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When cartographers and graphic designers create maps they choose typefaces. Often, serif and sans serif typefaces are paired together to represent different information on a map. Typefaces have a communicated tone and choosing the correct typeface combination to send the intended message can be challenging. The purpose of this study

When cartographers and graphic designers create maps they choose typefaces. Often, serif and sans serif typefaces are paired together to represent different information on a map. Typefaces have a communicated tone and choosing the correct typeface combination to send the intended message can be challenging. The purpose of this study was to create an analysis of the aesthetic characteristics of typeface pairings to assist map creators when choosing typefaces. An online survey was utilized to collect responses from graphic designers who have been trained in at least one year or more in design from a higher education institution. There were 30 participants in the study and they scored 24 typeface pairings, 12 differentiating and 12 superfamily, on 48 maps. Scoring was done on eight aesthetic characteristics: friendly, whimsical, cheap, neutral, bland, corporate, serious and modern. The researcher conducted an analysis of each typeface’s microaesthetics and then compared these to the survey’s scored aesthetic characteristics. It was concluded that there are many factors that go into comparing the typeface pairings of serif and sans serif typeface combinations. However, a selection of a superfamily typeface pairing is better than selecting a differentiating pairing. Future research should focus on conducting studies with a varying amount of typeface styles. Also, to include less maps per survey and a survey completion status bar.
ContributorsFinden, Nathan (Author) / Ralston, Laurie (Thesis advisor) / Carrasquilla, Christina (Committee member) / Westover, William (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This study exmaines the effect of in-vehicle infotainment display depth on driving performance. More features are being built into infotainment displays, allowing drivers to complete a greater number of secondary tasks while driving. However, the complexity of completing these tasks can take attention away from the primary task of driving,

This study exmaines the effect of in-vehicle infotainment display depth on driving performance. More features are being built into infotainment displays, allowing drivers to complete a greater number of secondary tasks while driving. However, the complexity of completing these tasks can take attention away from the primary task of driving, which may present safety risks. Tasks become more time consuming as the items drivers wish to select are buried deeper in a menu’s structure. Therefore, this study aims to examine how deeper display structures impact driving performance compared to more shallow structures.

Procedure. Participants complete a lead car following task, where they follow a lead car and attempt to maintain a time headway (TH) of 2 seconds behind the lead car at all times, while avoiding any collisions. Participants experience five conditions where they are given tasks to complete with an in-vehicle infotainment system. There are five conditions, each involving one of five displays with different structures: one-layer vertical, one-layer horizontal, two-layer vertical, two-layer horizontal, and three-layer. Brake Reaction Time (BRT), Mean Time Headway (MTH), Time Headway Variability (THV), and Time to Task Completion (TTC) are measured for each of the five conditions.

Results. There is a significant difference in MTH, THV, and TTC for the three-layer condition. There is a significant difference in BRT for the two-layer horizontal condition. There is a significant difference between one- and two-layer displays for all variables, BRT, MTH, THV, and TTC. There is also a significant difference between one- and three-layer displays for TTC.

Conclusions. Deeper displays negatively impact driving performance and make tasks more time consuming to complete while driving. One-layer displays appear to be optimal, although they may not be practical for in-vehicle displays.
ContributorsGran, Emily (Author) / Gray, Robert (Thesis advisor) / Branaghan, Russell (Committee member) / Carrasquilla, Christina (Committee member) / Arizona State University (Publisher)
Created2018
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Description

This paper analyzes the economic, legal, and social aspects of the legal cannabis industry in the United States. These analyses include the history, current status, and future of all three components, all with an emphasis on reforming the existing systems in place in order to achieve the most beneficial cannabis

This paper analyzes the economic, legal, and social aspects of the legal cannabis industry in the United States. These analyses include the history, current status, and future of all three components, all with an emphasis on reforming the existing systems in place in order to achieve the most beneficial cannabis industry possible. Many reformative legal implications are made, stressing the importance of decriminalizing cannabis, releasing nonviolent and cannabis-related criminals from prison, and expunging their criminal records. The paper places a heavy emphasis on the importance of designing the legal system to be fair and equal across all racial and ethnic groups, given that people of color have been hit the hardest in terms of cannabis-related issues. Economic components such as tax design and access to proper financial institutions are also included, as well as the social implications that have both gone into and are a product of the long-standing war on drugs. While there is no comprehensive solution for how to fix every aspect of the industry, this paper highlights key aspects to be aware of in the design stages of potential federal legalization.

ContributorsCurtis, Capri Andriana (Author) / Reffett, Kevin (Thesis director) / Boyce-Jacino, Katherine (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Economics (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Digital learning tools have become ubiquitous in virtual and in person classrooms as teachers found creative ways to engage students during the COVID 19 pandemic. Even before the pandemic and widespread remote learning, however, digital learning tools were increasingly common and a typical part of many classrooms. While all digital

Digital learning tools have become ubiquitous in virtual and in person classrooms as teachers found creative ways to engage students during the COVID 19 pandemic. Even before the pandemic and widespread remote learning, however, digital learning tools were increasingly common and a typical part of many classrooms. While all digital learning tools are worthy of study, math digital learning tools (MDLTs) designed for K - 8th grade in particular raise questions of efficacy and usefulness for classrooms. This paper shows that MDLTs are an effective tool to raise students’ math achievement across K - 8th grade, and that time spent on MDLTs can lead to better understanding of a topic than traditional, teacher led instruction. However, if the MDLT is being delivered in a language the student is not familiar with, that student will not be able to benefit from MDLTs in the way other students do. This is also true of students who receive Special Education services. Additionally, higher quality MDLTs that provide feedback that attaches meaning to students’ work creates a better learning environment for students than one with simpler feedback. Based on my experiences with student teaching this year and using the popular MDLT IXL frequently, I recommend that MDLTs not just be used for independent practice time, but for whole class, problem solving sessions where students have to use mathematical thinking in new content areas. This will build deeper conceptual learning and a greater sense of achievement in students.

ContributorsBai, Stephanie Yi-Lan (Author) / Boyce-Jacino, Katherine (Thesis director) / Davis, Kelly (Committee member) / School of Social Transformation (Contributor) / Division of Teacher Preparation (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

"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
Description

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive exhibits on the museum space are detailed including: social media, the authenticity of objects, and the commodification of experience. It is argued that despite the drawbacks of interactivity and immersion in the museum, the potential benefits of audience engagement and social connection make them worth pursuing.

ContributorsHong, Harrison (Author) / Boyce-Jacino, Katherine (Thesis director) / Carrasquilla, Christina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

In the United States, nearly every state has a state history museum, where the natural and cultural history of the state is researched and put on display through tangible objects and intangible stories. Despite the unique nature of its history, the state of Hawaii is one of the few states

In the United States, nearly every state has a state history museum, where the natural and cultural history of the state is researched and put on display through tangible objects and intangible stories. Despite the unique nature of its history, the state of Hawaii is one of the few states that does not have a proper state history museum. The closest thing the state has to a state history museum is the Bishop Museum, which focuses mostly on Native Hawaiian culture and history from ancient times up until the overthrow of the Hawaiian Kingdom in 1893. This thesis explores why there is no state museum to cover the modern history of the Hawaiian Islands, and lays out a general proposal for what a future Hawaii State History Museum could look like. In researching this project, inspiration was taken from the state history museums of Colorado and Texas, the History Colorado Center and the Bullock Texas State History Museum, respectively. The proposal covers the physical location and design of a potential museum building and how it would be laid out inside. It then provides a list of exhibit ideas while addressing questions of narrative perspective, with the overarching narrative of the museum being “Hawaii History for Hawaii locals.” Lastly, it discusses the importance of the connection between the community and the museum in order to be successful. With current Hawaii legislators showing an interest in actually establishing a state museum for modern Hawaii history, this thesis can serve as a framework from which the real museum can be built off of.

ContributorsVoss, Michael (Author) / Boyce-Jacino, Katherine (Thesis director) / Holian, Anna (Committee member) / Barrett, The Honors College (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / The Sidney Poitier New American Film School (Contributor)
Created2023-05
Description
Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow within their coursework. This thesis project aimed to develop a website prototype that could be used to help students who struggled to find flow.
ContributorsDredd, Dominique (Author) / Jayasuriya, Suren (Thesis director) / Barnett, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow within their coursework. This thesis project aimed to develop a website prototype that could be used to help students who struggled to find flow.

ContributorsDredd, Dominique (Author) / Jayasuriya, Suren (Thesis director) / Barnett, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow within their coursework. This thesis project aimed to develop a website prototype that could be used to help students who struggled to find flow.

ContributorsDredd, Dominique (Author) / Jayasuriya, Suren (Thesis director) / Barnett, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05