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
I begin with a brief explanation of my creative process and an exploration of the themes I attempted to include in the creative project. Then follows the slides from the Powerpoint presentation I used during my defense. Finally, I have my creative project, a 18,000 word urban fantasy story about

I begin with a brief explanation of my creative process and an exploration of the themes I attempted to include in the creative project. Then follows the slides from the Powerpoint presentation I used during my defense. Finally, I have my creative project, a 18,000 word urban fantasy story about a high school senior named Damien and his first interaction with a being named Rem.
ContributorsEngler, Veronica Anne (Author) / Cook, Paul (Thesis director) / Wells, Cornelia (Committee member) / Morgan, Kelly (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor)
Created2013-05
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Description
A Foreigner's Guide to China, a creative project, is a short novel that blends cultural analysis and linguistic study in a collective investigation of modern China. As China grows at an unprecedented pace, many Americans still remain ignorant of life and development in a foreign place on the other side

A Foreigner's Guide to China, a creative project, is a short novel that blends cultural analysis and linguistic study in a collective investigation of modern China. As China grows at an unprecedented pace, many Americans still remain ignorant of life and development in a foreign place on the other side of the world. The project is an attempt to help mesh cultural lines and aid students, travelers, and businesspeople travelling to China for the first time. Therefore, the main goal of the entire project is to provide an actual guidebook that can be read prior to going to China or while in the country. The project is divided into two main types of chapters: cultural analysis and advice giving on day to day life in China, and linguistic study that adopts a more academic approach. Both types of chapters use my personal anecdotes to give both context and a sense of reality to the advice I include in the project. While very different in their styles, the two types of chapters ultimately work towards the same end: explaining differences and similarities between Chinese and American cultures, and giving a cultural opening from which to expand understanding. The novel is written in a lighthearted and humorous tone that attempts to soften the often seemingly offensive overtone that appears when analyzing cultures side by side. Topics include landing advice, transportation, cuisine, working life, and school life, as well as Mandarin Chinese tones, politeness, and dialects. Overall, the project has a more cultural outlook with a heavier focus on those sections.
ContributorsDaliere, Andrew John (Author) / Oh, Young (Thesis director) / Lyon, Mich (Committee member) / W. P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
Description

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me.

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me. Games are a big part of my life… from family game night to chess to computer games and math problems. This concept of problem-solving and solution-finding is what led me to this thesis. My Data Analytics and Supply Chain Management majors both involve these concepts as well, so revolving them around my thesis project helped to give me more experience that will help me in my future career. When looking into the field of games, people enjoy many different types around the world. Games can range anywhere from card and board games, to video games, and even sports and the Olympics. These are all considered games, and my goal in taking this thesis course is to become a game designer and start my journey into providing entertainment for my audience to play. Due to the already enormous amount of games in circulation today, I was creative and used the game-making skills I learned in this class when making my game. I focused on developing a strategy board game. Since I have played games all my life, I know that game development is not a simple task to undertake. That is why this Honors Thesis Course is important to me since it was beneficial to gain the skills necessary to create my own game. Making sure the game I created maintained the proper mechanics, story, aesthetic, and technology was paramount to creating an enjoyable board game. Figuring out a cohesive theme was also necessary to sufficiently market the game so people will want to add it to their collection, and more importantly, spend hours of their time playing. Those are skills I learned in my honors-directed study. I used my research by examining different genres of board games and determining which aspects in each influenced my own game design. Once I figured out the general concept of my project, I looked into how already existing games in this genre or other games that are related to my idea function and why they became popular. It was important to understand exactly how these games operate and function in order to be intuitive enough that most people can understand how to play them. I also had to make sure the game wasn’t so basic that people wouldn’t have fun playing them over and over. Once I figured these things out, I started construction of the game prototype, which served as the final deliverable for my Honors Thesis. My purchase list consists of the supplies I needed to construct my board game. I purchased a variety of materials that I needed for this project. I needed to make three copies of it, since my professor requested I give her and my second a copy if I was able. I needed a box, which turned out to be the most expensive single item on the list. The player cards I made doubled as a dice pad since I needed to use dice during the game. I bought plastic gemstones to simulate my currencies, of which I had five types. Four of those came from the same package while the diamonds I bought separately. The bags I bought are used for storage of each type of gemstone, and then they become the player bags when setting up the game. The little cubes I bought are for the quest boards so players can track their actions and certain quests. When constructing the board tiles as well as the quest boards, I needed to buy the wooden blocks, paint, brushes, glue, and lamination sheets. I first painted half of each block with either royal purple or gold to signify what tile it would become. Once I completed that, I printed and laminated the fronts of each tile and glued them together with the blocks. My goal for my thesis project was to create a board game that I would want to buy, and I believe I have accomplished this. Of course, many things will have to change when I work towards publishing my game, such as commissioning artwork, working on different marketing strategies, and lowering the cost of production per game. For a prototype though, I believe that I have done as well as I could with making as good a game as I could. Thank you for this opportunity, it was a lot of fun and I learned a lot that will help me in the future.

ContributorsRose, Dylan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2023-05
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Description
It takes 1/10 of a second to make an emotional impact on your audience. Once you do, customers are eight times more likely to trust your brand, seven times more likely to purchase more, and six times more likely to forgive a mistake. Audiences make deep connections with resonant brands,

It takes 1/10 of a second to make an emotional impact on your audience. Once you do, customers are eight times more likely to trust your brand, seven times more likely to purchase more, and six times more likely to forgive a mistake. Audiences make deep connections with resonant brands, that is brands that build trust with and provide substantial value to their consumers. Brands that resonate with customers enjoy above average economic gains and business resilience superior to their competition because they rank higher in engaging and connecting with their audience, delivering products/services that matter to those who care, and creating brand loyalty in the form of repeat customers and brand advocates. While resonant brands exceed on both the trust-building and value-providing dimensions, there are also those brands that do not build trust with or provide little value to their consumers, making those brands transactional. Not striving to attain or maintain brand resonance risks not differentiating, becoming irrelevant, and providing transactional value, which can quickly be replaced by alternatives offering a better deal. To avoid from becoming transactional, this study seeks to uncover what elements make for a resonant brand and outline the steps to achieve brand resonance.
ContributorsSimmons, William (Author) / Gray, Nancy (Thesis director) / Mejía, Mauricio (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Marketing (Contributor)
Created2022-05