Matching Items (56)
Description
The humans-food relationship is a 2.5 million year old, symbiotic connection of “living together” which encouraged a “system of communication up and down the food chain” (Pollan, 2008). (Reardon, 2015). Many researchers agree that this connection is a critical foundation for a beneficial relationship with food and engaging in healthy eating behaviors (McKeown, 2010; Neumark-Stainer et al., 2007; Ristovski-Slejepcevic et al., 2008; Simontacchi, 2007). Against the backdrop of a steadily increasing obesity rate and associated spending, it is critical to approach this issue from a systematic perspective such as understanding the powers that impact the consumer-food relationship (Aronne and Havas, 2009). Experts agree that the rapid increase in convenience food environments has contributed to an obesogenic foodscape that has negatively impacted consumers’ understanding of and interactions with food, resulting in consumption of nutritionally poor food, over-nutrition and chronic illness (Brownell and Battle-Horgen, 2004; Nestle, 2002). Additionally, designers and researchers are beginning to recognize the influence the built environment can have on actions (Patel, 2012; Wansink, 2010), behaviors and attitudes (Gallagher, 1993), even hindering or encouraging one to partake in healthy behaviors (Mikkelsen, 2011; Story et al., 2008). The goal of this study is to understand modern built convenience food environment design and its potential to impact the consumer-food relationship. This study utilizes a heavily qualitative approach, structured by a grounded theory methodology due to the lack of existing research (Martin & Hanington, 2012; O’Leary, 2010) and triangulates utilizing an analysis of secondary research, environmental audit through observations and a survey. The final result will be a compilation of design suggestions, based on those findings, for designing a BCCFE that encourages a healthy relationship between the consumer and food.
ContributorsPlattner, Lainie (Author) / Takamura, John (Thesis advisor) / Heywood, William (Committee member) / Krahe, Jennifer E (Committee member) / Arizona State University (Publisher)
Created2015
Description
“shiFT: An Exploration of Empathy” is a document detailing the process of
creating the evening length dance performance, “shiFT,” through the theoretical,
somatic, kinesthetic and choreographic research of empathy. This research specifically
addressed the ability to consciously take on an empathetic perspective and the change
that must occur within oneself to co-create empathy. It focused on the factors that
impede empathetic function and the role of vulnerability in experiencing empathy.
Throughout the creation of this concert, the choreographer employed empathy building
exercises and concentrated creative processes constructed from her research into the
neurological, emotional and physical aspects of empathy with a cast of ten dancers.
Choreographer and dancers worked collaboratively to create an empathetic
environment, a pre-show film installation titled GREY MATTER, and the culminating
evening length concert piece “shiFT.”
creating the evening length dance performance, “shiFT,” through the theoretical,
somatic, kinesthetic and choreographic research of empathy. This research specifically
addressed the ability to consciously take on an empathetic perspective and the change
that must occur within oneself to co-create empathy. It focused on the factors that
impede empathetic function and the role of vulnerability in experiencing empathy.
Throughout the creation of this concert, the choreographer employed empathy building
exercises and concentrated creative processes constructed from her research into the
neurological, emotional and physical aspects of empathy with a cast of ten dancers.
Choreographer and dancers worked collaboratively to create an empathetic
environment, a pre-show film installation titled GREY MATTER, and the culminating
evening length concert piece “shiFT.”
ContributorsWitt, Rebecca (Author) / Fitzgerald, Mary (Thesis advisor) / Standley, Eileen (Committee member) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
Description
Artists and designers are preparing for rapidly changing and competitive careers in creative fields that require a healthy dose of resiliency to persevere. However, little is known on how students within these fields become more self-efficacious, gritty, situated toward a growth mindset, and persistent over time. This mixed-method action research study investigates how undergraduate arts and design college students approach and navigate perceptions of failure as well as incorporates an intervention course designed to increase their self-efficacy, growth mindset, and academic persistence. Participants were eighteen arts and design students representing a variety of disciplines from an eight-week, one-unit, 300-level course that utilized arts-based methods, mindfulness, and active reflection. After the course, students had significant changes in their self-efficacy and academic persistence as well as moderate significant change in their fixed mindset.
ContributorsWorkmon Larsen, Megan (Author) / Kulinna, Pamela (Thesis advisor) / Henriksen, Danah (Committee member) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
Description
The Imagination + Imagery model for design pedagogy is presented. Two studies were conducted to develop the model: (a) the visual imagery assessment of design students; and (b) a historical research on the concept of imagination. Results suggest the following implications as the components of strong imagination for design thinkers: (a) the ability to shape vivid images of objects in mind; (b) the ability to mentally transform the spatial representations of images; (c) to consider the ethical consequences of imagined situation; (d) to use imagination for resolving design wicked problems; and (e) to actively imagine for mental and emotional health.
ContributorsHedayati, Farzaneh (Author) / Takamura, John (Thesis advisor) / Lerman, Liz (Committee member) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
Description
Eat Your Heart Out is a visually rich qualitative ethnic food research that examines consumption, production, and distribution practices transnationally. Through the example of Mumbai’s street foods, the study aims to discover how design participates in fashioning the street food experiences locally and globally.
Food is an important cultural artifact in the world. However, past research in design suggests that the discipline has mainly focused on food as a catalyst for creativity and imagination or as a tool to examine materialistic, economical, sensorial, and emotional connections. Studying the user-focused involvement in the creation of food artifacts and focusing on cultural, global, and historical aspects of that participation are important to address the gaps in the knowledge required to solve increasingly “wicked problems” (Buchanan, 1992; Rittel, 1971). To achieve this goal, Eat Your Heart Out implemented a comparative practice-based study of the Indian street foods in Mumbai and Phoenix to examine consumption, production, and distribution practices at both places. The methodological design was highly multi-disciplinary in nature and included rapid ethnographic assessment, interviews, visual research, and a generative method of co-creation.
The study revealed that street foods as cultural artifacts were deeply rooted in specific traditional values specific to the context, which significantly influenced personal and communal consumption, production, and distribution practices of Indian street foods in Mumbai and Phoenix. The values of standardization, formality, and higher food regulation practices limited the diversity and radically transformed the central values of Mumbai’s street foods when the foods re-territorialized in Phoenix. This resulted in lowering the consumption.
Eat Your Heart Out presents cultural and practical insights into the interactions between contexts, artifacts, practices, and participants. Eat Your Heart Out recommends new frameworks of correlation for various consumption and production practices and suggests how street food artifacts alter when they move across cultures. Such knowledge can be valuable for similar ethnic food culture studies and the development of innovative research tools incorporating transnational and multidisciplinary methods in the future.
On a broader scope, Eat Your Heart Out provides a unique opportunity to study a culture that has not been examined by scholars much in the past. It also focuses on gaining knowledge about ethnic culinary practices of Indian immigrants in the United States and encouraging enhanced cross-cultural acceptance.
Food is an important cultural artifact in the world. However, past research in design suggests that the discipline has mainly focused on food as a catalyst for creativity and imagination or as a tool to examine materialistic, economical, sensorial, and emotional connections. Studying the user-focused involvement in the creation of food artifacts and focusing on cultural, global, and historical aspects of that participation are important to address the gaps in the knowledge required to solve increasingly “wicked problems” (Buchanan, 1992; Rittel, 1971). To achieve this goal, Eat Your Heart Out implemented a comparative practice-based study of the Indian street foods in Mumbai and Phoenix to examine consumption, production, and distribution practices at both places. The methodological design was highly multi-disciplinary in nature and included rapid ethnographic assessment, interviews, visual research, and a generative method of co-creation.
The study revealed that street foods as cultural artifacts were deeply rooted in specific traditional values specific to the context, which significantly influenced personal and communal consumption, production, and distribution practices of Indian street foods in Mumbai and Phoenix. The values of standardization, formality, and higher food regulation practices limited the diversity and radically transformed the central values of Mumbai’s street foods when the foods re-territorialized in Phoenix. This resulted in lowering the consumption.
Eat Your Heart Out presents cultural and practical insights into the interactions between contexts, artifacts, practices, and participants. Eat Your Heart Out recommends new frameworks of correlation for various consumption and production practices and suggests how street food artifacts alter when they move across cultures. Such knowledge can be valuable for similar ethnic food culture studies and the development of innovative research tools incorporating transnational and multidisciplinary methods in the future.
On a broader scope, Eat Your Heart Out provides a unique opportunity to study a culture that has not been examined by scholars much in the past. It also focuses on gaining knowledge about ethnic culinary practices of Indian immigrants in the United States and encouraging enhanced cross-cultural acceptance.
ContributorsZunjarwad, Renu (Author) / Margolis, Eric (Thesis advisor) / Boradkar, Prasad (Thesis advisor) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
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 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
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, 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.
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
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 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
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, 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
DescriptionKidSmith is an application to teach children about gendered marketing. The app has two components, a game and a database of activities featuring neutral found objects from the home or in nature.
ContributorsPeate, Lyric Laurel (Author) / Sanft, Al (Thesis director) / Heywood, William (Committee member) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2014-05