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
Ringside is a digital publication that looks at how the independent professional wrestling organization, the Arizona Wrestling Federation (AWF) has been able to succeed, due to the growth and development of the World Wrestling Entertainment (WWE), in to more than just a sports entertainment company. The purpose of designing an

Ringside is a digital publication that looks at how the independent professional wrestling organization, the Arizona Wrestling Federation (AWF) has been able to succeed, due to the growth and development of the World Wrestling Entertainment (WWE), in to more than just a sports entertainment company. The purpose of designing an online publication is to inform as well as to serve as a template for how a company like the AWF can create a digital publication. The narrative of the publication follows how the WWE always has been at the forefront of the professional wrestling industry and recently, it has not only crossed over into mainstream sports journalism, also expanded its presence in almost every type of media, including television, online and even toys. Due to WWE's growing influence and fan following, independent companies like the AWF are capitalizing on WWE's success by replicating the show's business model on a smaller scale. This project also serves as a study in design and user interactivity. The link to the publication is bit.ly/RingsideCreativeProject
Created2017-12
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Description
Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking & Process, Rebuilt ultimately yielded a room partition system to

Rebuilt is a project that looks to understand what Syrian refugees experience in camps, specifically Za'atari, the world's largest Syrian camp. The intent of Rebuilt was to create a product that would help their living conditions. By applying Design Thinking & Process, Rebuilt ultimately yielded a room partition system to help improve the living conditions of refugees. To design a product for a world most of the world is ignorant of, research is paramount. Research for Rebuilt involved gather many facts from various international databases, such as UNHCR and Mercy Corps. By understanding the demographics, the culture, and needs, Rebuilt was able to focus on some key points that lead to a potential design project: over half of the camp is consisted of adolescents (under age 18), and are living in small, essentially shipping-container homes, and the environment of the Jordanian desert where the camp is situated is extremely variable between freezing winters and blistering summers. Looking over the resources provided by humanitarian organizations, Rebuilt pinpointed a missing niche product that could help the living conditions of refugee's lives: a room partition system that could regulate ambient temperatures. The need for private space is important for the development of a refugee adolescent as it encourages stability and a sense of home. Ambient temperature is also vastly important for the productivity and health of anyone. Rebuilt is consisted of two main parts: the design of a bracket that could be used to accommodate the widths of multiple building materials and would be cheap to manufacture, and a pre-made panel that incorporated the use of phase-change-material technology. The design process is documented with a finalized design that should be low-cost and light-weight to ship from manufacturers to those in need.
ContributorsLee, Anna Jade (Author) / Shin, Dosun (Thesis director) / Bacalzo, Dean (Committee member) / Department of Marketing (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement

Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement of theatrical expression. As mechanics, lighting, sound, and visual media have made their way into the spotlight, advances in theatrical robotics continue to push for their inclusion in the director's toolbox. However, much of the technology available is gated by high prices and unintuitive interfaces, designed for large troupes and specialized engineers, making it difficult to access for small schools and students new to the medium. As a group of engineering students with a vested interest in the development of the arts, this thesis team designed a system that will enable troupes from any background to participate in the advent of affordable automation. The intended result of this thesis project was to create a robotic platform that interfaces with custom software, receiving commands and transmitting position data, and to design that software so that a user can define intuitive cues for their shows. In addition, a new pathfinding algorithm was developed to support free-roaming automation in a 2D space. The final product consisted of a relatively inexpensive (< $2000) free-roaming platform, made entirely with COTS and standard materials, and a corresponding control system with cue design, wireless path following, and position tracking. This platform was built to support 1000 lbs, and includes integrated emergency stopping. The software allows for custom cue design, speed variation, and dynamic path following. Both the blueprints and the source code for the platform and control system have been released to open-source repositories, to encourage further development in the area of affordable automation. The platform itself was donated to the ASU School of Theater.
ContributorsHollenbeck, Matthew D. (Co-author) / Wiebel, Griffin (Co-author) / Winnemann, Christopher (Thesis director) / Christensen, Stephen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Title: A Mobile Health Application for Tracking Patients' Health Record Abstract Background: Mobile Health (mHealth) has recently been adopted and used in rural communities in developing countries to improve the quality of healthcare in those areas. Some organizations use mHealth application to track pregnancy and provide routine checkups for pregnant

Title: A Mobile Health Application for Tracking Patients' Health Record Abstract Background: Mobile Health (mHealth) has recently been adopted and used in rural communities in developing countries to improve the quality of healthcare in those areas. Some organizations use mHealth application to track pregnancy and provide routine checkups for pregnant women. Other organizations use mHelath application to provide treatment and counseling services to HIV/AIDs patients, and others are using it to provide treatment and other health care services to the general populations in rural communities. One organization that is using mobile health to bring primary care for the first time in some of the rural communities of Liberia is Last Mile Health. Since 2015, the organization has trained community health assistants (CHAs) to use a mobile health platform called Data Collection Tools (DCTs). The CHAs use the DCT to collect health data, diagnose and treat patients, provide counseling and educational services to their communities, and for referring patients for further care. While it is true that the DCT has many great features, it currently has many limitations such as data storage, data processing, and many others. Objectives: The goals of this study was to 1. Explore some of the mobile health initiatives in developing countries and outline some of the important features of those initiatives. 2. Design a mobile health application (a new version of the Last Mile Health's DCT) that incorporates some of those features that were outlined in objective 1. Method: A comprehensive literature search in PubMed and Arizona State University (ASU) Library databases was conducted to retrieve publications between 2014 and 2017 that contained phrases like "mHealth design", "mHealth implementation" or "mHealth validation". For a publication to refer to mHealth, the publication had to contain the term "mHealth," or contains both the term "health" and one of the following terms: mobile phone, cellular phone, mobile device, text message device, mobile technology, mobile telemedicine, mobile monitoring device, interactive voice response device, or disease management device. Results: The search yielded a total of 1407 publications. Of those, 11 publications met the inclusion criteria and were therefore included in the study. All of the features described in the selected articles were important to the Last Mile Health, but due to issues such as internet accessibility and cellular coverage, only five of those features were selected to be incorporated in the new version of the Last Mile's mobile health system. Using a software called Configure.it, the new version of the Last Mile's mobile health system was built. This new system incorporated features such as user logs, QR code, reminder, simple API, and other features that were identified in the study. The new system also helps to address problems such as data storage and processing that are currently faced by the Last Mile Health organization.
ContributorsKarway, George K. (Author) / Scotch, Matthew (Thesis director) / Kaufman, David (Committee member) / Biomedical Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Creative adventurers are a modern artistic subculture defined by aesthetic individualism and rugged outdoor practicality. Contemporary photographers and videographers who live an active outdoor lifestyle place significant demands on their shoes and feet wherever they work. As a result of the increasing growth of photo based social media, part of

Creative adventurers are a modern artistic subculture defined by aesthetic individualism and rugged outdoor practicality. Contemporary photographers and videographers who live an active outdoor lifestyle place significant demands on their shoes and feet wherever they work. As a result of the increasing growth of photo based social media, part of producing creative content in this field involves artists interacting directly with their favorite brands through "product tagging" and other means of rapid networking. This energetic atmosphere of creativity and brand engagement presents a unique opportunity to introduce a footwear product specifically made for the brand-conscious visual artist. A collaborative shoe project between a major footwear brand such as Nike or Adidas and a major camera brand such as Canon or Sony is a unique and exciting way to meet the functional and aesthetic demands of this population.
ContributorsHansen, Chase Arthur (Author) / Hoffner, Kristin (Thesis director) / Eaton, John (Committee member) / School of Nutrition and Health Promotion (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This thesis examines a variety of techniques implemented in modern senior design classes at Arizona State University with a special focus on the mechanical engineering senior capstone the traditional ABET capstone mechanical engineering capstone course, as well as the InnovationSpace Program. First, an overview regarding the growing profession of engineering

This thesis examines a variety of techniques implemented in modern senior design classes at Arizona State University with a special focus on the mechanical engineering senior capstone the traditional ABET capstone mechanical engineering capstone course, as well as the InnovationSpace Program. First, an overview regarding the growing profession of engineering and its relation to academic education is examined. Next, program and project overviews of both the capstone senior design course and the InnovationSpace are detailed, followed by a comparison of the two course's curriculum. Finally, key differences are highlighted, and suggestions introduced that might serve to improve both courses in the future. The senior design capstone course was found to lack accountability and diversity leading to a lack of innovative solutions. However, the course simultaneously succeeded in maintaining wellaccepted traditional engineer practices and documentation. The InnovationSpace program on the other hand provides accountability, diversity, and modern approaches to product development.
ContributorsKennedy, Patrick Bernales (Author) / Kuhn, Anthony (Thesis director) / Hedges, Craig (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world,

I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world, including Africa and the Pacific Islands. The original site was not intuitive or easy to use, which deterred users with low technical literacy, lowering its effectiveness and defeating its purpose of providing educational materials to schools in the community, because users were less likely to use it to access educational content. The website was not responsive, meaning that it did not resize well to fit tablet and mobile devices. I redesigned the site's UX based on user feedback and expert advice to create wireframes that improved the site's layout and user flow to make it more intuitive. I pulled user comments from past surveys on the site and designed solutions to each of the user's complaints. I implemented a filter system and a universal search bar to improve the process of finding specific pieces of content. I designed prototypes using Adobe Illustrator to create the visual side of the interface. I designed my wireframes and prototypes with responsiveness in mind, creating versions for desktop, mobile and tablet. I also illustrated banners for the East Africa and Native American versions of the site, featuring landscape and wildlife from the respective regions. This interface redesign will be coded into a working site and distributed to communities around the world.
ContributorsThielen, Bethany Meishal (Author) / Hosman, Laura (Thesis director) / Ralston, Laurel (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum,

My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum, and with help from my second committee member, Muriel Magenta, I was able to use Audacity to edit the music, Autodesk Maya 2016 to model and animate the animation, the HIDA render farm to render the frames using Maya Software and mentalray, Adobe After Effects CC to assemble and edit the animation, and Adobe Media Encoder to export the end product. The final animation included 20,855 individual frames, totaling to 14 minutes and 28 seconds in length. The project takes the viewer through seven worlds to express the idea of feeling isolated in your home, exploring the world, and then returning home with a new perspective. Each world evokes a different emotion through the interaction of its visual and audio design to allow the viewer to experience the intended storyline without explicit characters or plot detail. Due to the importance of maintaining plot flow, I utilized beautiful, yet difficult, design elements including glass textures, ocean shaders, and paint effects to create drastically different world designs specific to each song. These songs were chosen from a variety of EDM artists and edited to flow together seamlessly through each world and evoke a different emotion. Throughout the thesis process, I gained more skills in animation and editing and greatly improved my ability to use each application. While there is plenty of room to grow, I have improved exponentially as an artist from when I began this project to the moment I completed it.
ContributorsMallik, Ajanta Angie (Author) / Drum, Meredith (Thesis director) / Magenta, Muriel (Committee member) / The Design School (Contributor) / Department of Psychology (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view, you can look at how this mission mimics that discovery

In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view, you can look at how this mission mimics that discovery with experimentation of our own senses. As a part of a team of eight seniors, we were tasked to help develop a mobile application that reflects the Psyche mission and shows the future of the project ten years from now. Since this is also a government funded project, it is pertinent to adhere to the ADA compliance guidelines required to make digital applications accessible to the larger public. As a designer, I wanted to push this concept further to showcase that accessibility is not something that should be stereotyped or discouraged from a design perspective. Each person that interacts with the application will have a different experience but it is this collaboration between the object and it's audience that creates this sense of discovery. Taking the mission's core values one step further, this application was designed and explored to uphold the foundations of what Universal Design is about. It is about connecting interested parties to the material they are looking for without unrealistic access that is dependent on ability.
ContributorsSchaecher, Lauren Allison (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05