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ASU Electronic Theses and Dissertations


This collection includes most of the ASU Theses and Dissertations from 2011 to present. ASU Theses and Dissertations are available in downloadable PDF format; however, a small percentage of items are under embargo. Information about the dissertations/theses includes degree information, committee members, an abstract, supporting data or media.

In addition to the electronic theses found in the ASU Digital Repository, ASU Theses and Dissertations can be found in the ASU Library Catalog.

Dissertations and Theses granted by Arizona State University are archived and made available through a joint effort of the ASU Graduate College and the ASU Libraries. For more information or questions about this collection contact or visit the Digital Repository ETD Library Guide or contact the ASU Graduate College at gradformat@asu.edu.




In the United States, seasonal influenza is responsible for enormous medical costs and lost earnings as well as thousands of deaths. Medical masks are effective non-pharmaceutical preventions for minimizing the spread of illness in the event of an influenza outbreak. However, people in the United States rarely wear face masks the way many people in Asian countries do. In a previous study of public response to the 2009 influenza A H1N1 pandemic, 71% of United States respondents supported the recommendation to wear a mask during the flu outbreak, while only 8% of respondents reported they wore a mask in public …

Contributors
Hung, Yu-Wen, Herring, Donald, Velasquez, Joseph, et al.
Created Date
2018

All too often, industrial designers face seemingly intractable obstacles as they endeavor to, as Simon (1996, p. 111) describes, devise "courses of action aimed at changing existing situations into preferred ones." These problems, described by Rittel and Webber (1973) as "wicked," are insurmountable due to the contradictory and changing nature of their requirements. I argue that that industrial design (ID) is largely subject to Rittel's quandary because of its penchant for producing single solutions for large populations; such design solutions are bound, in some senses, to fail due to the contradictory and changing nature of large and, thus, inherently diverse …

Contributors
Braiman, Stuart B., Giard, Jacques, Black Jr., John A, et al.
Created Date
2012

According to the ADA (American Diabetes Association), diabetes mellitus is one of the chronic diseases with the highest mortality rate. In the US, 25 million are known diabetics, which may double in the next decade, and another seven million are undiagnosed. Among these patients, older adults are a very special group with varying physical capabilities, cognitive functions and life expectancies. Because they run an increased risk for geriatric conditions, Type 2 diabetes treatments for them must be both realistic and systematic. In fact, some researchers have explored older adults’ experiences of diabetes, and how they manage their diabetes with new …

Contributors
Lu, Chenyang, Takamura, John, Herring, Donald, et al.
Created Date
2017

The process of this study involves conducting empirical tests on consumer's emotional responses toward tableware designs by statistic measurements (PrEmo), including both Chinese and American cultures. The objective to this study is to research the correlation between consumers' cognitive analysis of Chinese tableware designs and their emotional responses. The author proposes that the correlationship between consumers' cognition of Chinese tableware and emotional responses will lead to a new opportunity in the industrial design industry. Fifty-seven people responded to sixty-seven invitations to join the research project at Chinese restaurants in both China and America. Throughout the process of coding and organizing …

Contributors
Liu, Ran, Herring, Donald, Wolf, Peter, et al.
Created Date
2013

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences. This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games. This study uses an auto-ethnographic evaluation of a …

Contributors
Reeves, James Scott, Boradkar, Prasad, Gee, Elisabeth, et al.
Created Date
2016

Diabetes is becoming a serious problem in China. At the same time, China’s medical system has faced a difficult situation because of the lack of medical resources and the unequal medical resource distribution between the BHs and BLHs. BH doctors are tremendously busy with both serious and minor illnesses while BLH medical providers are worried about a sufficient source of patients. This study aims to find the potential feasibility of a new service model in managing diabetes which will solve these medical problems. The study was conducted using an extensive literature review in addition to employing an interview and survey …

Contributors
Liu, Maozhen, Takamura, John, Doebbeling, Bradley, et al.
Created Date
2018

Some disabled users of assistive technologies (AT) have expressed concerns that their use of those AT devices brings particular attention to their disability and, in doing so, stigmatizes them in the eyes of their peers. This research studies how a wide range of design factors, influence how positively or negatively users of wearable technologies are perceived, by others. These factors are studied by asking survey respondents to estimate the degree to which they perceive disabilities in users of various products. The survey was given to 34 undergraduate Product Design students, and employed 40 pictures, each of which showed one person …

Contributors
Valamanesh, Ronak, Velasquez, Joseph, Black, John, et al.
Created Date
2014

The purpose of the study is to gain a better understanding of baby boomers' attitudes toward video chat applications and software based on their user experiences through the measurement of the level of use, usefulness, usability and aesthetics preferences. 133 participants recruited at a local public library and at three senior centers took the survey and 14 respondents were interviewed. The results of the study indicate: (1) Baby boomers have diverse attitudes and experiences in video chatting, but their attitudes do not present a significant difference from those of older generations; (2) Baby boomers' preferences for interface design are influenced …

Contributors
Shi, Ai, Herring, Donald, Takamura, John, et al.
Created Date
2014