Grey Literature
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Browsing Grey Literature by Discipline "Graphic Design"
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- Beyond the Desktop(05-2022) Cook, Ashley; Denise Gonzales Crisp; Tasheka Arceneaux-Sutton; Jarrett Fuller,As tech companies continue to invest in Augmented Reality Smart Glasses (ARSG), 2D screen interface design practices will not remain sustainable for 3D field-of-view interfaces. Previous introductions of new interaction systems, such as the desktop computer, implemented concrete metaphors to represent functionality. This project explores how utilizing the user's prior knowledge of sensorimotor and cultural experiences can allow for more flexible metaphors. Specifically, the studies investigate possible gestural and oral interaction metaphors, as well as functionality metaphors, for user tasks in order to inform principles for a future ARSG system.
- Experiential Noticing(05-2022) Oweida, Philip; Kermit Bailey; Matthew Peterson; Jarrett FullerEnvironmental literacy and humans’ declining exposure to the natural environment have become cause for concern as citizens are increasingly relied upon to make decisions about the complex and interrelated nature of environmental issues facing the world today (Coyle, 2005). As a result, sustainability initiatives more frequently depend on education strategies that encourage citizens to participate in the learning experience and promote pro-environmental attitudes and behavior (Lewis, 2019). This investigation considers how a multimodal sensing network can leverage Experiential Noticing as an environmental education strategy for citizens to connect with nature and improve their environmental knowledge, attitude, and intention to act.
- Let’s Learn French with Smart Objects(05-2022) Nadali, Maryam; Helen Armstrong; Tasheka Arceneaux-Sutton; Matthew Peterson,For many years researchers have worked to improve the second language acquisition learning process. Immersion and interactivity, essential approaches to language acquisition, provide key learning opportunities in formal classroom settings. Immersion coupled with interactive activities can engage and challenge students by moving them away from mechanical drills. However, such activities seldom are personalized or consider individual learners’ specific needs and levels. In this research, I am investigating the design of a tangible interaction to support and supplement second language acquisition in college-level classroom settings. During a tangible interaction, a person interacts with digital information by directly manipulating it through physical objects with their hands and perceiving the feedback through their peripheral senses. A tangible user interface (TUI) can enhance the learning process as well as provide a user framework for collaborative learning. This research explores the design benefit of a TUI powered by artificial intelligence to supplement second language acquisition in three aspects: 1. improving the learning performance by providing immediate feedback, 2. boosting the student's confidence through personalization, and 3. reducing the cognitive load of learning by simulating and moderating collaborative learning between the learner and the AI system.
- Multisensory Noticing as a Pedestrian Navigation Model(05-2022) McGalliard, Emily; Scott Townsend; Denise Gonzales Crisp; Deborah Littlejohn,Walking as a means of transportation is credited with improving health, climate, and personal awareness of space. Cognitive capacity to navigate independently without GPS support has decreased over time, which has increased technological reliance and decreased spatial awareness. For new urban residents, walking can be one of the best ways to acquaint themselves with their new city. By slowing down and taking time to notice, users can develop deeper, more conscious cognitive maps of space. This investigation explores how new urban residents can implement multisensory noticing while walking in order to decrease technological dependence and bring awareness to space around them.
- Promoting Independence for Socially Isolated Seniors(05-2022) Stanek Walsh, Casey; Deborah Littlejohn; Helen Armstrong; Jarrett Fuller,The number of seniors aged 65 years and older is projected to grow ~150% over the next 40 years to 95 million and comprise nearly 25% of the U.S. population (National Science and Technology Council, 2019). Among the growing senior population, the desire to age-in-place has become more prominent and has gained visibility in healthcare policies and services. According to the Centers for Disease Control and Prevention (CDC), aging-in-place is the ability to live in one’s own home and community safely, independently, and comfortably, regardless of age, income, or ability level (2009). Gerontechnologists suggest that smart technology is a viable tool for seniors who want to age-in-place, as it can give seniors more confidence in their ability to live alone and at a much lower cost than other alternatives. As society becomes ever more reliant on new technology however, the older population—less likely to know how to manage the technology themselves—is losing access to information and is being excluded from the design of technological advances. Employing human-centered design methods, including personas, storyboarding, rapid visual iteration, and prototyping, this research investigates how the design of a system of assistive interfaces can support independence and address the negative implications of natural aging for aging-in-place individuals experiencing mild cognitive decline and social isolation. It explores scenarios where familiar social engagement strategies (Atchley, 1989), such as prompting shared experiences and observing routine and abnormal behaviors, are integrated into the design of in-home assistive technology. Participatory user workshops will ensure diverse user needs are met and will closely assess and analyze human-interface interactions that facilitate individual well-being and improve user’s confidence level in using assistive devices. The objective is to develop a set of design strategies and guidelines for the development of reciprocal and conversation-based assistive technologies that empower the aging-in-place user.
- SPORTS TECHNOLOGY(05-2022) Nunes, Molly; Kermit BaileyRoughly 30 million young athletes participate in competitive sports each year in the United States. Unfortunately, sports-related injuries will impact approximately 90% of those athletes (Johns Hopkins Medicine, 2019). In addition, the recovery process varies due to the ever-changing factors of each athlete and their unique anatomical attributes. Therefore, there is an opportunity to improve the recovery process and provide customizable elements to the athlete with emerging technology. This investigation explores how the design of mixed reality experiences can assist injured athletes through their recovery process through mixed reality feedback on physical attributes of their injury and customized information.
- THINKING STATISTICALLY(05-2022) Burnham, Lauren; Matthew Peterson; Deborah Littlejohn; Denise Gonzales CrispStatistical literacy, or the ability to understand and interpret data, has become increasingly important to navigating our data-driven society. While many efforts have focused on improving formal learning experiences in statistics, research points towards informal learning outside of the classroom as a crucial component of the general public’s understanding of science and mathematics. This situation presents a rich opportunity to enhance statistical learning for young students through the design of compelling informal learning experiences. Drawing from the framework for statistics and data science education from the National Council of Teachers of Mathematics, this investigation explores the ways in which a mixed reality museum experience can engage middle school-age learners with the stages of the statistical problem-solving process. The resulting studies consider how the affordances of this environment, such as movement, immersion, and learner-driven experimentation, could encourage statistical question-asking and offer supplements to traditional learning approaches. Experiences which lay a foundation of curiosity towards statistical problem solving hold the potential for enriching the learning process for students beginning to engage with the subject.
- Virtual Presence: Supporting Collaboration(05-2022) Pryor, Eric; Tasheka Arceneaux Sutton; Deborah Littlejohn; Scott Townsend,We are in a new age of simple and accessible tools for remote collaboration, but XR applications that enable collaboration are sorely lacking in their implementation of social presence features. Better social representations are needed to make remote collaboration in XR applications feel more natural. This investigation explores visualizations of social presence that break the typical convention of full-body, stylized avatars. The potential of gestural control, and the effects it has on the social aspects of remote collaboration is also explored.