• 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.
    • 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/
    • 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.
    • 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.
    • 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
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.