What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that…
What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits are a way for the human brain to conserve energy by reacting in the same way to certain circumstances that generated positive outcomes in the past. The habit loop underlies this whole process. First, someone has a craving--food, happiness, stress relief, anything. Next, they experience a cue in the environment--a sight, sound, smell, or piece of information that prompts them to act. Then they perform the routine, which is the most visible part of a habit. Finally, they are rewarded, whether the reward is good for them in the long run or not. We perform habits all the time without realizing it, so having even slightly more awareness and control of our habits can have a disproportionate benefit for our personal improvement. In its earliest iterations, “habit trackers” were paper tools for measuring and motivating daily progress. Many competitors are still paper, like journals and calendars. Others are apps with the same functionality. In my competitive analysis, I chose to focus on competitors that included a behavioral change component along with habit tracking.
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This product was completed under the guidance of LG Electronics and the InnovationSpace team. This report describes the development of a revolutionized idea for smart ventilation referred to as Ciel. Ciel is a smart home comfort device that provides…
This product was completed under the guidance of LG Electronics and the InnovationSpace team. This report describes the development of a revolutionized idea for smart ventilation referred to as Ciel. Ciel is a smart home comfort device that provides the user with a smart, energy efficient, and easy-to-use way to regulate the room temperature of their home. The planning documentation, problem comprehension, design, functionality, and device specifications are outlined and illustrated within this report. And the discussion and analysis look into the benefits of the technology, outline the prototyping plan and process, look into the materials necessary for construction, and production safety considerations.
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“STEAM = Science & Technology interpreted through Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015). “The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in…
“STEAM = Science & Technology interpreted through Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015). “The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well. The 2012 Program for International Student Assessment (PISA) test examined 44 countries’ students’ problem-solving abilities — American students landed just above the average, but they still scored below many other developed countries, including Britain, Singapore, Korea, Japan, China and Canada” (Bertram, 2015). Lack of quality education, busy households, and limited time and money can all be factors of why children are not academically supported. What would it look like if children had access to a tool that helped them catch up if they fall behind? A tool that empowers children to solve academic and real-world world problems will help strengthen different cognitive and behavioral skills as well as create a more personalized educational experience, inside the classroom and out. This tool can be applied to the way we look at our formal academic education to help build new, creative problem solving strategies that are tailored to each student’s preferred ways of learning.
Proposed Research
My research is driven by the following question:
How do we create a tool for students that will help them maneuver busy and over-populated classrooms to help them learn better?
I am interested in studying the ways in which children in the age range of 11-14 play, specifically through video gaming, and using this influence to promote learning. By using children’s gaming interests to inspire education, they will be more inclined to participate in learning activities in the classroom. By exploring and observing how children problem solve in gaming, I will be able to pull techniques and methods from play in order to enhance critical learning. This project will begin in mid-May, and will continue after my thesis defense when I take this project into the workforce and am applying for jobs. Methods I will be taking a mixed methods approach to my research by using a combination of: Qualitative methods: Observational data will be collected in many ways including but not limited to sketches, photography, writing, and film. After gathering base-level observational data I plan to use this, as well as my prototypes from the early phases of my product’s life to create a study to better understand users’ preferences with my product. This will include different colors, ergonomic shapes, part lines, and more to allow for a large range of feedback. Surveys and interviews: I wish to interview and survey policymakers, educators, students, and other stakeholders invested in education to better understand their needs, in order to ensure that my product is feasible in the eyes of policymakers. It is important that my specific product not only serve as a tool for students, but also for teachers to learn as well. Making this product as something practical and scalable is important in terms of feasibility. Thematic groups: Observing user groups interacting with my product/project will help me adjust to my general end goals.
Actionable Insights
After gathering data from interviews, surveys, observations, and product feedback, I plan to analyze this data and make sufficient changes to my project in order to better serve the community in which I am trying to benefit. Doing this will help my project be more effective and impactful.
Limitations will depend on rules on photography and interviewing. The timeline of the analysis of the data collected will be similar to the timeline provided for the senior studio class for traditional industrial design students. Expected Outcomes The proposed research will strengthen my design skills and expand my knowledge as a design student interested in the user experience, wellbeing, access to arts education, and much more. I will have a final outcome of a physical product that will be used as an initiative to help children studying STEM subjects to find new, creative, and different ways of solving problems. Timeline As I will be doing this project in congruency with my senior industrial design studio, my schedule has been roughly predetermined. April-August Literature review and preliminary research will be taken care of during this part of my thesis project. I will also be contacting people I would like to see be involved in this project during this time. August-December Research 1. Exploration a. Assign01: Mind map + Visit the world b. Assign02: Observations + Interviews 2. Making sense of the data + Concepts a. Assign03: POG + Ideation b. Assign04: Concept Evaluation + Selection c. Partner School Determined 3. Concept Direction + Customer Validation + Research Summary a. Assign05: Hard device and Screen Mock-ups + Customer Feedback b. Assign06: Mid-term presentation of research + Life-Cycle Design 1. Form Development + Drivers a. Assign07: Design Language + Out into the World b. Assign08: Product Details + Function c. Wire frames Due 2. Study Models + CAD Model a. Assign09: Refined 3D Study Model b. Assign10: CAD Model + Tech Drawings c. Running Step-Through 3. Design Validation + Refinement a. Assign11: Persona Check +CMF + Features & Benefits 4. Storyboard Development + Visual Poster a. Assign12: Storyboard + Life of Product b. Assign13: Poster + Presentation Outline c. Assign14: Product Animation 5. Final Presentation a. Assign15: Process Book b. Assign16: Public presentation December-January This is the time I will use to have my code built out a bit more. I will come back into the next semester with a code that functions in my form that I have decided on. January-May This time will be used to run user tests on my product, and make desired changes to it in order to fully iterate and design my concept well and with data-driven desires. Meetings I plan to meet with my studio professor, Dosun Shin, once every two weeks to discuss how my project is progressing. My second committee member will be Dean Bacalzo. My committee will be contacted on a monthly basis by way of email with updates on my project’s process. From there I will be able to ask for suggestions and schedule meeting times to further discuss my project.
References Educational Ecosystems for Societal Transformation
Why STEM? Success Starts With Critical Thinking, Problem-Solving Skills https://www.wired.com/insights/2014/06/stem-success-starts-critical-thinking-problem-solving-skills/ Unlocking Creativity: Teaching across the Curriculum
How the Founder of All Girls Code Is Shaking Up STEM in the Middle East https://www.jnj.com/personal-stories/the-road-to-devex-aya-mouallem-discusses-her-stem-program-for-girls
Case Study: A game for conflict-affected youth to learn and grow https://blogs.unity3d.com/2018/06/13/case-study-a-game-for-conflict-affected-youth-to-learn-and-grow/
Vice Charter School vs Public School https://www.theatlantic.com/science/archive/2016/10/the-weak-evidence-behind-brain-training-games/502559/
Think brain games make you smarter? Think again, FSU researchers sayhttp:/ ews.fsu.edu ews/health-medicine/2017/04/17/think-brain-games-make-smarter-think-fsu-researchers-say/ About STEAM Edu https://steamedu.com/about-us/ Brain Games Don’t Work http://fortune.com/2017/07/10/brain-games-research-lumosity/
Pip is a portable gaming device that teaches children to codehttps://www.dezeen.com/2017/12/05/pip-portable-gaming-device-teaches-children-coding-technology/ Latest STEM learning kits for kids combine technology and play doughhttps://www.dezeen.com/2017/06/06/stem-learning-kits-kids-combine-technology-play-dough-universe-tech-will-save-us-design/ 3 Ways To Design Toys That Boost Kids’ Creativityhttps://www.fastcodesign.com/1669691/3-ways-to-design-toys-that-boost-kids-creativity Plobot for STEAM https://www.behance.net/gallery/45476023/Plobot
Global Education Futures Report http://futuref.org/educationfutures Xbox Adaptive Controllerhttps://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller 2018 US Video Game Market Predictionshttps://www.npd.com/wps/portal pd/us/blog/2018/2018-us-video-game-market-predictions/ Kids and Violence in the Media https://www.parenting.com/article/media-violence-children YouTubers Talk About Their Favorite Games https://www.youtube.com/watch?v=D3wFuqzzwdk
Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and…
Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and recognize patterns. The caretaker has an app on their phone that alerts them when the elderly person breaks an activity pattern which also allows them to quickly and easily communicate with the elderly person to check on them. Bridge also holds the elderly person's personal medical history to allow medical professionals to provide them with better care in the case of an emergency.
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Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking…
Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking & Process, Rebuilt ultimately yielded a room partition system to help improve the living conditions of refugees. To design a product for a world most of the world is ignorant of, research is paramount. Research for Rebuilt involved gather many facts from various international databases, such as UNHCR and Mercy Corps. By understanding the demographics, the culture, and needs, Rebuilt was able to focus on some key points that lead to a potential design project: over half of the camp is consisted of adolescents (under age 18), and are living in small, essentially shipping-container homes, and the environment of the Jordanian desert where the camp is situated is extremely variable between freezing winters and blistering summers. Looking over the resources provided by humanitarian organizations, Rebuilt pinpointed a missing niche product that could help the living conditions of refugee's lives: a room partition system that could regulate ambient temperatures. The need for private space is important for the development of a refugee adolescent as it encourages stability and a sense of home. Ambient temperature is also vastly important for the productivity and health of anyone. Rebuilt is consisted of two main parts: the design of a bracket that could be used to accommodate the widths of multiple building materials and would be cheap to manufacture, and a pre-made panel that incorporated the use of phase-change-material technology. The design process is documented with a finalized design that should be low-cost and light-weight to ship from manufacturers to those in need.
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This study dealt with emotional responses elicited by certain products, which helped to understand the attributes of the product leading to emotional responses. Emotional Design is a way of design that is using emotions generated by people as reference and…
This study dealt with emotional responses elicited by certain products, which helped to understand the attributes of the product leading to emotional responses. Emotional Design is a way of design that is using emotions generated by people as reference and measurement. Making good use of emotional design could let the user discover resonance in the interaction between user and product, which could help the product to be more attractive to users. This research proposes to apply qualitative research method to uncover the secrets of emotional bonds between users and products This study also offered an useful tool to examine the strength and weakness of a certain product from perspective of emotion, and the insights could help designers to refine the product to become emotional attractive, thus create better user experience and bigger opportunity for the product on the market in the future.
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Hearing loss is a serious condition that affects many adults and includes both age-related loss and non-age related loss (genetics, illness, or trauma). The focus of this thesis is on age related hearing loss. Almost half of people over the…
Hearing loss is a serious condition that affects many adults and includes both age-related loss and non-age related loss (genetics, illness, or trauma). The focus of this thesis is on age related hearing loss. Almost half of people over the age of 75 have some degree of hearing loss, along with nearly a third of those between 65 and 74, and an eighth of 45-64 year olds. About 36 million American adults have hearing loss, and 44% of those report that their relationships have suffered as a result of hearing loss. This is a serious issue, which is why I've spent my senior year of college to create a product that improves the life of someone with hearing loss, such as my 90-year-old grandfather. The result of my labors is Suono, a product for those with hearing aids to better hear their loved ones, close friends, and others they care about.
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I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic…
I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic of water." Through the process of design research I developed a system of products that improves the user experiences surrounding water. The result is IOW, an intelligent 3-product system that aims to make your water needs & wants smarter & less wasteful.
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After researching pediatric cancer experiences, an opportunity emerged creating a less intimidating environment for children undergoing chemotherapy. By means of adding a creative component to their IV pole and disguising machinery, children will be a part of an Imagination Voyage…
After researching pediatric cancer experiences, an opportunity emerged creating a less intimidating environment for children undergoing chemotherapy. By means of adding a creative component to their IV pole and disguising machinery, children will be a part of an Imagination Voyage adventure. Creative themes allow for a journey on a pirate ship, or being in a fantasy castle by captivating children in playtime. The design allows for a frightening experience to become a positive one.
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Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the…
Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the process, firefighters will have more time to ensure the area around them is cleared. The Fire Shelter Foam Assist has features that allow it to auto deploy around the firefighter through the use of fire foam retardant. The fire foam retardant inflates the shelter as well as provides an extra layer of protection against the wildfire.
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