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Research

Theses

Groundbreaking design innovations from IxDIA students.

Our MA Theses are working proof of concepts and research and development reports. Please contact designers directly for more information.

Documents date back to 1996 and will be added as time and resources permit.

Class of 2026

2026

Foodiverse

Soyeon Hwang, Carlos Cruz, Vedika Mahamulkar

Hyperlocal, community-owned food discovery platform built on the Fediverse, where neighbors share 24-hour food stories pinned to a Living Map.

2026

Orato

Keisha Zanichelli, Gehna Goel, Timothy Passalacqua, Ken Pao

AI-powered, voice-first interview practice tool that gives college students and first-time job seekers instant, encouraging feedback.

2026

Air Aware

Navya Chopra, Saloni Raut

Mobile app that turns real-time air quality data into clear, personalized recommendations for safe places to visit, designed for people with asthma.

2026

AroundUs: Bridging Worlds

Anuj Bhalchandra Bhandare, Kalyan Kumar Marripudagala

iOS app that helps newcomers and relocated communities connect through nearby, activity-first meetups (a walk, a coffee, a study session) instead of profiles.

2026

Designing Digital Tools for Sustained Engagement in Women’s Health

Daiana Yurzola

Redesign of the PhenomX Health app as an AI-driven conversational companion that keeps women engaged in tracking symptoms through the menopause transition.

Class of 2025

2025

CarePal

Fnu Anamika, Alma Garcia, Gazi Arifin

Dual-band wearable and companion app that uses gentle haptic and light cues to help older adults take their medication, while keeping caregivers connected.

2025

EcoEd

Khushboo Kaur, Saiteja Kudligi, Patrice Reynolds

Interactive game that teaches Cal State East Bay students the 5 Rs of sustainability and better waste habits through storytelling and real campus examples.

2025

Common Lounge

Katrina Poon, Adriana Velasco, Vinh Lam, Harold Cai

Pong Union, an interactive campus game designed to ease student loneliness by sparking conversations between strangers.

Class of 2024

Class of 2023

Class of 2022

Class of 2019

2019

Walking on Ohlone Land

Hung Quoc Le, Laura E. Greene

Location-based mobile AR app that reveals the Indigenous history of Emeryville’s Bay Street Mall, developed through a Digital Allyship framework.

Class of 2018

2018

Arphilia: An Augmented Reality Visual Novel

Connie Tang

Printed short story paired with a mobile app that scans its pages to reveal images, animations, and additional text.

2018

POV Sports

Lowell Tuckerman, Mateo Fowler

Multi-angle video player combining point-of-view and overhead footage to help non-professional basketball teams analyze their practices.

2018

The Explorer

Kaiwen Lei

Augmented reality campus-tour game that uses GPS and motion sensing to motivate inactive young people to get moving.

Class of 2017

2017

This Way!

James Baird, Clare Huang, Melissa Merencillo

Two-player cross-reality puzzle game in which a VR player and a real-world partner must communicate to make their way through a series of rooms.

2017

Symmetrical Chaos

Cliff Ingham, Guoyu Liu

Interactive installation built around a six-foot projection-mapped dodecahedron exploring order and chaos, shown at Maker Faire, the Exploratorium, and the California Academy of Sciences.

2017

APPathogenic

Madlen Bouthillier

Interactive study app and responsive guidebook, created with the CSUEB Biology department, to help students learn about pathogenic bacteria.

Class of 2016

2016

IDEON

Hanzhang Luo, Chase Meë, Yi Aarons, Biao Yang

Single-person theater whose film and lighting change in response to the viewer’s unconscious gestures, tracked with Kinect.

2016

This Time for Sita

Niranjana Sathiyanarayanan, Shailja Sharma

Interactive pop-up book with projection mapping that retells the Ramayana from Sita’s feminist perspective.