Recent Submissions

  • Designing an Instructional Informative Website for Pet Owners

    Jofre, Ana; Ortiz, Sherman; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
    Searching for pet owners' information on the world wide web can be difficult and confusing due to the many different websites on must scroll through depending on your search results. With the rise of social media, forums, online pet stores, and blogs there are more websites to look into. Although these websites have articles on pet information, they are often opinionated, lacking in follow up information or simply unfinished. This paper looks into the development of a site with the end users' navigation in mind for all their pets primary concerns. This website is made for user's accessing information about their pets. Using a classic template website builder, the site is able to be updated in real time with ease as more information becomes available. The website's user experience is evaluated by analyzing survey information. The end user experience, the most important aspect of any website, comprises navigation, clarity, and simplicity. Prototype website link: https://soaj926.wixsite.com/mysite-2
  • Style Guide Development For An Internal Reference Library

    Lizardi, Ryan; Bush, Sarah C.; Lizardi, Ryan; First Reader; Jofre, Ana; Second Reader (SUNY Polytechnic Institute, 2020-12)
    This work strives to present information design and user experience (UX) techniques to improve continuity of design and usability, before migrating a cross-functional internal reference library to a new content management system (CMS). Expert-curated content accessed through LinkedIn Learning, combined with scholarly research, result in a complimentary style guide for use in the workplace.
  • Game Streaming in the Wake of a Pandemic: Topic: Live Streaming and Branding

    Jofre, Ana; Martucci, Nicholas; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
    The purpose of this study is to determine what the key motivational factors for creating a live stream gaming channel in the wake of a global pandemic are. This is executed by generating a series of podcast interviews from live streamers, generating branding for the launch of a live stream gaming channel and launching the channel. With the world in a current state of emergency, the live streaming industry under Twitch.tv has boomed, giving streamers and viewers alike an opportunity to interact, communicate, and form communities like never before in the shadow of these pressing times. In light of this, we seek an escape from the harsh reality that is quarantine and find comfort in engaging with others all the while having fun indoors.
  • Critical Document Design: A Survey of Considerations for the Next Generation of Procedures Used in High-Risk Organizations

    Jofre, Ana; McLaren, Elizabeth A.; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
    Since the innovation of the pre-flight cockpit checklist first made the Boeing B-17 safe to fly, several high-risk industries have adopted the approach, to varying degrees. This paper reviews regulatory findings and recommendations from formal investigations following incidents across multiple high-risk industries to identify areas how checklists may be misused, misunderstood, or where they could have been of value to operators who didn't use them. The recommendations are then compared against current findings in information design and usability, and conclude with recommendations for how the future of electronic documentation may further improve the usability experience of operators and their teams, and ensure the safety of the public around them.
  • Bridges: An All-in-One Resource App to Help Narrow the Digital Divide

    Jofre, Ana; Torres, Abigail; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
    goal of this project is to design a user-friendly mobile application prototype for people who are disadvantaged by the digital divide. This includes people who are of lower income and those who live in areas where internet isn't accessible or expensive. This application can be accessed through IOS devices as well as a text messaging service system for those without said device. It is an application that will be extremely easy to use and manage, and where users will be able to access multiple resources to gain not only digital literacy but find places that offer computer labs and internet for free, in case neither is available at home. The mobile application's goal is to create resource where the user has everything, they need in a way that is easily accessible; a product that is not currently on the market. In this paper, I will not only explore research on what the digital divide is, but also how it affects those who are disadvantaged by it and ways we can start to help narrow the gap. I will also explore the advantages of mobile applications and how it can be used to narrow the digital divide.
  • THE POWER OF BRAND DEVELOPMENT: Leveraging Branding to Effectively Engage Customers

    Jofre, Ana; Pondolfino, Amy; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
    This paper explores the relationship between brand development and customer engagement. Customer brand engagement and customer engagement theories and models are examined through existing literature. Concrete steps to advance customer engagement are identified. Artifacts are created as part of a comprehensive branding package to guide a children's museum, Oneonta World of Learning (OWL), through their branding process.
  • Developing Helpdesk Mobile App to Support Classroom Technology During COVID-19 Pandemic

    Jofre, Ana; Reed, Allen; Jofre, Ana; First Reader; Yucel, Ibrahim; Second Reader (SUNY Polytechnic Institute, 2020-12)
    This research project is a prototype of a mobile application that would be dedicated to the Syracuse University faculty members and students and serve as service mobile app providing helpdesk support for classroom technology issues. The development of this mobile application uses Universal Design Principles focuses on Human-Centered Design theory, and the app build upon a user’s needs. The prototype has been created using Adobe XD, the prototypes are made to be high fidelity and fully interactive so it can be used for usability test. This research project paper intends to determine the benefit of using mobile app for helpdesk support during the COVID-19 pandemic, and to find out if using helpdesk mobile app could enhance IT services and the time needed to response to classroom technology issue. The fully interactive prototype can be viewed through the link below: https://xd.adobe.com/view/138af8a5-29bd-4571-ac9c-1fc76adff40a-46d9/?fullscreen&hints=off
  • Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media

    Maloney, Kristen; Lizardi, Ryan; First Reader; Jofre, Ana; Second Reader (2019-04)
    Computing technology has taken over every aspect of life, from business to socializing, the world is entirely dependent on the Internet. Social engineering, hacking, and phishing attempts have made protecting private information and finances more complex than ever. As new techniques and equipment are created by the day, law enforcement struggles to keep pace. With the rise of social media, online gaming, and crowdfunding, there are more outlets than ever for criminals to attempt to defraud unsuspecting victims. This study serves to examine what makes cybercrime so attractive, the types of attacks and targets, and the role of law enforcement in investigating crimes; with on how social media networks like Facebook or Twitter have allowed crime to cross into real life. Utilizing this information, I have created an educational website for use in public or academic spaces to make cybersecurity information accessible. This flexible platform can be updated in real time as more information becomes available – allowing for new risk and solutions to be added.
  • Using Video Tutorials to Aid Coherence of Failed or Unchangeable Designs

    Griggs, Danielle; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (2019-05)
    Information design exists to convey information to users. When users have trouble understanding or using the information, the design has failed its primary purpose (Katz 17). When a design has failed and cannot be adjusted, the logical next step is to create another design to assist in using the first design. Tutorials are the perfect opportunity to help fill the void in a failed design. With the assistance of video and/or screen sharing technology, designers can create guided step-by-step instruction to assist users in navigating a process. This paper will examine how video tutorials can fill the void in coherence and transparency left by a failed design, including methods for creating successful video tutorials and an examination of equipment necessary for recording.
  • Validating Network Security with Predictive Analytics: A Design Guide to Bridge Stochastic Modeling into a Computationally Intelligent Dashboard

    Galavotti, Christopher R.; Kahn, Russell; Thesis Advisor; Stam, Kathryn; Second Reader (2019-05)
    Network posture has historically relied on traditional and reactionary methods for protection. These methods most commonly consist of network segmentation, intrusion detection systems, intrusion prevention systems, and signature-based detections. However, these traditional security platforms have proven to be an inadequate deterrent to the complex threat matrix that we currently find ourselves in. It is only through computational intelligence that we can truly identify potential intrusion areas and network abnormalities. This study presents a path forward for industry professionals on how to implement this computational approach into their network security platforms, particularly through stochastic modeling and simulation. Acknowledging the complex nature of this approach, a human-centered design methodology is also outlined on how to integrate this science into the enterprise via a predictive analytical dashboard.
  • Enhancing Community and Creating Unity Using a Mobile Application

    Ellis, Kayla; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2019-05)
    This project involves the creation of a prototype mobile application for a multi-cultural community center in Utica, NY, the Midtown Utica Community Center (MUCC). It is an inclusive multicultural and refugee-friendly space for members to come and join in on different programs, activities, and services that the center offers. Hundreds of families utilize the open and welcoming space on a weekly basis and it serves as a place for them to congregate and come together. It is a place filled with heritage and members who are friends, but see themselves as family. This is where the idea for a mobile application stemmed from. This mobile application would be used by both members and nonmembers of the community center, as well as the staff, executive board, and volunteers. The goal of the application is to enhance the sense of community and bring a feeling of unity to the members of the organization. In this unique scenario, since the application is being built for a community center, the sense of “community” is already present—the utilization of technology such as a mobile application will only enhance, build upon, and create a sense of unity for the current and soon-to-be members of this organization. For the most part, members of this center are made up of various youth age groups. In this paper, I will explore research that has been conducted on the use of mobile technology and applications by youth as well as ways to keep them engaged and interacting with an application on a daily basis. Another area for exploration is the idea of using the application to an application on a daily basis. Another area for exploration is the idea of using the application to be in two places at once, to communicate with peers even though they may not physically be present at the center.
  • The Synchronological Charting of The Evolution of Electronic Communications

    Conklin, Donald; Kahn, Russell; Thesis Adviser; Stam, Kathryn; Second Reader (SUNY Polytechnic Institute, 2019-05)
    From 1850s to the present time, electronic communications have been evolving from the analog transmission of harmonics over a singular wire connected to boxes with a single hole for transmitting and receiving to texting, FaceTime, Facebook, and twitter. This evolution did not follow a direct path from A to B; instead, it took a winding and interlocking path. This path is represented via a timeline that textually analyzes the data collected, and through graphical interpretation, depicts the history of the path. With this one should be able to see the growth of the enterprises through history, which is shown horizontally, as well as the different variables that affected their growth along the way, depicted vertically. Both of these variables are depicted on one chart, from the same vantage point. This timeline not only shows the path of growth of the technology and its enterprises but also the interrelations of the different enterprises and how either technology, politics, or geographic presence influenced this swath. The online interactive Prezi timeline “Evolution of Electronic Communications” referenced in this abstract can be found at https://prezi.com/vt9673mvbqsa/evolution-of-electronic-communications/ .
  • Designing an Educational Game Application for Learning Receptive Fingerspelling

    Bustos-Estefan, Jorge; Kahn, Russell; Thesis Adviser; Yucel, Ibrahim; Second Reader (SUNY Polytechnic Institute, 2019-05)
    The goal of this project is to design an educational game application to learn receptive fingerspelling. The design product is presented as a series of screenshots and diagrams in these pages and also as an online interactive prototype through which the user interface (UI) and user experience (UX) are demonstrated. Current research in the field of game design recommends using game design frameworks to help designers in their undertaking as well as to facilitate discussion of game design among designers, researchers, critics, and players. The MDA framework (aka mechanics, dynamics, and aesthetics) was applied when designing this app. Instructional design concepts were examined and evaluated on how to foster the pedagogy of the educational game. Active learning, tangential learning, and a range of cognitive learning principles were integrated into the design. Universal principles of design were also implemented. The result is the design of an app containing a section involving gameplay as well as two sections that do not involve gameplay, one for learning the manual alphabet and one for practice drills.
  • Design of an Online Technical Communication Course Using the Open SUNY Online Course Quality Rubric

    Brierley, Sean; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2019-05)
    This project is a one-semester, online technical communication class for undergraduates at a four-year university. The audience includes students who are taking the class to learn about writing but who generally have majors unrelated to technical communication. The online class will use best practices in course delivery and will support a constructivist theory of learning, based on peer-to-peer, as well as peer-to-instructor, interaction. Writing and communication best practices will make extensive use of revision based on peer and instructor review. Importantly, this design of the class will make use of the Open SUNY Online Course Quality Review (OSCQR) Rubric and Process (“About OSCQR,” n.d.). The intent of this project is to deliver a live product that can be accessed through the Internet and used out of box with little revision almost immediately. A representative, functional Moodle class will be available at https://brierleynet.com, and this will be ready for roll-out before the fall 2019 semester.
  • E-Orientation for Clinton Community College

    Aubrey, Jessica (SUNY Polytechnic Institute, 2019-05)
    Clinton Community College has faced continued declining enrollments for the last five years, resulting in the College’s active pursuit of proven student retention mechanisms to assist with enrollment stabilization. The College has decided to create an online orientation module in Moodle to improve the “new student experience” and support a smooth onboarding process that effectively provides students with information critical to their success as well as aids in their ability to better navigate the college experience. In addition, the college seeks to encourage student self-awareness, learning skills and familiarity with the online learning platform. These intentionally designed interactions delivered via an E-orientation model that employs scholarly proven information design, constructivist and social constructivist theories will ensure the College’s new E-Orientation will foster student success and retention.
  • Creating an effective online course and community with best practices from the disciplines of Visual Design, User Experience and online learning experiences.

    Spirizzi, Bianca; Kahn, Russell; Thesis Adviser; Stam, Kathryn; Second Reader (2018-05)
    (Introduction) Online Learning requires learners to take an extra step. No one is forcing them to show up, participate or contribute. Creating an online learning space that encourages students to engage is the main goal of an online course. This can be helped along greatly with the correct application of best practices from the fields of Visual Design, User Experience and online learning. By setting up an active learning course structure based on Bloom’s taxonomy, online courses become much more engaging. This, along with a Critiquing segment will be applied to this online course prototype. By offering a guide on how to critique and always having a reference available for students when they need to critique create is a good rule to follow for this online course. Course will combine quilting and design into each lesson.
  • Using Social Media to Create a Collaborative Learning Environment in a Graphic Arts Environment

    Tooley, Shannon; Lizardi, Ryan; First Reader; Schneider, Steven; Second Reader (2018-05)
    The purpose of this study is to examine how social media has led to a creation of collaborative learning environments. The technology of graphic arts is rapidly growing as is graphic arts education. With the rapid development of innovations and technology in graphic arts applications and software, the best methods to teach graphic arts education must keep pace to provide creative learning environments. This will best serve the needs for students studying graphic arts. A concern in the area of graphic arts education may be the utilization of online platforms. While online learning is growing, it may not be the best method for students to learn and develop the necessary skills related to graphic arts due to the limited personal interactions between student and the graphic arts instructor. One area to be explored is the use of social media as a collaborative learning environment for graphic arts education.
  • Applying Game Learning Principles to Analyze and Identify Improvements for Scuba Training Simulations

    Schaller, Shaun; Yucel, Ibrahim; Thesis Advisor; Kahn, Russell; Second Reader (2018-04)
    The purpose of this project was to analyze whether existing simulations for scuba diving are effective training tools, and to further develop prototype mockups that demonstrate how a simulation embedded with important scuba concepts and procedures can create an effective learning environment. Academic literature is reviewed relating to virtual reality experiences, simulations in training applications, motivational factors for the use of simulations in education, and strategies to embed learning into game simulations. This study uses James Paul Gee’s learning principles for good games (2013) to analyze the scuba simulation game, “Infinite Scuba.” Gee’s learning principles are then applied to develop a series of simulation mockups in which players learn important scuba procedures including: planning a dive, underwater navigation, and underwater communication. The question under investigation is: “What features are needed in a game simulation to be an effective teaching tool and learning experience for open water scuba divers.”
  • Employing User-Centered Design to Accelerate the Construction of a Business Intelligence Dashboard

    Obermaier, Joseph F.; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (2018)
    Providing real-time data to decision makers has become a key component in the management of complex systems. The most common visualization for this type of data is the electronic dashboard, which, like the instrument panel on an airplane, displays critical data in a well-designed, easily understood, manner. The challenge for designers of such systems today is not just to find a way to effectively communicate information to decision makers, but to do so in an environment that demands an ever more rapid development cycle. The intent of this paper is to review several studies and present a hypothetical project with an eye toward uncovering just how user-centered design can afford a designer an opportunity to develop such an intranet dashboard at an accelerated pace.
  • Creating a browser extension to improve PubMed record full text linking

    Locascio, Jill K.; Kahn, Russell; Thesis Adviser; Yucel, Ibrahim; Second Reader (2018)
    PubMed is a free search engine developed and maintained by the National Center for Biotechnology Information (NCBI) at the National Library of Medicine (NLM) which searches the MEDLINE database of references and abstracts on life sciences and biomedical topics. As such it is a valuable search tool for researchers in the health sciences. In my work as a Digital and Technical Services librarian at SUNY College of Optometry, I have registered complaints from frustrated users seeking to connect to full text articles from PubMed. They have reported finding the process confusing and containing too many steps which disrupt their search process. This project took a critical look at PubMed’s linking service, LinkOut, used information design theory to propose improvements, and implemented those improvements through the design and development of a browser extension which will be presented to the SUNY Optometry community. This paper describes the process taken to complete this project.

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