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Industrial activities have damaged the natural environment at an unprecedented scale. A number of approaches to environmentally responsible design and sustainability have been developed that are aimed at minimizing negative impacts derived from products on the environment. Environmental assessment methods exist as well to measure these impacts. Major environmentally responsible

Industrial activities have damaged the natural environment at an unprecedented scale. A number of approaches to environmentally responsible design and sustainability have been developed that are aimed at minimizing negative impacts derived from products on the environment. Environmental assessment methods exist as well to measure these impacts. Major environmentally responsible approaches to design and sustainability were analyzed using content analysis techniques. The results show several recommendations to minimize product impacts through design, and dimensions to which they belong. Two products made by a manufacturing firm with exceptional commitment to environmental responsibility were studied to understand how design approaches and assessment methods were used in their development. The results showed that the company used several strategies for environmentally responsible design as well as assessment methods in product and process machine design, both of which resulted in reduced environmental impacts of their products. Factors that contributed positively to reduce impacts are the use of measurement systems alongside environmentally responsible design, as well as inspiring innovations by observing how natural systems work. From a managerial perspective, positive influencing factors included a commitment to environmental responsibility from the executive level of the company and a clear vision about sustainability that has been instilled from the top through every level of employees. Additionally, a high degree of collaboration between the company and its suppliers and customers was instrumental in making the success possible.
ContributorsHuerta Gajardo, Oscar André (Author) / Giard, Jacques (Thesis advisor) / White, Philip (Committee member) / Dooley, Kevin (Committee member) / Arizona State University (Publisher)
Created2014
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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
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Original equipment manufacturers (buyers) are increasingly involving suppliers in new product development as a means to increase efficiency and expand capabilities. To realize such benefits, however, the two firms need to have appropriate communication and goal structures to minimize friction while maximizing design quality. In addition, the effectiveness of the

Original equipment manufacturers (buyers) are increasingly involving suppliers in new product development as a means to increase efficiency and expand capabilities. To realize such benefits, however, the two firms need to have appropriate communication and goal structures to minimize friction while maximizing design quality. In addition, the effectiveness of the inter-firm interaction process, i.e. their collaboration quality, is also a key success factor. This study draws from Information Process Theory to propose that higher technical and relational uncertainty requires more inter-firm communication. The misalignment between communication intensity and uncertainty reduces both design quality and design efficiency. Goal incongruence, which always lowers project performance, is less harmful for projects with high technical uncertainty due to the potential of the conflict resolving process in improving decision quality and efficiency. Finally I use Hackman's theory of work group effectiveness to propose that collaboration quality fully mediates the effects of communication intensity and goal congruence on project outcomes. The study used an empirical survey of manufacturers as the primary method of data collection. Manufacturers that integrate and assemble complex and discrete products are the target population. Design engineers and project managers from manufacturers were my target respondents. Both SEM and hierarchical regression were used to test the conceptual model. The dissertation made five theoretical contributions. First, I introduced the concept that there is an optimal level of inter-firm communication intensity, exceeding which lowers design efficiency without improving design quality. Second, I theoretically defined and empirically operationalized two types of uncertainty, one on the project level and one on the inter-firm level, which were shown to moderate the effects of inter-firm communication and goal structures on collaboration outcomes. Third, this study examined the conditions when goal congruence is more effective in improving collaboration outcomes. Fourth, this study nominally and operationally defined collaboration quality, a theoretical construct which measure the effectiveness of inter-partner interactions rather than mere existence or amount of certain activities pursued by partners. Finally, I proposed several enhancements to existing construct measures.
ContributorsYan, Tingting (Author) / Dooley, Kevin (Thesis advisor) / Choi, Thomas (Committee member) / Carter, Joseph (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Design for sustainability and design to change habits are two areas that have been explored separately. Design for sustainable behavior has started to be researched for different purposes. This research focuses on how we interact with objects to reinforce sustainable actions, focused on low-waste drinking water consumption using Water Bottle

Design for sustainability and design to change habits are two areas that have been explored separately. Design for sustainable behavior has started to be researched for different purposes. This research focuses on how we interact with objects to reinforce sustainable actions, focused on low-waste drinking water consumption using Water Bottle Filling Stations. Things do not work the same in different contexts, even if they are targeted at a similar group of people in two different countries. In consequence, the habits around particular objects change as well. This research is part of a bi-cultural study on the relationship between users and Water Bottle Filling Stations in universities, sites where these devices have been installed to promote healthy habits and encourage sustainable practices in their population. This is to evaluate the use of current nudges attached to the design attributes on the artifact.Using mixed methods, this research explored the possibility of using Water Bottle Filling Stations to create and reinforce habits in the user’s routine and the consequences with the aid of nudges. To understand these behaviors, populations from a college in Mexico and a college in the United States were subjects of study to understand the implications of using Water Bottle Filling Stations as a device that, by design, promotes reusability as a circular economy strategy. The following research did not aim to redesign the entire system but evaluate the impact of current nudges and design attributes on the artifact, how habits have affected culture, and supply a list of findings and recommendations.
ContributorsBecerra-Galicia, Susana Angelina (Author) / Takamura, John (Thesis advisor) / Fehler, Michelle (Thesis advisor) / Dooley, Kevin (Committee member) / Arizona State University (Publisher)
Created2022