Now showing items 21-40 of 132

    • 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.
    • Ecommerce for a Mid-Sized Medical Device Company: A Consultant's Report Approach

      Hamilton, Dan (2017-12)
      The medical device industry generates hundreds of billions of dollars in revenue every year. While the supply chain of some healthcare institutions runs with optimum efficiency through supply chain management (SCM) systems such an Infor Lawson, others are not always managed in such a fashion. These less efficient supply chains tend to be those of smaller facilities and standalone doctor offices that do not participate in the larger Group Purchasing Organizations (GPOs) that offer the supply chain efficiency, discounts, and economies of scale enjoyed by larger institutions (Jayaraman et al., 2014). Many companies, except for the largest players in the field such as Bard, Cook, and Boston Scientific to name a few, are still operating their medical device sales to these smaller practices with phone calls, fax machines, and email. This practice of manual salesmanship can be time consuming, expensive, and labor intensive. But it doesn’t have to be. For this project, I will focus on an actual mid-sized company in the medical device industry (referred to in this report as “Med Dev Company”) that pulls in roughly $400 million in annual revenue. The company is positioned to increase revenue over the coming years, but could use a process that streamlines orders for some of its products, especially those for its smaller customers. Med Dev Company sells a variety of medical devices, from simple disposable syringes and suture retention devices, to implantable catheters, to large surgical machines that require a high level of proficiency to operate. While not all of these products are able to be sold online through an ecommerce portal, many that are considered to be disposable, near the end of their product life-cycle, or tried and true “commodity” items, could certainly be sold via an ecommerce portal with ease. In a healthcare environment where device purchasing costs are often the difference between a clinic staying open or closing its doors for good, efficient and cost-effective management of device procurement is vital (Jayaraman, et al. 2014). My goal for this project is to identify how the current sales process works at the Med Dev Company and the medical device industry in general, identify some key players in the medical device industry who operate in an ecommerce marketplace efficiently, assess the benefit and risks of ecommerce, and propose whether or not Med Dev Company should develop its own ecommerce environment for the appropriate products and customers. I will not be creating an actual ecommerce site for this project, however. The final output will instead take the shape of a consultant’s report to Med Dev Company, as well as an accompanying slide deck.
    • Managing Social Media in Half the Time: Creating an Infographic for Small Businesses

      Hazen, Kimberly; Lizardi, Ryan; First Reader; Yucel, Ibrahim; Second Reader (2017-12)
      Research suggests that social media is arguably more important for small businesses because they often lack the traditional resources to market their products or services. However, it is often difficult for small businesses managers to implement social media due to the many demands on their time and limited staff. The infographic visually displays the tools small businesses can use to save time when implementing social media, through an interactive longform infographic designed specifically for the web. This paper explores how small businesses use social media; the hurdles small businesses face when implementing social media; and how different social media platforms speak to different demographics. It also provides an overview of the design process, the project’s production, and the design rules that were used in the creation and design of the infographic. In addition, it will include a project analysis with the challenges involved in the project and the project’s limitations. It also suggests future project directions related to this topic.
    • A Guide to Mobile Apps for Small Cultural Heritage Non-Profits: Leveraging Mobile Technologies to Guide and Engage Visitors

      Parker, Danielle; Schneider, Steven; Advisor; Kahn, Russell; Second Reader (2017-12)
      Constrained by limited staffing and tight budgets, small, cultural heritage non-profits may struggle to promote visitation and engage visitors who do make on-site visits. This paper identifies the opportunities mobile technologies can provide to bridge the gap between cultural heritage organizations and their visitors. Current research on the use of digital media and mobile technology in the museum field, as well as research on museum visitor motivations and learning, are explored. Based on study findings and expert recommendations, key design factors for a mobile app to be used at all stages of a visit are determined. The design themes of wayfinding, personalization, multimedia, and relationship-building are explored. Small historic non-profits can benefit by leveraging these mobile design features to enrich the visitor experience. This thesis project consists of the design and development of Web-based guide (Web site) including a case study and an example Request for Proposal (RFP) to educate historic non-profit administrators on the opportunities for implementing these features at their organizations.
    • Podcasting: The Process of Creating a Digital Narrative

      Cannarelli, Vincent; Schneider, Steven; Advisor; Stam, Kathryn; Reviewer (2016-12-01)
      Podcasts are an emerging and quickly growing form of information design to deliver some sort of message to a listener. The purpose of that message may be to teach, inform, discuss social happenings, narrate their life, talk to guests, tell stories, and so much more. Being able to speak to people in an organic, stream of conscious format, allows for a feeling of comfort and ease of listening. There’s many steps in order to create this digital narrative from starting a blog to host a podcast, recording and editing an episode, uploading to iTunes, and more. This paper is a complete overview of a digital media package including a website, blog, and podcast. You will learn the process of creating the site, recording a podcast, editing, music production, uploading to the site and then iTunes, Apple approval, and experiences had. Also there is an in depth view of motives of creating a podcast, influences, things learned.
    • E-Learning: How Constructivist Learning Theory Guides Module Learning

      Cannarelli, Gabriella; Kahn, Russell; Advisor; Schneider, Steven; Reviewer (2016-12-01)
      This paper will review the theory behind constructivism and how it connects to module based e-learning. Social and cognitive constructivism have similar views, but they are very different. Constructivism calls for a student to learn based off of previous experiences and building on that knowledge to make new assumptions. People argue the effectiveness of module learning, but many find it to be the up and coming way of learning. Technology usage is getting greater and greater all the time so why not shift how we do education? e-learning is the way of the future. Learning modules utilizing learning management systems offer a direct route to both successful learning, but also connects to the theory around constructivism.
    • Redesigning Adirondack Adventures: Analyzing Crowd Culture to Develop Social Media Marketing Strategies

      McFadden, Hannah (2016-12-01)
      The purpose of this thesis is to analyze present day crowd culture to better understand consumer behaviors and engagement to help redesign the brand and marketing strategy for Adirondack Adventures, a small white water rafting business in upstate New York. With small businesses struggling to take full advantage of social media platforms and the potential they offer, consumers and potential customers are left disengaged and consequently uninterested. By researching the correlation between Web 2.0 technology and the emergence of crowd culture it is my goal to develop a social media marketing strategy for Adirondack Adventures that will help establish their brand, increase their exposure, and grow their customer base to become a top competitor in their industry.
    • Sense Making Methodology: A Study of the Impact of a New Technology on Banking Culture

      Smith, Daniel J. (2012-12-01)
      The purpose of this paper is to explore the possibility that Remote Deposit Capture technology has enhanced productivity and culture at ABC Credit Union. This study used relevant literature as well as qualitative research methodology to investigate how this new technology has changed relationships between financial institution employees and members of the financial institution. More specifically, this qualitative study used a grounded theory concept developed by Glaser and Strauss (Merriam, 2009, pp. 199) to “constantly compare” employees and their productivity and workflow at ABC Credit Union in Upstate, NY. Using interviews, field notes and documents from employees has determined if ABC Credit Union has benefited from the implementation of Remote Deposit Capture. I also performed a coding analysis defined by Corbin & Strauss (Merriam, 2009, pp. 180) as “coding that comes from interpreting and reflection on meaning” to evaluate the responses provided to me by my participants regarding the implementation of Remote Deposit Capture at ABC Credit Union. Remote Deposit Capture technology is the ability to deposit checks directly into your ABC Credit Union account via mobile devices such as an iPhone or Android device. Based on the interviews I have been able to answer the research question: Does the implementation of Remote Deposit Capture enhance the culture at Financial Institutions? If so, how?
    • A Mobile Application for a Growing Utica Comets Community

      MacIntosh, Jessica; Kahn, Russel; Adviser; Schneider, Steven; Reviewer (2016-05-01)
      This research project is a prototype of a mobile application that would be dedicated to the Utica Comet hockey community and its team through the use of special fan features to give the area a sense of belonging. The development of this application uses the human-centered design theory as well a hierarchy of needs, which were incorporated into the design of the app. The mobile app was created using a web design program within the Adobe Creative Suite. This research paper looks into the need to clarify the concepts of community, belonging and social identification within the sport of hockey. As the target users, their needs and wants are determined. It then details the concepts of creating an app, which are assessed and applied to the prototype.
    • Mobile technologies aide cancer patients in rural areas with digital medicine to seek a second opinion

      Wurz, Stacy L (2015-12)
      This mobile application provides cancer patients in rural areas the ability to seek a second opinion from more experienced physicians based on the criteria they input. According to the N.Y. Times there are over 100,000 medical mobile applications, (Krisch, pg. 1) however none that are listed provide a second opinion. Through research and by observing the needs of cancer patients in rural areas, the need for mobile Internet technology is great as rural areas lack connectivity of high-speed PC-based Internet access to access proper medical needs. This application breaks the digital divide by introducing a mobile platform to seek more experienced physicians who can offer a second opinion. It has been designed on a platform of a hierarchy of needs which guides the user through menus situated in two areas of the application. The design features an aesthetic light blue warm hue, which is inviting to the user. Once the user registers for the application, they are free to engage with others through a forum and ultimately design and implement their own health-care plan.
    • Supporting Interactive Fundraising for Gen X Cancer Survivors and Co-Survivors in the New England Area

      Winters, Robert (2015-12)
      Two theories were used in creating the application. The first, Human Centered Design accounts for a number of factors which support a design in being user-friendly and highly functional. The second, Engestrom’s Activity Theory, which stipulates for certain outcomes (goals) it is necessary to produce certain objects (experiences and knowledge). The question under investigation was: Can a mobile application provide interested parties transparent nonprofit financial information and allow them to make a personal contribution? Through the process of prototyping it was found that a mobile application can connect an individual to an organization. It was also found that it is possible for said application to create a connection that results in real world impact by providing clear and easy methods of contributing time and money. In providing this medium of connecting the user to an organization it was also found the organization can provide user impact data through the application to share real time data generating a cycle of application use, impact and reporting which builds over time. The application has been fully prototyped but has not yet been tested in a real world environment. The prototype can be viewed by downloading App Taster (https://itunes.apple.com/app/id518977767) and opening the prototype file (https://www.dropbox.com/sh/ttzg8kv1dwntjyi/AABrcWwi1c23fC0Hm7oOB5hPa?dl=0).
    • Climate Change: Restaurant and Employee Awareness Through the Use of Tutorials

      Rowe, Amy (2015-12)
      Restaurants have a profound affect on climate change because of the large amounts of water and food that is discarded by the food industry on a daily basis. Most restaurant employers are not educated enough about food waste and its affect on climate change; so, these employers do not educate their employees on the best practices to avoid food waste. However, many companies use multimedia learning to train employees on menu offerings, company policies, payroll or other pertinent information, but do not use the opportunity to educate employees and customers about the food industry’s affects on climate change. Tutorials with infographics are a large part of multimedia learning because it offers a way for learners to do things, such as, selfinteract, read, solve problems, and answer questions. With distance learning becoming more and more popular, tutorial style teaching is as well. Multimedia learning aids are costeffective for restaurants because it accommodates multiple learning styles while covering a lot of material at once. As demonstrated by this project’s website, tutorials and infographics, when used in a multimedia setting, can motivate restaurant employees to learn about important issues, like climate change. This paper seeks to find, and to discuss, what restaurants are doing to educate employees about climate change, what the significance of climate change means to a restaurant’s best practices, and how multimedia learning can educate and influence restaurant employees to move toward best practices which will then help reverse the effects of climate change.
    • Applied Hypertext Theory in a Demonstration of a Non-Sequential Audio Narrative

      Fitzpatrick, Philip J (2016-05)
      A Non-sequential, narrative can present objects, actual or imaginary, which depict connected events, presented in a medium that affords opportunities to determine the sequence of the presentation. Non-sequential, narratives can have multiple beginnings but no end although they do offer levels of saturation. Hypertext techniques can be used as a platform for the creation of a non-sequential narrative through links to text and multimedia as hypermedia. This paper reviews Non-sequential narrative and hypertext techniques and their affordances to a reader/listener for novel exploration and new narrative creation from an existing audio narrative. A demonstration project for applying hypertext techniques to audio based on the Serial, Undisclosed and Serial Dynasty related podcasts to allow reader/listener narrative exploration and creation are also examined. The function of a future application to allow for a listener to segue directly between audio segments.
    • Designing a Mobile Application for Small Business Use in Strengthening Customer Relations

      Crabtree-Keeler, Collin (2015-12)
      The goal of this thesis and the accompanying mobile application prototype is to conceptualize and design a mobile application for small businesses that would allow these organizations to bridge the technological and communication gap outlined in this document. The resulting application, once fully developed, would also allow business owners to better connect with their customers by offering a service designed to manage customer data and provide incentives for recurring visits. The research outlined in this document focuses on addressing the current issues regarding the aforementioned technological gap, as well as providing ideal design methods in order to create a more effective user interface and subsequent digital service.