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2015-2016

Garcia, Deann
The cycling industry as a whole has not done well at satisfying the needs of female riders and it has not kept pace with the greater athletic and outdoor industry’s advances in sustainable manufacturing techniques or responsible business. This has led to a disconnect between consumers, who report a desire to make responsible purchasing decisions, and companies which are not supplying them with the knowledge the make those decisions. While a lack of sustainability planning is sometimes attributed to cost, in the long term, efficiencies in manufacturing and the benefits to brand reputation reaped through transparency can have a net financial benefit to companies. Women ride at significantly lower rates than men and this can be attributed to a lack of comfortable infrastructure, inconvenience, lack of confidence on the bike, a dearth of consumer products, and difficultly finding communities to connect. Women’s cycling apparel is hard to come by and often is ill-fitted for athletic women. Brands do not take advantage of the potential within the women’s marketplace to build loyalty and community, or create apparel that can go beyond the bike. Additionally, new fabrics and technologies have made it possible to create apparel with a lower ecological footprint. A survey was conducted to determine what features were most desired by female consumers in order to inform the design of cycling lifestyle garments for women. An evaluation and comparison of currently popular and newly developed fibers for athletic products was undertaken to understand which were most preferable from a performance and a sustainability standpoint. Life Cycle Analysis was used to examine these fibers, but also critiqued for its difficulties in successfully comparing fibers of various origins. Two garments, a top and a pant for use both on and off the bike, were designed against the features requested in the consumer survey. Feedback from a body measurement survey was used to determine how best fit the unique bodies of female cyclists. Branding and positioning were developed for the garments under the brand name Beryl. Next steps toward implementation of the project were examined. Although many infrastructure obstacles still exist in the way of truly sustainable apparel manufacturing, the resources are in place for it to come to fruition. All that is needed are the right people and forward-thinking businesses to implement change. Connections must be made between different suppliers in the chains of custody in order to reach a sufficient level of accountability and transparency. The trend is moving in the right direction, so there is cause for hope.
Palacios, Victor
There are more than 52,000 manufactured homes placed every year in the US. As of 2015, none of the main manufactured home brands offered a sustainable alternative for mass production. Further, a large number of these type of homes are abandoned at the end of it useful life. Designing a sustainable, safe and affordable alternative to typical manufactured homes is the primary goal of this thesis work. This paper outlines the current manufactured housing status, looking into its fabrication methods and analyzing weak points. There are several issues of concern with manufactured homes, including the low construction quality, short lifespan and lack of safety to withstand weather phenomena. High wind scenarios, like tornados, result in a disproportionately large number of casualties when compared to onsite built housing. A new sustainable alternative to typical mobile homes is proposed with an improved anchoring system, modular framing strategy and materials selection that could potentially reduce fatalities, improve the end-of-life and introduce a sustainable alternative to the current market. Life Cycle Assessment (LCA) is used to evaluate the new design’s environmental impacts.
Pyle, Gabe
This paper presents the background research, development, and playtesting results of a sustainability-focused educational game called Planet: Crisis. The new game was designed to raise sustainability awareness through a collaborative, deck-building card game. A review of the market for sustainability games showed that although sustainability games exist on the market today, very few have broken into the mainstream games market or gained recognition outside of the sustainability education field. Seeking to leverage this market opportunity and to produce an effective educational tool for use by sustainability educators, the author created and prototyped a Serious Educational Game (SEG) solution that was not only sustainability-focused but also fun to play. This paper reviews the process undertaken to develop a new SEG to help teach sustainability. Among available sustainability frameworks, the Cradle-to-Cradle (C2C) sustainability framework seemed best suited for the game, and the principles of what makes pure games, as well as what makes them enjoyable, were used to guide the design of the game. Planet: Crisis was developed and prototyped as a new collaborative, deck-building card game intended to help raise sustainability awareness and incentivize sustainable thinking in players. The game provides the opportunity for players to learn how to collaborate with other players to achieve a common sustainability goal and encourages learning, sharing, and replaying. The results of playtesting Planet: Crisis with 16 people over a period of 3 months demonstrated that the game may be helpful in teaching C2C principles although the game could be enhanced for audiences of the proposed target age. Playtesting Planet: Crisis gave the author the opportunity to speak to groups of players about sustainability. Playtesting groups showed a greater understanding of sustainability after playing Planet: Crisis. Next steps for the development of Planet: Crisis include revisions to the game based on playtesting feedback. Final game revisions and comprehensive, written rules will be necessary before Planet: Crisis will go into professional production for the marketplace.
Ruyle, Shanna
Designers have a choice to channel efforts towards a s sustainability-focused agenda. This choice and subsequent efforts can be magnified by aligning with strategic goals from entities whose missions are focused on creating a sustainable world. The intention of this thesis and project is to examine one method for connecting designers with local entities to create strategic global impact from their efforts. Specifically, the local entity engaged was the Willamette Valley National Wildlife Refuge Complex and the global strategy was aligned to the United Nations Development Program’s Global Goals. Discovery of the hierarchical connection of strategy between these two entities was undertaken and informed the project. The project created serves as a tangible contribution to a local entity connected to a global strategy and documents the process for bringing the work to fruition. Through this method, a set of information graphics were identified as appropriate tools for the partnership between the designer and the local entity’s strategic community engagement goals. Work completed may be leveraged in the future across the National Wildlife Refuge System and within the design community for further impact.
Yatabe, Alyssa
The disconnect between consumers and their food — what it is, where it comes from, and how it got to them — is increasing (Ikerd). Food, including the environmental and social impacts of food, affects every person around the world, from the farmer to the consumer, in some way or another. As the population grows and the earth’s resources dwindle, a shift in the way humans produce, demand, and distribute food is urgently necessary. Possessing a sense of food literacy, or having an awareness of the personal, environmental, and societal impacts of one’s food choices (Food Literacy Center) is crucial to the support of a healthy, sustainable community food system (ASI), both locally and globally. The intention of this thesis paper and project is to examine the environmental and social impacts caused by the global food system, and review the proposed solution. The project aims to address food literacy for college students and young professionals through the development of a Visual Food Literacy Program (VFLP). This program showcases a single harvested food item and several visual tools each month including wayfinding signage, food identification cards, and a storytelling timeline for implementation within institution-based, buffet-style foodservice facilities. In order to better understand the effects information graphics and visual storytelling have on increasing food literacy and awareness, two case studies were conducted in 2015: at a Stanford University dining facility and through an online survey. Based on the feedback from the Online case study, the design of the VFLP and the experience participants had interacting with it were successful although the sample size was small (n=19). However, it is evident from the Stanford case study that a new solution for directing consumers from the food identification cards (at the point of food item selection) to the interactive timeline is necessary, as no consumers engaged with the interactive timeline. The VFLP tested in this thesis represents a starting point within institution-based, buffet-style foodservice facilities for encouraging sustainable and healthy food choices in consumers. It also serves as a replicable model for influencing positive change to help people improve their food literacy. The VFLP developed and implemented in this thesis work aims to become a versatile and adaptable system that can be implemented in a multitude of arenas and locations, both locally and globally.