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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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The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are then applied to a three-part design project to illustrate the importance of these guidelines.
ContributorsTerminel Iberri, Carlos Martin (Author) / Boradkar, Prasad (Thesis director) / McDermott, Lauren (Committee member) / McVey, Patrick (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2014-05
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Description
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016