Series
Master's Projects

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Publication Series
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Associated Organization(s)
Associated Organization(s)

Publication Search Results

Now showing 1 - 10 of 25
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Develop Financial Literacy and Metacognition via Gaming

2022-08-01 , Chordia, Provit

Financial literacy is very important as it has a material impact on a family’s budget. It helps in understanding the value of money and various decisions related to money. Studies have found financial literacy to be very low which might lead to incorrect decisions. Financial literacy and metacognition are related as metacognition help in the development of critical thinking, and decision making which is important aspects. The following paper will discuss how financial literacy and metacognition are related as well as the correct age and method to start financial literacy.

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Rhythm OLMITS

2022 , Kwan, Derek

Rhythm OLMITS is a beat-centered rhythm intelligent tutoring system with an open learner model that visualizes skills at various levels of abstraction. It incorporates overall skill visualization in its interface where exercises concerned with a learner’s performance of rhythm from music notation are chosen. These exercises are generated according to the student model and user-specified parameters with respect to note durations and meter.

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Electric Bidet Controls for Older Adults

2021-05-03 , Yen Pham, Kim

Bidet controls represent the capabilities of bidet seats. However, current bidet controls are difficult to operate, graphically confusing, and unintuitive. The purpose of this project is find a usable and useful solution to a bidet control design. The aim of this study is to answer research questions: How to organize information to maximize usability? What type(s) of interactions are easy and comfortable to do? What physical form to facilitate ease of use?

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The Effect of Gamification Elements on MOOCs

2020-12-07 , El-Sawy, Hussien

Gamification is the use of game elements in non-game subjects. MOOCs are Massive Open Online Courses, as it became widely used worldwide specially after the covid-19 pandemic, it is still facing some challenges on retaining enrolled students. This study is going to discuss the connection between Gamification elements and MOOCs specifically “Events” which are considered quests that can be done in a specific period of time in exchange for re-ward, and how events can be used to increase student’s engage-ment while participating in MOOCs.

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Eye strain caused by excessive eye use, and using design to relieve it

2022-04 , Yan, Yunqi

In recent years, extended use of computers has become more and more often. Due to the technology’s immaturity and lack of humanized eyecare design, visual fatigue affects more and more people. The American Optometric Association calls this computer vision syndrome or digital eyestrain. Based on research, people who look at screens for two or more hours every day have the most significant risk of this condition. The symptoms of eye strain include tired or soreness, burning, and an itchy feeling in the eye area. People might find that they have difficulty focusing, increased sensitivity to light, blurred or double vision, and other sensations of eye discomfort accompanied by headaches. The result of eyestrain may lead to apathy, inability to study or work efficiently, and further trouble people’s life. Research and experts’ feedback show rare validated methods exist recently to provide computer screen users with systematic eyecare-related strategies. Exploring these facts, this project is dedicated to creating a systematic eye protection design to help more and more computer users reduce eye fatigue caused by long-term computer use. All features and functions involved in this design are based on evidence from research.

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GTatrium for Georgia Tech

2021-12 , Hays, Emily L.

In 2018, The Commission for Creating the Next in Education (CNE) at Georgia Tech took a comprehensive look at what higher education might look like in 2040. The resulting document, “Deliberate Innovation, Lifetime Education,” uses strategic foresight to explore the future of education at Georgia Tech and outlines several initiatives for Georgia Tech to provide a more valuable experience to its stakeholders. One of these initiatives is the GTatrium, a scalable gathering place to real and virtual services for Georgia Tech to achieve a distributed global presence. Like the physical atrium of a building, the atrium is a flexible space located near learners. The GTatrium is designed to provide personalized education, career development, advising, and specialized learning experiences to current Georgia Tech students, and to alumni, prospective learners, and the community at large. This master’s project presentation will discuss the research, service design, and overarching strategy of the GTatrium, and aims to address, “How can Georgia Tech serve learners in their communities throughout their liftetimes?” A research goal was to define the GTatrium experience, identify user groups, core services, a conceptual service model, and draw with broad strokes what this could look like for Georgia Tech in the next decade of its development. The presentation will suggest next steps for the development and implementation of the atrium that can be deployed internationally. This project was undertaken in conjunction with the Center for 21st Century Universities, which will continue with the project after the completion of this master’s project.

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Demonstrating greater sustainability while maintaining desirability of plush dog toys through life cycle assessments and dog owner participation

2021-04-30 , Raker, Cheyenne M.

Every year, an estimated 634 million dog toys end up in our landfills, which is equivalent to 40,500 tons of waste. These numbers are a result of planned obsolescence due to their short life cycles. Pet businesses induce consumerism by offering dog toys with a limited useful life and therefore creating repeat purchases. Which then leads to millions of toys ending up in landfills every year. This book details the design of a dog plush toy that aims to divert millions of dog toys from the landfill while also decreasing their environmental impact through a life cycle assessment. Additionally, understanding what motivates consumer behavior and how to bring about change was thus seen as key to efforts and strategies to promote more sustainable patterns of consumption of dog plush toys. The project answers the following question: through the lens of a life cycle assessment (LCA), is it possible to design a sustainable dog toy that dog owners are willing to buy? Information gathered from a literature review and several interviews with experts in both the pet and sustainability industry were conducted to understand the problem space in three key areas: • current pet industry market • current sustainability market • target demographic and their habits and desires. From here, the ethnographic research below helped to understand dog owner’s desires and purchasing habits in the forms of: • 1 online survey completed by 300+ dog owners • 8 online interviews • 6 exploratory visits to dog toy stores. This research highlighted that plush squeaker dog toys were the favorite amongst dogs and dog owners. This insight led to an initial LCA calculation using Okala Impact Factors to establish a baseline of their current environmental impacts and an overall understanding of their entire product life cycles. The calculation revealed a significant finding that the extraction of the raw materials in the design of dog plush toys had the highest environmental impact. After collecting all the data, affinity and systems mapping were then used to develop the design criteria. One insight came through regarding the usage of a single material. If a dog toy consists only of a single material, it minimizes raw material extraction. Therefore, requiring no disassembly and consequently being easily recyclable. This insight was an important aspect of the design. Many rounds of concept development and ideation got conducted as new insights and information came regarding the recyclability of dog toys. To minimize the materials collected for manufacturing inspiration came from a previous design project. The project used upcycled t-shirts to create a braided rope dog tug toy. Instead of using the t-shirts as rope, an idea came to use them as stuffing for the toy. Which consequently included the added benefits of reducing separation anxiety in dogs from several articles found online. This idea had several challenges associated with the durability, safety, and recyclability of the dog toy. After several rounds of testing to assess and mitigate these issues, one final concept got narrowed down after meeting the following: solution viability, all design criteria, and all three needs of desirability, profitability, and sustainability. The final prototype came to be a dog plush squeaker toy. It flips inside out to reveal a printed business reply mail label and, therefore, can easily be placed in the mailbox to send to a textile recycling facility. The final prototype was tested and evaluated with seven female millennial dog owners (to match the target demographic) to understand levels of desirability and suggestions for improvement. Once the feedback was collected and addressed into the final design, an LCA calculated and determined its overall environmental impact versus a standard plush toy found at current pet stores. The calculation showed that the new design had a significantly lesser impact. Also, 100% of dog owners stated they would be willing to purchase the dog toy in the evaluation assessment. Therefore, meeting the needs of desirability. In conclusion, it is possible to design a sustainable plush dog toy that dog owners are willing to buy.

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Bangladesh Bank Cyber Heist: Incident Analysis

2022 , Balu, Ramkumar

In one of the largest cyber heists that took place in February 2016, the Central Bank of Bangladesh (Bangladesh Bank) lost $81 million from its account held in Federal Reserve Bank of New York. By applying Diamond model of Intrusion Analysis, the paper discusses core features and phases involved in the attack. In the later part, the paper discusses policy assessment at various levels as well as the policy impact that happened in response to the incident.

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Self-explanation collaborative tool

2021-12 , Elouedrhiri, Driss

One of the main challenges educational institutions face is keeping students engaged during online classes. Self-explanatory techniques show some efficiency in keeping students engaged. But, there are still rooms for improvement to get students more motivated and contribute toward the evolution of system content. This paper summarizes the existing self-explanatory method and presents a designed solution to extend it as a collaborative platform. The tool is an extension plugin that universities and educational platforms can integrate into their existing solutions. This paper defines the tool's integration and how it improves student engagement.

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The Role Played by Parents in the Abrupt Transition to Online Education During the Covid-19 Pandemic

2021 , Sharmacharya, Ratan

The Covid-19 pandemic saw an abrupt transition from classroom teaching to online education. The debatable question was the impact of this pandemic on the parents of the students. A survey was conducted on the parents of elementary and secondary school students who had this transition to online learning to determine the impact of the transition on parental role in their children’s education.