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As digital technology promises immediacy and interactivity in communication, sight and sound in motion graphics has expanded the range of design possibilities in advertising, social networking, and telecommunication beyond the visual realm. The experience of seeing has been greatly enriched by sound as visual solutions become dynamic and multi-dimensional. The

As digital technology promises immediacy and interactivity in communication, sight and sound in motion graphics has expanded the range of design possibilities in advertising, social networking, and telecommunication beyond the visual realm. The experience of seeing has been greatly enriched by sound as visual solutions become dynamic and multi-dimensional. The ability to record and transfer sight and sound with new media has granted the designer more control in manipulating a viewer's experience of time and space. This control allows time-based form to become the foundation that establishes many interactive, multisensory and interdisciplinary applications. Is conventional design theory for print media adequate to effectively approach time-based form? If not, what is the core element that is required to balance the static and dynamic aspects of time in new media? Should time-related theories and methodologies from other disciplines be adopted into our design principles? If so, how would this knowledge be integrated? How can this experience in time be effectively transferred to paper? Unless the role of the time dimension in sight is operationally deconstructed and retained with sound, it is very challenging to control the design in this fugitive form. Time activation refers to how time and the perception of time can be manipulated for design and communication purposes. Sound, as a shortcut to the active time design element, not only encapsulates the structure of its "invisible" time-based form, but also makes changes in time conspicuously measurable and comparable. Two experiments reflect the influence of sound on imagery, a slideshow and video, as well as how the dynamics in time are represented across all design media. A cyclical time-based model is established to reconnect the conventional design principles learned in print media with time-based media. This knowledge helps expand static images to motion and encapsulate motion in stasis. The findings provide creative methods for approaching visualization, interactivity, and design education.
ContributorsCheung, Hoi Yan Patrick (Author) / Giard, Jacques (Thesis advisor) / Sanft, Alfred C (Committee member) / Aisling, Kelliher (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This dissertation examines the use of color in lowrider car customizations. It studies the relationships among car owners, car painters, and car clubs in the process of selection, and manipulation of color. This research studies how color is constructed as an element for individual and community differentiation. Also included is

This dissertation examines the use of color in lowrider car customizations. It studies the relationships among car owners, car painters, and car clubs in the process of selection, and manipulation of color. This research studies how color is constructed as an element for individual and community differentiation. Also included is the examination of the influence of car clubs in the design process, the understanding of color by car painters and car owners, and the cultural values associated with color in this community. This research argues that through the use, manipulation, and implementation of color as a visual/design element, lowriders challenge, transgress, and resist the preconceived notions of space, aesthetic hegemony, and social disparity they experience. In this case, color as a cultural expression, becomes a pivotal element to narrate and retell their stories of struggle and endurance, as well as to envision a different world. This research frames Chicana/o vernacular production, and color use as being central to the borderland experience of this community. Finally, this research follows the discourse of taste, as this concept has been used to create social categories of exotic otherness and the perpetuation of specific aesthetic epistemologies. In this context, it presents lowriders as expression of a Chicana/o network of vernacular border knowledge. This dissertation concludes by framing the Low n' Slow movement, in the context of healing and emancipating practices enacted by subjugated communities in order to survive, give sense to their reality, and to envision a more egalitarian world.
ContributorsCalvo, William (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Committee member) / Foster, David William (Committee member) / Arizona State University (Publisher)
Created2011
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Description
In response to the rapid rise of emerging markets, shorter product lifecycles, increasing global exchange and worldwide competition, companies are implementing `sustainable development' as a mechanism by which to maintain competitive global advantage. Sustainable product development approaches used in industry focus mainly on environmental issues, and to a certain extent

In response to the rapid rise of emerging markets, shorter product lifecycles, increasing global exchange and worldwide competition, companies are implementing `sustainable development' as a mechanism by which to maintain competitive global advantage. Sustainable product development approaches used in industry focus mainly on environmental issues, and to a certain extent on social and economic aspects. Unfortunately, companies have often ignored or are unsure of how to deal with the cultural dimensions of sustainable product development. Multi-nationals expanding their business across international boundaries are agents of cultural change and should be cognizant of the impact their products have on local markets. Companies need to develop a deeper understanding of local cultures in order to design and deliver products that are not only economically viable but also culturally appropriate. To demonstrate applicability of cultural appropriate design, this research undertakes a case study of food systems in India specifically focusing on the exchange of fresh fruits and vegetables (FFV). This study focuses on understanding the entire supply chain of FFV exchange, which includes consumer experiences, distribution practices and production processes. This study also compares different distribution channels and exchange practices and analyzes the pattern of authority between different players within the distribution network. The ethnographic methods for data collection included a photo-journal assignment, shop-along visits, semi-structured interviews, a participatory design activity and focus group studies. The study revealed that traditional retail formats like pushcart vendors, street retailers and city retail markets are generally preferred over modern retail stores. For consumers, shopping is a non-choreographed activity often resulting in exercising, socializing and accidental purchases. Informal communication, personal relationships and openness to bargaining were important aspects of the consumer-retailer relationship. This study presents cultural insights into interactions, artifacts and contexts relevant to FFV systems in India. It also presents key implications for the field of design, design research, cultural studies, consumer research and sustainability. The insights gained from this study will act as guidelines for designers, researchers and corporations interested in designing products and services that are culturally appropriate to contexts of production, distribution and consumption.
ContributorsDhadphale, Tejas (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Thesis advisor) / Broome, Benjamin (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The research presented explores traditional Chinese visual design elements with a goal of incorporating them into contemporary design. It seeks to provide insight into how Chinese and non-Chinese designers and non-designers recognize common visual design elements as being associated with Chinese design. As a result, the research explores three characteristics:

The research presented explores traditional Chinese visual design elements with a goal of incorporating them into contemporary design. It seeks to provide insight into how Chinese and non-Chinese designers and non-designers recognize common visual design elements as being associated with Chinese design. As a result, the research explores three characteristics: a) handicraft; b) naturalism; and c) design with meaning, which can be key points in understanding traditional Chinese design. Furthermore, the research explores two sets of design criteria that can guide designers to apply these representative design elements into contemporary design in order to express Chinese culture.
ContributorsRen, Liqi (Author) / Giard, Jacques (Thesis advisor) / Brown, Claudia (Committee member) / Cheung, Patrick (Committee member) / Arizona State University (Publisher)
Created2013
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Description
All too often, industrial designers face seemingly intractable obstacles as they endeavor to, as Simon (1996, p. 111) describes, devise "courses of action aimed at changing existing situations into preferred ones." These problems, described by Rittel and Webber (1973) as "wicked," are insurmountable due to the contradictory and changing nature

All too often, industrial designers face seemingly intractable obstacles as they endeavor to, as Simon (1996, p. 111) describes, devise "courses of action aimed at changing existing situations into preferred ones." These problems, described by Rittel and Webber (1973) as "wicked," are insurmountable due to the contradictory and changing nature of their requirements. I argue that that industrial design (ID) is largely subject to Rittel's quandary because of its penchant for producing single solutions for large populations; such design solutions are bound, in some senses, to fail due to the contradictory and changing nature of large and, thus, inherently diverse populations. This one-size-fits-all approach is not a necessary attribute of ID, rather, it is a consequence of the time in which it came into being, specifically, the period of industrial mass production. Fortunately, new, agile manufacturing techniques, inexpensive sensors, and machine learning provide an alternative course for ID to take, but it requires a new way of thinking and it requires a new set of methods, which I will elaborate in this thesis. According to Duguay, Landry, and Pasin (1997), we are entering an age where it will be feasible to produce individualized, one-off products from large-scale industrial manufacturing facilities in a way that is not only cost effective, but in many ways as cost effective as the existing techniques of mass production. By availing ourselves of these opportunities, we can tame the problem, not by defeating Rittel's logic, rather by reducing the extent to which his theories are appropriate to the domain of ID. This thesis also describes a test study: an experiment whose design was guided by the proposed design methodologies. The goal of the experiment was to determine the feasibility of a noninvasive system for measuring the health of the forearm muscles. Such a tool would provide the basis for assessing the true impact and possible pathogeny of the manual use of products or modifications to products. Previously, it was considered impossible to use surface electromyography (as opposed to needle or wire based electromyography) to assess muscular activity and muscular health due to the complexity of the arrangement of muscles in the forearm. Attempts to overcome this problem have failed because they have tried to create a single solution for all people. My hypothesis is that, by designing for each individual, a solution may be found. Specifically, I show that, for any given individual, there is a high correlation between the EMG signal and the movements of the fingers that, ostensibly, those muscles control. In other words, by knowing, with great accuracy, the position and the motion of the hand then it would become possible to disambiguate the mixed signals coming from the complex web of muscles in the forearm and enable the assessment of the forearm's health by non-invasive means.
ContributorsBraiman, Stuart (Author) / Giard, Jacques (Thesis advisor) / Black Jr., John A (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design fell under the influence of Western design including design practice, design theory, and education. Today, by improving capacity for independent

Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design fell under the influence of Western design including design practice, design theory, and education. Today, by improving capacity for independent innovation, and creating its own brand, China may be able to change its current practices of production that are defined by high consumption of resources, high pollution and low value-add. The search for high-quality Chinese design, which is both original and innovative with unique and identifiable features, has become a vital challenge for the Chinese government, organizations, and companies. Promoting original Chinese design with adding cultural values, in the past decade, has become prominent in various design fields because of the growing need to support economic development, upgrade industrial infrastructure, and promote national identity. In this context, many small-medium, creative and design-focused companies have been established with the goal of pursuing original Chinese design all the while concentrating on Chinese culture and users. In order to understand the present scenarios of original Chinese design, this research examines furniture design in select SMEs in China by studying relevantly critical issues: the motivation of designers for pursuing original Chinese design; the design ideas, practices and business strategies of these SMEs to build original and influential design brand; the challenges and opportunities in the furniture design industry while promoting original Chinese design; and the emerging picture of future Chinese design. This research applies the methodological framework of grounded theory with qualitative research methods including semi-structured interview and in-depth case studies. As a result, regarding interaction among Chinese culture, original design, and entrepreneurship, the research reveals three key findings regarding the interaction among Chinese culture, original design and entrepreneurship. First, “reflect Chinese culture”, particularly essential traditional Chinese culture, is a common ground of original Chinese furniture design, which has been shown both from design ideas and practices of the select SMEs. Second, insufficient entrepreneurship influences the promotion of original design brands both in domestic and international market. Third, innovative design among contemporary furniture designers is constrained by a morass of Chinese culture impediments, such as lacking critical thinking and overemphasizing on inheritance of traditions. Moreover, the research presents a theoretical framework with key implications for developing and promoting Chinese design that is original, innovative and socially impactful. The insights gained from the research also provide a foundation and possible direction for future studies on design, culture, entrepreneurship, and other creative industries both for China and other nations.
ContributorsRen, Liqi (Author) / Giard, Jacques (Thesis advisor) / Boradkar, Prasad (Committee member) / Lan, Zhiyong (Committee member) / Arizona State University (Publisher)
Created2018
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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

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.
ContributorsZunjarwad, Renu (Author) / Margolis, Eric (Thesis advisor) / Boradkar, Prasad (Thesis advisor) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The aim of this study is to test the feasibility of building a storytelling system for older adults to tell and share their life stories based on email. It is measured by the level of participation and people's acceptance of the system. The central goals were to empower people over

The aim of this study is to test the feasibility of building a storytelling system for older adults to tell and share their life stories based on email. It is measured by the level of participation and people's acceptance of the system. The central goals were to empower people over 60 years old by providing a platform for them to share their wonderful life experience and perspectives on life and lead social services into the digital age by bridging traditional roundtable interaction and modern digital communication. A prototype was built to test the level of participation of the system and follow-up interviews were conducted in order to deeply understand people's acceptance. Content analysis was used to analyze the stories to ascertain what common themes were present. Key design considerations and key factors that affect the feasibility of storytelling system were discussed. This research expands on current research and implementation of Internet-based storytelling system and shed light on the future of combining storytelling with older adults' existing Internet knowledge. Key findings of this research are :(1) Frequency of reminiscence trigger and the number of active participants affect the level of participation collectively. Frequency is considered to be a key determinant. High frequency indicates high level of participation. (2) Categories of topics do not affect the level of participation significantly but serve as key attractions that enhance people's acceptance of the system. (3) Older adults highly accept and get involved in the new email storytelling system. This storytelling program helps them recall their memories and have a profound effect on their own introspection.
ContributorsLi, Yuanyi (Author) / Giard, Jacques R (Thesis advisor) / Margolis, Eric (Committee member) / Larkin, Kyle (Committee member) / Arizona State University (Publisher)
Created2014
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Description
This research contributes to emergent body of knowledge regarding the understanding of relationship between visual elements and E-learning outcomes. Visual images and texts are the main visual elements within the study.

A literature review was conducted on E-learning situations, and a discussion on the role of visual elements in E-learning. Data

This research contributes to emergent body of knowledge regarding the understanding of relationship between visual elements and E-learning outcomes. Visual images and texts are the main visual elements within the study.

A literature review was conducted on E-learning situations, and a discussion on the role of visual elements in E-learning. Data collection was also conducted by way of a test, which randomly placed participants into three groups and assigned them to three different E-learning courses. The texts for the three courses were the same font, but the first course had text only, the second course had text and "bad" images, and the third one had text and "good" images. Every time participants finished a short course, they were requested to do a short quiz based on what they had learned. In addition, every participant needed to do a survey based on his or her E-learning experience. Research data was finally collected through the test scores and surveys.

Key findings of this research are: (1) The combination of text and "good" image materials in E-learning can greatly enhance the learning outcomes; (2) the "good" images in learning materials can add to the value of the text content as well as improve the satisfactory level of learners in E-learning; (3) "bad" images do not enhance E-learning outcomes; and (4) E-learners will spend a longer time to complete learning materials containing images, no matter how good or "bad" the images are.
ContributorsWang, Yanfei (Author) / Giard, Jacques (Thesis advisor) / Fehler, Michelle (Committee member) / Faria, Rowan De (Committee member) / Arizona State University (Publisher)
Created2015
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Description
In this action research, the need for high schools to embrace a pedagogical shift to teaching 21st century computer and online literacy skills is investigated. This study explored areas of secondary and higher education, technology usage, and online pedagogies, 21st century skill frameworks, and brain function as they pertain to

In this action research, the need for high schools to embrace a pedagogical shift to teaching 21st century computer and online literacy skills is investigated. This study explored areas of secondary and higher education, technology usage, and online pedagogies, 21st century skill frameworks, and brain function as they pertain to learning and decision-making, with the aim of comprehending the differing high school levels of preparedness for college in regards to 21st century skills. Through literature reviews, a research was designed to further explore the specific areas of a discovered gap in high school students' 21st century skills for college. Pre- and post-unit surveys, in combination with student assignment scores, were complied and examined to reveal a weakness in academic habits and computer literacy skills associated with 21st century learning. The study results support literature review findings of a breach between high school 21st century skill levels and collegiate level necessities. With these findings, it is suggested that instructors become choice architects, giving them the unique ability to nudge high school policy makers and students towards identifying the gaps between the analog and digital worlds of academia, generating more successful students as they transition to university online courses.
ContributorsHorn, Timothy (Author) / Patel, Mookesh (Thesis advisor) / Giard, Jacques (Committee member) / Marsh, Josephine (Committee member) / Arizona State University (Publisher)
Created2015