A team of Web Development and Multimedia Design and Development students worked with Fresh City Farms to perform usability testing on their website. Their research found that new users would benefit from a more simplistic process and Fresh City Farms will be implementing changes in the new year.
The goal of this project was to develop a video game that would encourage students to persevere with challenging course material, keep on track with their courses, and engage with the resources available to them.This project also represented one of Humber College’s first forays into the world of “gamification”, where features typically seen in video games are used in non-game contexts.
Talkabit, is a mobile application designed to enhance digital interaction between students using self-recorded, time-limited video on smart phones. The aim of the app is to facilitate active discussion of course content and increase social presence and engagement online by facilitating a timed back-and-forth conversation between two students. The videos can also be stitched together and shared with others.
Working with RHSP Consulting, we developed a beta version of a workforce-planning application called EasyFTE to service the telecom/contact centre industry. EasyFTE will provide a cost- and user-friendly platform to calculate and understand high level FTE (full-time equivalent) staff requirements.
ITS students partnered with Livera Sports Inc. to build a proof-of-concept fantasy cricket web platform, Cricket Hero. Cricket Hero allows players to play year-round against each other with accompanying content and analytics to provide a full-service fantasy cricket experience.
Hillary Rexe and Anne Zbitnew
Researchers worked with a group of students from the Media Foundation program to determine how best to make video content in their courses universally inclusive and accessible. This investigation explored how learning to caption video affected the students’ perception of the importance of inclusive video content.
A team of Web Design and Interactive Media students developed the user experience and interface for Appseed, a mobile app. The company’s innovative technology allows users to easily and accurately turn hand-drawn sketches into interactive app prototypes using computer vision. The app identifies enclosed spaces on a sketch and allows users to turn them into buttons, maps, or other elements and input text.
In collaboration with Nascent Digital, our team designed, developed, and validated a prototype app that could connect Humber alumni with industry opportunities. The app is intended to be a way that alumni privately signal to their professors and trusted colleagues that they are ready for a new position or are available for mentoring.
After designing and conducting a large-scale survey and performing an in-depth analysis on the global use of Agile and its efficacy, this study was able to provide Info-Tech Research Group with the needed data to support their existing members and gain a competitive advantage.
This comprehensive study looked into various factors that may predict success in the growth of a start-up as well as critical failure factors.
Sarith and his team of Game Programming students partnered with Smokebomb Entertainment to develop ideas and prototype games for their new product (Snowflake). Smokebomb Entertainment developed a unique input device called Snowflake that consists of multiple pressure pads that the player can control using their feet and hands.
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Sarah Nasby and Janice Fung
This study explored the impact of using tactile and kinesthetic learning on the engagement and understanding of printing techniques among Bachelor of Creative Advertising students.
This study served two main objectives: to inform the curriculum design of the institution's drawing courses, and give direction to the recruitment initiatives of the institution's visual arts program.
This research study explored how Humber public relations students’ notions of online privacy influence their use of social networking sites for academic and business purposes.
According to research there is a set of six fundamental creativity “templates” that can be identified in 89% of advertising that is judged as “high quality”. This study sought to answer the question: Does the identified set of “quality advertising” templates, as set out by the Goldburg study, show similar rates of success in awards that recognize not creative merit, but effectiveness?
Get Your Hours is a web platform designed to match high school students with volunteer opportunities based on their interests. It allows them to track their hours online, and allows their guidance counsellors to verify their volunteer hours.
Previously, there were no television channels or web-based services in Canada or internationally that offered streamlined, targeted information specifically for small to medium-sized businesses (SMB) and entrepreneurs. To meet this need, CSMB-TV worked with Humber College to develop SMB Pulse, an online, on-demand information and entertainment network for Canadian SMBs and entrepreneurs.
The Game On project sought to harness the expertise of Game Programming students, to create a novel video game that Cell 8 Games could successfully launch and competitively market in an increasingly elite industry. They helped to establish a platform that Cell 8 Games will be able to use in the continual development of its competency in the video game industry.
BNOTIONS partnered with Humber College to develop Gallop, a robust platform for creating, targeting, and managing advertising campaigns. Gallop uses intelligent media targeting to drive business growth at every stage of a product’s customer acquisition funnel. This requires identifying correct persona groups, cohort types, and how they are reflected by in-product usage patterns.