Matching Items (895)
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Description
In the recent years, more and more products come into the market, which provides thousands of choices for consumers. We live in a world full of brands, all trying to attract our attention. A critical part of this process is the criteria for selection. Research has found that criteria always

In the recent years, more and more products come into the market, which provides thousands of choices for consumers. We live in a world full of brands, all trying to attract our attention. A critical part of this process is the criteria for selection. Research has found that criteria always derive from individuals’ experience, which finally creates a unique identity for certain products and brands that could be considered synonym with the specific product. This is a fast-growing phenomenon since the advent of the commodity economy period. In today’s competitive environment, modern consumers are the decision makers and the heart of a value exchange. They are becoming increasingly informed as they compare the attributes of different brands. Advertising has always been one of the important ways for companies to build strong relationships with consumers. This research aims to study the relationship between brand loyalty and advertising. This research is focused on two kind of advertisements; advertisements through social network and launch events, which have different characters, differences in broadcast frequency, and different promotion methods. Interview and survey were mainly used for this study.

Research results conclude that: 1) The impact of the press conference is greater than advertising through social network and the effect of a precise advertisement is greater than repeated advertising for individuals. 2) Advertisements should be launched in a less forceful way than in the past. They should try to affect consumers subconsciously, to disguise the fact that they are advertisements and thus keep in sync with consumers, in order to help create loyalty through certain brand. 3) Consumers also want to have more interactions with firms and other users and to participate in the creation of brand-consumer relationships. 4) Advertisements have positive effect in creating brand image.
ContributorsZhang, Wenjing (Author) / Takamura, John (Thesis advisor) / Sanft, Alfred (Committee member) / Gray, Nancy (Committee member) / Arizona State University (Publisher)
Created2018
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Description
In a world where tweets, texts, posts, likes and favorites are a part of our daily lives, it's hard not to believe everything we see. Every little detail of one's personal life is easily shared with the world with the click of a button. And because of this, the beauty

In a world where tweets, texts, posts, likes and favorites are a part of our daily lives, it's hard not to believe everything we see. Every little detail of one's personal life is easily shared with the world with the click of a button. And because of this, the beauty standards that society has created is jumping from the pages of magazines and TV shows to apps such as Instagram and Facebook. The majority of social media users are young teens and adults, but the popularity of these apps is rising among kids as young as five years old as well. These are some of the most impressionable years of one's life. So, by seeing these standards that qualify someone as "beautiful," individuals are likely to strive toward these standards. And while some may seem impossible to attain, individuals are willing to go to extreme lengths to get there. Qualities like the "thigh gap" are slowly becoming more popular, and are putting individuals at risk. In a country where the ideal woman is skinny, and most of the celebrities and models showcase these nearly impossible standards, it's hard not to fall into the trap. With the addition of editing software and filters to already existing social media applications, the ability to edit and enhance photos is in the hands of the user. Photos can be edited so dramatically different from the original that what we're seeing doesn't even exist. This project explores the false reality that social media is creating and the negative effects it has on young girls and women. It also offers a solution to the problem.
ContributorsHenry, Lauren Nicole (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / School of International Letters and Cultures (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

According to a survey performed by Pew Research in 2014,

"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

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.
ContributorsWilliams, Peter Ross (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Social media is an industry that is rapidly growing and is affecting our society, our health, and our social environments. Emerging research suggests that Social Media has been linked to Poor Body Image, Cyberbullying, Depression, Internet Addiction, and Loneliness among other things. This paper looks at the research and discusses

Social media is an industry that is rapidly growing and is affecting our society, our health, and our social environments. Emerging research suggests that Social Media has been linked to Poor Body Image, Cyberbullying, Depression, Internet Addiction, and Loneliness among other things. This paper looks at the research and discusses the designer's role in the matter. Is it possible that poor design is the cause of these problems? Can design solve these problems? Are there ethical standards that digital product designers in particular can abide by?
ContributorsDavis, Nicole Angela (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2014-05
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Description
Mental illness has always been a stark fact of life, whether it affects people directly or indirectly. More and more research is now showing that mental illness is becoming increasingly more widespread in the U.S. This poses a serious problem to our society in terms of treatment of mental illness,

Mental illness has always been a stark fact of life, whether it affects people directly or indirectly. More and more research is now showing that mental illness is becoming increasingly more widespread in the U.S. This poses a serious problem to our society in terms of treatment of mental illness, as well as the costs that are involved with treating those who are affected with different disorders. According to the CDC's (Centers for Disease Control and Prevention) Autism and Developmental Disabilities Monitoring (ADDM) Network, about 1 in 68 children have been identified with autism spectrum disorder (ASD). A large number of these children are given psychotropic medications when there is no real proof of their efficacy. Our children are our society's future, so how can we aide parents of these young children to ultimately benefit their future? As a result of my research in the gut-brain connection, I have developed an application called Portal. Portal will serve the parents of children with autism in assisting with their daily lives and teaching them about the most up to date research. This application will work in conjunction with thesis material developed in the Visual Communication Design program to create a well-rounded approach to incorporating knowledge of the gut-brain connection in everyday life. Portal will have a variety of capabilities including that of autism related news, diet plans, schedules, community resources, and medication planning. There will be a daily tip or reminder to incorporate knowledge of the gut-brain connection in daily life. This can be something as simple as a reminder to eat vegetables to a fact about the research. The main goal of Portal is to assist parents in adapting to a lifestyle with ASD easier and healthier for both parents and children alike.
ContributorsChen, Cynthia Yue (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2014-05
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Description
The trends of products made by today’s companies follow a traditional linear economy where materials for products and services are taken, made, and then used until they are disposed of. In this model cheap materials are relied on in large amounts and our current rate of usage is unsustainable. Pollution

The trends of products made by today’s companies follow a traditional linear economy where materials for products and services are taken, made, and then used until they are disposed of. In this model cheap materials are relied on in large amounts and our current rate of usage is unsustainable. Pollution and climate change are effects of this linear economy, and in order to secure a sustainable future for life on this planet, this model is not fit. A circular business model is the future for companies and products. Circular design and biomimicry are at the forefront of this transition. In conjuncture with the InnovationSpace program, I have developed a product for, and sponsored by, Adidas. The product utilizes a circular business model and a sustainable product ecosystem after using biomimicry as a tool for inspiration. The project was driven by this primary research question presented by Adidas: How can we embrace a true circular economy with far more reuse and recycling incorporated, while ensuring that all products travel from factory to foot in a more sustainable way while providing an engaging consumer experience? The goal
of this project was to generate solutions that can be applied to a broad range of products at Adidas.
The product developed is called Neomod, a modular shoe system. People buy shoes both for fashion and function, with the average American owning nineteen pairs. However, countless numbers of partially worn shoes end up in landfills because the materials they are made of are difficult to separate and replace. This is why we designed Neomod; a modular shoe made with interchangeable parts. It makes recycling shoes simpler, but at the same time, provides users with a variety of styles to mix and match to fit their lifestyle. Neomod’s goal is to minimize the amount of waste created and allows all parts of the shoe to be used until its end of life. As consumers buy, recycle, and reuse Neomod shoes, they will help the world work towards a more circular economy.
ContributorsReniewicki, Johnathan Robert (Author) / Sanft, Alfred (Thesis director) / Boradkar, Prasad (Committee member) / The Design School (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Adolescence, a period of life characterized by drastic physiological as well as psychological development, is undoubtedly daunting. With the rise of social media, this period has become increasingly difficult for teenagers to navigate as social media continues to transform the way they develop psychologically. By increasing their need for social

Adolescence, a period of life characterized by drastic physiological as well as psychological development, is undoubtedly daunting. With the rise of social media, this period has become increasingly difficult for teenagers to navigate as social media continues to transform the way they develop psychologically. By increasing their need for social validation, creating a sense of hyper-connectivity, and encouraging an unprecedented lack of empathy, social media negatively impacts self-esteem, a pillar of the social and emotional development endured by teens in these formative years. The result of this impact, low self-esteem is linked to a plethora of serious outcomes ranging from eating disorders and anxiety, to substance abuse and depression. These outcomes are the reasons why social media's effect on the self-esteem of teenagers is an issue worth addressing.
ContributorsBradshaw, Sydney Brenda (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / W. P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially

Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially for people who may be thought of as in opposition to our current political climate, such as immigrants, people of color, women, people practicing non-western religions, people living outside of the United States, activists, persons engaging in political dissent, and people with intersecting identities. Throughout the Fall and Spring semesters, I have done research, conducted visual experiments and designed exploratory projects in order to more thoroughly identify the issue and explore the ways in which visual communication design can aid in the conversation surrounding global surveillance. It was the intention of my fourth year social issue projects to explore the role of visual communication design in the dialogue surrounding surveillance, principally focusing on the responsibility visual communication design has in spreading ideas about how to globally subvert surveillance until governments disclose information about their unconstitutional actions or until whistleblowers do it for them. My final project, the fourth year social issue exhibit, focuses on how improving our personal password habits can help us gain agency in digital spaces. Using the randomness of rolling a dice to generate entropy can help us generate stronger passwords in order to secure sensitive information online. Using design as a method of communication, my fourth year social issue exhibit shared information about how encrypted passwords can act as the first line of defense in protecting ourselves from invasive data collection and malicious internet activity.
ContributorsBailey, Lauren Nicole (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
The overall purpose of this study is to address how graphic design can begin to solve the particular social issue of the effect of screen time on child development. In order to reach that particular conclusion, the research begins with an exploration of theories of child development themselves, both physical

The overall purpose of this study is to address how graphic design can begin to solve the particular social issue of the effect of screen time on child development. In order to reach that particular conclusion, the research begins with an exploration of theories of child development themselves, both physical and cognitive. After establishing their relevance and importance, the issue of the predominance of screens in this current culture is discussed. When it comes to the main point, that screen time affects how children develop, there are two polarized sides to the argument: pro-screens and anti-screens. After reviewing the valid points from each position, the discussion moves to the solution: graphic design. The specific solutions of the pixelPLAY campaign website, the Start Them Young promotional video, and the exhibit, Playing With Pixels: How Screens Can Affect Your Infant's Development, are described in detail as to how they can effectively communicate this social issue and spread awareness. Overall, the argument stands that screens are not going anywhere. It benefits this current generation of new parents to properly educate their child on the correct way to use this omnipresent digital medium in order for them to grow up as healthy, independent, socially responsible and capable individuals. The best chance for success emerges if the parents themselves become aware of the right and wrong ways to use screens, lead by example, and halt unhealthy habits before they even begin. Graphic design can be the match to the flame and set fire to getting this extremely relevant and important issue into the public eye.
ContributorsDella Corna, Gabriela Margarita (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / W. P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05