Matching Items (50)

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Universal Design: NASA ASU Psyche Application

Description

In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view,

In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view, you can look at how this mission mimics that discovery with experimentation of our own senses. As a part of a team of eight seniors, we were tasked to help develop a mobile application that reflects the Psyche mission and shows the future of the project ten years from now. Since this is also a government funded project, it is pertinent to adhere to the ADA compliance guidelines required to make digital applications accessible to the larger public. As a designer, I wanted to push this concept further to showcase that accessibility is not something that should be stereotyped or discouraged from a design perspective. Each person that interacts with the application will have a different experience but it is this collaboration between the object and it's audience that creates this sense of discovery. Taking the mission's core values one step further, this application was designed and explored to uphold the foundations of what Universal Design is about. It is about connecting interested parties to the material they are looking for without unrealistic access that is dependent on ability.

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Agent

Created

Date Created
2018-05

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Prevalence of Anxiety Disorders in the Creative Industry

Description

Everyone experiences feelings of anxiety. This is part of being human. However, occasional stress and worry does not compare with today's rising epidemic of Anxiety Disorders, especially in the creative industry. A widespread stigma surrounding mental health, our high-stress culture,

Everyone experiences feelings of anxiety. This is part of being human. However, occasional stress and worry does not compare with today's rising epidemic of Anxiety Disorders, especially in the creative industry. A widespread stigma surrounding mental health, our high-stress culture, and rising medical costs leaves most of those suffering without treatment. Those that end up seeking treatment face the challenge of finding the right combination, to bring their overpowering anxiety down to a manageable level. The most common treatments include therapy, medication, and lifestyle changes. Alternative treatments such as meditation, exercise, and self-care have a great impact on reducing anxiety when combined with traditional treatments. Despite the fact that anxiety has become a cultural condition, we can end this epidemic by speaking up and offering the right support, often off the beaten path.

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Agent

Created

Date Created
2018-05

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The Architecture of Mindfulness

Description

In the age of social media, the 24-hour news cycle, and an overwhelming pressure to become "successful," there is a marked lack of personal connection within communities and a constant state of stress and overwork. This constant state of stress

In the age of social media, the 24-hour news cycle, and an overwhelming pressure to become "successful," there is a marked lack of personal connection within communities and a constant state of stress and overwork. This constant state of stress then builds into anxiety, as there are few public resources for mental reprieve. The World Health Organization reports that anxiety disorders are the most common mental disorders worldwide, begging the question as to how they can be addressed most effectively worldwide. As design is implicit within any environment that provides for mental wellness, it must be carefully curated to provide not only the physical necessities, but speak for something beyond explanation- a sense of mental refuge and comfort. Using the concept of mindfulness, architecture has the power to force users to truly be present in the experience, activating space to become a mental refuge rather than a passive infrastructure.

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Agent

Created

Date Created
2018-05

Facebook for Empathy: A Campaign to Combat Social Media's Impact on the Self-Esteem of Teenagers

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

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.

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Agent

Created

Date Created
2017-05

Surveillance Self-Defense Mass Surveillance and the Role of Visual Communication Design

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

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.

Contributors

Agent

Created

Date Created
2017-05

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We Are Nature

Description

Humans are undeniably a part of nature. Without Earth's and her resources, we cease to exist. However, in recent years society has lacked the foresight or possibly care to understand the impact of our actions both on the planet and

Humans are undeniably a part of nature. Without Earth's and her resources, we cease to exist. However, in recent years society has lacked the foresight or possibly care to understand the impact of our actions both on the planet and ourselves. Resources that industrialized societies are based on are dwindling in reserves and the impact of our actions in getting such resources has been largely harmful. In order to change cycles of overexertion both in our selves and the planet, we must change the ways we think. I propose that humans, very much like the Earth, have limited resources and need to be more mindful in our choices. Wellness and sustainability are two branches of sustaining a larger system and our collective future. On an individual scale, wellness is sustaining our individual resources (i.e. time, energy, thoughts), and can be aided through simple practices to encourage healthy patterns and processes. Sustainability in terms of the planet is sustaining our common resources. This requires a change in our individual selves as well as cooperation to change the larger systems that we are parts of. I separated wellness into three components, core values, positivity, and time management. Sustainability is separated into lifestyle, systems thinking, and learning from life. For each of the six components, I briefly describe their importance and benefits.

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Agent

Created

Date Created
2017-05

The Effect of Screen Time on Child Development

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

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.

Contributors

Agent

Created

Date Created
2017-05

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Many Faces: A New Generation against Online Harassment

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

"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.

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Agent

Created

Date Created
2016-05

The Use of Sports Psychology for the Mental Recovery of Athletes Post-Injury

Description

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques structured around the Self Determination Theory (SDT), more specifically the concept of strengthening the satisfaction of an individual's three basic psychological needs: competence, autonomy and relatedness. Following the collection of past research, a series of interviews were conducted with four practicing sports psychologists. Interview questions focused on determining possible distinctions between acute, chronic and career-ending injuries as well as intervention techniques employed. Utilizing data collected from past research as well as the interviews, an applied brochure was developed for the potential benefit of an injured athlete. The established techniques, if utilized properly, should strengthen the satisfaction of an athlete's psychological needs according to the SDT, which may ultimately foster a positive and successful return-to-sport experience.

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Agent

Created

Date Created
2014-05

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Portal: An Information Hub Application for Parents of Autistic Children

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

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.

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Agent

Created

Date Created
2014-05