Matching Items (12)
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Description
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

"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
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
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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 decision to disclose or not disclose information is a personal choice. When medical information is learned, a patient has to make decisions about disclosure. This qualitative research project has the goal of understanding how Latinx participants' cultural values, experiences from this community, and other factors influence the decision to

The decision to disclose or not disclose information is a personal choice. When medical information is learned, a patient has to make decisions about disclosure. This qualitative research project has the goal of understanding how Latinx participants' cultural values, experiences from this community, and other factors influence the decision to disclose in a romantic relationship. Twelve interviews were conducted using a semi-structured interview guide and the main themes found from analysis of the data cultural and relational influencers. This thesis serves as a resource for healthcare professionals to better understand their Latinx patient population in times where disclosure is encountered.
ContributorsPetersen, Claire (Author) / Cayetano, Catalina (Thesis director) / Flores, Valerie (Committee member) / Sellner, Erin (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Natural Sciences (Contributor)
Created2022-05
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Description

The decision to disclose or not disclose information is a personal choice. When medical information is learned, a patient has to make decisions about disclosure. This qualitative research project has the goal of understanding how Latinx participants' cultural values, experiences from this community, and other factors influence the decision to

The decision to disclose or not disclose information is a personal choice. When medical information is learned, a patient has to make decisions about disclosure. This qualitative research project has the goal of understanding how Latinx participants' cultural values, experiences from this community, and other factors influence the decision to disclose in a romantic relationship. Twelve interviews were conducted using a semi-structured interview guide and the main themes found from analysis of the data cultural and relational influencers. This thesis serves as a resource for healthcare professionals to better understand their Latinx patient population in times where disclosure is encountered.

ContributorsPetersen, Claire (Author) / Cayetano, Catalina (Thesis director) / Flores, Valerie (Committee member) / Sellner, Erin (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Natural Sciences (Contributor)
Created2022-05