Matching Items (35)
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Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health

Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health care outcomes. Unfortunately, patients who have been transferred to the adult care setting, report that they felt lost in the system due to lack of communication between care teams, inadequate support systems, and insufficient disease management knowledge. To address these gaps, the design of the physical environment must adapt to these challenges while also meeting the needs of various chronic illnesses. Methodology: Design thinking or human-centered design was utilized as the vehicle to discover unmet 'emerging adult' and adolescent health clinician needs. Ethnographic research methods involved observations at adolescent health clinics and in learning environments outside of the healthcare setting as well as interviews with 5 outpatient adolescent clinicians. A survey was also conducted with 16 'emerging adults' to understand how they learn. Lastly, a literature review explored the history of the adolescent, adolescent development, adolescence and chronic illness, and The Adolescent Transition Program. Results: Findings revealed that physical environment must be conducive to meet a variety of clinical and education activities such as chronic disease management, support adolescent development, and should be more human-centered. The space should transform to the patient education or clinical activity rather than the activity transforming to the space. Five design recommendations were suggested to ensure that the outpatient clinic supported both clinician and 'emerging adults' needs.
ContributorsAlmon, Natalie (Author) / Bernardi, Jose (Thesis advisor) / Takamura, John (Committee member) / Damgaard, Anni (Committee member) / Arizona State University (Publisher)
Created2014
Description
The author explores the influences on the interiors of Hollywood films of the late 1920s and 30s. The Exposition des Arts Décoratifs et Industriels Modernes, Paris 1925 is examined in historical context and its influence on design trends internationally.

The Hollywood film industry is examined, in general, and Metro-Goldwyn-Mayer and

The author explores the influences on the interiors of Hollywood films of the late 1920s and 30s. The Exposition des Arts Décoratifs et Industriels Modernes, Paris 1925 is examined in historical context and its influence on design trends internationally.

The Hollywood film industry is examined, in general, and Metro-Goldwyn-Mayer and its longtime art director, Cedric Gibbons, in particular. Eight MGM films are discussed and their interiors analyzed for related influence from the 1925 Paris Exposition.

The thesis makes a case for the influence of the 1925 Paris Exposition on Cedric Gibbons and the interiors of the MGM films of the late 1920s and 30s.
ContributorsRishell, Ann (Author) / Brandt, Beverly (Thesis advisor) / Bender, Diane (Committee member) / Sweeney, Gray (Committee member) / Arizona State University (Publisher)
Created2014
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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
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The purpose of the study is to gain a better understanding of baby boomers' attitudes toward video chat applications and software based on their user experiences through the measurement of the level of use, usefulness, usability and aesthetics preferences. 133 participants recruited at a local public library and at three

The purpose of the study is to gain a better understanding of baby boomers' attitudes toward video chat applications and software based on their user experiences through the measurement of the level of use, usefulness, usability and aesthetics preferences. 133 participants recruited at a local public library and at three senior centers took the survey and 14 respondents were interviewed. The results of the study indicate: (1) Baby boomers have diverse attitudes and experiences in video chatting, but their attitudes do not present a significant difference from those of older generations; (2) Baby boomers' preferences for interface design are influenced by their psychological characteristics rather than physical changes; (3) Family members and close friends are a great resource for assistance and motivation for boomers. The knowledge of motivational factors and barrier factors could help maintain the existing baby boomer users and encourage potential users by providing an improved video chat experience design for them to connect with younger generations. This research could also lead social services into the telehealth age by bridging the gap between a traditional intervention and modern instant video communication.
ContributorsShi, Ai (Author) / Herring, Donald (Thesis advisor) / Takamura, John (Committee member) / Sun, Fei (Committee member) / Arizona State University (Publisher)
Created2014
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Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed

Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed to apply an empathetic way of using `make tools' in user experience design for websites clients, users, and designers.

A magnetic wireframe tool has been used as a `make tool', and a sample project has been defined in order to see how the tool can create empathy among stakeholders. In this study fourth year graphic design students at Arizona State University (ASU), USA, are participating as users, faculty members have the role of clients, and Forty, Inc., a design firm in the Phoenix area, is the design team for the study. All of these three groups are cooperating on re-designing the homepage of the Design School in Herberger Institute for Design and Art (HIDA) at ASU.

A method for applying the magnetic tool was designed and used for each group. Results of users and clients' activities were shared with the design team, and they designed a final prototype for the wireframe of the sample project. Observation and interviews were done to see how participants work with the tool. Also, follow up questionnaires were used in order to evaluate all groups' experiences with the magnetic wireframe. Lastly, as a part of questionnaires, a sentence completion method has been used in order to collect the participants' exact thoughts about the magnetic tool.

Observations and results of data analysis in this research show that the tool was a helpful `make tool' for users and clients. They could talk about their ideas and also designers could learn more about people. The entire series of activities caused an empathetic relationship among stakeholders of the sample project. This method of using `make tools' in user experience design for web sites can be useful for collaborative UX design activities and further research in user experience design with empathy.
ContributorsEslamifar, Ali (Author) / Heywood, William (Thesis advisor) / Walker, Erin (Committee member) / Takamura, John (Committee member) / Arizona State University (Publisher)
Created2014
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The United States elderly population is becoming increasingly larger, there is a need for a more adequate housing type to accommodate this population. It is estimated that by 2020, there will be a need for approximately 1.6 to 2.9 million units of affordable Assisted Living (Blake, 2005). With limited income

The United States elderly population is becoming increasingly larger, there is a need for a more adequate housing type to accommodate this population. It is estimated that by 2020, there will be a need for approximately 1.6 to 2.9 million units of affordable Assisted Living (Blake, 2005). With limited income and higher health bills, adequate housing becomes a low priority. It is estimated that 7.1 million elderly households have serious housing problems. (Blake, 2005) The scope of this research will look at literature, case studies, and interviews to begin to create and understand the necessary design aspects of Assisted Living and Affordable Housing to better create a housing typology that includes both low income residents and Assisted Living needs. This research hopes to have an outcome of Design Recommendations that can be utilized by designers when designing for an Affordable Assisted Living typology.
ContributorsRothner, Colleen (Author) / Bender, Diane (Thesis advisor) / Shraiky, James (Committee member) / Stapp, Mark (Committee member) / Arizona State University (Publisher)
Created2014
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There is a conflict in the profession of interior design over regulation through legislation. For some organizations and individuals, regulation via legislation is the next perceived step in the professionalization process which has been evolving for over 40 years and is needed to protect the health, safety and welfare (HSW)

There is a conflict in the profession of interior design over regulation through legislation. For some organizations and individuals, regulation via legislation is the next perceived step in the professionalization process which has been evolving for over 40 years and is needed to protect the health, safety and welfare (HSW) of the public. For other organizations and individuals, legislation is deemed unnecessary and an affront to the free trade market and serves only to create anti-competitive barriers resulting in the formation of a "design cartel" (Campo-Flores, 2011; Carpenter, 2007). Research exists on the professionalization of interior design and on the reasons stated for and against legislation (ASID, 2010, Anderson, Honey, Dudek, 2007, Martin, 2008). However, there is little research on understanding how the actual stake-holders view legislation. For the purpose of this research, the stake-holders are the professional interior designers themselves. The purpose of this study was to examine the current status of relevant issues to the subject of regulation in interior design and to pose the question if there is an option to legislation. If so, could third party certification be an acceptable alternative? An on-line survey was developed and posted on interior design networking sites on LinkedIn. The results of the survey suggest that interior designers are completely divided on the issue of legislation but favorably view certification. The survey has also revealed the lack of understanding of the legislative process in interior design and confusion in the role that interior design organizations play. The study has also revealed that interior designers identify the distorted view the public has of this industry as a problem. Interior designers surveyed in this study see a need to separate commercial and residential interior design. Overall, this study has concluded that interior designers would actually prefer a certification process to legislation.
ContributorsPliess, Catherine (Author) / Bender, Diane (Thesis advisor) / Crewe, Katherine (Committee member) / Kroelinger, Michael D. (Committee member) / Arizona State University (Publisher)
Created2011
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Interior design continues to re-define itself as a discipline that presents designers with new problems that require innovative solutions. This is particularly true in the case in office design. The transformation of the office environment from the standard bullpen configuration to today's dynamic, flexible, and open floor plans has required

Interior design continues to re-define itself as a discipline that presents designers with new problems that require innovative solutions. This is particularly true in the case in office design. The transformation of the office environment from the standard bullpen configuration to today's dynamic, flexible, and open floor plans has required new design methodologies that incorporate tools and technologies that are readily available to interior designers. Today, increased use of teams in the workplace challenges interior designers to create environments that accommodate both group and individual tasks (Brill, Weidermann & BOSTI associates, 2001). Collaboration has received considerable attention as organizations focus on productivity and reducing costs to compete in a global economy (Hassanain, 2006). Designers and architects should learn to create environments that respond to dynamic, moveable, and flexible work methods. This web-based research study explores the use of pattern language as a new tool for designing collaborative work environments. In 1977, Christopher Alexander and his associates developed `Pattern language' (Alexander, Ishikawa & Silverstein, 1977) as a design formulation methodology. It consists of a series of interrelated physical elements combined to create a framework for design solutions. This pattern language tool for collaborative work environments was created based on research by Lori Anthony (2001). This study further builds upon current trends and research in collaborative work environments. The researcher conducted a pilot test by sending the web-based tool and an online questionnaire to all graduate students and faculty members in the fields of interior design and healthcare and healing environment (HHE). After testing its validity in The Design School at Arizona State University, the same tool and questionnaire was sent to the employees of one of the leading architecture and interior design firms in Phoenix, AZ. The results showed that among those design professionals surveyed, the majority believe pattern language could be a valuable design tool. The insights obtained from this study will provide designers, architects, and facility managers with a new design tool to aid in creating effective collaborative spaces in a work environment.
ContributorsSangoi, Deepika (Author) / Bender, Diane (Thesis advisor) / Brandt, Beverly (Committee member) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2011
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"Too often, people in pain are stuck in limbo. With no diagnosis there is no prognosis. They feel that without knowing what is wrong, there is no way to make it right" (Lewandowski, 2006, p. ix). Research has shown that environmental factors, such as views of nature, positive distractions and

"Too often, people in pain are stuck in limbo. With no diagnosis there is no prognosis. They feel that without knowing what is wrong, there is no way to make it right" (Lewandowski, 2006, p. ix). Research has shown that environmental factors, such as views of nature, positive distractions and natural light can reduce anxiety and pain (Ulrich, 1984). Patients with chronic, painful diseases are often worried, anxious and tired. Doctor's appointments for those with a chronic pain diagnosis can be devastating (Gilron, Peter, Watson, Cahill, & Moulin, 2006). The research question explored in this study is: Does the layout, seating and elements of positive distraction in the pain center waiting room relate to the patients experience of pain and distress? This study utilized a mixed-method approach. A purposive sample of 39 individuals participated in the study. The study employed the Positive and Negative Affect Schedule (PANAS), the Lewandowski Pain Scale (LPS) and a researcher developed Spatial Perception Instrument (SPI) rating the appearance and comfort of a pain center waiting room in a large metropolitan area. Results indicated that there were no significant correlations between pain, distress and the waiting room environment. It is intended that this study will provide a framework for future research in the area of chronic pain and distress in order to advance the understanding of research in the waiting area environment and the effect it may have on the patient.
ContributorsDraper, Heather (Author) / Bender, Diane (Thesis advisor) / Shraiky, James (Committee member) / Lamb, Gerri (Committee member) / Arizona State University (Publisher)
Created2012
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The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare Brand Loyalty of Apple products across two different cultures - China and US to see if there are any differences regarding their brand loyalty construction and expression. The emotional responses on product design were also studied in order to reveal potential emotional design issues between the two different cultures. Results of this study show that: (1) Brand loyalty strengthens a consumer's emotion bond with a targeted brand through its product carrier. Emotion is seen as a predictor for brand loyalty based on consumer proportionality and conformity of expression. (2) Cognitive experience is not necessary nor a sufficient condition to build brand loyalty. Emotion and culture will be crucial in constructing brand loyalty without cognition. Cultural differences will affect brand loyalty, especially regarding attitudinal loyalty. (3) Different cultures share different ways of emotional expression. Based on the scope, limitations, and results of this research, Chinese consumers appear to be more sensitive in their emotional feelings of the iPad's design than American consumers.
ContributorsQu, Yonghao (Author) / Takamura, John (Thesis advisor) / Shin, Dosun (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2012