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.

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Description

Place and memory are strongly intertwined based on the human experience. So what can a new place become in the mind of an individual who has garnered distressing perceptions of one’s current environment due to trauma? How can the environment support or facilitate periods of transition caused by a traumatic

Place and memory are strongly intertwined based on the human experience. So what can a new place become in the mind of an individual who has garnered distressing perceptions of one’s current environment due to trauma? How can the environment support or facilitate periods of transition caused by a traumatic event? The aftermath of abuse that occurs in romantic relationships of late adolescence leads to a rocky crisis stage that often results in isolation, loss of identity, and social stigma. It is a period of transition in which recovery can be a long journey. This is where concepts of acceptance, mental alleviation, and appreciation of the present moment evoked by a nonjudgmental architecture can come into play. A space with the purpose of evoking a mental and emotional respite is of great need, especially when considering the current severity of today’s fast paced society. An architecture of this nature holds relevance and importance on campuses of higher education when considering the specific demographic. In order to reverse the perception of one’s surroundings as tarnished spaces and override the sensations to which distrust and exhaustion have claimed ownership, this center of healing should be integrated into an individual’s life as a facilitator of comfort. In short, it should provide the ability and opportunity to take a breath.

The Intermission is a healing space located at Arizona State University in Tempe, specifically where Forest Mall and Orange Mall meet. Abuse in intimate relationships is the most prevalent amongst college-aged individuals and those of late adolescence. This architecture exists specifically for the survivors of this particular traumatic experience, but welcomes all of the student body. It takes into consideration the general sensory overload placed on today’s youth who are existing in a specifically stressful and challenging developmental phase of life. The intention lies in eliciting a reprieve through the use of nature as an enclosure and an undulating platform as a labyrinth, which ultimately offers up a positive form of both a sensory and traversing experience. It offers the discovery of stimuli that users are able to easily adapt to and appreciate. It allows for and calls one to take part in deceleration. The goal is to bring the users to the awareness of themselves, their surroundings, and that of the present moment through spatial means. With this, the environment is able to support and facilitate a period of transition through the re-building of identity and memory. Ultimately, The Intermission is architecture as pause from a harsh and sometimes unforgiving life. It is an in-between moment for the in-between individual— an alternate, but necessary route (as well as pit stop) in the loop of daily life.

ContributorsJohnson, Amberley (Author) / Heywood, William (Thesis director) / Maddock, Bryan (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high

The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high level systematic problem solving through basic and specialized computational thinking curriculum at I Am Zambia in order to give these women an even larger stepping stool into a successful future.

To do this, a 4-week long pilot curriculum was created, implemented, and tested through an optional class at I Am Zambia, available to women who had already graduated from the year-long I Am Zambia Academy program. A total of 18 women ages 18-24 chose to enroll in the course. There were a total of 10 lessons, taught over 20 class period. These lessons covered four main computational thinking frameworks: introduction to computational thinking, algorithmic thinking, pseudocode, and debugging. Knowledge retention was tested through the use of a CS educational tool, QuizIt, created by the CSI Lab of School of Computing, Informatics and Decision Systems Engineering at Arizona State University. Furthermore, pre and post tests were given to assess the successfulness of the curriculum in teaching students the aforementioned concepts. 14 of the 18 students successfully completed the pre and post test.

Limitations of this study and suggestions for how to improve this curriculum in order to extend it into a year long course are also presented at the conclusion of this paper.
ContributorsGriffin, Hadley Meryl (Author) / Hsiao, Sharon (Thesis director) / Mutsumi, Nakamura (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This study aims to evaluate and explore whether a positive correlation exists between female leadership and corporate social responsibility, as well as its subsequent reasoning, while specifically focusing on female leaders within the upper management (i.e. board of directors and CEOs) of S&P 500 firms. Since several studies identify

This study aims to evaluate and explore whether a positive correlation exists between female leadership and corporate social responsibility, as well as its subsequent reasoning, while specifically focusing on female leaders within the upper management (i.e. board of directors and CEOs) of S&P 500 firms. Since several studies identify a positive relationship between female leadership and corporate social responsibility, our case study of IBM and PepsiCo aims to provide a real-life framework to these theoretical models. Ultimately, our case study does align with the findings of those models, yet also provides a unique perspective as to the reasoning for the difference in CSR outcomes, citing business strategy as opposed to altruism and other-orientation. Due to our limited sample size, our findings do not empirically support this notion, but instead offers a potential area for further research.
ContributorsMehta, Pashmi (Co-author) / Westbrook, Ciara (Co-author) / Shropshire, Christine (Thesis director) / Funk, Kendall (Committee member) / Department of Management and Entrepreneurship (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes

Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes produced a more pleasant color effect than the glaze by itself. A glossy clear glaze was created. The glaze crazed minimally, and color variants were created with the rare earth metals erbium, praseodymium, and neodymium, resulting in celadon-like glazes that were pink, green, and bluish purple respectively. Finally, A semi-matte stoneware glaze with high spodumene content was created with two specific color variations
ContributorsVilen, Zachary Kwochka (Author) / Beiner, Susan (Thesis director) / Steimle, Timothy (Committee member) / School of Life Sciences (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Worldwide there are over 50 million people suffering from epilepsy, eighty percent (80%) of whom live in low to middle income countries. Of that eighty percent (80%) of people suffering from this disease, seventy-five percent (75%) do not receive treatment. The current design and treatment methods of epilepsy have many

Worldwide there are over 50 million people suffering from epilepsy, eighty percent (80%) of whom live in low to middle income countries. Of that eighty percent (80%) of people suffering from this disease, seventy-five percent (75%) do not receive treatment. The current design and treatment methods of epilepsy have many limitations in these specific countries. These limitations include: lack of education about the disease leading to stigmas surrounding it, inability to afford treatment options, and the absence of healthcare practitioners who specialize in the treatment of neurological illnesses. Additionally, the healthcare system worldwide is a large contributor to climate change calling for a need to implement sustainable practices in both the treatment of patients and creation of healthcare centers. This thesis has been developed in order to theorize the design of a clinic that can be beneficial to epileptics in developing countries and to the environment. Through the methodology of case studies and research on existing strategies implemented in specific hospitals, we were able to focus on three main aspects that should be taken into consideration for an epilepsy clinic: the ambient environment, sustainability, and target demographic - developing countries. The idea ambient environment, it was found, plays a large role in the healing process through reduction of stress on patients. From there the most important features specific to epilepsy were able to be considered and synthesized for the best possible theoretical design of a clinic focused on the treatment and diagnosis of epilepsy in a developing country.
ContributorsPenrose, Nicole Ellen Youzhi (Co-author) / Gonzalez, Bianca (Co-author) / Vallerand, Olivier (Thesis director) / Brunner, Lori (Committee member) / School of Human Evolution & Social Change (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
As existing typologies and precedents that integrate music into architectural form don’t pay careful consideration to the composer’s intent and technique of the score into built structure and its program, the goal is propose a new architecture that integrates the site, program, and acoustics. Scenes from Childhood (Kinderszenen), composed

As existing typologies and precedents that integrate music into architectural form don’t pay careful consideration to the composer’s intent and technique of the score into built structure and its program, the goal is propose a new architecture that integrates the site, program, and acoustics. Scenes from Childhood (Kinderszenen), composed by Robert Schumann, depict memories, dreams, hopes, candor, and games- all lost in paradise. Schumann composed the piece as an adult, reminiscing of his childhood. The rising 6th with a four-note falling figure is the main motif. The motif opens the 1st movement, reappears in the 2nd, 4th, and 11th, and is transposed in the 6th, 7th, and 9th. This motif and the implications of each movement, as well as the piece as a whole, became the organizing principle in defining form, program, and experience: a public park wedged between two elementary schools in a low-income neighborhood in Los Angeles, California. The proposal aims to integrate the lack of the two institutions’ music programs into the experience of the 13 pavilions that reflect the 13 movements in Schumann’s piece. The manifestation of the final project was just as important as the process; the program is developed through the score, and the architectural is supported by the musical curriculum as well as Schumann’s intent.
ContributorsKim, Cecile (Author) / Vekstein, Claudio (Thesis director) / Mclean, Elizabeth (Committee member) / The Design School (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Conflict Minerals are mined resources that cause countless human rights violations in their pursuit. The “3Ts and G” (tin, tantalum, tungsten, and gold) are some of the most lucrative sources of income for armed militant groups in eastern Democratic Republic of Congo (DRC), linking them to the deadliest global conflicts.

Conflict Minerals are mined resources that cause countless human rights violations in their pursuit. The “3Ts and G” (tin, tantalum, tungsten, and gold) are some of the most lucrative sources of income for armed militant groups in eastern Democratic Republic of Congo (DRC), linking them to the deadliest global conflicts. A study from the Enough Project found that armed groups made an estimated $185 million from conflict minerals in 2008. A mortality study by the International Rescue Committee looking at conflict-related deaths between August 1998 and April 2007 estimated that more than 5.4 million people died as a result of armed conflict in Congo. Conflict minerals are used in everyday consumer electronics, automobiles, manufacturing equipment, electronics, pharmaceuticals, aerospace, and jewelry. Consumers need to continue to support Conflict Free regulations and policy such as the Dodd-Frank Wall Street Reform and Consumer Protection Act. President Donald Trump threatened to remove the Dodd-Frank act which would reverse one of the only pieces of legislature which forces supply chains to be transparent and ethical. Colonialism is the practice by which a powerful country directly controls less powerful countries and uses their resources to increase its own power and wealth; conflict minerals and human rights violations that subsequently occur are a modern variation of colonialism. I think that consumers would respond with disdain if they were aware that items they purchase and use everyday are #conflicted. I designed a book, campaign, book, and physical exhibit to communicate information about conflict minerals to an audience.
ContributorsRamey, Cecilia Inocentia (Author) / Alfred, Sanft (Thesis director) / Eric, Montgomery (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
For my thesis I worked in ASU’s Bio-Inspired Mechatronics lab on a project lead by PhD student Pham H. Nguyen (Berm) to develop an assistive soft robotic supernumerary limb. I contributed to the design and evaluation of two prototypes: the silicon based Soft Poly Limb (SPL) and one bladder-based fabric

For my thesis I worked in ASU’s Bio-Inspired Mechatronics lab on a project lead by PhD student Pham H. Nguyen (Berm) to develop an assistive soft robotic supernumerary limb. I contributed to the design and evaluation of two prototypes: the silicon based Soft Poly Limb (SPL) and one bladder-based fabric arm, the fabric Soft Poly Limb (fSPL). For both arms I was responsible for the design of 3D printed components (molds, end caps, etc.) as well as the evaluation of the completed prototypes by comparing the actual performance of the arms to the finite element predictions. I contributed to the writing of two published papers describing the design and evaluation of the two arms. After the completion of the fSPL I attempted to create a quasi-static model of the actuators driving the fSPL.
ContributorsSparks, Curtis Mitchell (Author) / Sugar, Thomas (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The initial women pioneers in engineering faced many of the same barriers as women engineers today, including stereotypes, unfair treatment in the workplace, restrictions and lack of opportunities, and lack of recognition. Research shows that these barriers are the primary reason why women’s representation within engineering has been low and

The initial women pioneers in engineering faced many of the same barriers as women engineers today, including stereotypes, unfair treatment in the workplace, restrictions and lack of opportunities, and lack of recognition. Research shows that these barriers are the primary reason why women’s representation within engineering has been low and slow to increase compared to their representation in other fields such as nursing and science. As of 2013, women still only account for 12 percent of all engineers. Yet, despite the barriers and low numbers, women engineers have demonstrated themselves as capable of succeeding just as much, if not more, than their male peers. Some of the ways they have broken the barriers in engineering have been through focusing on proving their merit, finding alternative paths, leveraging government jobs and programs, finding support among other women engineers, fighting for their right to be engineers, and through being satisfied and interested in their work. This thesis analyzes reasons why women have been underrepresented in the field, major achievements from women engineers, and strategies women engineers have adopted to mitigate barriers. The individual profiles of the women discussed in this thesis come from historical research on pioneer women engineers and interviews from modern day women engineers. Their stories help tell the history of how the experiences of women in engineering have changed and remained the same over the past 140 years. The goal of this thesis is to serve as a resource for young women who want to learn more about women in engineering. The history of women engineers is a story worth sharing to everyone because it could inspire young girls to consider engineering as a path for the future and help shift the mindset of members of society to accept and encourage women engineers.
ContributorsDye, Michaela Lynn (Author) / Nystrom, Eric (Thesis director) / Brunhaver, Samantha (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well.

“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well. The 2012 Program for International Student Assessment (PISA) test examined 44 countries’ students’ problem-solving abilities — American students landed just above the average, but they still scored below many other developed countries, including Britain, Singapore, Korea, Japan, China and Canada” (Bertram, 2015).
Lack of quality education, busy households, and limited time and money can all be factors of why children are not academically supported. What would it look like if children had access to a tool that helped them catch up if they fall behind? A tool that empowers children to solve academic and real-world world problems will help strengthen different cognitive and behavioral skills as well as create a more personalized educational experience, inside the classroom and out. This tool can be applied to the way we look at our formal academic education to help build new, creative problem solving strategies that are tailored to each student’s preferred ways of learning.

Proposed Research

My research is driven by the following question:

How do we create a tool for students that will help them maneuver busy and over-populated classrooms to help them learn better?

I am interested in studying the ways in which children in the age range of 11-14 play, specifically through video gaming, and using this influence to promote learning. By using children’s gaming interests to inspire education, they will be more inclined to participate in learning activities in the classroom. By exploring and observing how children problem solve in gaming, I will be able to pull techniques and methods from play in order to enhance critical learning. This project will begin in mid-May, and will continue after my thesis defense when I take this project into the workforce and am applying for jobs.
Methods
I will be taking a mixed methods approach to my research by using a combination of:
Qualitative methods: Observational data will be collected in many ways including but not limited to sketches, photography, writing, and film. After gathering base-level observational data I plan to use this, as well as my prototypes from the early phases of my product’s life to create a study to better understand users’ preferences with my product. This will include different colors, ergonomic shapes, part lines, and more to allow for a large range of feedback.
Surveys and interviews: I wish to interview and survey policymakers, educators, students, and other stakeholders invested in education to better understand their needs, in order to ensure that my product is feasible in the eyes of policymakers. It is important that my specific product not only serve as a tool for students, but also for teachers to learn as well. Making this product as something practical and scalable is important in terms of feasibility.
Thematic groups: Observing user groups interacting with my product/project will help me adjust to my general end goals.

Actionable Insights

After gathering data from interviews, surveys, observations, and product feedback, I plan to analyze this data and make sufficient changes to my project in order to better serve the community in which I am trying to benefit. Doing this will help my project be more effective and impactful.

Limitations will depend on rules on photography and interviewing. The timeline of the analysis of the data collected will be similar to the timeline provided for the senior studio class for traditional industrial design students.
Expected Outcomes
The proposed research will strengthen my design skills and expand my knowledge as a design student interested in the user experience, wellbeing, access to arts education, and much more. I will have a final outcome of a physical product that will be used as an initiative to help children studying STEM subjects to find new, creative, and different ways of solving problems.
Timeline
As I will be doing this project in congruency with my senior industrial design studio, my schedule has been roughly predetermined.
April-August
Literature review and preliminary research will be taken care of during this part of my thesis project. I will also be contacting people I would like to see be involved in this project during this time.
August-December
Research
1. Exploration
a. Assign01: Mind map + Visit the world
b. Assign02: Observations + Interviews
2. Making sense of the data + Concepts
a. Assign03: POG + Ideation
b. Assign04: Concept Evaluation + Selection
c. Partner School Determined
3. Concept Direction + Customer Validation + Research Summary
a. Assign05: Hard device and Screen Mock-ups + Customer Feedback
b. Assign06: Mid-term presentation of research + Life-Cycle
Design
1. Form Development + Drivers
a. Assign07: Design Language + Out into the World
b. Assign08: Product Details + Function
c. Wire frames Due
2. Study Models + CAD Model
a. Assign09: Refined 3D Study Model
b. Assign10: CAD Model + Tech Drawings
c. Running Step-Through
3. Design Validation + Refinement
a. Assign11: Persona Check +CMF + Features & Benefits
4. Storyboard Development + Visual Poster
a. Assign12: Storyboard + Life of Product
b. Assign13: Poster + Presentation Outline
c. Assign14: Product Animation
5. Final Presentation
a. Assign15: Process Book
b. Assign16: Public presentation
December-January
This is the time I will use to have my code built out a bit more. I will come back into the next semester with a code that functions in my form that I have decided on.
January-May
This time will be used to run user tests on my product, and make desired changes to it in order to fully iterate and design my concept well and with data-driven desires.
Meetings
I plan to meet with my studio professor, Dosun Shin, once every two weeks to discuss how my project is progressing. My second committee member will be Dean Bacalzo. My committee will be contacted on a monthly basis by way of email with updates on my project’s process. From there I will be able to ask for suggestions and schedule meeting times to further discuss my project.
























References
Educational Ecosystems for Societal Transformation

Why STEM? Success Starts With Critical Thinking, Problem-Solving Skills
https://www.wired.com/insights/2014/06/stem-success-starts-critical-thinking-problem-solving-skills/
Unlocking Creativity: Teaching across the Curriculum

How the Founder of All Girls Code Is Shaking Up STEM in the Middle East
https://www.jnj.com/personal-stories/the-road-to-devex-aya-mouallem-discusses-her-stem-program-for-girls

Case Study: A game for conflict-affected youth to learn and grow
https://blogs.unity3d.com/2018/06/13/case-study-a-game-for-conflict-affected-youth-to-learn-and-grow/

Vice Charter School vs Public School
https://www.theatlantic.com/science/archive/2016/10/the-weak-evidence-behind-brain-training-games/502559/

Think brain games make you smarter? Think again, FSU researchers sayhttp:/
ews.fsu.edu
ews/health-medicine/2017/04/17/think-brain-games-make-smarter-think-fsu-researchers-say/
About STEAM Edu
https://steamedu.com/about-us/
Brain Games Don’t Work
http://fortune.com/2017/07/10/brain-games-research-lumosity/

Pip is a portable gaming device that teaches children to codehttps://www.dezeen.com/2017/12/05/pip-portable-gaming-device-teaches-children-coding-technology/
Latest STEM learning kits for kids combine technology and play doughhttps://www.dezeen.com/2017/06/06/stem-learning-kits-kids-combine-technology-play-dough-universe-tech-will-save-us-design/
3 Ways To Design Toys That Boost Kids’ Creativityhttps://www.fastcodesign.com/1669691/3-ways-to-design-toys-that-boost-kids-creativity
Plobot for STEAM
https://www.behance.net/gallery/45476023/Plobot

Global Education Futures Report
http://futuref.org/educationfutures
Xbox Adaptive Controllerhttps://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller
2018 US Video Game Market Predictionshttps://www.npd.com/wps/portal
pd/us/blog/2018/2018-us-video-game-market-predictions/
Kids and Violence in the Media
https://www.parenting.com/article/media-violence-children
YouTubers Talk About Their Favorite Games
https://www.youtube.com/watch?v=D3wFuqzzwdk

https://www.ideo.com/case-study/giving-ed-tech-entrepreneurs-a-window-into-the-classroom
https://www.ideo.com/case-study/for-kids-a-new-tactile-way-to-learn-coding
https://www.youtube.com/watch?v=uwskPyYEH2I&feature=youtu.be
https://www.kerbalspaceprogram.com/en/?page_id=11
ContributorsStrasser, Grace Bailey (Author) / Wilkymacky, Abby (Thesis director) / Shin, Dosun (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05