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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
ContributorsDaval, Charles (Performer) / ASU Library. Music Library (Publisher)
Created2018-03-26
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DescriptionThe purpose of this project is to explore the influence of folk music in guitar compositions by Manuel Ponce from 1923 to 1932. It focuses on his Tres canciones populares mexicanas and Tropico and Rumba.
ContributorsGarcia Santos, Arnoldo (Author) / Koonce, Frank (Thesis advisor) / Rogers, Rodney (Committee member) / Rotaru, Catalin (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
ContributorsKotronakis, Dimitris (Performer) / ASU Library. Music Library (Publisher)
Created2018-03-01
ContributorsDavin, Colin (Performer) / ASU Library. Music Library (Publisher)
Created2018-10-05
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Description
Improving accessibility to public buildings by people with special needs has been an important societal commitment that is mandated by federal laws. In the information age, accessibility can mean more than simply providing physical accommodations like ramps for wheel-chairs. Better yet, accessibility will be fundamentally improved, if a user can

Improving accessibility to public buildings by people with special needs has been an important societal commitment that is mandated by federal laws. In the information age, accessibility can mean more than simply providing physical accommodations like ramps for wheel-chairs. Better yet, accessibility will be fundamentally improved, if a user can be made aware of important location-specific information like functions of offices near the user within a building. A smart environment may help a new person quickly get acquainted about the environment. Such features can be more critical for cases of making an indoor environment more accessible to people with visual impairment. With the intention to promote the integration of visually impaired people in society, this thesis efforts on methodologies for building smart and accessible indoor office environments with the help of Apple's Bluetooth Low Energy (BLE) technology called iBeacon to provide location awareness and enable easy access to information about the environment to people with visual impairment. This thesis presents work done on developing an iterative based approach in improving the configuration of given number of iBeacons to gain optimal signal coverage in a given office space environment and enabling smart features such as tagging points of interest and push notifications. This work aims to exploit the idea to look at visual impairment beyond the level of disability and cash it at as an opportunity to bring about a change of style of living. This work develops a methodology by introducing an end-to-end systems that uses intelligent server side and visually-impaired-friendly client side interfaces to give a prototype of an assistive technology to help them do basic activities like getting familiarized about an office environment without the need for asking for assistance.
ContributorsLagisetty, Jashmi (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Balasooriya, Janaka (Committee member) / Arizona State University (Publisher)
Created2017
ContributorsSanchez, Armand (Performer) / Nordstrom, Nathan (Performer) / Roubison, Ryan (Performer) / ASU Library. Music Library (Publisher)
Created2018-04-13
ContributorsMiranda, Diego (Performer)
Created2018-04-06
ContributorsChan, Robbie (Performer) / McCarrel, Kyla (Performer) / Sadownik, Stephanie (Performer) / ASU Library. Music Library (Contributor)
Created2018-04-18