Now showing items 1-20 of 125

    • 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.
    • Podcast in a Box: A low cost and effective tool to produce compelling educational videos.

      Ward, James (2018-05)
      The current generation is the media generation, devoting more than a fifty percent or more of each day to media. As media devices become increasingly portable, and as it spreads even further through young our environment, from their schools to their cars, media messages will become an even more ubiquitous presence in an already media-saturated world. Turning our attention as educators to this fact requires harnessing the power of educational video for teaching and learning. Video has become an important part of education. It is integrated as part of traditional courses, serves as a cornerstone of many courses, and is often the main information delivery mechanism in MOOCs. Several meta-analyses have shown that technology can enhance learning , and multiple studies have shown that video, specifically, can be a highly effective educational tool. In order for video to serve as a productive part of a learning experience, however, it is important that the instructor has the correct tools for video design and implementation. This tool must be cost effective, easy to use, and be able to produce interesting, high quality video. My Podcast in a Box fills in this void.
    • Veteran Resources in New York State: What are the barriers to creating and supporting an online directory of Veteran resources in New York?

      MacColl, Shannon; Kahn, Russell; Thesis Adviser; Lizardi, Ryan; Second Reader (2018-05)
      Veterans and their families are inundated with resources with little to no guidance. While a centralized directory of basic resources from each state exists on the United States Department of Veterans Affairs (U.S. DVA) website, there is no comprehensive and centralized Veteran resource directory for the state of New York. This paper attempts to identify what barriers have prevented the development of such a resource in New York by reviewing other state’s attempts at creating a similar resource such as Massachusetts and how the integration of activity theory and common identity theory can be utilized in the creation of a centralized resource directory. It will also evaluate the role the New York State Division of Veterans’ Affairs (NYS DVA) can play in housing, maintaining and collaborating with Veteran Service Organizations, nonprofits and private sector partners to create a successful Veterans resource directory for New York. The creation of a mockup to demonstrate the incorporation of the knowledge gained is also presented as a part of this proposal.
    • Use of Effective Information Design Principles to Encourage Social Media Activism: Designing a Website for Global Social Issues to Enlist Change and Avoid Slacktivism

      League, BeLynn; Lizardi, Ryan; First Reader; Kahn, Russell; Second Reader (2018-05)
      The scope of this paper examines the inherent issues that exist within the current constructs of social media activism, with the intent to better understand how to encourage proactive activism in participants and discourage ‘Slacktivism.’ The research herein explores the answer to whether or not effective principles of design theory can incite change and influence people to proactively participate in activism both online and in the real world environment, doing so at times, synonymously. The focus of this paper provides an overview of the research conducted, the challenges and obstacles that exist in social media activism, possible resolution, as well as examines the production of the website design element. The design process employed and described herein, is meant to effectively illustrate the ‘Universal Principles of Design,’ by creating a website that aims to promote social media activism (proactive participation). The objective of the website design process is meant to circumvent one of the dilemmas frequently faced in social media today, slacktivism (‘armchair/passive activism’), which has been explored and supported with the accompanying literature paper related to social media affordances and effective design that encourages active participation. Using a combined culmination of experience and education garnered to date in the M.S. IDT program, I have created a website prototype, adding infographics and visuals to ensure that the aforementioned project details would come to fruition by ensuring that elements of storytelling, color theory, grid layout and all theories learned to date are applied to the end goal. The project challenges, questions, limitations and future direction of the website design will be addressed within the content of this paper.
    • Gamification & 21st Century Digital Learning

      Galimore, Zipporah; Yucel, Ibrahim; Thesis Advisor; Stam, Kathryn; Second Reader (2018-05)
      Gamification application to instructional methodologies could enhance learning when appropriately implemented. Current research suggests several instructional design principles support principles of gamification. Experts in both gamification and instructional design emphasize certain learning theories and instructional strategies that need to be taken into consideration when integrating gamification in the learning process. Examples provided where effective gamification implemented closely aligns with what current research shows regarding successful multimedia learning and instruction. A virtual learning museum with a butterfly exhibit prototype with examples provided in this paper has been created to give an idea of how gamification and learning design principles should be used simultaneously to enhance cognitive development. Sections of the exhibit are labeled with both gamification and instructional design principals.
    • The Dynamics of Infographics: Transforming Tabular Data into an Interactive Story

      Freiberger, John IV; Jofre, Ana; Advisor; Schneider, Steven; Second Reader (2018-05)
      Election campaigns can be heated, and sometimes controversial, where statements candidates make are dissected, analyzed, and scrutinized by news media, talk shows, publications, and now social media. The 2016 election between Donald Trump and Hillary Clinton was no different. Trump’s combustible use of Twitter as then-candidate and nowpresident continues to make headlines, fueling barrages of re-tweets, replies, memes, and so on. This thesis project examines a tweet Donald Trump made about winning the 2016 election in a landslide and uses official election results published by the Federal Election Commission (FEC) to debunk that claim in an interactive infographic created in Tableau. This paper examines infographic design and highlights types of infographics, infographics and cognition, interactivity in infographics, and good design principles. This paper then walks through the construction of the interactive infographic in Tableau while noting the design process used and principles applied. An evaluation of Tableau as a visual design tool is also provided.
    • Comic Books as American Propaganda During World War II

      Dellecese, David; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Kahn, Russell; Instructor (2018-05)
      American comic books were a relatively, but quite popular form of media during the years of World War II. Amid a limited media landscape that otherwise consisted of radio, film, newspaper, and magazines, comics served as a useful tool in engaging readers of all ages to get behind the war effort. The aims of this research was to examine a sampling of messages put forth by comic book publishers before and after American involvement in World War II in the form of fictional comic book stories. In this research, it is found that comic book storytelling/messaging reflected a theme of American isolation prior to U.S. involvement in the war, but changed its tone to become a strong proponent for American involvement post-the bombing of Pearl Harbor. This came in numerous forms, from vilification of America’s enemies in the stories of super heroics, the use of scrap, rubber, paper, or bond drives back on the homefront to provide resources on the frontlines, to a general sense of patriotism. This research looks to the motivations behind such storytelling in the background of comic book writers and artists as well as involvement from government agencies such as the War Writer’s Board. It’s also important to note that while comics often vilified the enemies of America through the use of terrible stereotypes and caricature, within those same pages were messages promoting solidarity among religion, race, and background for the purpose of winning the war. These mixed messages often make for very contradictory presentations, especially when looked at retroactively and allow comic books from this time period to be looked at as media artifacts, providing insight into cultural and societal ways of thinking during this period, with appropriate historical context. I have created a website supplement to this thesis where many examples of the types of images discussed have been collected and organized for viewing: https://comicsgotowar.weebly.com/
    • Microsoft Office 365 and SharePoint as an Educational Platform

      Crosby, Kenneth M.; Kahn, Russell; Thesis Adviser; Schneider, Steven; Second Thesis Adviser (2018-05)
      This study looks at social constructivist learning theory and andragogy as a means of evaluating Microsoft Office 365® and SharePoint® as a platform for delivering online classes in the basic use of SharePoint to an audience of adult learners (New York State employees). The already wide access within New York State agencies to Office 365 and SharePoint makes it a good candidate for examination. If successful, online learning utilizing Office 365 would help to eliminate the geographical and existing software barriers to delivering occupational training to the more than 130,000 employees. Social constructivist and andragogical learning theories were examined, and key elements identified to establish criteria to aid in evaluating Office 365, and potentially other platforms not specifically geared toward online education. Means of facilitating reflection, metacognition, sociocultural learning, prior and authentic experiences, and generative learning strategies were looked for in addition to support of Malcolm Knowles’ andragogical assumptions. Through prototyping and pilot testing of Office 365’s functionality and features, several affordances were able to be made in support of criteria gathered from the literature review. Areas of strength and weakness as a platform for the delivery of online learning were identified in this process. Its success would vary based on the type of learning. Technical courses and corporate training would be more successful than a soft-skill or creative subject. Out of the box SharePoint provides most of the needed functionality to deliver content but, lacks elements such as a grading system.