Supporting Interactive Fundraising for Gen X Cancer Survivors and Co-Survivors in the New England Area
Cast your vote
You can rate an item by clicking the amount of stars they wish to award to this item.
When enough users have cast their vote on this item, the average rating will also be shown.
Your vote was cast
Thank you for your feedback
Thank you for your feedback
KeywordMobile Fundraising Application
Cancer Survivor Fundraising
New England Fundraising
Nonprofit mobile application
Nonprofit volunteer opportunities
MetadataShow full item record
AbstractTwo 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).
Showing items related by title, author, creator and subject.
Designing a Mobile Application for Small Business Use in Strengthening Customer RelationsCrabtree-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.
Fair Use @ WorkTM App: Design and Review of a Prototype of a Mobile App to Help Journalists, Students, and Educators Favor Fair Use of Copyrighted WorkHeiz, Nancy M. (2014-05-01)This project is a prototype of a mobile application that would help journalists, bloggers, educators, and students determine if copyrighted material can be reproduced according to the Fair Use doctrine of U.S. Copyright law. Development of the mobile application reflects Shedroff’s unified field theory of design. The prototype was developed using free online tools. The app prototype itself incorporates several universal principles of design, as well as legal and ethical principles for journalism and new media. This paper explores the need to clarify Fair Use of copyright. Next, it identifies the target users and their needs. It then explores and details the methodology of designing an online prototype. Lastly, it details the assessment of the prototype.
Enhancing Community and Creating Unity Using a Mobile ApplicationEllis, 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.