Archive For April 24, 2016
By Drew Park
Growing up I hated where I lived and never felt l was where I should be. As I have learned, this sentiment is not atypical. Recently I have found myself growing fonder of Horseheads as I move further away. At a young age it was di cult for me to overlook the many “ aws” of being raised in my hometown. Not much has changed in Horseheads, but the way I see it and experience it has. Home, Coming is an attempt to create a nearly non-existent narrative of the Southern Tier of New York through a series of objects and images I associate with the area. In doing so I hope to construct a proper portrait of my hometown as well as create a dialogue about the places we come from.
By Louis Pearlman
The Beard Project is an investigation into the beard subculture in New Paltz where beards of di erent shape, color, and size overwhelm the small town. The subject of facial hair has always fascinated me. Fittingly, for this thesis project I conducted necessary research to delve deeper into the bushy world that is beards. As part of my research, I shaved my beard to experience the reactions of others to my baby face, conversed with bearded strangers, documented the opinions of beards from the clean-shaven, and attended a national beard competition. The Beard Project book showcases all that I have learned in this year. If you like beards, take a trip to New Paltz—you won’t regret it.
By Kristen O’Connor
The goal of my thesis is to create an interactive book that will allow the reader to experience the story in a new way. By breaking away from the typical text block structured book and incorporating full-page imagery and interactive elements, I aim to create a more memorable and entertaining experience. There is a connection between text and imagery, which enhances the story. My thesis deals with the topic of recreating story books in a way that makes them more interactive and desirable for readers. I want to create a book that is more than just bound pages of text; it will allow the reader to become a part of the story and experience reading a classic tale in a new light.
Fairytales are the first stories we are told as children and become a part of our lives. Whether you have read the stories recently, or have not since you were a child, you can still remember the main story lines. Fairytales have the ability to transport us to another world or time period, which is what I hope to achieve with my thesis. The story’s text helps us imagine the characters and create their landscapes with our imaginations. By adding in my own photography and illustrations, I aspire to create imagery that will capture you and help bring the story to life even greater then text could on its own. I also want to push the structure of the book a step further and incorporate interactive elements that enhance the storyline. These interactive elements will allow you as a reader to connect with the characters greater by allowing you to participate in major moments of the storyline, and create a new experience with them by being able to unfold the pages and reveal hidden areas.
By Rose Mundschenk
“Flame Altered Minds” is an online base with the purpose to advocate re performers of New York State and build a stable community for them. Through images, online networking and promotional items, “Flame Altered Minds” exposes the re artist’s talents. A strong part of the website is catered towards future events and spin jams, to give know-how on where an artist may practice or perform. The online base is to aid in building a resilient platform for re entertainers.
By Kaylie Pyrch
TransGeneration deals with the relationship between parent and child when the child is transgender. An increasingly popular topic among society and little to no education on the topic leads to incorrect assumptions and a lot of questions by Generation X and even the Baby Boomers.
I created a double sided book where one side is for the parent and the other side is for the child. It is symbolic because the two ends of the book meet in the middle. This book contains resources that will help bring the parent and child together to learn about transgender issues and the sensitivity of this topic for both parties.
Identity Puzzle is a 3D printed puzzle with three simple questions about your identity. The answer to each question gives corresponding color for the sex you were born, the gender you identify with and your sexuality. This shows that gender and sexuality are not related and are not personal choices. The choice is if the individual chooses to follow through with how they dress, how they carry themselves, going through hormone therapy and having surgery. These choices do not make or break the identity of a transgender person.
By Jacqui McCullough
The purpose of Public Positivity is to serve the SUNY New Paltz community by responding to issues that are common among college students with a hand lettered positive note that may provide support. The first form this project takes is through hand lettered chalkboards that I make during the evenings, to act as a surprise for students when they arrive at class in the morning. The second form of this project is a series of hand lettered postcards that I hang in my residence hall and throughout campus for students to take and keep to serve as a consistent reminder of positive support.
Students across campus have been reacting to these messages through social media, like instagram, where they continue to share the positive messages among their friends and followers.
By Allie Schmitz
MM/DD/YY is an ethnographic approach to journal keeping. Conversations overheard, stories told, lyrics sung, thoughts unspoken, and everything in-between are recorded and sorted chronologically by date and time. The good, the bad, and the funny are written in an effort to increase mindfulness, move on from negative situations and meditate on positive ones. Running text combined with illustrations and lettering emphasize entries with particular emotional or comical weight. Participation in this project is encouraged; those who wish to can visit mmddyyblog.com to read entries that have been submitted and submit their own.
By Melina MacFarlane
STEM stands for Science, Technology, Engineering and Mathematics. These fields are rapidly growing, and have an immense, infinitely valuable impact on the world around us. However, gender inequality is exceptionally prevalent in STEM, both in the realm of employment and our educational system. This issue begins affecting girls at a young age, and a variety of elements often discourage their involvement in STEM.
GOSTEM is a project designed to be a part of the solution and to increase girls’ interest in these fields. The project’s website consists of three core sections that include exciting, encouraging information. Whether it’s explaining how your smart phone came to be, discovering interesting STEM jobs, like a LEGOLAND Designer, or seeing inspirational female role models, from both the real world and movies and TV shows, GOSTEM allows girls an opportunity of exploration that was perhaps not accessible before. The site is designed to be an immersive, stimulating experience that sparks girls’ imaginations and inspires curiosity concerning the world of STEM.
By Nicole Striffolino
We are currently living in a society that protects and insulates the racial interests of us as white people, causing our tolerance for racial stress to be very low. Robin DiAngelo refers to this as white fragility, a state in which even a minimum amount of racial stress becomes intolerable, triggering a range of defensive moves. In the double read pamphlet I have created I explore two di erent types of reactions a white person may have when receiving racial feedback. First, is from the mainstream framework where someone may be unconscious or ignorant of their white fragility. Second, is from an anti-racist framework where someone is making an active e ort to work through their white fragility. Each side depicts one of the frameworks and goes through the following: feelings & behaviors, claims, underlying beliefs, and how it functions. My project title, Pass It On, circulates around the idea of spreading knowledge and continuing the conversation. On the last page I explain that it is the responsibility of the reader to now pass on the pamphlet to someone else. I allow for such distribution by providing envelopes to people I am in direct contact with and by having a site which includes a PDF of the pamphlet so that people can send it digitally.
By Shauna Keating
The goal of Mobility Map is to promote the creation of more welcoming and inclusive pedestrian communities, such as college campuses like SUNY New Paltz. It is a UI/UX prototype for a web app that lets users to document areas that are not passable for people with mobility impairments from a mobile device. The app would seek to provide a greater sense of community among those who are physically disabled.
The design of the interface and user experience is focused on following protocol for web accessibility and inclusive design through use of color, contrast, type, and other elements. Mobility Map is meant to in itself be an accessible experience.
A large focus in the industry of UI/UX is thinking about potential users that have different life experience than the designer. For me, this was a great exercise in empathy and taking on concern for people that face challenges I don’t always have to. To understand the problems faced by the people I am designing this for, I researched physical disability and assistive technology. I used this information to develop stories for fictional people that might use an app like this, called personas.
This experience has really shown me that creating an app is a lot more than mocking some stuff up in Sketch. I have seen how important it is to consider others, lay out logical information flow, and how much conceptual work and planning goes into creating something like this from start to finish.
By Sara Wagner
KetoBox is a low-carb, high-protein snack brand that provides healthy on-the-go products, including protein bars, fruit and vegetable chips, and trail mixes, for busy people. These snacks especially benefit those with gluten intolerances, those looking for low-carb, high-protein solutions to support weight-loss, as well as diabetics who are looking for a quick low carb snack that will sustain their hunger.
Pre-packaged ketogenic products are scarce in today’s consumer market, which provided a unique opportunity to design something that fit this particular niche. KetoBox sees its responsibility to the consumer as paramount. It both provides its caloric and carbohydrate information upfront (while other brands utilize net carbs) and works with the best quality ingredients. This work has become more than just packaging and a supporting website; it has become an exercise in brand-strategy as well as recipe-development in order to truly understand the products being marketed.
When creating the packaging, I introduce bold, bright colors that would give the brand uniformity and vitality while still providing separation within snack categories. The addition of illustrations in place of photography and the design acquires a 60’s style character that fits with the approach of a health food brand. KetoBox’s products can be obtained via an eCommerce website both individually and by a subscription-box format that delivers quarterly. The eCommerce site functions as a showcase for the packaging and provides insight into how the consumer would experience the purchasing of these products.
By Andrew Joseph
The only way to understand and accept someone is through interaction and conversation. We all have been taught assumptions about other groups of people and create more every day. These assumptions cause us to develop negative perceptions about other races. The only way to put a stop to discrimination
is to overcome these negative perceptions. Mesh is an investigating into how SUNY New Paltz students are socializing across race and ethnicity. The project
seeks to understand why social life is so segregated on campus, why the majorities and minorities socialize primarily amongst themselves, and how students deal with and understand this phenomenon. By obtaining data and personal testimonies I can understand
the interplay of di erent mindsets at work, and
use interviews, videos, posters and zines to raise awareness and cultivate understanding of the issue.
By Caroline Henderson
Locus Project is a study of the sense of home within the military community. On average, military service member and their families move every 3 years. This is not to say that they don’t feel that they have a home. An individual’s sense of home is developed not only by the location in which they live, but also their relationships, rituals, constraints, and memories. Location data associated with information under these categories culminates in an interactive map that explores the interrelated assignments and experiences of individuals, as well as the similarities and di erences among di erent people’s stories.
Locus Project is a web-based platform that allows visitors to explore this map, a snapshot of the global footprint of our military community. The option is available to narrow in and view an analysis of an individual participant’s sense of home, through heat maps and network graphs.
By Steve Geary
For my thesis I catalogued my clothing items and documented the countries where they were manufactured. I then combined this information with public data about these countries in order to get a better understanding of how the people who make my clothes live. I had heard that people in third world countries worked in harsh conditions in the garment industry, but I wanted to nd out more for myself; both the good and the bad. I was also interested in the consumer nature of our culture which keeps us so far removed from the people who produce our goods. The result is part infographic, part anti-advertising campaign, wholly interesting, and way cool. 🙂
By Carly Watson
Critters of the Gunks is a small business that sells t-shirts, mugs, tote bags, etc. All merchandise features an illustration of a di erent animal that lives in the Shawangunk Mountain Range in New Paltz, NY. The Shawangunks, or Gunks, are one of the most biodiverse ecosystems in the entire world. It is home to dwarfpitch pines and many more rare plants and animals. Critters of the Gunks celebrates the diversity of the animals by illustrating them and making them wearable. With every purchase made some of the money is then donated back to organizations that help protect the Gunks, there is also a fun fact zine that is comes with each purchase that tells the buyer facts about the animal featured on their item. The goal of this thesis is to brand, and design a product line that not only captures the beauty of the Shawangunks, but also educates the public and protects the environment. This thesis sprung from a deep love for nature, newfound interest in wildlife biology, and many hikes in the Gunks.
By Nicole Gaynor
Date Me is the documentation of rst date experiences of Nicole Gaynor (graphic designer and professional lesbian) over the course of ve months. Each date is featured in its own zine which contains a written account of meeting each person, setting up the date, the date itself, and if the date led to anything (friendship, hook–up, etc…). The diary–like documentation is combined with various illustrations and graphics that help bring each date to life. The humorous series entertains readers while also giving insight into the world of modern dating and queer culture.
By Emma Wenig
Let’s Talk is a website about comprehensive sexual education. Inspired by the failures of the current sexual education system of the United States, Let’s Talk intends to educate middle and high school students in an environment where they know there are no stupid questions. The purpose of the website is to empower young adults to take their sex education beyond what they learn in the classroom. Each section of the website begins by covering the basics of topics such as birth control, STI’s and relationships and then goes more into depth on the topics in ways that are not addressed in health class. These sections include pictures and charts to o er visuals for them to follow along with and make the topics easier to understand. The last section of the website is an interactive map of New York state, which young adults can use to nd resources in their area. Broken down by region and then by type of business (family planning clinics, STI clinics and LGBT resources) or by county, the map is intended to give young adults access to what is around them to help further their education.
By Megan Doty
The project Print Dialogue seeks to explore the intersection between linguistics, design, typography, and meaning through critical making inquiries. With a back and forth process between design and theory, ideas within linguistics such as double articulation, regional dialects, plurilingualism, the international phonetic alphabet, diachronic / synchronic studies, and pragmatics are explored in their relation to design and the use of typography as a means of expression. Double articulation, for example, is the ability within language to be able to use a finite number of sounds (those available within a given language) to express an infinite number of ideas. Within design, there are a limited amount of visual elements that can be used to create a composition, yet they can still be combined in an infinite number of ways to communicate any desired message. The outcome of Print Dialogue thus is a series of studies and accompanying writings both compiled into a single book, reflecting on making and bringing ideas explored within design and type back into the realm of linguistics.
By Charlie Cultrara
You see motion on screens everyday – to get your attention, to sell, to entertain, to teach. For content creators, it’s important to understand how that motion works. Through an animated video, my thesis aims to introduce the basics of on-screen motion.
The most important concept is that pictures on a screen don’t move, they change like a slideshow. When changing images are displayed sequentially fast enough, they blend together and are perceived as motion. By understanding that concept, and the nuances that come with it, video producers are better equipped to create their vision.
By Frankie Dineen
What are you hiding from those close to you? At the start of this project I created a survey asking anonymous participants to submit a secret. Given this text, I visualized each secret and formatted them into a small, monthly publication called GUSHER. Each issue features text arranged in such a way that readers consider their own secrets, and who they keep it a secret from. I have made a place for these submissions in order to be featured in the coming publications as a way for people to get things o of their chests, but also to nd what other people are keeping a secret. This zine reveals what we keep hidden, and it caters towards all you voyeurs out there who feed o of things that you aren’t supposed to know. We’re all ears.
Designed By The Wolf
Virtual reality technology is potentially on its way to becoming a prominent educational tool. My thesis project titled, Beyond Reality is aimed to educate and raise awareness of the use of virtual reality in education. The project consists of two main pieces, a guide book and an informational website. The guide book provides its readers with a basic knowledge about virtual reality, as well as equipment recommendations, equipment instructions, tips and tricks for classroom incorporation, a lesson plan example, and other useful information. The website provides virtual reality resources and informs users about the guide book and educational VR in general.
By Michael Czerniuk
This project aims to guide the development of electronic online music communities through design for image development and “Do It Yourself” merchandising. The ultimate goal of this project is to help artists and record labels to become self su cient in design and merchandise management aspects. This goal will be achieved through a website with tutorials and interviews that will layout all the information needed in order to start to understand the concept of D.I.Y. merchandise and what it can do for a community. This project will be supported by research through observations and investigation of the already existing music scenes and their methods of design and creation. I will also create physical examples of all merchandise presented in this guide in order to explain the process and how they are e ective.
By Chelsea Yolalan
By examining the effect of body image on a subculture, Positive Cosplay is a body-positive campaign that spreads positivity within the cosplay community. Cosplay is a portmanteau word formed using the English words, “costume” and “play.” Cosplay often refers to the act of dressing up as a character from a comic, manga, anime, cartoon, or TV series, but is not limited to only these categories. A problem within the cosplay community is that some people define ‘good’ cosplay as based on appearances and accuracy to the character, when in fact, cosplay embodies so much more than that–such as having fun and showing your love for a character and/or series.
The ultimate goal of Positive Cosplay is to make body positivity a more prevalent narrative in the cosplay community. Positive Cosplay creates a positive environment for cosplayers by having other cosplayers from all over the world pick an image of themselves in cosplay, along with a ‘cospositive’ statement. Each submission is spread through the means of social media, both Facebook and Instagram, using #positivecosplay. Both of the social media sites allow for a range of audiences to access the submissions. Uniquely, Facebook allows a means to share important events, submissions, and articles; and also provides a place to discuss and share these postings. In contrast, Instagram users, whether or not they are ‘followers’ of the campaign, can easily access Positive Cosplay submissions; when the submissions are published, they are categorized with multiple tags that relate to cosplay, body positivity, cosplay positivity, the series and the character itself. Outside of social media, Positive Cosplay also has a website.
The website contains the full collection of submissions from the project, talks about how people can get involved in this campaign (inside and outside the internet), and also shares news articles where people can read the latest positive news and advancements within the cosplay community. In two month’s time, Positive Cosplay has acquired over 600 followers around the world, allowing this campaign’s message to be spread on a global scale.
By Layla Cummings
Plastic pollution in the marine environment is a well-known issue. However a subset of this larger issue, microfiber pollution, receives little attention and is unknown to a large percent of the population. When synthetic clothing materials made from plastic are washed, there is no method to filter them through the washing machine or at the wastewater treatment plant. These small, often microscopic fibers enter the aquatic environment in large numbers. Fish and other creatures eat these fibers, which causes the entire food chain to become contaminated. Eventually, these tiny plastic fibers end up in food that humans consume. My thesis is an awareness campaign to inform the public about this issue through an informational video and website. My goal is to take this complex issue and present it in an easy to understand format. There is not a quick fix solution to microfiber pollution, but I will present several ways in which the problem can be managed and eventually phased out. Open discussion and public awareness is the only way to make progress in this overlooked area of pollution.
By Izy Bass-Brown
Of Things Past is a speculative brand identity project inspired by Marcel Proust’s phenomenon of involuntary memory. The title is inspired by a scene in Proust’s novel, À la Recherche du Temps Perdu (Remembrance of Things Past), during which he is suddenly transported to a childhood memory while eating a madeleine cookie. Proust describes this sensation as an “involuntary memory;” a memory evoked by a sensory cue without conscious e ort. Of Things Past is an homage to this phenomenon; a product designed to exalt the scent memory. The fruit of this work seeks to explore themes of timelessness and memory through the spectrum of experience. It captures the intangibility of human memory and translates it into a corporeal product. Each package is inspired by the story of an anonymous respondent, and the scent that the story relates. My goal in this product is to bring to life the fond (or not-so-fond) memories of others through the physical reminder of their experience. Each piece will tell their story.
By Melanie Axelrod
Monogamy is out. The modern marriage is no longer solely between two humans. Before we even dream of our significant other, most of us have already experienced a long and turbulent relationship with our smartphones who stay with us for better or for worse, in sickness and in health. “Age of Information” doesn’t fully describe the bizarre new world we live in, where any and all recorded information is at the tips of our fingers and two-thousand miles between partners means you can still see bae’s cute face in real time whenever you want. These wild changes echo far into our lives and psyches, stirring up multitudes of weirdness that needs to be unraveled. Through deep analysis of interactions, considering ideas as basic as awareness and willpower, we can do a little couple therapy on the complicated new relationship between smartphone and human.
Read online at sleepingbees.melanieaxelrod.com
By Yao Yao Zhou
The power of media has played an important role in enriching people’s knowledge and providing them with all kinds of information about many things. However, when it comes to mental illness, the media tends to twist reality. Studies indicate that mass media is one of the public’s primary information sources concerning psychological disorders. However, these resources wrongly portray mental illness as stereotypically negative. If the film industry is not improving the representation of mental illness, the publication of “Portrayal of Mental Illness in Popular Films” can at least let individuals be aware that their perceptions of people with mental illness is based on false information. That way, people can tell the difference between stereotype and reality. “Portrayal of Mental Illness in Popular Films” was created to hand out at the film festivals in order to educate people that the great majority of people with mental illness are not the violent, dangerous, and untreatable people they appear to be in films.