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Description
Most collegiate organizations aim to unite students with common interests and engage them in a like-minded community of peers. A significant sub-group of these organizations are classified under sororities and fraternities and commonly known as Greek Life. Member involvement is a crucial element for Greek Life as participation in philanthropic

Most collegiate organizations aim to unite students with common interests and engage them in a like-minded community of peers. A significant sub-group of these organizations are classified under sororities and fraternities and commonly known as Greek Life. Member involvement is a crucial element for Greek Life as participation in philanthropic events, chapter meetings, rituals, recruitment events, etc. often reflects the state of the organization. The purpose of this project is to create a web application that allows members of an Arizona State University sorority to view their involvement activity as outlined by the chapter. Maintaining the balance between academics, sleep, a social life, and extra-curricular activities/organizations can be difficult for college students. With the use of this website, members can view their attendances, absences, and study/volunteer hours to know their progress towards the involvement requirements set by the chapter. This knowledge makes it easier to plan schedules and alleviate some stress associated with the time-management of sorority events, assignments/homework, and studying. It is also designed for the sorority leadership to analyze and track the participation of the membership. Members can submit their participation in events, making the need for manual counting and calculations disappear. The website administrator(s) can view and approve data from any and all members. The website was developed using HTML, CSS, and JavaScript in conjunction with Firebase for the back-end database. Human-Computer Interaction (HCI) tools and techniques were used throughout the development process to aide in prototyping, visual design, and evaluation. The front-end appearance of the website was designed to mimic the data manipulation used in the current involvement tracking system while presenting it in a more personalized and aesthetically pleasing manner.
ContributorsKolker, Madysen (Author) / McDaniel, Troy (Thesis director) / Tadayon, Arash (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API

Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API for Natural Language Processing was incorporated into our game system. User experience elements like gestures, UI color change, and images were used to help guide users in memorizing and building structures. The process to create these elements were streamlined through the VRTK library in Unity. The game has two segments. The first segment is a tutorial level where the user learns to perform motions and in-game actions. The second segment is a game where the user must correctly create a structure by utilizing vocal commands and spatial recognition. A standardized usability test, System Usability Scale, was used to evaluate the effectiveness of the game. A survey was also created in order to evaluate a more descriptive user opinion. Overall, users gave a positive score on the System Usability Scale and slightly positive reviews in the custom survey.
ContributorsOrtega, Excel (Co-author) / Ryan, Alexander (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computing and Informatics Program (Contributor) / School of Art (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia,

This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia, but they are not guaranteed to work for every patient. Few apps exist to help patients with their therapy, so this paper describes the design and creation of a new website that combines exposure therapy,
relaxation, and gamification to help patients alleviate their misophonic reflexes.
ContributorsNoziglia, Rachel Elisabeth (Author) / McDaniel, Troy (Thesis director) / Anderson, Derrick (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description

The NBA yields billions of dollars each year and serves as a pastime and hobby for millions of Americans. However, many people do not have the time to watch several 2-hour games every week, especially when only a fraction of the game is actually exciting footage. The goal of Sports

The NBA yields billions of dollars each year and serves as a pastime and hobby for millions of Americans. However, many people do not have the time to watch several 2-hour games every week, especially when only a fraction of the game is actually exciting footage. The goal of Sports Summary is to take the ``fluff'' out of these games and create a distilled summary that includes only the most exciting and relevant events. The Sports Summary model records visual and auditory data, camera angles, and game clock readings and correlates it with the game's play-by-play data. On average, a game of more than 2 hours long is shortened to a summary of less than 20 minutes. This summary is then uploaded to the Sports Summary website, where users can filter by the type of event, giving more autonomy and a more comprehensive viewing experience than highlight reels. Additionally, the website allows for users to submit footage they would like to watch for processing and later viewing. Sports Summary creates an enjoyable and accessible way to watch games.

ContributorsZimmerman, Kenna Marleen (Author) / Espanol, Malena (Thesis director) / Dahlberg, Samantha (Committee member) / Pasha, Mirjeta (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Arizona State course enrollment regularly reaches triple digits. Despite the large enrollment numbers, the level of communication among students remain relatively low. Students often create Discord servers to keep in touch with classmates, but this requires each individual student to track down the invite link. The purpose of this project

Arizona State course enrollment regularly reaches triple digits. Despite the large enrollment numbers, the level of communication among students remain relatively low. Students often create Discord servers to keep in touch with classmates, but this requires each individual student to track down the invite link. The purpose of this project is to create an inviting chat service for students with minimal barriers of entry. This website, https://gibbl.io, offers a chat room for every class at ASU, making it simple for students to maintain communication.

Created2021-05
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Description

The Phoenix area, is known for suburban sprawl which did not happen in isolation but was the result of many external factors. It was not just large environmental and cultural factors that changed over time, but the actual physical characteristics of sprawl that have changed from community to community over

The Phoenix area, is known for suburban sprawl which did not happen in isolation but was the result of many external factors. It was not just large environmental and cultural factors that changed over time, but the actual physical characteristics of sprawl that have changed from community to community over the decades. Characteristics like physical size of houses and lot size, along with changes in the residential and commercial design and building style have changed from around the 1950s to present day, with homes being larger and covering more of each parcel. These characteristics were analyzed in 21 communities in the Phoenix area that were built from 1950 to 2019 to find how these characteristics have changed over time. While the issue of sprawl will never fully go away, by learning what the characteristics are that make up the definition of sprawl, stakeholders like cities, planners, and developers will have better knowledge for planning for tomorrow.

ContributorsGallegos, Jairus Donald (Author) / King, David (Thesis director) / Davis, Jonathan (Committee member) / School of Geographical Sciences and Urban Planning (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020,<br/>this virus's deadly nature has required clinical testing to meet 2020's demands of higher<br/>throughput, higher accuracy and higher efficiency. Information technology has allowed<br/>institutions, like Arizona State University (ASU), to make strategic and operational changes to<br/>combat the

As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020,<br/>this virus's deadly nature has required clinical testing to meet 2020's demands of higher<br/>throughput, higher accuracy and higher efficiency. Information technology has allowed<br/>institutions, like Arizona State University (ASU), to make strategic and operational changes to<br/>combat the SARS-CoV-2 pandemic. At ASU, information technology was one of the six facets<br/>identified in the ongoing review of the ASU Biodesign Clinical Testing Laboratory (ABCTL)<br/>among business, communications, management/training, law, and clinical analysis. The first<br/>chapter of this manuscript covers the background of clinical laboratory automation and details<br/>the automated laboratory workflow to perform ABCTL’s COVID-19 diagnostic testing. The<br/>second chapter discusses the usability and efficiency of key information technology systems of<br/>the ABCTL. The third chapter explains the role of quality control and data management within<br/>ABCTL’s use of information technology. The fourth chapter highlights the importance of data<br/>modeling and 10 best practices when responding to future public health emergencies.

ContributorsKandan, Mani (Co-author) / Leung, Michael (Co-author) / Woo, Sabrina (Co-author) / Knox, Garrett (Co-author) / Compton, Carolyn (Thesis director) / Dudley, Sean (Committee member) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive exhibits on the museum space are detailed including: social media, the authenticity of objects, and the commodification of experience. It is argued that despite the drawbacks of interactivity and immersion in the museum, the potential benefits of audience engagement and social connection make them worth pursuing.

ContributorsHong, Harrison (Author) / Boyce-Jacino, Katherine (Thesis director) / Carrasquilla, Christina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and

Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and an emphasis on UX can greatly increase company accessibility and legacy. One way to do this is through interactive chatbots that are available at all hours. Chatbots are becoming more mainstream for businesses' websites to improve the user experience by giving instantaneous relief to customers with pressing questions. Especially for new initiatives, providing chatbots that are constantly available to educate potential users on the company will drive more traffic. The motivation behind this project was to create the best fitting chatbot, namely AishaBot, for the start-up Aisha Comfortable Coliving Inc. whose fun personality and educational tone speaks to the company demographic. After understanding the demographic, dialogues were written for the chatbot with a specific tone and sentiment to engage the users. In order to assess the effectiveness of the dialogue, 15 female participants were recruited to partake in the study, assessing their overall experience with the purpose of gaining feedback and refining the chatbot. Participants were asked to complete 5 tasks and the majority completed 95% of the tasks successfully, resulting in an overall positive user experience. The participants communicated with and received the tone of the dialogues very well from AishaBot. Along with this, a better understanding was gained on how to alter key words and how the participants from different age ranges went about asking their questions.
ContributorsSalahudeen, Afsana (Author) / Ngov, Justin (Co-author) / Elena Chavez-Echeagaray, Maria (Thesis director) / ElSherbiny, Aisha (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
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Description
The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need.

The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need. One example of this is the requirements for Lower and Upper Division credit. This website displays the upper and lower division credit needed for a student to graduate from the honors college via a noninteractive flowchart. Many high school seniors find it difficult to understand the mundane flowchart outlining the required honors credit that is required for graduating from Barrett at Arizona State University. Also, it is confusing for many transfer students with unique circumstances to determine the necessary requirements for them to graduate as a Barrett student.
These difficult flowcharts and confusing websites have a huge impact on a student’s ability to adequately receive the information they need and, in the end, can have a negative impact on their ultimate decision when deciding if Barrett is right for them. A better user experience can be a more effective way of displaying information to students. A better design that allows to user more interaction would allow for the user to better understand the information they are presented. Instead of a monotone flowchart displaying the requirements necessary to graduate with honors status, A web application where a user can input their information and get an output of the necessary requirements tailored to the unique circumstance would be more informative, useful, and easier to use. The web app would take information such as a student’s year, whether it be an incoming freshman or transfer student, and their current and previous course credit to determine the specific number of honors credits, The Human Event courses, and Thesis project required for this user to complete the requirements for Barrett Honors College. This application would give the user a better understanding of what is required of them and in turn lead to a better user experience.
ContributorsGandhe, Nikhil (Author) / Menees, Jodi (Thesis director) / Barnett, Jessica (Committee member) / Davis, Jonathan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05