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iSchool Capstone

2016

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EcoQuest Trivia Challenge - Learning Through Games

Our planet is in crisis. The twenty first century is the hottest on record and we’re already seeing drought, increased natural disaster events and mass extinction. At this rate, the world that our children grow up in will be very different from what we have today - and we need to include them in the effort to preserve our planet. EcoQuest is a trivia game that teaches children about four animal ambassadors whose habitats and lives are impacted by climate change. The trivia questions follow a proven pattern for inspiring action: learning about an ambassador to build empathy, learning how climate change affects their well-being, and providing ways that kids can reduce their carbon footprint and, in turn, help the animal ambassador. We believe that, if kids can find a passion for the preservation of our planet, they will incorporate it into their daily lives, for the rest of their lives.
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EnVizion - Empowering indigenous minds through technology

We are working with the School of Environment and Forest Science (SEFS) at University of Washington towards the mission of making environmental data accessible to Native American people. The researchers at SEFS have collected large data sets related to land cover, hydrology and precipitation to learn carbon emissions and absorption in that area. The challenge that they currently face is to make this scientific data available to the Native Americans in a format that they can relate with and interact. In order to facilitate this, we have integrated the existing environmental and ecological data and created data visualizations as a POC to ascertain that this process can be automated with the real time data. We have also prototyped user-friendly dashboard to present this information to the indigenous people in an intuitive way so that they can evaluate the health of their land and make better decisions about their environment.
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Everest

With it becoming more difficult to treat acrophobia (fear of heights) through vivo (‘in life’) exposure therapy, how can we provide an exposure therapy treatment that utilizes virtual reality so that those suffering from acrophobia (fear of heights) can gradually overcome these fears in a safe, inexpensive, and practical manner? Everest has created a virtual reality experience that is geared towards those three traits. Powered by the Oculus Rift and other VR headsets, Everest separates exposure therapy treatment into 3 stages that will help gradually treat all levels of acrophobia. With this new way for exposure therapy treatment, acrophobia patients will no longer have to overcome their fears in real life situation that risk their health and wellbeing. Instead, this inexpensive virtual reality substitute will allow its users to overcome their fear at their own pace and in the safety of their own home.
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Exposure: A 3D Interactive Narrative for Creating Empathy for People Experiencing Homelessness

Seattle’s young homeless population has long been underrepresented—their stories are largely absent from public conscious. In the University District, young people often face discrimination, stereotypes, and violence from University of Washington students rooted in unaccountable misperceptions. Using Unity, Exposure has created a 3D interactive narrative to challenge preconceived notions of homeless youth and allow an audience of University of Washington students to step into the shoes of a fictional young person experiencing homelessness. The audience will interact with a cast of characters and vignettes based upon stories curated through community-grounded research. By exposing our audience to this community, students are encouraged to confront prevailing misperceptions of young people, develop empathy for them, and engage with movements addressing causes of homelessness. Just as film and literature can communicate lived experiences and motivate social change, the use of an interactive medium will be a novel approach to represent a community long neglected.
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Find Your Next Favorite Book: A Digital Readers’ Advisory Tool

Modern public libraries are a hub of innovation and information, but among all the valuable services libraries provide, research shows people still visit public libraries for one primary reason: To find books to read for pleasure. This project offers a new way to connect readers with books through an interactive quiz on the San Jose Public Library website. The quiz suggests books from the library’s collection that have been handpicked by library staff members. It can easily be reproduced to recommend books for a variety of genres and audiences, or even to suggest non-book items such as DVDs, eResources or library programs. By directing users to relevant and useful items within the library in their quiz results, this digital tool serves the community by providing expert recommendations and also helps market the library’s various collections and services. Finding your next favorite book has never been easier!
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FlyMate

When traveling by airplane it is a known rule that you should get to the airport at least two hours before your flight because you don’t know what conditions are like within an airport. It can be difficult for travelers to navigate throughout the airport with unpredictable baggage and security lines. This can cause travelers to miss their flights, lose money, and waste time. Our project aims to solve this information problem by creating a streamlined, user-friendly application which informs users of airport conditions before their arrival at the airport. FlyMate will provide travelers with the information needed to get to the airport on time, know how long it will take to get through baggage and security lines, and find the quickest route to their gate. This will result in travelers being able to navigate more easily and efficiently within an airport as well as reducing the stress of travel.
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Food in Motion

OPERATION SACK LUNCH (OSL) is one of the largest food rescue organizations in Seattle. They rescue food throughout the greater Seattle area with refrigerated trucks, seven days a week. However, this process involved lots of tedious paperwork. Every food donation is categorized and documented, which becomes a huge time cost for the organization and donors. With our Food in Motion application, donations are entered electronically and pickups are tracked in real time by OSL management. Our application features three aspects for each three parties of our audience: donors, OSL drivers, and OSL managers. Donors can request pickups, input their donations in advance, and communicate with their drivers. Drivers can view their pickup schedule and navigate to pickup sites. With our application, the process of collecting donated food becomes more streamlined and efficient so OSL has more time to collect donations from other donors.
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GAME ON!

Many of us have been hooked to playing video games for over 10 years now, secretly wishing to make money of our talent to understand the game play. Our sponsor Unikrn provides a platform for eSports enthusiasts to gather insights, play and bet on popular games like League of Legends, Counter-Strike and more. Our market research suggests that users have difficulty comprehending how eSports betting works and tend to bounce off their website. To address this problem, we made it our mission to redesign Unikrn’s web experience. Through extensive user interviews, competitive analysis and user stories, we designed new interactive UI and workflow that delight users and help make informed gaming decisions. Our tests have shown higher engagement rates with the new UX. Once implemented, the new experience will be more user-friendly and trustworthy; targeting an audience of 600,000 users who will together wager around $85 Million in 2016.
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Gymfluence, habit centered design for a fitter world

The fitness industry is currently worth $27 billion, and has grown less than 2% over the last 5 years. Gyms have abysmal retention rates ranging from 40-70%, and spend nearly 9 times as much in acquisition costs. At the same time, more than 200 million Americans today are considered overweight. How is a growing problem not matched by an industry specifically designed to solve it? Because people fall into the TRIBE – Time, Results, Interest, Body Image and Energy, the top five excuses for not working out. Gymfluence uses habit-centered design techniques to help people mitigate the TRIBE. We analyze user behavior, anticipate excuses, inform gym staff and enable the staff to influence users through data and a positive reward cycle. Additionally, we help users document their commitment to their personal wellbeing. And the kicker? Half our app can only be opened inside the gym!
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KNAQ

Studies have shown that recent college graduates are not as prepared as they could be and should be when entering the workforce; more than 4 out of 5 students graduate college without a job. Students often encounter difficulties attempting to balance work, school, and social schedules leaving them unqualified to start their careers after college graduation. Our application will connect students to employers, as well as other students, so that they can find short term flexible work. KNAQ makes finding career-relevant work experience easy, thus enabling students to: build a employer-verified portfolio, create professional connections, and earn some hard-earned cash!