness interventions. It’s a holistic design approach addressing seven concepts: air, water, nourishment, light, fitness, comfort, and mind. Within these concepts are 100 “features” intended to address specific aspects of occupant health, comfort, and knowledge. To model these concepts and features, I will be using my Spring 2022 interior design studio project to exemplify the importance and benefits of the WELL Building Standard in workplace design.

ContributorsRaines, Emilia (Author) / Jacobs, Cheri (Thesis director) / Bernardi, Jose (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / The Design School (Contributor)
Created2022-05