iSchool Capstone

2018

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Mobile Makerspace for CES

With the need for teachers to focus on the common core there isn’t enough time in the day to plan multiple lessons to put these concepts into a real world context. In order to provide educator support I conducted teacher surveys to identify areas of STEAM curriculum where they need support. As a result I’ve created a Mobile Makerspace for Coupeville Elementary School. This Mobile Makerspace includes 30-45 minute STEAM lessons and all the materials needed to turn any classroom into a makerspace. This Mobile Makerspace not only supports the teachers but most importantly, it benefits the students.
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Multilingual Video Game Genre Taxonomy

This project is a multilingual taxonomy (currently English, German, and Japanese) of video game genres, including gameplay and narrative genres. It consists of a multilingual equivalency table, hierarchical schedules, and alphabetical schedules. The purpose of the taxonomy is to create an international standard for describing video game genres. This document aids in the indexing and searching of video game records designed with the Video Game Metadata Schema by providing a robust multilingual controlled vocabulary. This project was sponsored by the iSchool's GAMER Group and created with data from Germany's Computerspielemuseum and Japan's Ritsumeikan University Center for Game Studies.
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Muse Museum

My project is a business proposal for a non-profit children’s center named the Muse Museum. This museum would combine the skills of children’s museums, libraries, and art galleries in a whimsical and fun way. I would want this place to be interactive for children to explore literacy and art, make a mess, and begin to understand the true power of their emotions and of storytelling. Another key component of this project is to address the adverse effects of trauma, by having classes for parents and guardians on subjects like parenting best practices and mindfulness.
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myAsanka

High costs and unreliable infrastructure in Ghana make accessing the internet challenging for its citizens. Our team has re-designed the front-end user interface and information architecture for Asanka, an offline content management system (CMS) that allows educators to store and share information. To improve the user experience, our team has modified the existing architecture to build a teacher-centric CMS. Our redesigned interface allows teachers and administrators to better organize and access content for education. By placing the teacher at the center of Asanka we hope to further inspire the use of technology in classrooms in Ghana.
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NextBite

Farmers markets often have produce at the end of the day that cannot be sold, either due to visual imperfections or overproduction, which contributes to food waste. Volunteers from non-profit organizations rescue food from farmers markets, but this process is inconsistent due to ineffective communication between volunteers and vendors. NextBite is a mobile application that streamlines the donation process by allowing vendors to create donation listings to inform volunteers about the availability of surplus food. Volunteers can then rescue and redistribute these donations to non-profit organizations in the Seattle area.
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Nuts and Bolts of Scholarly Publishing Workshop Series

Although most scholars must ‘publish or perish,’ graduate students and junior faculty members often receive minimal guidance on the publication process beyond ad hoc support from advisors. To provide a formal channel through which researchers can gain confidence in approaching scholarly publishing, we developed a workshop series to provide guidance around publication of an article in an academic journal. Two complementary workshops, one focused on journal selection and the other on publishing agreements, introduce open access and authors’ rights concepts while addressing common concerns and offering practical advice for navigating the publishing process from start to finish.
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Odegaard Lending Collection Survey

The University of Washington’s Odegaard Undergraduate Library houses several collections of non-academic books, including Life Skills and Good Reads. The librarian responsible for managing these collections wanted to update them in accordance with feedback from underrepresented student groups. We developed a survey to assess the reading interests of two populations: international students and student veterans. The survey was deployed via Google Forms and disseminated through email lists and Facebook groups. We used this feedback to suggest 75 titles. We also created a workflow to document our process so that this effort could be replicated in the future.
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Organizing the Anne Focke Archives

Organizing the Anne Focke Archives has been a project consisting of conducting a folder-level inventory on the remaining 70 boxes that had not been inventoried. These folders contained 40 to 50 years’ worth of documents pertaining to the work Anne has done in the art world, from both founding and working with various organizations such as ArtsWire, and/or, and Grantmakers in the Arts. By doing this inventory, Anne is able to have a better understanding of which files are where, and stakeholders will be able to access documents related to the history of organizations that they otherwise would not have.
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Pinion

Pinion is a mobile application that gives people a place where they can share their beliefs on civic issues, learn more about them, and see how their elected officials vote. Users can voice their opinions on local topics like the Seattle Jobs Tax or federal ones like gun control. They can also see how their community and elected officials voted to make sure they're acting in the best interests of the people. Pinion will clearly show if there's a gap between the people and their elected officials.
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PlaceR

Imagine the inability to compete in the modern retail market place. It can be prohibitively expensive for small businesses to keep up with large companies like Amazon. Placer levels the playing field. We provide the augmented reality technology to independent furniture manufacturers, so they can give their customers an immersive shopping experience similar to that found in store. By providing a universal accessible platform, we will help a diverse segment of the industry thrive, that would otherwise get left behind. We plan to compliment the independent manufacturers’ business model and allow their creativity to lead to new innovations.