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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
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Description
This dissertation explores the megamachine, a prominent metaphor in American humanist and philosopher of technology, Lewis Mumford's Myth of the Machine series. The term refers critically to dynamic, regimented human capacities that drive scientific and technical innovation in society. Mumford's view of the nature of collectives focuses on qualities and

This dissertation explores the megamachine, a prominent metaphor in American humanist and philosopher of technology, Lewis Mumford's Myth of the Machine series. The term refers critically to dynamic, regimented human capacities that drive scientific and technical innovation in society. Mumford's view of the nature of collectives focuses on qualities and patterns that emerge from the behavior of groups, societies, systems, and ecologies. It is my aim to reenergize key concepts about collective capacities drawn from Lewis Mumford's critique of historical and modern sociotechnical arrangements. I investigate the possibility of accessing those capacities through improved design for Technology Assessment (TA), formal practices that engage experts and lay citizens in the evaluation of complex scientific and technical issues.

I analyze the components of Mumford's megamachine and align key concerns in two pivotal works that characterize the impact of collective capacities on society: Bruno Latour's Pasteurization of France (1988) and Elias Canetti's Crowds and Power (1962). As I create a model of collective capacities in the sociotechnical according to the parameters of Mumford's megamachine, I rehabilitate two established ideas about the behavior of crowds and about the undue influence of technological systems on human behavior. I depart from Mumford's tactics and those of Canetti and Latour and propose a novel focus for STS on "sociotechnical crowds" as a meaningful unit of social measure. I make clear that Mumford's critique of the sociotechnical status quo still informs the conditions for innovation today.

Using mixed mode qualitative methods in two types of empirical field studies, I then investigate how a focus on the characteristics and components of collective human capacities in sociotechnical systems can affect the design and performance of TA. I propose a new model of TA, Emergent Technology Assessment (ETA), which includes greater public participation and recognizes the interrelationship among experience, affect and the material in mediating the innovation process. The resulting model -- the "soft" megamachine --introduces new strategies to build capacity for responsible innovation in society.
ContributorsGano, Gretchen (Author) / Guston, David (Thesis advisor) / Miller, Clark (Thesis advisor) / Selin, Cynthia (Committee member) / Wetmore, Jameson (Committee member) / Arizona State University (Publisher)
Created2014