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  <title><![CDATA[MS Defense by Palak Gupta]]></title>
  <body><![CDATA[<p><strong>                                                           THE SCHOOL OF INDUSTRIAL DESIGN</strong>&nbsp;</p><p><strong>GEORGIA INSTITUTE OF TECHNOLOGY</strong>&nbsp;</p><p><strong>Under the provisions of the regulations for the degree</strong>&nbsp;</p><p>&nbsp;</p><p><strong>MASTER OF INDUSTRIAL DESIGN</strong>&nbsp;</p><p><strong>on</strong>&nbsp;</p><p><strong>Wednesday, August 28, 2024 </strong>&nbsp;</p><p><strong>11:00 a.m. – 12:00 p.m. EST</strong>&nbsp;</p><p><strong>Crosland Tower 2177</strong></p><p>&nbsp;</p><p><strong>Palak Gupta</strong></p><p>will present a thesis defense entitled,&nbsp;</p><p><strong>"Reimagining Play: A Creative Approach to Reducing Screen Time" </strong>&nbsp;</p><p>&nbsp;<br>&nbsp;</p><p><strong>Advisor:</strong>&nbsp;</p><p>Dr. Leandro Miletto Tonetto, Georgia Tech School of Industrial Design&nbsp;</p><p><strong>Committee:</strong>&nbsp;</p><p>Tim Purdy, Georgia Tech School of Industrial Design&nbsp;</p><p>Stephen Chininis, Georgia Tech School of Industrial Design&nbsp;</p><p>&nbsp;<br>&nbsp;</p><p><strong>Faculty and students are invited to attend this presentation.</strong>&nbsp;</p><p>&nbsp;<br>&nbsp;</p><p><strong>Abstract</strong>&nbsp;</p><p>In today’s world, technology is ubiquitous, providing children with constant access to interactive screens. However, excessive screen time posed significant challenges. This study aimed to address this issue by exploring an innovative approach that shifted the focus from digital screens to tangible, physical products. The intervention sought to reduce screen time by engaging children with a playful solution that encouraged physical activity and interaction with non-digital objects. Unlike traditional video games that centered around screen use, this product promoted active engagement through a pre-existing fidget toy, incorporating insights from existing literature on screen habits and parental perspectives obtained through interviews. A co-design workshop was conducted to refine design directions and enhance the product’s functionality. The design concept, Fidgital-Play, was tested with children aged 8-10 years. Observational data from the 15-minute gameplay sessions indicated a significant reduction in focused screen time, with participants actively shifting between digital and physical components. Both participants expressed enjoyment and a desire to replay the game, highlighting the product’s ability to engage users cognitively while reducing screen dependency. These findings suggest that Fidgital-Play effectively balances digital and physical interaction, contributing to the growing body of knowledge on managing screen time through balanced play.&nbsp;</p><p>&nbsp;</p>]]></body>
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