This doctoral dissertation research aims to develop a comprehensive definition of urban open spaces and to determine the extent of environmental, social and economic impacts of open spaces on cities and the people living there. The approach I take to define urban open space is to apply fuzzy set theory to conceptualize the physical characteristics of open spaces. In addition, a 'W-green index' is developed to quantify the scope of greenness in urban open spaces. Finally, I characterize the environmental impact of open spaces' greenness on the surface temperature, explore the social benefits through observing recreation and relaxation, and identify the relationship between housing price and open space be creating a hedonic model on nearby housing to quantify the economic impact. Fuzzy open space mapping helps to investigate the landscape characteristics of existing-recognized open spaces as well as other areas that can serve as open spaces. Research findings indicated that two fuzzy open space values are effective to the variability in different land-use types and between arid and humid cities. W-Green index quantifies the greenness for various types of open spaces. Most parks in Tempe, Arizona are grass-dominant with higher W-Green index, while natural landscapes are shrub-dominant with lower index. W-Green index has the advantage to explain vegetation composition and structural characteristics in open spaces. The outputs of comprehensive analyses show that the different qualities and types of open spaces, including size, greenness, equipment (facility), and surrounding areas, have different patterns in the reduction of surface temperature and the number of physical activities. The variance in housing prices through the distance to park was, however, not clear in this research. This dissertation project provides better insight into how to describe, plan, and prioritize the functions and types of urban open spaces need for sustainable living. This project builds a comprehensive framework for analyzing urban open spaces in an arid city. This dissertation helps expand the view for urban environment and play a key role in establishing a strategy and finding decision-makings.
case studies and expands on their notions. From the merchandising
tactics of Finland’s “One Way” pop-up shop, Toca-Boca x Target, and
modern-day toys to the essence of security and community established
in the Stalled! inclusive restroom movements, this flagship H&M
store reiterates these strengths.
H & M stands for inclusivity and impacting the world beyond fashion.
With such strong core values, there was an opportunity for H& M
stores to better reflect their beliefs. To elevate H&M’s brand further, a
flagship, inclusive retail environment was conceived.
Inspired by this palate of lively, idiosyncratic street designs—created out of necessity by people making-do—this project seeks to bring identity, value, and vitality to this challenging human environment.
This project uses concepts and processes of disturbance ecology and ecological succession, specifically the role played by pioneer species and biological legacies in the immediate aftermath of the eruption of Mount St. Helens, to develop an urban revitalization plan for Buckeye Road.
According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.
The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.
To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.
Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.
I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.