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Includes bibliographical references (p.47-50).
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Includes bibliographical references (pages 100-101).
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Bibliography: pages 42-44
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Includes bibliographical references (p.117).
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Includes bibliographical references (p.32-34).
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This thesis focuses on nonprofit organizations’ need for strong graphic design and illustration, and potential solutions to help them achieve their visual communication goals. After describing the relevance of my nonprofit experience and illustration portfolio to the nonprofit market, I assess the feasibility of establishing a design and illustration studio that both serves nonprofit markets, and is itself a registered 501(c)3 organization. I explore several different funding models, and propose a marketing plan.
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Includes bibliographical references (pages 69-71)
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Bibliography: pages 41-42
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Bibliography: page 21.
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Bibliography: pages 42-44
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Includes bibliographical references (p.30-31).
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Bibliography: pages 27-28
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Includes bibliographical references (p.24-25).
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"Currently, Autism Spectrum Disorder (ASD) is seen purely as a childhood disorder, and little research has been done about those individuals transitioning from childhood to adulthood. With an estimated 200,000 students with ASD expected to enter college in the next few years, giving these students the resources they need to succeed has become a pressing issue. Because ASD can affect an individual’s ability to communicate and deal with executive functions, college presents many more challenges than doing well in courses. The overwhelming sensory inputs of a college campus could potentially be creating environments that are difficult for students with ASD to navigate. Armed with the knowledge that an environment can affect young children with ASD, the question now becomes about how to support adolescents with ASD in the spaces where they transition into adulthood, like college campuses. Therefore, the intent of this research is to identify environmental factors which may directly affect behavioral responses from college students with ASD, and determine how this knowledge can be applied to the design of interior spaces on a college campus."
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Works cited: page 26.
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Includes bibliographical references (p.94-95).
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Includes bibliographical references: pages 40-42
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Includes bibliographical references (page 82)
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Bibliography: pages 57-63
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Includes bibliographical references (pages 59-63) and glossary.
Appendix includes two surveys (for end users, artists) with responses.
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Includes bibliographical references (pages 63-70) and glossary.
Appendix includes three surveys.
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Includes bibliographical references (pages 82-86).
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Bibliography: pages 35-36
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World-building is an essential part of the storytelling process. When creators ignore the context in which their story takes place, that story will fall flat and distance readers from its world. By using creativity to build unique cultures, languages, and visual histories, creators will both immerse and involve readers in their story and its world. J. R. R. Tolkien used these principles to create an entire mythology and the stories that were born from it. Today, his stories are still the most well-known examples of world-building in fantasy literature. Other examples in literature, entertainment, and comics have built on his example and built new worlds for their new stories. Through world-building, creators should seek not only to fully understand their own story, but also life itself.
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