Project Description

Project 1: Creating a Wine Recommendation System for Consumer Behavior Research

Project Leader: Mia Wang

The goal of this project is to develop an intelligent wine recommendation application with several different UX/UI designs for consumer behavior research. The recommender will make wine recommendations to users based on their self-reported personality, consumer behavior patterns, and personal information scraped from social media profiles. This application will be used in a series of consumer psychology experiments for studying how people's' privacy concerns and their awareness, acceptance, and knowledge of Artificial Intelligence (AI) and computer algorithms would interact with UX/UI features in making consumer decisions.

Students working on this project should have a strong interest and relevant training in marketing and advertising, social and behavioral science research, AI and machine learning, web and mobile application development, or UX/UI design. Knowledge and interest in wine sommeliering are not required but encouraged.

Project 2: Developing the user interface of a data-analytics dashboard for brand managers and marketing communication specialists

Project Leader: Mohit Gupta

The goal of this project is to develop an analytics dashboard for brand managers and media planners to monitor a brand's public reputation. The dashboard leverages large amounts of media data collected from various sources to provide insights into how media organizations, consumers, and the public talk about a brand.

Students working on this project should have a strong interest and relevant training in brand management, media planning, data analytics (particularly predictive modeling and time series forecasting), data visualization, UX/UI design. Working knowledge in text analytics, sentiment analysis, and/or topic modeling are a plus.

Backup (Alternative) Project: Developing an interactive AR (augmented reality) application for an anti-smoking intervention campaign

Project Leader: Mia Wang

In addition to the two aforementioned projects, students may choose this alternative project, with permission from the course instructor.

The goal of this project is to help create an AR-based health intervention program targeting e-cigarette users. Through gamification and visualization, users of this program would learn about the damage vaping would cause to the lung. The program will be used as a stimulus in a series of social science research projects. There may also be opportunities for actual implementation and adaptation.

Students interested in this project should have experience in AR/VR development and mobile app development and a strong interest in health-related public communication. As this project may require additional equipment, specialized software, and in-person collaboration, we only include it as an alternative.