Series
Master's Projects

Series Type
Publication Series
Description
Associated Organization(s)
Associated Organization(s)

Publication Search Results

Now showing 1 - 4 of 4
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    How to improve collaboration with Lego-style bricks
    (Georgia Institute of Technology, 2023-05) Vieira, Pedro Henrique de Medeiros
    Collaboration can be defined as the act of working together with one or more individuals or groups towards a common goal, with the aim of achieving a shared result. At its core, collaboration is about leveraging the strengths and abilities of all team members to achieve a better outcome than any individual could on their own. Bloc Co-op is a game designed to incorporate Lego bricks and a companion app to improve collaboration within teams in a seamless and playful way. Teams will get together and compete in weekly building challenges, upload pictures of their structures and rate others builds, while exercising their communication, trust, creativity, and accountability muscles.
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    Exploring the Gig Economy to Create a Connected College Ecosystem through Service Exchange
    (Georgia Institute of Technology, 2023-05) Holmes, Cam
    This project direction is directed towards improving student’s transition into their careers by leveraging the gig economy to create connection and cash flow with an intent of finding a scalable product market fit on the Georgia Institute of Technology's campus. This project utilizes a common startup practice by condensing the design process to more of an iterative approach to problem solving. The design cycles start broad and become more defined as the project progresses based on feedback received from students and eventually local businesses around campus. The three main themes around each design cycle are as follows: 1. A Student to Student Gig Exchange, 2. A Text-based Freelance Marketplace for Students, 3. A Scalable Platform and Ecosystem designed to help build small business, Student Experience and Expand the University Community. This iterative process of “failing fast” has enabled Gigsurf to strengthen it’s product market fit through the entirety of the project. Gigsurf is a marketplace for top talent students to provide contract work to start-ups while expanding the start-up presence on campus and within local communities.
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    Turning the Wheel: Addressing Barriers to Micromobility Transportation for Underrepresented Groups
    (Georgia Institute of Technology, 2023-05)
    The use of micromobility devices is on the rise, especially in denser urban environments, as people choose cycles, scooters, skateboards, and their electric counterparts to travel between destinations. While numbers vary by mode, ridership tends to be highest among white males and lower among women, black, indigenous, and people of color (BIPOC), and persons with disabilities. Inadequate infrastructure and parking, safety concerns, and societal expectations are among the many reasons cited for these disparities. Initial research identifies end-of-trip facilities as an opportunity area where improvements can be made to support underserved and underrepresented populations. The aim of this project was to collect feedback from these groups which informed the design of a multifunctional storage device. Current users of micromobility devices were surveyed to ascertain what amenities have had the greatest positive impacts on their transportation experiences, as well as those that are still largely missing but desirable. Concepts were developed, visualized, and presented to target audiences for further feedback used to improve the design and validate the solution.
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    Usability Testing in Virtual Reality and Traditional Physical Environments: A Comparative Study
    (Georgia Institute of Technology, 2023-05)
    Usability testing is a vital component of user experience design that helps to identify issues and improve the design during product development. With the growth of Virtual Reality (VR), it is important to consider how this technology can be utilized to assist with usability testing. This project aims to compare the effectiveness of usability testing in VR and traditional physical environments to provide insights on how to optimize the testing process in both environments. The result of this study can potentially be used to justify conducting usability tests in Virtual Reality. The study was conducted using a mixed-methods approach, which included both quantitative and qualitative data collection and was organized into user research and evaluation phases. After literary and market research, field research was conducted by deploying online surveys and conducting user interviews. A total of 108 participants were recruited for the online survey study and 10 participants for the user interviews. The goal of the user research phase was to understand the users’ pain points and frustrations when driving. Based on the research data, a solution was designed along with high-fidelity prototypes that were evaluated through usability tests in both a VR environment and a traditional physical environment. There were 14 participants recruited for the usability tests. These tests involved a usability testing session with a high-fidelity prototype of a user interface (UI) using a “Think-Aloud” technique. Each participant completed a series of tasks designed to test both the suitability of the VR and traditional environments for user testing and the usability of the UI design itself. Performance was measured by having each user complete a satisfaction survey after undergoing testing in each environment. This evaluation phase was used to collect feedback from potential users through testing. The findings demonstrate that usability testing of an interactive experience can be effectively conducted in a VR environment. This provides new opportunities for designers to explore innovative ways to engage end-users during the evaluation phase of the design process.