Matching Items (40)
Filtering by

Clear all filters

Description
With the Latinx community anticipated to make up ~30% of the population by 2060, it will be crucial more than ever to mitigate the health disparities preventing them from equitable well-being. From a higher prevalence of obesity to better understanding mental health, there exists a myriad of challenges imposed against

With the Latinx community anticipated to make up ~30% of the population by 2060, it will be crucial more than ever to mitigate the health disparities preventing them from equitable well-being. From a higher prevalence of obesity to better understanding mental health, there exists a myriad of challenges imposed against the community; however, its largest barrier is American hegemony. This is because their biases have exacerbated the public health system, preventing one from accessing their right to life, liberty, and the pursuit of happiness. As a result, intervention goals, most commonly through educational settings, fail to be met. One of the worst results: poor health literacy rates. Without proper health literacy skills, individuals lack the knowledge required to best manage their health. Unfortunately, the Latinx community is reported to have fewer strengths in terms of this; hence, Sana Sana was created. Through this magazine, the project intends to increase general healthy literacy, improve health trajectories, and promote overall well-being amongst Latino adolescents.
ContributorsZaldivar, Israel O. (Author) / Hinde, Katie (Thesis director) / Murphy, Ana (Committee member) / School of Life Sciences (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
133729-Thumbnail Image.png
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
134005-Thumbnail Image.png
Description
Perhaps the most compelling thing about any one human being is their story. There are stories that get shouted through media, thus reinforcing their social value. There are also stores that go systematically untold, diminishing or erasing the social value of those they represent. My creative project, The People Project,

Perhaps the most compelling thing about any one human being is their story. There are stories that get shouted through media, thus reinforcing their social value. There are also stores that go systematically untold, diminishing or erasing the social value of those they represent. My creative project, The People Project, seeks to give incarcerated writers a platform (albeit small) on which to share and develop their stories (through submissions to Iron City Magazine), and to share my own story of teaching within the prison walls. The People Project is a collection of short essays that seeks to explore the personhood that exists underneath the mandated orange outfits, and ultimately seeks to prompt discussion about the incarceration system as a whole.
ContributorsKilian, Kylie Michelle (Author) / Wells, Cornelia (Thesis director) / Berry, Shavawn (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
133838-Thumbnail Image.png
Description
Human nature drives us to focus primarily on the present or near-future, instead of considering what consequences our actions may have many years from now. However, in a new era that is increasingly dominated by humans and their ambitions, this tendency has destructive repercussions on the very environment that once

Human nature drives us to focus primarily on the present or near-future, instead of considering what consequences our actions may have many years from now. However, in a new era that is increasingly dominated by humans and their ambitions, this tendency has destructive repercussions on the very environment that once supported and nurtured humankind. Wild animals are highly susceptible to human activities that damage ecosystems, and a loss of animal diversity can have unforeseen consequences on future human populations. In the research, I examine the avoidable reasons for the severe decline in population of four animal species, and through my art, imagine the losses associated with their disappearance. The artwork created evokes an emotional response in the viewer through dramatic, contrasting imagery, making them reassess the relationship between humans, animals and the environment.
ContributorsJudge, Nicole (Author) / Button, Melissa (Thesis director) / Hogden, Heidi (Committee member) / School of Art (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
133773-Thumbnail Image.jpg
Description
My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum,

My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum, and with help from my second committee member, Muriel Magenta, I was able to use Audacity to edit the music, Autodesk Maya 2016 to model and animate the animation, the HIDA render farm to render the frames using Maya Software and mentalray, Adobe After Effects CC to assemble and edit the animation, and Adobe Media Encoder to export the end product. The final animation included 20,855 individual frames, totaling to 14 minutes and 28 seconds in length. The project takes the viewer through seven worlds to express the idea of feeling isolated in your home, exploring the world, and then returning home with a new perspective. Each world evokes a different emotion through the interaction of its visual and audio design to allow the viewer to experience the intended storyline without explicit characters or plot detail. Due to the importance of maintaining plot flow, I utilized beautiful, yet difficult, design elements including glass textures, ocean shaders, and paint effects to create drastically different world designs specific to each song. These songs were chosen from a variety of EDM artists and edited to flow together seamlessly through each world and evoke a different emotion. Throughout the thesis process, I gained more skills in animation and editing and greatly improved my ability to use each application. While there is plenty of room to grow, I have improved exponentially as an artist from when I began this project to the moment I completed it.
ContributorsMallik, Ajanta Angie (Author) / Drum, Meredith (Thesis director) / Magenta, Muriel (Committee member) / The Design School (Contributor) / Department of Psychology (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
135469-Thumbnail Image.png
Description
The purpose of this creative project was to establish the foundation of an educational program that teaches financial literacy to the local homeless population. The name of this program is stillHUMAN. The project consisted of two parts, a needs analysis and a prototyping phase. The needs analysis was conducted at

The purpose of this creative project was to establish the foundation of an educational program that teaches financial literacy to the local homeless population. The name of this program is stillHUMAN. The project consisted of two parts, a needs analysis and a prototyping phase. The needs analysis was conducted at the Phoenix Rescue Mission Center, a faith-based homeless shelter that caters to male "clients", through written surveys and one-on-one interviews. Before interviewing the clients, the team acquired IRB approval as well as consent from the Center to carry out this study. These needs were then organized into a House of Quality. We concluded from Part 1 that we would need to create 3 - 7-minute-long video modules that would be available on an online platform and covered topics including professional development, budgeting, credit, and Internet literacy. In order to commence Part 2, each team member recorded a video module. These three videos collectively conveyed instruction regarding how to write a resume, use the Internet and fill out an application online, and how to budget money. These videos were uploaded to YouTube and shown to clients at Phoenix Rescue Mission, who were each asked to fill out a feedback survey afterwards. The team plans to use these responses to improve the quality of future video modules and ultimately create a holistic lesson plan that covers all financial literacy topics the clients desire. A website was also made to store future videos. The team plans to continue with this project post-graduation. Future tasks include creating and testing the a complete lesson plan, establishing a student organization at Arizona State University and recruiting volunteers from different disciplines, and creating an on-site tutoring program so clients may receive individualized attention. Once the lesson plan is demonstrated to be effective at Phoenix Rescue Mission, we plan to administer this lesson plan at other local homeless shelters and assess its efficacy in a non-faithbased and non-male environment. After a successful financial literacy program has been created, we aim to create lesson plans for other topics, including health literacy, human rights, and basic education. Ultimately stillHUMAN will become a sustainable program that unites the efforts of students and professionals to improve the quality of life of the homeless population.
ContributorsKim, Michael (Co-author) / Gulati, Guneet (Co-author) / Vanood, Aimen (Co-author) / Ganesh, Tirupalavanam (Thesis director) / Shrake, Scott (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / School of Life Sciences (Contributor) / Department of Physics (Contributor) / Department of Psychology (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Unmanned Aerial Vehicles, more commonly referred to as drones, have been a hot subject for the past few years. In the news, stories about drones cause the public alarm because of their seemingly increasing use. Problems have arisen with drones congesting airspace where manned aircraft fly, posing a huge threat

Unmanned Aerial Vehicles, more commonly referred to as drones, have been a hot subject for the past few years. In the news, stories about drones cause the public alarm because of their seemingly increasing use. Problems have arisen with drones congesting airspace where manned aircraft fly, posing a huge threat to pilots and passengers of those aircraft. They have also caused concern of the public in matters of privacy. Drones are a go-anywhere and see-anything type of tool. They go where manned aircraft cannot, and where humans on the ground cannot. This video takes an in depth look at the issue of increasing civilian drone use, new regulations on users, categorizing types of drones, and possible solutions to the problems. Throughout the video, there will be three interviews. These interviews will be with experts in the field. The first person is Dr. Sarah Nilsson, Esq. She is a lawyer in drone law with her own practice. She has her PhD, CFI, and CFII as well as professional flying experience. The second person is Mr. Chris Andres. He is the Airport Administrator of Chandler Municipal Airport and offers a unique perspective on drones from an airport management standpoint. Lastly, the third person interviewed is a salesman at Viper Hobbies located in Mesa, AZ. He offers a perspective of drone use from the retail side, and also insight in FAA requirements of retailers and how retailers might offer education on regulation to the public.
ContributorsKataria, Sunil (Co-author) / Wren, Nicholas (Co-author) / Kimberly, Jimmy (Thesis director) / Nullmeyer, Robert (Committee member) / School of Life Sciences (Contributor) / Department of Military Science (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135432-Thumbnail Image.png
Description
Students Organize for Syria (SOS) is the student led initiative for Syria. With 18 registered chapters across the United States, this student organization is targeting a multidimensional cause by different means. Though it is now a national movement, it started off with one group at Arizona State University, with one

Students Organize for Syria (SOS) is the student led initiative for Syria. With 18 registered chapters across the United States, this student organization is targeting a multidimensional cause by different means. Though it is now a national movement, it started off with one group at Arizona State University, with one student. Zana Alattar, founder and student director of SOS, tells the story of how she took an ASU organization, Save Our Syrian Freedom (SOS Freedom), to the national level as SOS. As a pre-medical student, she also combines her work in human rights with her future in healthcare. After all, health and human rights have long maintained a synergistic relationship.
ContributorsAlattar, Zana (Author) / Graff, Sarah (Thesis director) / McClurg, Sharolyn (Committee member) / School of Molecular Sciences (Contributor) / School of Social Transformation (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135183-Thumbnail Image.png
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 in the United Kingdom alone - only two pediatric palliative

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.
ContributorsCase, Jessica Marie (Author) / Zingoni, Milagros (Thesis director) / Hejduk, Renata (Committee member) / Peavey, Erin (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135195-Thumbnail Image.png
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