• A Parent's Interactive guide to the Social Network

      Wasecka, Joseph James (2013-05-01)
      This project hopes to determine what characteristics of an eBook will afford learning and be an effective tool for educating parents and their children on the responsible use of social networking sites. Two separate literature reviews of related studies are conducted. The first begins by examining findings from previous research on the use of social media by young children. The purpose of this review is to determine the focus and content of the eBook. Literature was collected in an electronic database by using the following key words: Cyber bullying, Web 2.0 tools, Internet Safety. The second review looks at the characteristics of an Ebook that affords learning. Literature was collected in an electronic database by using the following key words: Multimedia, Hypertext, Online Learning, Interactivity, E-books and education. E-book prototypes of an eBook were created using Flip Book Creator Professional. The Prototypes were designed using information from previous studies, Information Interactive Design and applying some of the Universal Principles of Design that afford learning. The hope is that the eBook will bridge the gap between what schools are doing and what parents need to do. The idea is that parents are going to stay connected with their children while they are online. The E-book will help educate and prepare parents to guide their children while using the “Social Network”.
    • Participant Interaction and Social Exchange-Centered Design in Massively Multiplayer Online Role-Playing Games: A Qualitative Study of Furcadia

      Scialdone, Michael J (2007-08-01)
      The purpose of this ethnography is to understand participant interaction in a Massively Multiplayer Online Role-Playing Game (MMORPGs). As participation and action of users are the glue of any community, it is imperative to examine how and why people congregate in graphical virtual environments. This relatively new phenomenon is studied within both existing and emerging schools of social thought. In this paper, the question is asked: how do participants interact within the context of an MMORPG, and are they encouraged to do so? This question is answered through an ethnographic study of one such MMORPG entitled Furcadia. This study applies both Human-Centered Design (to answer the how), and Social Exchange Theory (to answer the why). It is asserted that MMORPGs can be explained through a marrying of theories into a new one entitled Social Exchange-Centered Design.
    • Password Habits of Security Literate Individuals

      Mahesh, Namrata; Hash, Larry; Advisor; Marsh, John; Reviewer; White, Joshua; Reviewer (2018-05)
      In the age of the Internet, the common user has accounts on multiple websites. Basic account authentication has a username and a password. While username may be common knowledge, passwords are secret, and it is important to use good password habits. Security literate internet users, i.e, students, faculty, professionals in the IT industry are expected to know better than to use bad password habits. But that may not always be the case. This thesis aims to test the hypothesis that security literate internet users use bad password habits despite knowing better, and then proceeds to understand the underlying factors behind these habits through a survey. The survey consisted of questions about basic password habits. The responses were analyzed for better insights
    • People’s Perception of Smart Home Devices in their Homes & the Factors which Influence this Perception

      Thakur, Versha; Hash, Larry; Adviser; Marsh, John; Reviewer; Tekeoglu, Ali; Reviewer (2016-12-01)
      This thesis is to determine people’s perception of Smart home devices and the factors which influence this perception. Smart Home devices are becoming more common as many companies are launching various such devices. Although many companies are pushing these devices with extensive marketing, do people feel a need for these devices in their home? This thesis tries to find the answer to this question and what factors are affecting these opinions. Focus group methodology is used for this thesis. It is commonly used to perform qualitative researches. Based on the analysis of the Focus Group discussions, it is found that most people (from the targeted population) will be interested in adopting these smart home devices. There are some concerns which will still need to be addressed by the company such as security, Privacy and some health concerns to make the consumers more comfortable in adopting these devices.
    • PEP Tutorials: Using Cognitive Learning Theory in Creating Online Library Instruction

      Covino, Laura (2013-05-01)
      This paper describes the creation of online tutorials that teach about the PEP (Psychoanalytic Electronic Publishing) Archive, a full-text bibliographic database, for two small, graduate-level psychoanalytic institutes. ,QFUHDWLQJWKHWXWRULDOV WKHLQVWLWXWHV¶OLEUDULDQ used Camtasia Studio software and incorporated principles of cognitive learning theory. Research questions are, first, the practicality of creating and maintaining such online tutorials, and second, their effectiveness in providing PEP training. Methodology includes a literature review, pre-project survey, software choice and training, and preparation of recording scripts. The resulting tutorials do display features of cognitive learning theory, including learner control, encoding and individual differences, perception and attention, memory, and active learning. Conclusions are that for future projects, it would be best to create shorter tutorials along with additional, text-based training materials. The second research question is yet to be answered, and finding effective means of evaluation and assessment remains a challenge.
    • A Personal Web Portfolio: Creating an Online Presence from Conception to Implementation

      Stam, Kathryn; Thesis Advisor; Jofre, Ana; Second Reader; Pierre, Marvin (2020-05)
      Approaching the end of my two-year journey through SUNY Poly’s online IDT program, I felt it was necessary for me to create an artifact showcasing my growth and progression as an Information Designer. Since I completed my degree entirely online (via distance learning), I decided to create a web portfolio representing my work in the program. This paper maps, from concept to execution, my process for creating a personal portfolio website. It includes research and analysis of existing portfolios websites, and it investigates how technology and selected design principles influence a website’s creation. The research presented here culminates with the creation and launch of my own personal portfolio website.
    • Podcast Creation for In-Home Use: An Overview of Podcast Creation Methodology Using Bloom’s Taxonomy

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Holmes, William (2021-05)
      Making an effective podcast is more complex than just using your laptop mic to record your thoughts to post on your favorite social media, there are methods or approaches with which to achieve the best results. My project was to overview the methods for making effective audio podcasts and making them available professionally and accessibly to an audience using a subject matter revolving around 3D printing. The resulting example podcasts and the framework used to create them was examined using Bloom’s Taxonomy to assess the formation and delivery of the content for maximum information retention and engagement of the listener. The final goal of this research was to examine and identify the most important characteristics in meaningful audio development for creating podcasts that will properly deliver subject matter and engage the listener. I did an audio-only podcast using a standard Windows computer to create a short series of 15–20-minute podcasts to exemplify the points I discuss in this research. The hope for this research was to outline and display this discipline in a meaningful overview, I particularly planned to use Bloom’s Taxonomy to review this subject matter in how it can be used as a framework for making effective podcasts.
    • 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.
    • 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.
    • POLITICAUSE.NET: DEVELOPING A VIRTUAL CROWDSOURCING COMMUNITY TO INCREASE THE ENGAGEMENT OF WOMEN IN POLITICS

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Topping, Veronique (2020-05)
      For the past 40 years, the continued growth and engagement of women in the political process has created opportunities to increase the influence of the female electorate. Through grassroots political activism, community networks, and online advocacy, women voters have been galvanized to come together collectively to take action to address relevant political issues, but this rising political enthusiasm has not translated into an equal focus on women's issues or equal representation in Congress. This thesis examines the factors that have contributed to the growth and influence of women's political advocacy and explores women's political engagement/activism, traditional vs. online activism, the effectiveness of all-women online networks, and female voter demographics. Based on this research, I developed a virtual crowdsourcing community as a shared space for members to propose and discuss important and timely women's issues including domestic violence, reproductive health, and pay equity and to collaborate to suggest relevant legislation to political leaders. The purpose of this social network is provide a platform for women activists and constituents to connect with others who want to advance the political causes that are relevant to women and to increase the engagement of women in politics to achieve gender equality in local and national government.
    • Postmodernism & Punk: Examining a Counterculture’s Significance: The Creation of a Digital Exhibit

      Stam, Kathryn; Thesis Advisor; Jofre, Ana; Second Reader; Manley, Taylor (2020-05)
      As an IDT major, my focus is on graphic design and the visual arts. Examining where we have come in terms of graphic design aesthetics is important to continue to grow as creators. We take inspiration and develop something either similar to what we have learned or something completely new, which we would not know without learning about what past designers have done. Design is essential, it is used in every aspect of life, whether it be acknowledged or not. Without design, we cannot always communicate effectively. We incorporate design into advertising so that people will understand a product or just share information. Graphic Design is not just used for monetary profits though. Design is a way for artists to share their creativity with the world. Each designer has their own style that is unlike any others, just like significant design movements in the art world. The point of art is to establish yourself as different from the rest, so why were movements like postmodernism and punk dismissed when that is exactly what they sought to do? We must share in all forms of the visual arts and not decide what can or cannot be art.
    • 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.
    • Presentation of Self in MySpace.com an Online Social Networking Site

      Perretta, Heather (2007-05-01)
      This ethnographic study explores the presentation of self on MySpace.com, an online social networking website. One hundred MySpace.com profile pages were analyzed to discover how users complete and manipulate the MySpace template to create a virtual presentation of self. The one hundred profile pages represented fifty stated female users and fifty stated male users. Each page was archived and coded based on the elements present that were viewable by the public. All users were selected at random using the website search tool and a random number generator. The work of Erving Goffman in his 1959 book, The Presentation of Self in Everyday Life, is the theoretical foundation for the this study. Analysis of the profile pages sampled indicates that most users studied modify the default template and add various elements from textual information to pictures, music, and video clips to the profile pages and create a virtual presentation of self on MySpace.com.
    • Prezi v. PowerPoint: Finding the right tool for the job

      White, Nicloe L. (2011-08-01)
      The purpose of this project is to determine which presentation tool works best to deliver a clear, concise message to an audience. The tools being studied are PowerPoint, the standard, slidebased presentation tool, and Prezi, the newer, non-linear software tool. A presentation was created in Prezi using the same content and multi-media as the original PowerPoint presentation. The principles of Human Centered Design Theory were used as a guide to analyze each tool. Research was further triangulated by creating two groups and showing both presentations to each. Each group then had to answer survey questions about the presentations. Finally, using volunteers from both survey groups a focus group was formed to further discuss both presentations and their reactions to each one.
    • The Process of Redesigning and Redeveloping a University Website in the Face of Organizational Change

      Rau, Erika E (2005-05-01)
      This case study analyzes the process of redesigning and redeveloping a university website. An in-depth exploration of decision-making processes, organizational structure, working relationships, communication during change, and the impact these issues have on the process during the beginning stages of the website redesign is examined. Brenda Dervin’s SenseMaking theory is applied and was the key theory that led the research. Tushman and Nadler’s Information Processing theory and Daft and Lengel’s Information Processing and Organizational Design theory was also analyzed and related to this redesign process.
    • Professional Practice in Design a Massive Open Online Course

      LaBella, Sharon (2013-05-01)
      This thesis project is the development of a massive open online course (MOOC), an open access course available to anyone with an internet connection. The course title for this MOOC is Professional Practice in Design and focuses on career development skills for a student enrolled in a college design program. Not all design programs offer instruction on these topics and the student gains an advantage in the workplace with this course instruction. The methodology selected is that of the xMOOC which mirrors the instruction found in a traditional on campus course with the instructor giving a lecture and then assessing students learning with assignments and tests. The conclusions found that in contrast to other xMOOCs, provided by such organizations as Coursera and edX where thousands of students participate at one time, this course would require an enrollment cap. Additionally, it was found offering a MOOC through a college program for tuition credit could potentially result in more consistent student engagement and participation. Finally, MOOCs are new to the online learning environment and there are a number of unanswered questions about topics such as, a business model for organizations offering courses, the ability to continue to offer open access courses for free and the acceptance by colleges and employers.
    • Prototyping a Mobile App for Pregnancy During the COVID-19 Pandemic: Using Information Design to Strengthen Information Landscapes

      Stam, Kathryn; Thesis Advisor; Banner, Phylise; Second reader; Woodworth, Anna (2021-05)
      When the COVID-19 pandemic struck the United States in early 2020, pregnant people faced challenges unlike what would be expected while pregnant during “normal times.” Studies found this population to be overwhelmed by rampant misinformation or a lack of information, decreased access to health care, and uncertain social support. This project investigates and addresses the preferences of pregnant people by designing a prototype of a mobile application that seeks to increase both accessibility and availability of credible information about pregnancy and postpartum during the COVID-19 pandemic. Methods include a literature review, questionnaires, interviews, personas, current app research, wireframing, and prototyping. They identify a gap in the mobile app toolbox for navigable, credible information on COVID-19 for pregnant and recently pregnant people. They also find that, contra to the goals of the project, it isn’t feasible to incorporate into the app a social support feature, due to the potential for misinformation. The project also concludes that a successful mobile application employs information design to lessen the cognitive load of users and to integrate their geographic confines; elements that support a user’s agency also strengthen the user’s information landscape. Further research ascertaining the specifics of what might be needed to make an app usable for particular marginalized or underserved populations is still needed. Finally, one of the more intriguing questions raised by this project might be how to integrate the social support identified as an important need by pregnant people into an app that values the integrity of information.
    • A Qualitative Study on Web Product Development: Based on Experiences of Professionals

      Plano, Krista A. (2011-08-01)
      The purpose of this thesis is to discuss experiences of web professionals and how these professionals interact with one another and with clients to create web products. I used relevant literature and qualitative research to present the themes that exist in the production of web products. When I began my thesis I was ans aspiring Web Project Manager with minimal experience in the digital field and decided to research the experiences of web professionals to learn about the process of creating web-based products from beginning to end. Research and interviews provided information on the steps involved in web product development: I learned that the steps are dependent on the scope of a project and the requirements of stakeholders, clients, and users. I conducted semi-structured, in-depth interviews with seven professionals and extracted themes that include making a functional team, professional roles, the merging roles of web developer and web designer, problem solving, marketing strategies, the process, team interaction, client relations, and products versus projects. Professionals discussed experiences related to team and client interaction that help define the overall development process and answer the research question, how do web professionals create web products? I learned that these steps vary and overlap depending on experiences and professional roles.
    • 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.
    • Representational State Transfer as a Web Service

      Desai, Dhruv; Sengupta, Sam; Adviser; Novillo, Jorge; Reviewer; Andriamanalimanana, Bruno; Reviewer (2015-12-01)
      This report is a study on Representational State Transfer architectural style and its usefulness for implementing web service. This report will highlight the differences in perceiving REST as an architectural style and as a web service. This document will also discuss web services in general and highlight important differences between the different web services in programming languages. The goal of this report is to clarify the term REST as an architectural style which has proved to be a popular choice for implementing a web service rather than REST being termed as a web service and compare Web Services based on its performance in a Java Application.