Barrett, The Honors College Thesis/Creative Project Collection
Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.
Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.
Filtering by
- All Subjects: Sustainability
- Creators: Historical, Philosophical & Religious Studies, Sch
The goal of this research was to analyze the impact of consumer behavior on the sustainability of the fast fashion industry, specifically in regards to the framework of the Triple Bottom Line. First, a review of relevant literature investigating the three aspects of the Triple Bottom Line (environmental, social, and economic) as it pertains to the fast fashion industry was conducted to provide context for this research. Research methods utilized scholarly articles and journals along with companies’ CSR reports to determine the course of development of the fast fashion industry over time. Additionally, the impact of consumer behavior was investigated and linked to trends observed in the production and business practices of the industry over time. Based on the analysis of the influence of past consumer behavior on the industry, it was clear consumers play a major role in the industry and its sustainability in terms of the Triple Bottom Line. This suggests that the unsustainability of the fast fashion industry is due in part to consumer behavior and the retailers themselves, which is important to understand for the industry going forward as it aims to improve overall sustainability.
The goal of this research was to analyze the impact of consumer behavior on the sustainability of the fast fashion industry, specifically in regards to the framework of the Triple Bottom Line. First, a review of relevant literature investigating the three aspects of the Triple Bottom Line (environmental, social, and economic) as it pertains to the fast fashion industry was conducted to provide context for this research. Research methods utilized scholarly articles and journals along with companies’ CSR reports to determine the course of development of the fast fashion industry over time. Additionally, the impact of consumer behavior was investigated and linked to trends observed in the production and business practices of the industry over time. Based on the analysis of the influence of past consumer behavior on the industry, it was clear consumers play a major role in the industry and its sustainability in terms of the Triple Bottom Line. This suggests that the unsustainability of the fast fashion industry is due in part to consumer behavior and the retailers themselves, which is important to understand for the industry going forward as it aims to improve overall sustainability.
The purpose of this thesis is to contextualise Hindsight, a sustainability-focused historically based city-simulation and resource management game built by the author. The game and game engine were coded from scratch using the C# programming language and the Unity game development suite of tools. The game focuses on the management of the city of London in two time periods, London from 1850 and the other set in 2050. Both versions of the city are divided into 21 zones, each of which can be managed by the player through the construction, upgrading, or destruction of various buildings within the zone. The player must manage both the city’s resources and the resources of the environment upon which the city depends in order to bring about a more sustainable future and bring the 2050-era version of the city back from the brink of environmental devastation. Along the way, the player must address the cultural views of the society they are managing to ensure their reforms will be accepted and can also see those views slowly change over time. The goal of the game is to provide an interactive learning experience for both the historical element of London and the importance of making sustainable choices.
Mining is a key component of both the Brazilian and Chilean economies and accounts for an outsized share of these countries’ exports. Yet, it is a common target for environmental criticism, especially due to its impacts on local populations and ecosystems. Brazil and Chile have adopted markedly different trade strategies over the past three decades, most notably with regards to their involvement in international trade agreements. This paper investigates how these differences in trade policy since 1990 have affected the sustainability of each country’s mining sector by identifying and comparing the channels through which free trade agreements influence the environmental impacts of resource extraction.
In 2019, the World Health Organization stated that climate change and air pollution is the greatest growing threat to humanity. With a world population of close to 8 billion people, the rate of population growth continues to increase nearly 1.05% each year. As the world population grows, carbon dioxide emissions and climate change continue to accelerate. By observing increasing concentrations of greenhouse gas emissions in the atmosphere, scientists have correlated that the Earth’s temperature is increasing at an average rate of 0.13 degrees Fahrenheit each decade. In an effort to mitigate and slow climate change engineers across the globe have been eagerly seeking solutions to fight this problem. A new form of carbon dioxide mitigation technology that has begun to gain traction in the last decade is known as direct air capture (DAC). Direct air capture works by removing excess atmospheric carbon dioxide from the air and repurposing it. The major challenge faced with DAC is not capturing the carbon dioxide but finding a useful way to reuse the post-capture carbon dioxide. As part of my undergraduate requirements, I was tasked to address this issue and create my own unique design for a DAC system. The design was to have three major goals: be 100% self-sufficient, have net zero carbon emissions, and successfully repurpose excess carbon dioxide into a sustainable and viable product. Arizona was chosen for the location of the system due to the large availability of sunlight. Additionally, the design was to utilize a protein rich hydrogen oxidizing bacteria (HOB) known as Cupriavidus Necator. By attaching a bioreactor to the DAC system, excess carbon dioxide will be directly converted into a dense protein biomass that will be used as food supplements. In addition, my system was designed to produce 1 ton (roughly 907.185 kg) of protein in a year. Lastly, by utilizing solar energy and an atmospheric water generator, the system will produce its own water and achieve the goal of being 100% self-sufficient.
The policy design process in the United States has been guiding policymakers for decades. In order to keep up with the developing sustainability challenges that the US is facing, a new method of policy design needs to be determined for long-lasting, sustainable change. Human-centered design principles provide a new, unique perspective for analyzing sustainability challenges. Through the integration of human-centered design principles into policy systems, a new framework for policy design can be created. Through this project, a new framework that allows for the adaptation to new technologies, scientific information, and developments in the sustainability crisis to be accounted for and adequately addressed in future policies has been created.