Matching Items (41)

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Simplifying Self-Tracking through the Utilization of Wearable Technology

Description

The purpose of this project is to understand how wearable technology can improve a person's practice of self-tracking, or monitoring one's data. Self-tracking is regularly recording information about one's different life patterns (such as diet, activities, or sleep). Some technology

The purpose of this project is to understand how wearable technology can improve a person's practice of self-tracking, or monitoring one's data. Self-tracking is regularly recording information about one's different life patterns (such as diet, activities, or sleep). Some technology that helps users record personal data are seen today as devices (FitBit, Smart Watches) or as applications (MyFitnessPal). Data is collected for the user to observe certain habits that he/she would like to improve upon. Their personal data that is collected and this helps keep the person self-tracking. This data can be converted to show personal behavioral patterns which a person analyzes so that they can make changes that lead to a healthier lifestyle. People self-track in order to analyze their behavior patterns, so that they can make changes to those patterns that lead to a healthier lifestyle. However, some people are not motivated to continue self-tracking, or use their data to make positive behavioral changes. To better understand this problem, we are conducting four co-design sessions with four users who have shown varying levels of self-tracking. Sessions' activities included: storyboarding, reviewing existing user interfaces, generating feedback on prototypes and discussion into thoughts and feelings about the prototype and self-tracking in general. Current findings highlight the importance of customization and simplicity within the application. We are developing an Apple Watch prototype application for self-tracking that incorporates features tailored to those needs in order to better motivate users to track and improve their well-being. Our main goal is to gain a better understanding of our participants and their need and usage with self-tracking. More information can be found on our website at ani6gup.me/CareTrack.

Contributors

Agent

Created

Date Created
2017-12

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Intuitive Gesture Responses to Public Walk-Up-and-Use-Interactions

Description

Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or

Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft Kinect. With the rise in popularity of these types of devices comes the increased amount of them in public areas. Public areas frequently use walk-up-and-use displays, which give many people the opportunity to interact with them. Walk-up-and-use displays are intended to be simple enough that any individual, regardless of experience using similar technology, will be able to successfully maneuver the system. While this should be easy enough for the people using it, it is a more complicated task for the designers who are in charge of creating an interface simple enough to use while also accomplishing the tasks it was built to complete. A serious issue that I'll be addressing in this thesis is how a system designer knows what gestures to program the interface to successfully respond to. Gesture elicitation is one widely used method to discover common, intuitive, gestures that can be used with public walk-up-and-use interactive displays. In this paper, I present a study to extract common intuitive gestures for various tasks, an analysis of the responses, and suggestions for future designs of interactive, public, walk-up-and use interactions.

Contributors

Agent

Created

Date Created
2015-05

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Using Learner Profiles to Create Teachable Tutor Systems

Description

In the 2 Sigma Learning Lab we use Quinn as an embodied agent in the tangible activities for geometry (TAG) system. The TAG system is focused on teaching students basic geometry skills, mainly plotting points in a Cartesian Grid. The

In the 2 Sigma Learning Lab we use Quinn as an embodied agent in the tangible activities for geometry (TAG) system. The TAG system is focused on teaching students basic geometry skills, mainly plotting points in a Cartesian Grid. The TAG system's main tool is Quinn's reactive prompts which help students overcome various misconceptions and teach basic concepts about the Cartesian plane and points. By analyzing past studies using the TAG system my goal is to develop prototypical agent profiles based off of my findings in learner profiles that might facilitate focused tutoring that addresses important misconceptions. Furthermore, applied use of these prototypical agent profiles would allow for students to teach Quinn as an application of the Learning-by-Teaching paradigm.

Contributors

Agent

Created

Date Created
2016-05

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STUDY GENIE: An Analysis of a Web-based Note-Sharing and Cheat Sheet Tool

Description

Research has shown that the cheat sheet preparation process helps students with performance in exams. However, results have been inconclusive in determining the most effective guiding principles in creating and using cheat sheets. The traditional method of collecting and annotating

Research has shown that the cheat sheet preparation process helps students with performance in exams. However, results have been inconclusive in determining the most effective guiding principles in creating and using cheat sheets. The traditional method of collecting and annotating cheat sheets is time consuming and exhaustive, and fails to capture students' preparation process. This thesis examines the development and usage of a new web-based cheat sheet creation tool, Study Genie, and its effects on student performance in an introductory computer science and programming course. Results suggest that actions associated with editing and organizing cheat sheets are positively correlated with exam performance, and that there is a significant difference between the activity of high-performing and low-performing students. Through these results, Study Genie presents itself as an opportunity for mass data collection and to provide insight into the assembly process rather than just the finished product in cheat sheet creation.

Contributors

Agent

Created

Date Created
2016-12

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Designing Digital Textbooks: Personalized and Collaborative Learning

Description

Digital technologies are quickly being combined with and replacing teacher curriculums and student resource tools. This is particularly true with advances in digital textbooks as it provides a medium for opportunity and growth in the nature of the textbook as

Digital technologies are quickly being combined with and replacing teacher curriculums and student resource tools. This is particularly true with advances in digital textbooks as it provides a medium for opportunity and growth in the nature of the textbook as it pertains to students in the classroom. Although great strides have been taken in intelligent tutoring systems personalized toward a student's needs there seems to be an overall disconnect between student needs in the classroom in not utilizing or adopting these technologies. In this paper I provide both conflicting and comparable needs of teachers and students surrounding the textbook to reveal the costs and benefits associated with technology adoption. Through 4 teacher interviews and 4 participatory prototyping sessions I found that students and teachers desire the following elements in technology: 1) Collaboration 2) Synchronicity 3) Adaptive 4) Automation. I discuss the implications of implementing such features and how they could be applied in integrated Q&A system to encourage collaborative learning.

Contributors

Agent

Created

Date Created
2014-05

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Improving Health of College Students through Agile Development of Sleep Behavior Interventions

Description

A study was undertaken to examine and test the effectiveness of a self-experimentation model, guided by a mobile app called PACO, in helping college students improve behaviors associated with sleep. Thirteen participants were enrolled in this study and their nightly

A study was undertaken to examine and test the effectiveness of a self-experimentation model, guided by a mobile app called PACO, in helping college students improve behaviors associated with sleep. Thirteen participants were enrolled in this study and their nightly sleep quality and sleep duration were measured via PACO as they underwent three conditions: a baseline non-intervention phase, an expert-developed intervention phase, in which pre-made intervention examples were provided and used in PACO, and a self-experimentation phase, during which users were invited to develop their own sleep-behavior interventions using PACO. The participants were randomly placed into three groups, and the points of transition between phases was staggered across five weeks according to a multiple baseline design. The goal and hypothesis was to determine if sleep duration and sleep quality (sleep satisfaction) were improved in the final self-experimentation phase compared to the expert-developed experimentation phase and baseline phase, as well as in the expert-developed experimentation phase compared to the baseline phase. The results show little change, and nearly no improvement in the outcome measures between phases, leaving us unable to support the hypothesis. However, the existence of several limitations considered in retrospect, such as the small sample size, the short study time period, and technical difficulties with the PACO application means that no concrete conclusions should be made regarding the effectiveness of the self-experimentation model, nor the usability of PACO. Additional research should be made toward user motivation and modes of teaching the underlying behavioral science principles to casual users to increase effectiveness.

Contributors

Agent

Created

Date Created
2016-05

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Efficient Gestures In Users' Preference, Health, And Natural Inclination For Non-Touch-Based Interface

Description

Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how

Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and the length of usability of gesture-driven devices, defined low-stress and intuitive gestures for users to interact with gesture recognition systems are necessary to consider. To measure stress, a Galvanic Skin Response instrument was used as a primary indicator, which provided evidence of the relationship between stress and intuitive gestures, as well as user preferences towards certain tasks and gestures during performance. Fifteen participants engaged in creating and performing their own gestures for specified tasks that would be required during the use of free-space gesture-driven devices. The tasks include "activation of the display," scroll, page, selection, undo, and "return to main menu." They were also asked to repeat their gestures for around ten seconds each, which would give them time and further insight of how their gestures would be appropriate or not for them and any given task. Surveys were given at different time to the users: one after they had defined their gestures and another after they had repeated their gestures. In the surveys, they ranked their gestures based on comfort, intuition, and the ease of communication. Out of those user-ranked gestures, health-efficient gestures, given that the participants' rankings were based on comfort and intuition, were chosen in regards to the highest ranked gestures.

Contributors

Created

Date Created
2015-05

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Software Solutions to Academic Resource Distribution and Management

Description

Academic resources at Arizona State University are vast and allow a student to maintain success through his/her university attendance. The distribution and management of these systems is arduous and manually done. A software solution for the distribution of academic resource

Academic resources at Arizona State University are vast and allow a student to maintain success through his/her university attendance. The distribution and management of these systems is arduous and manually done. A software solution for the distribution of academic resource information is a Dashboard system that utilizes information from the university, and is expandable. A solution for the management of academic centers utilizes a scheduling algorithm that allows quick scheduling of resources. Overall these solutions provide easier workflows than the current systems allow.

Contributors

Agent

Created

Date Created
2013-12

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Enhancing Physical Learning Experiences Using Online Tools - Tutoring Center Management System

Description

This project explores the development of a Ruby on Rails web application to help supervisors manage the tutoring centers at Arizona State University. Each phase of the project's development is examined in detail, including the requirements analysis, system design, system

This project explores the development of a Ruby on Rails web application to help supervisors manage the tutoring centers at Arizona State University. Each phase of the project's development is examined in detail, including the requirements analysis, system design, system implementation, test strategy, and deployment strategy. The application also includes a REST API for providing the tutoring center data to external applications. These external applications can then present the data, along with their own unique features, to students. This should allow students to have an easier time locating the academic resources they need.

Contributors

Agent

Created

Date Created
2013-12

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Integrating In-Person and Online Learning Experiences: How Can Online Tools Enhance Peer-to-Peer Collaboration at ASU?

Description

The purpose of this thesis is to understand peer-to-peer study habits at Arizona State University, and provide recommendations for improving these habits through online integration. This was done by researching current peer-to-peer collaboration literature, and analyzing online integration efforts. Interviews

The purpose of this thesis is to understand peer-to-peer study habits at Arizona State University, and provide recommendations for improving these habits through online integration. This was done by researching current peer-to-peer collaboration literature, and analyzing online integration efforts. Interviews of Arizona State University students were carried out in order to discover specific insights on study patterns at this university. The scope of this research study was further limited to freshman and sophomore engineering, mathematics, and science majors in order to mitigate the impacts of external factors. The background research and study illuminated various flaws in existing peer-to-peer collaboration tools and methods. These weaknesses were then used to design two online tools that would be incorporated into a student resource dashboard. The first tool, called "Ask a Peer", provides a question and answer forum for students. This tool differs from existing products because it provides a mobile platform for students to receive reputable and immediate responses from their classmates. The second tool, "Study Buddy Finder", can be used by students to form study partnerships. This tool is beneficial because it displays information that is essential to students deciding to work together. The thesis provides detailed designs for both modules, and provides the foundation for implementation.

Contributors

Agent

Created

Date Created
2013-12