Masters Research Projects
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The Masters Research Projects collection contains digital copies of AUT masters research projects deposited with the Library since 2016 and made available on open access.
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- ItemLesbian, Gay and Bisexual Clients’ Experiences of Discussing Sexual Identity in Therapy(Auckland University of Technology, 2013) Tsai, SandyThe current study explores lesbian, gay and bisexual (LGB) individuals’ experiences of discussing sexual identity in therapy. Current literature indicate that the absence of sexual identity issues being identified and discussed could be a significant barrier to effective therapy with LGB clients. However, little research has explored how sexual identity is conceptualized in therapy by LGB clients and their therapists, and how this influences their therapeutic outcomes. Using interpretative phenomenological analysis (IPA), LGB clients’ experiences of discussing sexual identity in therapy was investigated. Results clustered into three overarching themes: 1. Sexual identity as self in the making; 2. Sexual identity as a barrier; and 3. Sexual identity as increased awareness of oppression. Discussion of sexual identity is important for LGB clients in therapy, regardless of whether it is the main focus of their presenting issues. These discussions help them explore their sexual identity formation processes, which result in a stronger sense of identity due to a better understanding of sexual identity as an aspect of themselves. LGB clients who lack such opportunities to discuss sexual identity in therapy experience heteronormative assumptions and biases from their therapists, which increased their awareness of themselves as individuals of sexual minority and empathy towards others under oppression. The current study concludes that therapists should remain open-minded and explorative when helping LGB clients discuss their sexual identities in therapy, but always in context to their presenting issues so that conceptualizations and sense-making of sexual identity is centred in the clients’ subjective experiences
- ItemSpirituality and Religion in Clinical Practice: the Experiences of Psychologists in the Integration of Spirituality and Religion in Therapy in Aotearoa New Zealand(Auckland University of Technology, 2016) Lee, DanaWhile spiritual and religious beliefs and practices have been found to have positive impacts on wellbeing, many clinicians do not address spiritual and religious issues in therapy, and there is some ambiguity around the practicalities of integrating spirituality and religion in psychological practice. The present study aimed to gain a better understanding of this existing concern and explored the experiences of clinical psychologists in integrating the client’s spirituality and religion into their practice. A thematic analysis of six interviews with clinical psychologists in Aotearoa New Zealand identified themes around techniques, meanings, barriers and the importance of the integration of spirituality and religion in clinical practice. It is hoped that the findings will raise awareness and facilitate changes to training and attitude regarding spirituality and religion in clinical practice.
- ItemBDSM and Helpseeking: An Exploratory Qualitative Survey(Auckland University of Technology, 2016) Hamer, Walter JohnBackground: Awareness of the subculture of BDSM has grown considerably in recent years, particularly through media and fictional depictions of BDSM. Societal responses to BDSM have ranged from vilifying, to pathologising, to fictional glorifying. Due to the stigmatised nature of BDSM and the prevalence of sadistic abuse in the wider society, the BDSM community has a number of significant barriers to help-seeking, particularly around legal, medical, and therapeutic needs. Objectives: First, exploring how New Zealand BDSM practitioners experience and make sense of help-seeking, including the barriers and benefits of doing so. Second, based on this, informing the BDSM community and helping professions on guidelines around help-seeking with this niche population. Methods: Online qualitative survey, using thematic analysis to construct an interpretive description of the results. Results: Three themes were constructed from the data. The first theme is how BDSM practitioners engage with the dominance of helpers, including use or avoidance of negotiation, limit setting, and aftercare. The second theme covers three distinct patterns of appropriation of BDSM by outsiders, from dominant societal groups, from predators, and from the medical and psychological community. In response to this appropriation, a range of resistance techniques used by the BDSM community are discussed. The final theme is the interpretation of consent as technology. This technology takes skill to be used, and is a tool to aid protection from abuse as well as enabling valued interactions. Conclusions: This research supports the need for helping professionals to have cultural competence when working with this niche population. The cultural resources held by the BDSM community can be a valuable asset in improving help-seeking for BDSM practitioners, and improving the professional helping environment in general.
- ItemChiropractic Intervention and the Control of Eye Movement in Children With Attention Deficit Hyperactivity Disorder: a Pilot Study(Auckland University of Technology, 2017) Cade, Alice ElizabethBackground: Attention Deficit Hyperactivity Disorder (ADHD) is a multifaceted brain-based disorder that is often associated with adverse changes in the capacity to control eye movements when tracking visual stimuli, otherwise referred to as oculomotor function. Sensorimotor integration, defined as the capability of the central nervous system to integrate different sources of stimuli in parallel and to transform such inputs into appropriate motor actions, is essential for proper oculomotor function. Previous research has shown chiropractic care alters sensorimotor integration in brain areas also thought to be responsible for some of the cognitive and oculomotor deficits exhibited by those with ADHD. Objectives: This study tested the implementation of all study processes. Secondary aims were to examine the preliminary efficacy of a chiropractic intervention, aimed at improving spinal function, on oculomotor outcomes in children with ADHD. Methods: Thirty children between 8-15 years were recruited for a randomised controlled crossover pilot study to test all study processes, including recruitment, data collection, and general study management. The study also investigated chiropractic intervention versus an active control intervention on measures of oculomotor outcomes. Oculomotor function was tested before and after each intervention using a computerised eye tracker that measured target acquisition, reading speed, fixation time, and saccade length. Results: The study proved successful in its procedural testing; participant recruitment was completed in eleven weeks, with 100% retention and zero drop-outs, the outcomes measured were a reliable indicator of oculomotor function, and not susceptible to participant’s effort, researcher influence or parental reporting bias. Additionally, 85-100% of participants and guardians agreed or strongly agreed with statements evaluating the study, an overwhelmingly positive response. However, 40% of participants were unable to complete some part of the pre or post intervention outcome measures due to equipment calibration issues. Future research or clinical trials are recommended, with some modification of the study’s processes (for example improved eye tracking equipment and study settings). Secondary findings revealed a significant reduction (p = .034) was observed in the total reading time post chiropractic intervention (mean reduction: 646.87ms) compared to post control intervention (mean reduction: 108.35ms). No significant group differences pre or post chiropractic or control intervention in target acquisition time or number of distractions off-target (p > .05). Conclusions: This study is a successful pilot for further research in the area of chiropractic and oculomotor outcomes, proving feasible in terms of recruitment, data collection, outcome measurements used, and ease of testing procedures. Additionally, this study’s secondary findings open up the possibility that chiropractic care may have a role in improving reading ability and oculomotor function.
- ItemNew Pacific Standard: Using Tivaevae to Inform a New Strategic Business Model for Pacific Art and Design(Auckland University of Technology, 2018) Tanner, PouariiThis research reviews the area of Pacific design within the Realm of New Zealand and uses Tivaevae as a method to design a business model that would contribute to transforming the way Pacific art and design is sold, represented and seen globally. Using Kaupapa Maori to guide the combined Pacific research methodologies Talanoa and Tivaevae, a Kaupapa Kuki Airani research approach was developed in order to: - Distinguish how a contemporary space for Pacific art from within the Realm of New Zealand can be developed. - Identify any cultural, social and economic opportunities that a contemporary space would present. - Learn more about what challenges and opportunities face New Zealand-based Pacific artists and designers considering Pacific representation. - Gain a deeper understanding of challenges and opportunities faced by Pacific practitioners in the Pacific when selling their work. - Analyse disruptive business models from other sectors to identify possible models that would address challenges for practitioners in this region. The findings from this research will be used to inform the design of philosophically aligned business models that drive innovation in the area of Pacific art and design
- ItemSimplifying Information For an Indoor Wayfinding System(Auckland University of Technology, 2018) Gu, JonathanThe purpose of this research was to explore how to simplify information in wayfinding systems through information design, with a focus on combining emergency evacuation procedures and an indoor wayfinding system. That focus differs from normal wayfinding system design. Qualitative research involving an heuristic methodology, observational method and literature review assisted this project to develop an approach to improve effective information transmission. The research developed this approach on how to simplify information using a series of designs such as outdoor wayfinding maps, floor plans of the navigational signage and digital ‘application’ design. The processing of simplifying the required information was divided into three steps. Firstly, for focus, redundant information needed to be reduced. The second part was to simplify and refine the information, and the third was to synthesise the information and optimise the data for use. In addition, this research considered the information transfer between the physical world and a virtual platform such as a smart phone. Thus, the QR code become a relevant tool because it can transfer real-world information into the digital world. An approach was developed for using graphics to simplify complex information to assist users to a more natural understanding of novel environments. Additionally, the approach of transmission information between the physical world and digital world was noted. These two approaches will help the designer to improve indoor wayfinding system design.
- ItemHow Can the Social Media Platform WeChat Be Used to Promote the Declining Yunnan Huadeng Opera?(Auckland University of Technology, 2018) Zheng, YadanThis study theorises that cultural self-contempt and negative media influences have contributed to the decline of the Huadeng opera. It also finds that these negative influences might be overcome through the use of modern communication and technology. Given the rapid development of Chinese society, the growth of technology may also be beneficial for the country’s struggling cultural heritage. Those who desire to protect traditional art forms can now access more financial and technological support. The WeChat social-media platform shows a positive side of technology that can be employed to help revtitalize traditional culture. In the new millenium, knowledge of Huadeng opera is based more on oral communication and participation than it was in the past. Thus, while it is undeniable that Huadeng opera is losing popularity at the moment with the cultural change in the tastes of the younger generation, the employment of the internet to spread information, digitising and archiving will be useful in protecting and saving, or at least slowing down, the speed of decline of Huadeng opera. The WeChat official account is just the beginning of the use of social media to promote Huadeng opera. For the future development of Huadeng opera, the relevant institutions need to pay more attention to this traditional art form. The historical value and importance of Huadeng opera is clearly evident in the literature, and it remains very popular among senior citizens, representing good memories from when they were young. That generation built the country we live in today, and protecting their interests as well as inheritance is an important focus of senior welfare protection, and a focus of this study. Hopefully, the younger generation will also realise the value of Huadeng opera and keep it alive in the future with the support of lively, informative communication technology such as WeChat. In this research, I have applied an ethnographic case study, and observations and reviews of the relevant literature to help me better understand the Huadeng opera. Interviews, photography and video footage were also combined in a video I produced to more effectively explore and analyse the subject matter, and to detail the history and influence of Huadeng opera.
- ItemA Contemporary View of the Aesthetic Lifestyle of the Shared Community in China(Auckland University of Technology, 2018) Jiang, YunThe aim of this research project is to explore alternative visual narrative strategies for the conceptual manifestation of a contemporary Chinese aesthetic lifestyle of a popular shared community in China. Referring to the ideological content of the traditional Chinese story, The Land of Peach Blossom (Tao Yuanming, 421) [桃花源记], it is the vehicle in which to inquire into China’s traditional aesthetic lifestyle. Illustration is the medium of the practice, primarily referring to both traditional and contemporary Chinese aesthetics in exploring the visual narrative strategies. The methodology centres on me, reflecting on the on-going development of my practice and its inter-connection with the data collected, the contextual review and the visual strategies that I have developed. They foster a systematic structure to progressively generate a contemporary view of how to define ‘home’ and its aesthetic lifestyle in the era of a shared economy of today’s younger generations. An aesthetic lifestyle is defined in this project as an appreciation of the environment in our daily life. It is a spiritual pursuit to balance or ease the tension of the material life. Lin Yutang (1937) called it “the art of living”. The main research output consists of a series of illustrations which feature 13 story themes and 15 works. They have been composed to become an animated work to representing the creative resolution of the project.
- ItemPicturing Obesity: Drawing on Cultural Imagery to Trigger Positive Behaviour Change(Auckland University of Technology, 2018) Li, JingyiPicturing Obesity is a practice-based research project. The focus is on visual-storytelling informed by the Chinese approach of reducing and potentially eliminating the increasing obesity problems in China. Illustrations are the main graphic medium by which to communicate knowledge and meaning, and preventive measures to the audience. A review of the previous literature highlights that there are already a great number of websites, books and articles on obesity and unhealthy eating. In spite of this, China, as in many other parts of the world, is experiencing an increase in the problem of obesity. This suggests that these sources are not effective in curbing or limiting obesity, especially in China. Therefore, this project takes a different approach, by harnessing Chinese New Year Art, Nian Hua (年画), to communicate with the Chinese audience. Nian Hua is an auspicious art form that has been in existence for thousands of years, possessing culture, history, nostalgia, and celebrating the Chinese belief and auspicious meaning that the Chinese people welcome and desire. This design project is not just about graphic design or visual communication. It is about understanding and insight into the Chinese psyche and their emotional attachment to the importance and tradition of the New Year Art. However, visual communication alone may be insufficient to resolve the complex problems that contribute to poor eating habits and obesity. It is essential to rethink our preventive design strategy if we are to minimise the plight of obesity. Therefore, this research project adopts a Human-Centred Design Approach with the purpose of understanding the physical, psychological and behavioural problems that are challenging the affected population. Picturing obesity is more about using a visual narrative as a “change-agent” to trigger a change in bad habits in food consumption, which has been growing in modern China. The one-child policy, Western fast foods, and an increasing middle-income society is responsible for much of the problems of obesity in China. Information alone is not sufficient to resolve the problem. A multi-disciplinary approach using the areas of art, science and the humanities should thus be applied to the project to ensure that the knowledge used to inform the design is scientific and correct, therefore supporting an evidence-based design outcome. Some relevant humanities theories and principles, such Maslow’s Hierarchy of Needs, Fogg’s Behaviour Change Model, and The Four-Pleasure of Design Model will be used in this project to obtain knowledge and insights to inform preventive design strategies. A mixed methodological approach ensures a robust and reliable outcome. Mixing science and humanities allows for a full understanding of the medical aspects of obesity, the nutritional value of food, and the psychology of people’s behaviour regarding junk food consumption. Art allows for the usage of a trial and error process (or heuristics) to determine the best preventive outcome informed by scientific and humanistic principles. Visual storytelling adapted from the imageries of the centuries-old Nian Hua, informed by the humanities and designed through a heuristic process, constitute the main design approach and practical outcomes of this research study. During the early concept design and development stages of the project, I discussed with my previous undergraduate university professor Zhang Jun. While this comprised a very brief interview during the early stages of my design, she provided some helpful advice. The primary purpose of the project, therefore, was to answer the research question: What are the causes of excessive eating and how can a holistic, visual storytelling approach involving art, science and humanities be explored to prevent obesity? In this project, the emotions and beliefs associated by the Chinese people with the Nian Hua were used to develop an obese child, an obese young lady and an obese young man as the three key iconic characters to be used to communicate with the young population in China. The communication carried out predominantly through visual storytelling is both serious and humorous. It was the author’s belief that this would attract attention, be revered and auspicious, and generate good results. Besides, another fearsome character was developed, The Door God, as a very symbolic Nian Hua representation that will have a significant influence on the visual storytelling. All these characters would be useless should they not be continuously applied and seen to remind obese people of the pros and cons of certain foods, nutrition, and healthy eating habits. Therefore, this project created various ideas for applying these seven characters to various products, signage and posters to continuously remind people about the importance of healthy eating. A variety of concepts are presented here. They are applied humorously to drink bottles, hoodies, ribbons, socks, towels, greeting cards, calendars, lunch boxes, teacups, phone cases, bags and some office supplies.
- ItemKō Rimurimu ‘To Be Covered in Seaweed’: Sensory Knowing, Holistic Understanding, and Meaningful Encounters Within a Marine Science Centre(Auckland University of Technology, 2018) Smith, JamesArt+Science collaborations, designed to promote and enhance ecological literacy amongst young people, need to address holistic, sensory and participatory ways of knowing. Through engaging the senses, aesthetics and emotions, deeper more meaningful learning can occur. This research explored how ‘sensory knowing’ can be used to design learning experiences that address our interconnection with the universe, in order to engage primary school children in understanding, adopting and enacting ecological literacy. The research looked to explore “meaningfulness” for primary school children within the context of a Teaching and Learning Research Initiative (TLRI) funded Mixed Reality (MR) experience at the Goat Island Marine Discovery Centre. I explored meaningfulness through the creation of an immersive, physical experience, as well as a sensory mapping process. The sensory mapping allowed me to explore different ways of engaging the physiological and emotional senses, which lead into the development of the final physical experience, a life size immersive, participatory kelp forest. Art+Science principles were brought together in order to create an aesthetically pleasing and meaningful experience, that addressed the interconnection of all life on earth, and intended to inspire and empower the students to take action and make change.
- ItemHow Can Design Strategies Be Used to Promote Traditional Nanjing Yun Brocade in an Accessible Way to Engage with a Contemporary Audience?(Auckland University of Technology, 2018) Cheng, RanranNanjing Yun brocade is the eminent representative of Chinese traditional culture. It had been used as tributes to the royal families in the three dynasties of Yuan, Ming and Qing. Due to its rich cultural and scientific context, it is honoured by experts as “the last milestone in the technological history of Chinese ancient silk fabrics” (Yan, 2005). It is acknowledged by the public as ‘oriental treasure’, and ‘China’s wonder’, and is a rare historical cultural tradition in China and the world. The purpose of passing on traditions is to make new creations, to make practical use of it and to make tradition serve the material and cultural needs of the people in modern times. With this point of view in mind, the researcher applied a modern marketing strategy and modern design technology to bring the new Yun brocade products up-to-date with a new look. The project is divided into the following six chapters. The first part is the introduction of the project and the second discusses the definition, the origins, the variety and the craft of Yun brocade, and its further development. The third section describes which methodologies and methods the researcher has adopted to study this project. The fourth chapter analyses information about the Chinese consumers, and the strategy for promoting Yun brocade. The fifth chapter discusses some findings about Yun brocade. The last part is the conclusion of the project.
- ItemNurturing a Zero Waste Mindset Through a Gamified App(Auckland University of Technology, 2018) Lun, Wing YinMunicipal solid waste has been one of the major issues for modern cities, caused by urbanisation. Each stage from the waste streams is bringing detrimental pollution to our environment, threatening the entire ecosystem, including animals habitats and human health. Regarding the hedonic consumer culture, people have been taught to be irresponsible and to have inappropriate consumption behaviour. Humans usually dispose of things when they are expired, useless, broken or unneeded after consumption. Therefore, it can only improve through reversing the irresponsible behaviour with a more sustainable and healthier mindset. Over the decade, governments, industries and organisations have been working together on waste reduction, yet it needs to grow more. This project aims to explore an innovative-led solution that will inspire people to embrace a sustainable lifestyle in order to minimise their waste production. This project investigates a new solution based on the zero waste philosophy that helps to change consumption and waste management behaviour. The approach to demonstrate the relation between the waste problem and the reduction philosophy could affect people’s impression and involvement. The power of technology enables green information to disseminate efficiently and effectively, but the approach and appearance are also important. It is not just providing information but delivering it strategically and aesthetically, so it is able to help people on their zero waste journey. I significantly employed multiple disciplines to solve the problem by triggering a long-term green behavioural change. I believe that creative innovation and technology could collaborate to inform the zero waste mindset effectively to the public. Trial and error, heuristic and human-centred design were used to conduct and develop the zero waste concept. In order to trigger a permanent green behaviour, particular conditions are required to start the change and then also to maintain it. The results from the concept show that the theory of gamification, edutainment, Fogg behaviour and the four pleasures can be adapted to my zero waste app. It has been evaluated and developed into a meaningful application that can motivate people to embrace the zero waste lifestyle. The exploration of this project also provides innovative aspects for other designers to rethink the way we design for waste management and reduction and maintaining a sustainable environment. Interpretation of human factors and innovative technology have also indicated the possibility of minimising waste. Gamification is used to create the challenge, communication, motivation and reward to trigger a sustainable behavioural change. The technology bit allows the information to be effectively and efficiently sent to the public. By following the human factor, Zero Waste Zip is designed to be a very user-friendly app. This allows anyone who uses it feels like they could change the world.
- ItemThe Design and Development of a Design Consultancy for Product Design(Auckland University of Technology, 2018) Guo, SiyuI am a product designer with three years of experience studying product design at the Limkokwing University of Creative Technology in Malaysia. I have always thought that product design was about drawing concepts and making things. Therefore, I have looked forward to being able to do a job that would allow me to create, develop and manufacture products as my career. However, when I began to study for my Master of Design in 2017 at AUT University, I found that design is much bigger than what I had imagined. The Master of Design programme made me realise that design and manufacturing alone represent only a small part of the design, innovation and the commercialisation process. The three courses I have taken—Design Innovation, Design Enterprise and Creative Leadership—have changed my view of what design is really about. These three courses have shown me that design is about innovation, entrepreneurship and creating value and meaningful experience. The programme has expanded my career opportunities. This is what I want to do as my career. Therefore, my design project involves setting up a design consultancy. Though my consultancy still designs products and services, it also helps companies create value through innovation, commercialisation and creative leadership. For this design project, I have developed a consultancy business model for product design and design business. The consultancy will be set up in China. The main goal is to emphasise the importance of creating value through Chinese culture. For my design project, I have positioned Chinese culture as an essential factor as the core value of the business plan. In this project, I focused on designing bamboo furniture and show how the design strategy comprising entrepreneurship, design innovation, enterprise and leadership is essential to the success of a design business. This design report extends beyond talking about the theory of design innovation, design enterprise and what makes a good design leader. It puts these principles into practice. During the project, I travelled to China to manage the design process by negotiating with an artisan there to study the value of craftsmanship by working with bamboo. This partnership has resulted in the design and development of a set of chairs, as a case study in what my consultancy could provide to future clients. I now believe that being a good product designer is more than merely designing products; it is also about innovation, entrepreneurship, design management, how products are made, product pricing and introduction to the market, sound design, leadership and business modelling. Therefore, the Research Question asks: How can a product designer apply her creativity to build a design consultancy that assists business to develop value and manage a successful product design project?
- ItemLaughter and Connection - Comedic Mockumentary as a Tool for Enabling Cultural Understanding Between China and New Zealand, Through the Ritual of Marriage: a Production Proposal(Auckland University of Technology, 2018) Qi, YunboThis research project illustrates a humorous and fantastic adventure concerning the cultural differences between Western and Eastern countries by using a rockumentary format. Cultural differences can embody many aspects of daily life. As a country with a variety of immigrant groups, New Zealand's population features many distinctive foreign cultures. This project attempts to make a pre-production of a comedy rockumentary. It examines cultural conflicts that are embodied in different marriage rituals in regards cross-cultural communications between Chinese and New Zealand Europeans. The two primary methodologies, practice-led and comparative study, orient the pre-production to look into the inner logic and cultural transfer of cross-communication, and the history of cross-cultural marriage in both countries. In researching these subjects, this project used four research methods; observation, industry research, comparison and virtual research. This research can provide a new perspective in reviewing cross-cultural communication in the context of individual relationships.
- ItemSome THIN About Me: A Graphic Novel About a Chinese Girl Suffering from Eating Disorder(Auckland University of Technology, 2018) He, JiayuSome THIN About Me is a graphic novel dominated by memories and self-discovery. It consists of 50 pages of illustrations, photos and collages. This artwork focuses on the combination of text, images and physical materials to present an autobiographical story. This exegesis will explore the narrative of my personal eating disorder experience, and why I consider the graphic novel as a medium to illustrate my story. The purpose of this graphic novel is to show readers how I suffer from an eating disorder because of my experiences of childhood trauma and the discrimination about body shape endured by Chinese women. In particular, I have compared the changes I have had towards my eating disorder problem in the New Zealand environment compared to those I had in the Chinese environment. This graphic novel has allowed me to find a way to let my family know of my issues and to help me towards my recovery from my situation. This narrative is highly dependent on some of my personal experiences, growing up in China and studying in New Zealand. During this journey, I have successfully begun to face my anorexic problem. Specifically, the essence of my graphic novel can be understood as how my childhood experiences have made an impression on me physically and emotionally.
- ItemThe Usefulness of Harmonised for Whānau in Supporting Taitamariki to Have Healthy Relationships: A User Experience Co-Inquiry Study(Auckland University of Technology, 2018) Howson, MoiraThis research study explored the usefulness of the Harmonised mHealth application (app) for whānau in supporting taitamariki to have healthy relationships. Harmonised is a Māori centred yet inclusive intervention co-developed with taitamariki to promote healthy relationships for taitamariki and reduce whānau violence. Whānau can be invited by taitamariki to join the app to access resources and provide advice if asked. The usefulness of the app for whānau was explored using a new approach, user experience co-inquiry, within a qualitative descriptive methodology. User experience co-inquiry is a clinician facilitated and user led usability inquiry that takes the form of a semi-structured interview. Six whānau, all mothers, were interviewed, three of whom identified as Māori. The results showed that Harmonised was viewed positively by whānau as a useful resource to support taitamariki to have healthy relationships. The circumstances, concerns and needs the mothers had for taitamariki framed the way in which they experienced the app. Thus, the usefulness was viewed in terms of facilitating communication and ensuring the safety of young people. Suggestions were made by the mothers for additional content and enhanced functionality of Harmonised to be considered in future releases. Latent analysis of the data addressed a gap in the literature, by eliciting a potential model for evaluating the usefulness of eHealth and mHealth interventions. This model posits that the needs and concerns of the user determine the way in which the usefulness and usability of the app would be experienced. Thus, a user centred approach to eHealth and mHealth usability is beneficial to support clinicians make recommendations to clients and to inform future on-line interventions.
- ItemHavoc in Heaven: A Digital Picture Book Experiment(Auckland University of Technology, 2018) Ju, GuojieTo find the new expression of digital book illustrations, this research project used an experiment of a digital picture book, Havoc in Heaven. With the development of digital technology, digital books have exerted a crucial role on the transformation of storytelling. Compared with physical books, digital book illustrations have advantages in terms of interactivity and diversity. However, most of the current digital books have not yet fully reflected these advantages. Therefore, the current study aims to focus on exploring more flexible and interesting expressions of animation illustrations in digital books with the purpose of improving readers' reading experience. The methodology in this research is influenced by theories of heuristic inquiry and practice research. In this research, the experiment of the digital picture book is a main part of the practice. The procedure of the practice is formed by sketching, drawing, animating, composing, vocalising, fixing and presenting, and the cooperation of making, thinking and learning is the key for each process. In addition, my personal experience could also influence the whole practice. Through the experiment, this dissertation discusses the expression of digital book illustration from five aspects: animation, layout, materials, sound and interaction. The result indicates that the breakthrough and innovation of this project is mainly reflected in three points. Firstly, it enables emphasising and explaining the specific detail in texts through animation. Secondly, loosening the traditional boundaries between illustration and text is the biggest contribution of this project. The animated illustration can break the limitation of the frame and interact with the text. The flexible composition between images, words and frames is the most distinct visual trait in this digital picture book. Finally, cogitative selecting and composing of various material elements, sound effects and interaction could enrich the reading experience. These findings in practice might show the new way to express book illustration on a digital platform.
- ItemThe Heartside: The Visual Communication Design of Engaging with Young Women to Address Menstrual Taboos(Auckland University of Technology, 2018) Wang, MeilinCreating a positive narrative around menstruation has been the focus of my research. I have investigated how electronic stickers (e-stickers) can be used to create visual narratives that enable young women to communicate their menstrual experiences via chat on social media. Social, historical and cultural pressures impact the taboos that surround interpersonal communication related to menstruation; however, social media opens new avenues for young women to talk about having their period. During my research, I considered the ways that young women use visual and symbolic communication to convey personal and emotional information, particularly through using e-stickers, emojis and emoticons on their favourite social networking service (SNS) platforms. My research highlighted a lack of, and an opportunity to create, positive symbolic representation associated with menstruation for social media users. Employing an illustrative methodology, I have created a female character and prototyped a set of e-stickers that show her physical experiences and mood during the different phases of her menstrual cycle.
- ItemThe Design and Development of a Mobile App: Branding Indonesia as an Experience Tourism Destination(Auckland University of Technology, 2018) Buditomo, Bambang ParmadiThe main aim of my research project is to use a multidisciplinary and mixed method approach to design an app to increase Indonesia’s brand awareness as an adventurous place to visit. Tourism is becoming a significant service for most of the country, and thus the services that are related to tourism contribute to a huge percentage of Indonesian Gross Domestic Product. It is a highly competitive business requiring originality and innovation across the nation’s geographical, cultural, service and political status. It is a multi-sector industry that encompasses the livelihood of the masses. While this may be complex, it also an important wealth earner for various sectors that are involved in tourism. My app informs and entices certain kind of personas to more likely select Indonesia other than a neighbouring country as their travel destination. Therefore, the app must reflect these needs and must be highly interactive and meaningful to navigate and leave a permanent impression. To do so, understanding certain aspects of the potential users are required. These potential users are a new generation of tourists, whose characteristics are being perceived through customers’ journey as detailed in Chapter 2. My design is applied to a strategic, multi-disciplinary research method and an innovative design method to gather insights on the core criteria emotions and experiences about visiting a place such as Indonesia. It includes a strong literature review in the humanities, branding, and app design. These principles and theories were some of the most important design criteria that guided the app creation. Therefore, it is not merely the design of an app that is technical and beautiful, but rather it is an app that is informed by the needs of tourists that come to visit Indonesia for various reasons, culture, country, and with various amounts of money to spend. To understand the human issue, I gathered insight from the Maslow Hierarchy, Fogg’s Behaviour Model, Four Pleasure Principles, and Indonesian cultures to inform the design of my app, as explained in Chapter 3. My app design follows the Human-Centred Design approach which has five different processes, which are empathy, ideation, prototyping, evaluation, and iteration. Moreover, this is discussed in detail in Chapter 5, where I describe in detail the function interactivity content of my app design. However, technical feasibility alone will not make a good emotional app. It must, according to design thinking, have two other elements: desirability and viability. This DVF model is important in this project, as discussed in Chapter 4. The final app design consisted of three major criteria of the design element. These processes were serving to give the user a meaningful, pleasurable experience, education, and entertainment. Together with gamification. I believe I have made my app unique with added value compared to competitors’ apps that mainly serves information. This project consists of an exhibition of practical work that represents the main body of applied research and the exegesis represents the report of the project.
- ItemEvoking Spatial Experience Through Biomimicry and Biophilic Design(Auckland University of Technology, 2018) Gao, MengmengThis project in biomimicry and biophilia is a very challenging project for me as a landscape design graduate. I have always loved to design landscapes and interior spaces in which people are able to enjoy themselves. Biomimicry and biophilic design have opened my mind to the idea that spaces created according to nature provide a much more beautiful experience for the occupants. The principle and theory of biomimicry have provided me with new interest and enthusiasm to improve my landscape design skills in ways that I never imagined possible before I conducted my literature search and literature review in both biomimicry and biophilic design. I have come across many fantastic concepts based on nature that I believe creativity alone would not have come up with: the innovation, beauty and sustainability that nature can tell us about. In this design project, I have combined the theory and principle of biomimicry and biophilia to create an emotional and meaningful experience in various forms and in the shape of pavilions in which people can have meaningful conversations. Also, most importantly, this is a great experience in the visual, spatial, architectural and natural environments. To ensure that I can create this kind of experience for the human factors used, such as the four pleasures, to enable me to design not only a beautiful pavilion and spaces but also a pavilion that is a psychological, physiological and social experience for people. Some aspects of nature enable me to create a structure that mimics the form, function, and system of natural plants and insects. This is what biomimicry is about. All the concepts and final design of my pavilion have mimicked the organic shapes of nature. Also, I have been influenced by the application of biophilia which lays out a range of tools for understanding design opportunities and is an effective way to enhance the well- being of humans. The pavilion that I have designed is based on the mushroom, and a piece of leaf; the process has confirmed my thinking about the beauty and significance of biomimicry. Due to limited time and technical skills, I have made visual prototypes of various pavilions but they are not perfect; they are merely examples of how I can apply my humanity in research, using approaches such as heuristics and trial and error. Based on the mimicking of nature, through biomimicry and biophilic design, I want to introduce a natural structural space that is seldom imaginable by the human brain alone. The project has taught me and prepared me to be a more imaginative, sensitive and sustainable landscape architect, and I will pursue that aspiration in the future.
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