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"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded

"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.

ContributorsGupta, Anay (Author) / Flores, Valerie (Thesis director) / Carrasquilla, Christina (Committee member) / Barnett, Jessica (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
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This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new,

This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new, motivation-sensitive approach to design was implemented. This approach combined psychometric analysis from motivational psychology's Personal Project Analysis (PPA) and Place Attachment theory's Sense of Place (SoP) analysis to produce project-centered motivational models for environmental congruence. Regression analysis of surveys collected from 150 (n = 150) young adults about their homes revealed PPA motivational dimensions had significant main affects on all three SoP factors. Model one indicated PPA dimensions Fearful and Value Congruency predicted the SoP factor Place Attachment (p = 0.012). Model two indicated the PPA factor Positive Affect and PPA dimensions Value Congruency, Self Identity and Autonomy predicted Place Identity (p = .0003). Model three indicated PPA dimensions Difficulty and Likelihood of Success predicted the SoP factor Place Dependency. The relationships between motivational PPA dimensions and SoP demonstrated in these models informed creation of a set of motivational design heuristics. These heuristics guided 20 participants (n = 20) through co-design of paper prototypes of SHSPs supporting goal attainment and human flourishing. Normative analysis of these paper prototypes fashioned a design framework consisting of the use cases "make with me", "keep me on task" and "improve myself"; the four design principles "time and timing", "guidance and accountability", "project ambiguity" and "positivity mechanisms"; and the seven interaction models "structuring time", "prompt user", "gather resources", "consume content", "create content", "restrict and/or restore access to content" and "share content". This design framework described and evaluated three technology probes installed in the homes of three participants (n = 3) for field-testing over the course of one week. A priori and post priori samples of psychometric measures were inconclusive in determining if SHSP motivated goal attainment or increased environmental congruency between young adults and their homes.
ContributorsBrotman, Ryan Scott (Author) / Burleson, Winsow (Thesis advisor) / Heywood, William (Committee member) / Forlizzi, Jodi (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This paper describes the development of a mobile application aimed at facilitating the communication and collaboration of roommates with regards to grocery shopping, food-sharing, and cost-splitting. The approach involves several methods of user-informed design. First, I conducted an analysis of user needs, interviewing potential end-users to gauge shopping habits and

This paper describes the development of a mobile application aimed at facilitating the communication and collaboration of roommates with regards to grocery shopping, food-sharing, and cost-splitting. The approach involves several methods of user-informed design. First, I conducted an analysis of user needs, interviewing potential end-users to gauge shopping habits and behaviors. Second, using iterative wireframing and a design tool called Figma, I constructed a working prototype of the design. Third, the prototype was used in a usability study, focused on uncovering pain points and other insights regarding the performance of the app. The usability tests were designed to simulate tasks that users might reasonably encounter when using the app. Finally, a second analysis of user needs was conducted, this time on a much larger scale. These methods were used to develop several informed design decisions that could improve the overall usability in future iterations of the design.
ContributorsDabundo, Scott (Author) / Branaghan, Russell (Thesis director) / Roscoe, Rod (Committee member) / School of Music (Contributor) / Human Systems Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The relationship between user experience, learning, and psychology is complex. There are many rules and concepts that guide experience design. It is likely that some of the guidance is valid whereas other guidance is not. This explores some of that guidance and evaluates how they are linked to learning. Do

The relationship between user experience, learning, and psychology is complex. There are many rules and concepts that guide experience design. It is likely that some of the guidance is valid whereas other guidance is not. This explores some of that guidance and evaluates how they are linked to learning. Do the guidance’s made 25, 50, 100 years ago still hold true today? Additionally, the psychological background behind the way someone holds memory is important. Knowing how information is stored and processed helps educators provide the best learning experience possible. With an eye toward perception and cognition, this paper examines the relevance of the various pieces of guidance. The results suggest that, overall, this guidance is still valid and valuable to current learning trends and designs. This suggests that user experience designers for education need to pay attention to the guidance provided by psychology when designing learning management systems, placing content in a course, and choosing which aesthetics to follow.
ContributorsLapujade, Lily Ann (Author) / Branaghan, Russell (Thesis director) / Roscoe, Rod (Committee member) / Human Systems Engineering (Contributor, Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
Description
The purpose of this creative project is to develop an Android application which teaches English speakers Sakha language. Sakha is the language of indigenous people of Sakha Republic in Russia's Far East region. There are approximately half of a million Sakha people. Creating Learn Sakha app will be useful for

The purpose of this creative project is to develop an Android application which teaches English speakers Sakha language. Sakha is the language of indigenous people of Sakha Republic in Russia's Far East region. There are approximately half of a million Sakha people. Creating Learn Sakha app will be useful for English speakers, who are descendants of Sakha but live in English-speaking countries, to learn Sakha language. For the application development, I utilized Android Studio environment and Java as the programming language. Additionally, I saved quiz questions in the JSON file to allow further scalability. Question class was created to hold the values extracted from JSON file. Also, I used Intents and SharedPrefences for saving user data. Progress bar, buttons, and onClick sound effects were used to enhance user experience. I shared the Learn Sakha app at different stages of development with my friends to gather user feedback. Overall, I learned how to create an application on Android Studio, improved my Java and troubleshooting skills. As the result of this creative project, I was able to develop a working Android application with four lessons, each with three stages. Currently, there are 16 Sakha words can be learned from the application. Repetition principle was used to improve learning of new words. I am planning to further develop Learn Sakha app as an open source project and attract developers, linguists, and designers to advance the improvements. Furthermore, this app can be extended to learn Sakha from Russian and be shared with other small languages, currently neglected by large language-learning platforms.
ContributorsEverstova, Rozaliya (Author) / Sipka, Danko (Thesis director) / Ahmad, Altaf (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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This thesis analyzes how Arizona State University’s disability resource center, Student Accessibility and Inclusive Learning Services (SAILS), impacts access fatigue among students with disabilities. Access fatigue is rhetorical fatigue borne from the continuous need for people with disabilities to perform accommodation negotiations, or requests for practices that will grant them

This thesis analyzes how Arizona State University’s disability resource center, Student Accessibility and Inclusive Learning Services (SAILS), impacts access fatigue among students with disabilities. Access fatigue is rhetorical fatigue borne from the continuous need for people with disabilities to perform accommodation negotiations, or requests for practices that will grant them access to certain spaces. This study theorizes access fatigue as an intersection between scholarship about embodied rhetorical fatigue and interactional rhetorical phenomena that occur during accommodation negotiations. This research is guided by user experience (UX) methodologies, including a textual heuristic analysis of two SAILS documents; stakeholder interviews with students, teachers, and a SAILS representative; and a comparative analysis situating SAILS in relation to other disability resource centers. This thesis frames accommodation negotiations and access fatigue through the lens of institutional relationality and identifies four key dimensions of institutional relationality that affected participants’ experiences with access fatigue, including: burden sharing between students and SAILS, misfitting between students and SAILS, institutional culture shaping facilitated by relationships between non-registered stakeholders and SAILS, and institutional access fatigue resulting from design inconsistencies between SAILS and other disability resource centers. To relate this theorization to design practices, this thesis includes UX-informed guidelines for designing disability resource centers that promote fatigue relief through the integration of theories of institutional relationality.
ContributorsCaputo, Courtney (Author) / Hannah, Mark (Thesis advisor) / Lauer, Claire (Committee member) / Long, Elenore (Committee member) / Arizona State University (Publisher)
Created2024
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Social interaction among people in public spaces is an important way to strengthencommunity ties. Therefore, this study seeks to shed light on the significant role of interior design in increasing the quality of exhibition-built environments. Which in turn affects human behavior, which may lead to enhanced communication between visitors. In addition, the results

Social interaction among people in public spaces is an important way to strengthencommunity ties. Therefore, this study seeks to shed light on the significant role of interior design in increasing the quality of exhibition-built environments. Which in turn affects human behavior, which may lead to enhanced communication between visitors. In addition, the results guide the designer to the most effective design features to build spaces that help social interaction. The research took the Biennale of Islamic Arts in Jeddah, Saudi Arabia, as a case study representing contemporary religious exhibitions. It investigates the impact of lighting, furniture layout, and space planning on interactive behavior among visitors. And these aspects will be measured by applying the triangulation method: field observation, semi-structured interviews, and survey, spread randomly, among biennial local and international adult visitors (n = 114, women n=71 and men n=43). The results illustrate that employing design features around users’ preferences (Human-centered design) within public interior spaces influences the visitors’ behavior and willingness toward social interaction.
ContributorsAlqahtani, Taghreed Ali (Author) / Takamura, John J.T. (Thesis advisor) / Buzinde, Christine C.B. (Committee member) / Sharp, Nina N.S. (Committee member) / Mohammed, Hassnaa H.M. (Committee member) / Arizona State University (Publisher)
Created2023
Description

This paper describes a project involving the optimization of the analysis process of FreeSurfer and ANTS Registration for neuroscience analytics of patients at risk of cognitive decline using Nipype. The paper details the process of discovering more about Nipype, learning to use a supercomputer, and implementing the open-source python code

This paper describes a project involving the optimization of the analysis process of FreeSurfer and ANTS Registration for neuroscience analytics of patients at risk of cognitive decline using Nipype. The paper details the process of discovering more about Nipype, learning to use a supercomputer, and implementing the open-source python code to fit the needs of the research lab. Nipype is a python-based initiative to unify the various software packages used within the neuroscience community for data analysis. This paper also serves as documentation of the steps taken to complete the project so that future students are able to continue the optimization process to result in one cohesive workflow in which data is able to flow through a unified pipeline of analysis in the future.

ContributorsCave, Elizabet (Author) / Ofori, Edward (Thesis director) / Sopha, Matthew (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2023-05