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, Sandy; Caril, CowanThe 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
- ItemBDSM and Helpseeking: an Exploratory Qualitative Survey(Auckland University of Technology, 2016) Hamer, Walter John; Terry, Gareth; Farvid, PaniBackground: 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.
- 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, Dana; Goedeke, Sonia; Krägeloh, ChrisWhile 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.
- 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 Elizabeth; Jones, Kelly; Holt, Kelly; Haavik, HeidiBackground: 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.
- ItemOLOF: SPACE BEAR. Handmade Filmmaking Lensed Through a Cosmic Mythological Narrative(Auckland University of Technology, 2018) Tolcher, Verity; Denton, AndrewOlof: Space Bear. Handmade Filmmaking Lensed Through a Cosmic Mythological Narrative, is an art practice as research project that drew upon mythological narratives, and handmade making methods, as a platform to develop a preproduction package for a short silent film. The proposed moving image project, outlined in this research report, is a designed preproduction film package. The story of the film is about a bear travelling through space to discover his missing soulmate. The practice is interested in the universal aspects associated with falling in love and the narratives that this core human experience produces. This project tells its story through the nature of my making methods, which combine physical materials with digital processes. Through the work, I aim to draw an emotional response from the viewer, through the creative application of materially tactile tools such as, paint, thread, fabric, together with any other elements that I was able to use produce a texture from. The iterative experiments were reviewed and refined, and then photographed and combined with digital media to make a moving image sequence. The practice is iterative in its approach and compiled what I determined to be the most valuable storytelling methods and visual techniques for this project through the material and sound experiments, conducted during the making process. These investigations have been recorded through methodical journals where each process had multiple inquiries along with reflections
- ItemThe Usefulness of Harmonised for Whanau in Supporting Taitamariki to Have Healthy Relationships: a User Experience Co-inquiry Study(Auckland University of Technology, 2018) Howson, Moira; Feather, Jackie; Koziol-McLain, JaneThis 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.
- ItemSome THIN About Me: a Graphic Novel About a Chinese Girl Suffering from Eating Disorder(Auckland University of Technology, 2018) He, Jiayu; Harris, MiriamSome 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.
- ItemExploring Personal Narrative and Storytelling Through the Recreation of a Historical Children's Fairy Tale(Auckland University of Technology, 2018) Ding, Manting; Jowsey, SusanThis report discusses the main design decisions that informed the creation of my picture book ‘Manting and the Emperor.’ Through illustration and storytelling I have fused a specific memory from my childhood to Hans Christian Andersen’s narrative of The Emperor’s New Clothes. Three key children’s books helped me to understand authorship from the perspective of the illustrator/storyteller: Where the Wild Things Are (Maurice Sendak), The Arrival (Shaun Tan), and Who’s Afraid of the Big Bad Book? (Lauren Child). Using this knowledge, I set about creating a narrative that gave voice to my personal experience, and I hope by association, to all who read it. Underrepresentation and misrepresentation of gender and ethnicity in mainstream children’s storybooks also surfaced during this research project, my character ‘Manting’ is very much a young Chinese girl and the heroine of my story. Combining Chinese and European cultures in the production of this book has allowed me to create bridges between personal experience and historical fairy telling, as well as between the cultures I inhabit.
- ItemVisual-storytelling Power of Comic Communication: application of Chinese Sociocultural Beliefs for Teaching Morality(Auckland University of Technology, 2018) Gu, Kan; Yap, LeongComics are a delightful communication medium. Most of us, mainly the older generation, have grown up with comics, such as Superman, Batman, Saint Seiya, and Dragon Ball. A comic is, in many ways, more superior in communication potency than technology-driven visual stories, or a website, because it could excite the five senses of the reader. For example, one could feel the texture of paper, smell the ink, see the typography and printing technology, and appreciate the creativity and artistic skill of the story and drawings. Each picture is created by an imaginative artist and storyteller to convey a meaningful experience and emotional information to narrate a visual story. Most people, both young and old, would enjoy holding a well-designed comic book with beautiful images, typefaces, and emotional storylines that they will read, reread, even introduce to others. For these reasons, I have chosen this medium to tell a story to bridge the communication generation-gap in modern society. The main aim of my design project is to use illustration and storytelling to teach morality in a Chinese sociocultural context. The story focuses on the four Saint Beasts in Chinese Mythology. Besides symbolising the Four Saint beast with essential elements in Chinese culture, I have humanised them – for the first in Chinese legend - to give them the personified characters with the potency of imparting traditional Chinese virtues in the comic. I believe that the power of comics and illustrations are the best medium to tell a story. While growing up in China, I read various comics, cartoons, and picture-story books from different countries. Imaginative plots impressed me emotionally with meaningful experiences. They touched me and educated me in a way that is more profound than any other media. Comics - storytelling and illustration - that I have experienced since I was a child have shaped my professional career and research direction. Visual-Storytelling Power of Comic Communication: Application of Chinese Sociocultural Beliefs for Teaching Morality employs a comic format involving The Four Saint Beast to tell a story to change the behaviour of a young boy. To do this well, I researched and applied relevant theories and principles from the humanities literature to support my design intention. Humanities that have informed my design included: Maslow’s hierarchy of needs, behavioural changes theories, and the five virtues. The purpose of this project is to apply traditional Chinese culture to help people to solve a family issue in a Western context. One of the challenges is not how to design a comic book, but how to meaningfully transfer the concepts of a specific culture into an acceptable and relevant way for western audiences. The creative process has necessitated hundreds of trials and errors, and iterations, in both storytelling and visualisation. Therefore, the Heuristic Methodology has been used in the ideation process. However, this particular practice-based research in comic design has also followed a very systematic design process. It is not only based on my heuristic thinking and drawing. Besides the application of culture and behavioural-change theories, the research and design are informed by the opinions of three experts who I have interviewed in the field. Their judgement and points of views in the form of wise counsel have helped me to improve my concepts. Their critiques have prompted me to modify characters, change the layout, and recast many plots. The feedback of the comic book design has so far been relatively well received by the experts and my design peers. The Research Project consists of two parts; a written report and a 65-page comic book. The two parts should be examined in conjunction with each other.
- ItemThe Design and Development of a Design Consultancy for Product Design(Auckland University of Technology, 2018) Guo, Siyu; Yap, LeongI 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, Yunbo; Denton, Andrew; Chen, ChenThis 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.
- ItemExploring Feng Shui Elements in Domestic House(Auckland University of Technology, 2018) Wen, Haiyang; Yap, Leong; Patel, RafikThis study is a practice-based research project that analyses and interprets Feng Shui theory and practice, not only for its information per se, but rather for its historical, cultural and emotional attributes to inform the design and development of a domestic house located at 3 North Piha Road, Piha, Auckland. The design presents a new way to understand and apply Feng Shui theory to modern architecture and to offer positive energy to dwellers to harmonise their living. The main challenges I have experienced in this project were not related to understanding Feng Shui philosophy and values, but in developing a design process that allows an insightful interpretation and translation of Feng Shui - from its literary theory and oral culture into architectural language that is actionable and designable to shape the physical meaning of a domestic dwelling in New Zealand. Efforts to harmonise an Eastern philosophy into a Western context presented unique challenges and opportunities for the research study. Feng Shui is a traditional Chinese worldview regarding the art of spatial alignment and orientation, and the relationship between humans and their environment. It is both a theory and a practice. It is, however, often difficult to interpret into other societies because of different cultural backgrounds, living habits, and beliefs. This research introduces fundamental Feng Shui theory that focuses on harmonious living. Much distinctive architectural design works can be found in China and other parts of Asia. These designs provide good examples of Feng Shui application that this research project draws insights from. The Hakka Tulou and the Beijing Siheyuan are two key case studies that inspire my design exploration. They provided me with an understanding of the Chinese culture of siting harmonious living spaces, and how they manage their living environment between architecture and nature. While the core principle of Feng Shui is still a very important factor in this design project, it has deliberately departed from this simplistic tradition to transform the intangible elements of Feng Shui elements into a domestic dwelling that expresses meaning, form, and function. Feng (Wind), Shui (Water), Yin (Darkness) Yang (Brightness), Chi (Energy), and the Five Elements (Earth, Wood, Metal, Fire & Water) were some of the key elements that I transformed into architectural vocabulary, in similes, metaphors, and meanings for shaping the forms and spaces of the dwelling. Feng Shui theory and Chinese living culture are discussed in detail here to position the principles as the central frame of reference. A user-centred design approach is used to design and develop the domestic dwelling in Piha. User-centred design, not Feng Shui-centred design, ensures that the theory and principles of Feng Shui are materialised to shape the architectural form, space, and the environment, that is meaningful, experiential and auspicious to the occupants. A series of 2D, 3D and computer modelling were explored to study and search for optimum shapes, forms and layouts that elicited feeling, emotion and function of the dwelling. Besides the Feng Shui theory, this study also reviewed the practice of Feng Shui historically and in a relationship with elements of Chi (氣), Yin and Yang (隂陽), and the Five Essential Elements (五行). I also looked at the Chinese living tradition and customs to understand and illuminate how and why those elements were celebrated in traditional China and many parts of Asia. However, this research is for a modern house, for a modern society that is not located in China. This has provided the opportunity for me to identify and discuss how those Feng Shui theories and elements need to be understood, interpreted and transformed into 3-dimensional spaces for a dwelling that is to be built and sited in New Zealand. Therefore, the research question asks: What is Feng Shui and how can the feelings and emotions of this oriental principle be interpreted, shaped and applied to the design and development of a domestic dwelling in a Western context? This 90-point Design Project is a partial fulfilment of the 180-point Master of Design Degree.
- ItemHavoc in Heaven: a Digital Picture Book Experiment(Auckland University of Technology, 2018) Ju, Guojie; Gilderdale, PeterTo 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.
- ItemIs There a ‘right’ Time? Exploring Women’s Views and Understandings on the Timing of Motherhood in Aotearoa, New Zealand(Auckland University of Technology, 2018) Mackintosh, Maria; Goedeke, SonjaDespite the trend in the Western world of many women delaying motherhood beyond 30 years of age, motherhood is still recognised as a central role for women. Consequently, most women in Western societies are continuing to become mothers at some stage in their lives. Recent research that has focused on people’s views and understandings about the ‘right’ timing of motherhood has emphasised the complexity of the decision-making process for women. The aim of this research was to explore New Zealand women’s views and understandings relating to the ‘right’ time for motherhood, with an intention to gain greater insight into the factors that may be influencing women’s decisions about the timing of motherhood. Two focus groups with a total of 13 women aged 25 to 32 years old were conducted. This study specifically targeted women without children, seeking to gain an understanding of the decision-making process for women who may or may not choose to have children. Thematic analysis within a constructionist framework was used to analyse the various ways women in New Zealand talked about their views and understandings regarding the ‘right’ time for motherhood. Three main themes were identified: personal factors, relationship factors and social pressures. When defining the ‘right’ time for motherhood, women expressed the importance of many personal factors being in place before having children, including being the ‘right’ age, developing financial security and emotional maturity, finishing education and establishing their careers. In addition, they emphasised the significance of having certain relationship factors in place before motherhood. Women described wanting not only a committed relationship before motherhood but also for their partners to equally want children. Furthermore, participants recognised the influence of wider society in framing the ‘right’ time to have children; commenting on the direct and indirect pressures they felt from family members, friends and the media surrounding their timing of motherhood. The findings from the current study indicate that the women’s construction of the ‘right’ time to have children was largely defined by their perceptions of what was necessary in order to be a ‘good’ parent, and consequently, timing of motherhood was based on whether or not they perceived that they met the criteria. This study highlights that women’s reproductive decision-making should be understood from a holistic perspective that acknowledges the biological parameters of fertility while also addressing social, cultural and structural factors affecting women’s reproductive autonomy
- 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, James; Jowsey, Sue; Aguayo, ClaudioArt+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.
- ItemNurturing a Zero Waste Mindset Through a Gamified App(Auckland University of Technology, 2018) Lun, Wing Yin; Yap, LeongMunicipal 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 Mobile App: Branding Indonesia as an Experience Tourism Destination(Auckland University of Technology, 2018) Buditomo, Bambang Parmadi; Yap, LeongThe 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.
- 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, Ranran; Smitheram, Miranda; Chen, ChenNanjing 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.
- ItemPicturing Obesity: Drawing on Cultural Imagery to Trigger Positive Behaviour Change(Auckland University of Technology, 2018) Li, Jingyi; Yap, LeongPicturing 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.
- ItemNew Pacific Standard: Using Tivaevae to Inform a New Strategic Business Model for Pacific Art and Design(Auckland University of Technology, 2018) Tanner, Pouarii; Henry, EllaThis 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
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