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Despite the wealth of folk music traditions in Portugal and the importance of the clarinet in the music of bandas filarmonicas, it is uncommon to find works featuring the clarinet using Portuguese folk music elements. In the interest of expanding this type of repertoire, three new works were commissioned from

Despite the wealth of folk music traditions in Portugal and the importance of the clarinet in the music of bandas filarmonicas, it is uncommon to find works featuring the clarinet using Portuguese folk music elements. In the interest of expanding this type of repertoire, three new works were commissioned from three different composers. The resulting works are Seres Imaginarios 3 by Luis Cardoso; Delirio Barroco by Tiago Derrica; and Memória by Pedro Faria Gomes. In an effort to submit these new works for inclusion into mainstream performance literature, the author has recorded these works on compact disc. This document includes interview transcripts with each composer, providing first-person discussion of each composition, as well as detailed biographical information on each composer. To provide context, the author has included a brief discussion on Portuguese folk music, and in particular, the role that the clarinet plays in Portuguese folk music culture.
ContributorsFerreira, Wesley (Contributor) / Spring, Robert S (Thesis advisor) / Bailey, Wayne (Committee member) / Gardner, Joshua (Committee member) / Hill, Gary (Committee member) / Schuring, Martin (Committee member) / Solis, Theodore (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience

Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience which in turn can engender a lasting product relationship. This study evaluates how people interpret the emotionality of form in order to establish a veritable method for interpreting emotional variables in 3D objects.

This research assesses the emotional perception of aesthetic values in 2D and 3D teapots. A teapot image collection and taxonomy was constructed with 101 images of teapots across four centuries. Eighty-four participants completed a card sorting task of twenty randomly distributed teapot images (taken from the total 101 image collection) into Plutchik's eight emotion categories. Individual pieces of the teapots were coded according to the base, handle, lid, or spout that was presented in the image. The coded pieces from the card-sorting task were arranged per frequency in the overall set. Through the use of response data from the card sorting task, a network of the images was developed in Pathfinder. The content of these results were compared to images of models gathered during an interview with an interactive co-creation method referred to as Magnetic Modeling. Magnetic Modeling is a methodological tool that allowed participants to manipulate individualized pieces of 3D printed teapots into proposed emotional labels.

The findings of this research establish prototypical associations in aesthetic traits and teapot piece combinations for each emotion category. Participant responses were categorized into 4 personas representing the types of perceptual bias in the studies' participants. A discussion and comparison of the methods for academic and theoretical practice is provided.
ContributorsHorner, Candace (Author) / Takamura, John (Thesis advisor) / McDermott, Lauren (Committee member) / Branaghan, Russel; (Committee member) / Arizona State University (Publisher)
Created2014
ContributorsBurton, Charlotte (Performer) / ASU Library. Music Library (Publisher)
Created2018-04-08
ContributorsDruesedow, Elizabeth (Performer) / ASU Library. Music Library (Publisher)
Created2018-04-07
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Description
All too often, industrial designers face seemingly intractable obstacles as they endeavor to, as Simon (1996, p. 111) describes, devise "courses of action aimed at changing existing situations into preferred ones." These problems, described by Rittel and Webber (1973) as "wicked," are insurmountable due to the contradictory and changing nature

All too often, industrial designers face seemingly intractable obstacles as they endeavor to, as Simon (1996, p. 111) describes, devise "courses of action aimed at changing existing situations into preferred ones." These problems, described by Rittel and Webber (1973) as "wicked," are insurmountable due to the contradictory and changing nature of their requirements. I argue that that industrial design (ID) is largely subject to Rittel's quandary because of its penchant for producing single solutions for large populations; such design solutions are bound, in some senses, to fail due to the contradictory and changing nature of large and, thus, inherently diverse populations. This one-size-fits-all approach is not a necessary attribute of ID, rather, it is a consequence of the time in which it came into being, specifically, the period of industrial mass production. Fortunately, new, agile manufacturing techniques, inexpensive sensors, and machine learning provide an alternative course for ID to take, but it requires a new way of thinking and it requires a new set of methods, which I will elaborate in this thesis. According to Duguay, Landry, and Pasin (1997), we are entering an age where it will be feasible to produce individualized, one-off products from large-scale industrial manufacturing facilities in a way that is not only cost effective, but in many ways as cost effective as the existing techniques of mass production. By availing ourselves of these opportunities, we can tame the problem, not by defeating Rittel's logic, rather by reducing the extent to which his theories are appropriate to the domain of ID. This thesis also describes a test study: an experiment whose design was guided by the proposed design methodologies. The goal of the experiment was to determine the feasibility of a noninvasive system for measuring the health of the forearm muscles. Such a tool would provide the basis for assessing the true impact and possible pathogeny of the manual use of products or modifications to products. Previously, it was considered impossible to use surface electromyography (as opposed to needle or wire based electromyography) to assess muscular activity and muscular health due to the complexity of the arrangement of muscles in the forearm. Attempts to overcome this problem have failed because they have tried to create a single solution for all people. My hypothesis is that, by designing for each individual, a solution may be found. Specifically, I show that, for any given individual, there is a high correlation between the EMG signal and the movements of the fingers that, ostensibly, those muscles control. In other words, by knowing, with great accuracy, the position and the motion of the hand then it would become possible to disambiguate the mixed signals coming from the complex web of muscles in the forearm and enable the assessment of the forearm's health by non-invasive means.
ContributorsBraiman, Stuart (Author) / Giard, Jacques (Thesis advisor) / Black Jr., John A (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Industrial design is the practice of creating solutions by studying people and businesses. Originally centered on development of goods, industrial design uses methods rooted in human behavioral study, human factors, and strategic problem solving. As our economy and professional practice shift away from manufacturing towards a service-dominant landscape, industrial design

Industrial design is the practice of creating solutions by studying people and businesses. Originally centered on development of goods, industrial design uses methods rooted in human behavioral study, human factors, and strategic problem solving. As our economy and professional practice shift away from manufacturing towards a service-dominant landscape, industrial design must align its profession to formally include service design. The small service business setting is a microcosm in which the value of design and branding in business is magnified. This research reinforces design's ties with services marketing and business and is dedicated to finding solutions for the backbone of our economy. Micro-businesses with fewer than 20 employees often lack the sophisticated management, marketing, and strategies that bring about success. Despite the fact that 70% to 80% of small and micro businesses are service based, little research is dedicated to unique strategies for these small service firms. Research has shown that using strategic business design increases small business success. Given high small business failure rates, it behooves entrepreneurs to use intuitive planning tools that are appropriate for the dynamic startup years. When put within reach and context of small business owners, the tools used in design draw a clear map of insights into the "design" of small businesses. Through a literature review, interviews, and a new workshop method, the needs of small business owners and the challenges they face are used to design and implement an accessible, actionable strategic toolkit for small service businesses. This simple, interdisciplinary toolkit was designed with the goal of increasing the efficacy and likelihood of ongoing strategic business planning through context-specific, instrumental activities. The tools are shown to help a business owner form pragmatic, iterative problem-solving approaches that allow the business owner to plan in the face of uncertainty and find insights into her own business, brand, and services.
ContributorsGrimes, Lynelle (Author) / Takamura, John (Thesis advisor) / Peck, Sidnee (Committee member) / Wolf, Peter (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Individuals' experiences, environment, and education greatly impact their entire being. Similarly, a designer is affected by these elements, which impacts how, what and why they design. In order for design education to generate designers who are more socially aware problem solvers, that education must introduce complex social matters and not

Individuals' experiences, environment, and education greatly impact their entire being. Similarly, a designer is affected by these elements, which impacts how, what and why they design. In order for design education to generate designers who are more socially aware problem solvers, that education must introduce complex social matters and not just design skills. Traditionally designers learned through apprenticing a master. Most design education has moved away from this traditional model and has begun incorporating a well-rounded program of study, yet there are still more improvements to be made. This research proposes a new Integrated Transformational Experience Model, ITEM, for design education which will be rooted in sustainability, cultural integration, social embeddedness, and discipline collaboration. The designer will be introduced to new ideas and experiences from the immersion of current social issues where they will gain experience creating solutions to global problems enabling them to become catalysts of change. This research is based on interviews with industrial design students to gain insights, benefits and drawbacks of the current model of design education. This research will expand on the current model for design education, combining new ideas that will shed light on the future of design disciplines through the education and motivation of designers. The desired outcome of this study is to incorporate hands on learning through social issues in design classrooms, identify ways to educate future problem solvers, and inspire more research on this issue.
ContributorsWingate, Andrea (Author) / Takamura, John (Thesis advisor) / Stamm, Jill (Committee member) / Bender, Diane (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Abstract: Within this insights report, I gather information (this includes primary and secondary research) pertinent to Lupus and Lupus patients, and I segment it into topics of either user, business, technology, or social (sustainable) related information. Within these topics, I analyze qualitative data and create charts to graphically depict my

Abstract: Within this insights report, I gather information (this includes primary and secondary research) pertinent to Lupus and Lupus patients, and I segment it into topics of either user, business, technology, or social (sustainable) related information. Within these topics, I analyze qualitative data and create charts to graphically depict my findings regarding Lupus symptoms and products pertinent to symptom relief. Through these graphs, I then find product opportunity gaps (POGs). For example, how to alleviate pain, provide energy, and reduce stress. After finding as many product opportunity gaps as possible, I then pick my top areas of interest. In the future, I will have brainstorming sessions dedicated to these POGs, and from these sessions, I can begin designing possible products to help monitor the systems, and alleviate the symptoms, of Lupus patients.
ContributorsPike, Denise Ramona (Author) / McDermott, Lauren (Thesis director) / Dhadphale, Tejas (Committee member) / Safilian, Cassandra (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / The Design School (Contributor)
Created2014-05
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Description
The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are then applied to a three-part design project to illustrate the importance of these guidelines.
ContributorsTerminel Iberri, Carlos Martin (Author) / Boradkar, Prasad (Thesis director) / McDermott, Lauren (Committee member) / McVey, Patrick (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2014-05
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Description
FLARE is a concept developed to aid efficiency and effectiveness of Search and Rescue. It is a wearable technology device that encompasses GPS capabilities, backup offline locating capabilities, 2-way text communication via satellite, and other various features suited for outdoors. It is intended for both Search and Rescue as well

FLARE is a concept developed to aid efficiency and effectiveness of Search and Rescue. It is a wearable technology device that encompasses GPS capabilities, backup offline locating capabilities, 2-way text communication via satellite, and other various features suited for outdoors. It is intended for both Search and Rescue as well as recreational outdoor enthusiasts, with same hardware, but different software.
ContributorsKawski, Anna Simone (Author) / McDermott, Lauren (Thesis director) / Dhadphale, Tejas (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / The Design School (Contributor)
Created2014-05