Matching Items (5)
Filtering by

Clear all filters

Description

This creative is established in the field of business, with an emphasis on fashion, art, and<br/>the creation of a body-positive exhibit. Using qualitative research from experts on fashion<br/>curation, we seek to create, curate and pitch a fashion exhibit. Using the information we gather<br/>from experts from two different museums, we will

This creative is established in the field of business, with an emphasis on fashion, art, and<br/>the creation of a body-positive exhibit. Using qualitative research from experts on fashion<br/>curation, we seek to create, curate and pitch a fashion exhibit. Using the information we gather<br/>from experts from two different museums, we will create a new age exhibit that pushes the<br/>boundaries of fashion as art through our theme of body positivity.

ContributorsGulinson, Chloe (Co-author) / Palmer, Jacqueline (Co-author) / Gray, Nancy (Thesis director) / Leslie, Bush (Committee member) / School of Art (Contributor) / Department of Marketing (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This creative project dives into the issue of sexual harassment against women at work. I applied the topic to a clock and exhibit design, and explained the topic further in “In Conclusion.” The book also documents my senior year research, projects, and experience.

ContributorsHumphrey, Mackenzie (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / School of Art (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This creative project book details a year of research and design projects centering portrayals of asexuality in fiction, culminating in a virtual reality senior exhibition. It addresses how current popular media desexualizes and alienates asexual characters, and details ways that we can start to change this by crafting better media

This creative project book details a year of research and design projects centering portrayals of asexuality in fiction, culminating in a virtual reality senior exhibition. It addresses how current popular media desexualizes and alienates asexual characters, and details ways that we can start to change this by crafting better media role models. Interspersed in this discussion is a reflection on my senior graphic design experience, putting on events in a virtual environment.

ContributorsMacqueen, Laurie Rona (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
DescriptionThis project explores the impacts of partisan media bias on the American people and government through a book, website, and three-dimensional exhibit. It is meant to make audiences question the validity and reliability of the information around them while encouraging skepticism.
ContributorsVan Zile, Kara (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / School of International Letters and Cultures (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
Children’s museums provide a place where children can experience hands-on learning along with their peers. These museum visits are a critical part in child development as they provide access to concepts that may not be taught in-depth in the classroom, and gives them an interactive experience in which to immerse

Children’s museums provide a place where children can experience hands-on learning along with their peers. These museum visits are a critical part in child development as they provide access to concepts that may not be taught in-depth in the classroom, and gives them an interactive experience in which to immerse themselves. Interactive design within the realm of child education is a highly useful concept, especially for the education of Science, Technology, Engineering, Art, and Math (STEAM). In addition to this, collaboration within a transdisciplinary environment is equally important for college students to develop critical hard and soft skills within the corporate environment. STEAMtank, an opportunity within the Design School’s InnovationSpace, aims to combine both of these learning elements together. Within this program, students are placed on transdisciplinary teams and are tasked with researching, ideating, prototyping, and ultimately building a mobile exhibit that teaches children about certain topics within STEAM. These exhibits will be open to the public for one day at the end of the semester, and be available to transport to different schools, science fairs, museums, and other potential opportunities.
ContributorsHeffron, Charlotte (Author) / Hedges, Craig (Thesis director) / Perkins, Samantha (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2025-05