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iSchool Capstone

2014

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Fliclets

Teaching video editing is a time consuming task that requires much one on one time between a teacher and student. As class time and office hours are limited, there is a ceiling on how much instruction a student can receive during a course. Furthermore, with only a finished product to evaluate, it is difficult for teachers to suggest improvements to cutting room processes used by students. To increase visibility into students’ processes and allow for a more iterative feedback loop, an online collaborative workspace has been created. In this workspace, visibility into processes was added through real-time collaboration and revision history. Coupling these features with an ability to give and request targeted feedback at any point in the process allows students increased access to a teacher’s wealth of knowledge.
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Food Managing Application for People with Diabetes

Nearly 26 million Americans suffer from diabetes. Poorly controlled diabetes exacerbates serious health complications. To assure diabetic control, patients need to have meticulous monitoring of their blood sugars and limit their calorie and carbohydrate intake. Diabetic patients face daily challenges in planning meals, eating out, or navigating restaurant choices and menu offerings that best fit their strict dietary needs. To address this critical need, we are introducing a mobile application that utilizes smartphone features including a camera and GPS to identify restaurant menus that cater to specialized diets, and analyzes and recommends menus that meet user’s dietary goals. This application also enables users to quickly analyze and calculate pre-packaged food and recipes, as well as track their daily and weekly carbohydrate and calorie load. Based on conducting several user tests and receiving expert advices, our application enables users to easily find food options that fit their requirements.
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Holistic Collection Development for Philosophy

Our project was assisting the new Philosophy liaison by revising the Philosophy collection development policy. To aid our revision, we performed a collection assessment and a user needs survey. We discovered unused parts of the collection, especially among the foreign language materials. We also identified services our patron group strongly desired, such as the PhilPapers database. Based on this data, we rewrote the policy. Our policy will allow the Libraries to better manage this portion of their collection and thus serve their users efficiently and effectively. Our project may possibly serve as a template for future collection development projects at the UW Libraries.
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Jefferson County Jail User Needs Analysis

Despite the Jefferson County Jail’s proximity to the city’s public library, no formal relationship currently exists between the two organizations. In order to better serve a currently unserved population, a user needs analysis was conducted on the jail for the purpose of informing the library about possible outreach opportunities. This analysis identified the scope of programs and services currently available to inmates while they are incarcerated and upon release, as well as community organizations that are currently providing programs and services at the jail. The analysis also discovered gaps in the current services and programs being offered to inmates. Identifying these gaps better enables the library to develop an outreach program that is relevant to the jail population.
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Knowledge Crystallization and Clinical Priorities: Evaluating How Physicians Collect and Synthesize Patient-Related Data

Information seeking and synthesis are time consuming processes for physicians. Although systems have the potential to simplify these tasks, future improvements must be based on an understanding of how physicians perform these tasks during clinical prioritization. We engaged physicians in semi-structured focus groups, and found that data is collected to categorize and prioritize patients according to expected clinical course. When data does not support these expectations, or when categorization indicates potential for morbidity, physicians increase efforts to act or re-categorize patients. We identified a standard prioritization workflow that differs slightly by medical specialty. These findings lay a foundation to advance information displays that facilitate information processing by physicians in clinical care environments.
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mohCare Appointment Scheduler

Currently, most hospitals are using traditional methods for scheduling appointments, checking-in at hospitals and maintaining patient’s profile. mohCare Inc. is exploiting this problem space by building the next generation of patient connect platforms for hospitals. Our project focuses on appointment scheduling and doctor discovery platform for mohCare on the iPad and iPhone. In the current scenario, booking an appointment with a doctor is a  cumbersome process which consumes a lot of time. With the mohCare appointment scheduling app, this process is streamlined and can be done in just 3-5 clicks due to its user friendly interface and personalized features. Also, this app simplifies the process of finding the most suitable doctor, by allowing search based on location, ratings, speciality and available timings. Thus, our app aims to mobilize most aspects of the interactions between patients and hospitals and bring self-service in the healthcare industry.
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Mood Taxonomy for Video Games and Interactive Media

The objective of this research is to improve our understanding of how people perceive and describe the mood of video games and interactive media. The mood element and its respective controlled vocabulary was developed by the Game Metadata Research Group at the iSchool, in collaboration with the Seattle Interactive Media Museum (SIMM), as a part of the Video Game Metadata Schema.In order to evaluate the applicability of the mood element, I have conducted user interviews in which gamers were asked to evaluate the current mood CV and apply mood terms to familiar game titles. Next, I have compiled a list of over 1500 games, with applied mood terms, and sourced genres and release years. This project rectifies the scarcity of past research, enabling cataloguers and users of the SIMM to search and organize video game metadata by mood.
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On Demand, Interactive Instruction: Modeling Best Practices in Online Instruction at City University

With a growing number of courses offered online there isconsiderable interest in distance education. As universities negotiate standards in online instruction we ask: How will effective communication, interaction, and motivation be established in the absence of face-to-face instruction? What will be the role for instructors in online education? How will students’ learning outcomes be assured and improved? To address these concerns, City University created a new set of standards for their online classes: the Exemplary Course Standards (ECS). But CityU was unsure how to start applying these. Our team modeled ways to use the ECS by redesigning a core course on critical thinking. We created an online experience that is interactive, uses story-structure, formative assessment, and caters to a variety of student types and needs. Education is an old art form but as the medium we teach through changes, we must adapt to harness the power of online instruction.
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Operation: KRAMPUS (Kickstart Readership and Meliorate Public User Satisfaction)

As in many libraries across the nation, the Iowa City Public Library (a single-site system) in Iowa City, Iowa, has witnessed a decline in circulation of young adult materials and participation in teen programming. In order to assess young adult (here defined as those from ages 12-18) interests and possible barriers to library access and use, I have observed teen center traffic and program participation, collected focus group responses, and conducted a survey of 200+ local members of the target demographic. I will present the Iowa City Public Library with an executive summary of this data, highlight the teen services’ successes, and offer a multi-pronged approach to both better meet the needs of their existing young adult patrons and attract new ones by a.) reconsidering the structure of programming, b.) incentivizing in-house and off-site library participation, and c.) fostering stronger connections to the teen populace at large via social media.