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Description
The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
Description
This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies,

This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies, transcranial magnetic stimulation (TMS) and electromyography (EMG) studies, and electroencephalography (EEG) studies. The review also discusses the associative hypothesis of mirror neuron origin as support for the hypothesis and concludes with an assessment of conflicting research and the limitations of the hypothesis. The applied creative project is an instructional brochure, aimed at anyone who teaches motor skills, such as dance teachers or sports coaches. The brochure takes the academic content of the review and presents it in a visually pleasing, reader-friendly fashion in an effort to educate the intended audience and make the research more accessible. The brochure also prescribes research-based suggestions for how to use motor imagery during teaching sessions and how to get the best benefits from it.
ContributorsNgai, Valerie Christina (Author) / Hoffner, Kristin (Thesis director) / Glenberg, Arthur (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study

Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study applied this evolutionarily informed approach in the context of sport to examine which positive emotions are associated with play. It was hypothesized that pride, amusement, and enthusiasm, but not contentment or awe, would increase in Ultimate Frisbee players during a practice scrimmage. Further, it was hypothesized that increases in pride and amusement during practice would be differentially associated with sport outcomes, including performance (scores, assists, and defenses), subjective social connectedness, attributions of success, and attitudes toward the importance of practice. It was found that all positive emotions decreased during practice. It was also found that increases in pride were associated with more scores and greater social connectedness, whereas increases in amusement were associated with more assists. The present study was one of the first to examine change in positive emotions during play and to relate them to specific performance outcomes. Future studies should expand to determine which came first: emotion or performance.
ContributorsKuna, Jacob Anthony (Author) / Shiota, Michelle (Thesis director) / Glenberg, Arthur (Committee member) / Danvers, Alexander (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques structured around the Self Determination Theory (SDT), more specifically the concept of strengthening the satisfaction of an individual's three basic psychological needs: competence, autonomy and relatedness. Following the collection of past research, a series of interviews were conducted with four practicing sports psychologists. Interview questions focused on determining possible distinctions between acute, chronic and career-ending injuries as well as intervention techniques employed. Utilizing data collected from past research as well as the interviews, an applied brochure was developed for the potential benefit of an injured athlete. The established techniques, if utilized properly, should strengthen the satisfaction of an athlete's psychological needs according to the SDT, which may ultimately foster a positive and successful return-to-sport experience.
ContributorsLieb, Juliann Rose (Author) / Heywood, William (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques structured around the Self Determination Theory (SDT), more specifically the concept of strengthening the satisfaction of an individual's three basic psychological needs: competence, autonomy and relatedness. Following the collection of past research, a series of interviews were conducted with four practicing sports psychologists. Interview questions focused on determining possible distinctions between acute, chronic and career-ending injuries as well as intervention techniques employed. Utilizing data collected from past research as well as the interviews, an applied brochure was developed for the potential benefit of an injured athlete. The established techniques, if utilized properly, should strengthen the satisfaction of an athlete's psychological needs according to the SDT, which may ultimately foster a positive and successful return-to-sport experience.
ContributorsLieb, Juliann Rose (Author) / Heywood, William (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world,

I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world, including Africa and the Pacific Islands. The original site was not intuitive or easy to use, which deterred users with low technical literacy, lowering its effectiveness and defeating its purpose of providing educational materials to schools in the community, because users were less likely to use it to access educational content. The website was not responsive, meaning that it did not resize well to fit tablet and mobile devices. I redesigned the site's UX based on user feedback and expert advice to create wireframes that improved the site's layout and user flow to make it more intuitive. I pulled user comments from past surveys on the site and designed solutions to each of the user's complaints. I implemented a filter system and a universal search bar to improve the process of finding specific pieces of content. I designed prototypes using Adobe Illustrator to create the visual side of the interface. I designed my wireframes and prototypes with responsiveness in mind, creating versions for desktop, mobile and tablet. I also illustrated banners for the East Africa and Native American versions of the site, featuring landscape and wildlife from the respective regions. This interface redesign will be coded into a working site and distributed to communities around the world.
ContributorsThielen, Bethany Meishal (Author) / Hosman, Laura (Thesis director) / Ralston, Laurel (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description

This project examines methods of evaluating the quality of digital UI/UX design including the McKinsey Design Index, heuristics, and design principles.

ContributorsLewis, Janae Ann (Author) / Byrne, Jared (Thesis director) / Roumina, Kavous (Committee member) / Department of Information Systems (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsMeyer, Sarah Elizabeth (Co-author) / Diaz, Daniel (Co-author) / Timmerman, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsDiaz, Daniel (Co-author) / Meyer, Sarah (Co-author) / Timmermann, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / School of Life Sciences (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports.

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.

ContributorsStanisic, Yelena (Co-author) / Bruce, Daniel (Co-author) / Thirunagari, Samay (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05