Filtering by
- Member of: Theses and Dissertations
- Member of: Technical Communication Graduate Applied Projects
Grubhub's user reviews from the Apple IOS store were analyzed to provide alternate user experience (UX) solutions through answering the following:
1. How is Grubhub's mobile app meeting user expectations?
2. How can Grubhub improve the mobile app experience?

The WaterSim America is an interactive iPad game app included with the exhibition that takes users through several scenarios and asks them to make decisions about how their town’s water supply should be distributed among a variety of user groups, including townspeople, farming, industry, and energy. The purpose of this applied project was to design user personas which will be used by the developers at Arizona State University’s (ASU) Decision Center for a Desert City (DCDC) to improve the Smithsonian’s WaterSim America app (SWSA) that they designed for the new Smithsonian Institute’s Water Ways Traveling Exhibition (SWWTE) and to recommend improvements to the app. To do this, I created a contextual inquiry with select SWWTE user groups in Alabama, Florida, and Georgia to observe the app in the context of use. The primary goal of this research was to observe potential users engaging with the app and then interview them about their experiences with the app. Based on the research, I offer six recommendations to improve the educational value of the WSAA. This report includes the research methods of this study, participants’ feedback and seven user personas based on the research.

The primary goal of this research was to identify the elements of members' website usage stories (including plot points and story scope), and which brand principles of Free Range CrossFit, like personal development (among others), can be identified in those storytelling elements. To accomplish this, I designed the interview questions to uncover these patterns in the various plot points of their journey as users, and developed a coding manual with the elements of "Brand" and "User Story" to code the transcripts. I then coded the transcribed results using Atlas.ti program, and identified occurrences and co-occurrences between the two concepts. The results showed that the website is being used to track members' personal development, which aligns with Brand principles from mainstream CrossFit, and the gym's mission and value statements. The data also suggests that members identified their usage stories through various scopes. While the beginning of story outlined by members was clear, the data suggests that there is room for improvement towards the end of the members' journey as users of the website, and recommendations are provided.

This project compiled findings from both primary and secondary applied research on the design and content structure on the current knowledge bases (KB) of product related documentation for the accesso Siriusware product suite. The findings from the research and study improved understanding surrounding our end-user perceptions of knowledge base functionality and usability. In addition, the findings became the framework for building an implementation strategy to improve knowledge base design and development. The implementation strategy is included in the report, and these findings will be used to update documentation and develop the KB.
As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020,<br/>this virus's deadly nature has required clinical testing to meet 2020's demands of higher<br/>throughput, higher accuracy and higher efficiency. Information technology has allowed<br/>institutions, like Arizona State University (ASU), to make strategic and operational changes to<br/>combat the SARS-CoV-2 pandemic. At ASU, information technology was one of the six facets<br/>identified in the ongoing review of the ASU Biodesign Clinical Testing Laboratory (ABCTL)<br/>among business, communications, management/training, law, and clinical analysis. The first<br/>chapter of this manuscript covers the background of clinical laboratory automation and details<br/>the automated laboratory workflow to perform ABCTL’s COVID-19 diagnostic testing. The<br/>second chapter discusses the usability and efficiency of key information technology systems of<br/>the ABCTL. The third chapter explains the role of quality control and data management within<br/>ABCTL’s use of information technology. The fourth chapter highlights the importance of data<br/>modeling and 10 best practices when responding to future public health emergencies.
As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020, this virus's deadly nature has required clinical testing to meet 2020's demands of higher throughput, higher accuracy and higher efficiency. Information technology has allowed institutions, like Arizona State University (ASU), to make strategic and operational changes to combat the SARS-CoV-2 pandemic. At ASU, information technology was one of the six facets identified in the ongoing review of the ASU Biodesign Clinical Testing Laboratory (ABCTL) among business, communications, management/training, law, and clinical analysis. The first chapter of this manuscript covers the background of clinical laboratory automation and details the automated laboratory workflow to perform ABCTL’s COVID-19 diagnostic testing. The second chapter discusses the usability and efficiency of key information technology systems of the ABCTL. The third chapter explains the role of quality control and data management within ABCTL’s use of information technology. The fourth chapter highlights the importance of data modeling and 10 best practices when responding to future public health emergencies.
Inspired by "A Work-Centered Approach to System User-Evaluation" by Roth (2021) and UX design principles, this thesis project aims to determine the usability levels of the ASU Class Search System to locate pain points and provide appropriate recommendations. The ASU class search system allows students to complete the necessary tasks, but the user experience is frustrating due to unnecessary scrolling, clicking, and searching. The user evaluation confirms that some improvements could be made to the class search system to improve its utility and usability. The main improvements suggested in this work address filter and navigation inconsistencies, an overwhelming amount of scroll real estate, minor design inconsistencies, minor jargon and content inconsistencies, scroll stoppers, and guide support.
This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive exhibits on the museum space are detailed including: social media, the authenticity of objects, and the commodification of experience. It is argued that despite the drawbacks of interactivity and immersion in the museum, the potential benefits of audience engagement and social connection make them worth pursuing.