Matching Items (28)

133244-Thumbnail Image.png

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.

Contributors

Agent

Created

Date Created
2018-05

133247-Thumbnail Image.png

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.

Contributors

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.

Contributors

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

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

132982-Thumbnail Image.png

Emergence of Self: An Exploration of Nonbinary Gender

Description

Through artist book, printed photographs, paintings, writing, and web design, August Tang deconstructed their identity as a nonbinary person. Both educational and expressive, the creative project was a manifestation of a coming out journey, affirmation of gender identity, and experiences relating to gender with friends, family, and strangers.

Contributors

Agent

Created

Date Created
2019-05

133269-Thumbnail Image.png

Biomimicry and a Circular Economy in Design: A Product Overview

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

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.

Contributors

Agent

Created

Date Created
2018-05

135195-Thumbnail Image.png

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.

Contributors

Agent

Created

Date Created
2016-05

136791-Thumbnail Image.png

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.

Contributors

Agent

Created

Date Created
2014-05

136789-Thumbnail Image.png

How UX/UI Design Affects Self Image

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

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?

Contributors

Agent

Created

Date Created
2014-05