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.

Displaying 1 - 10 of 92
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In response to the modern discussion of secondary education reform, a design is proposed for a decentralized high school composed of hybridized learning centers which respond to a pedagogy of Resource Based Learning and appropriate the Valley Metro Light Rail Line as the site network. In pursuit of symbiotic public/private

In response to the modern discussion of secondary education reform, a design is proposed for a decentralized high school composed of hybridized learning centers which respond to a pedagogy of Resource Based Learning and appropriate the Valley Metro Light Rail Line as the site network. In pursuit of symbiotic public/private relationships, the project offers a broad avenue of access to a diverse array of students and resources. The working design ultimately visualizes a radical potential for the classroom of the 21st century.
ContributorsLufkin, Angela Marie (Author) / Horton, Phil (Thesis director) / Hejduk, Renata (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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Description
Major cities in the US such as Los Angeles, New York, and Chicago have a rich cultural hub within the realm of central business district known as the Chinatown where large Chinese communities reside. These districts are usually located in or around the neighborhoods where the first Chinese immigrants settled.

Major cities in the US such as Los Angeles, New York, and Chicago have a rich cultural hub within the realm of central business district known as the Chinatown where large Chinese communities reside. These districts are usually located in or around the neighborhoods where the first Chinese immigrants settled. Though Phoenix has had a Chinese community since the mid-nineteenth century, the historic and contemporary community is represented by a commercial retail center which is distant from the sites where the initial immigrants resided. Using a both textual and mapping research I explored the history of the development of Phoenix and contributions which Chinese culture made to the process. In the course of my research I learned that city of Phoenix not only had one Chinatown but two Chinatowns. My project examines the influence of Chinese culture on the urban development of Phoenix throughout history and contemporary era and reintroduces the presence of this community within the urban context of Phoenix through the creation of a cultural center. Political unrest in the Guangdong region in Southern China during the 1870s combined with both the California Gold Rush (1848 - 1850 and the construction of transcontinental railroad (1864 - 1869) led to the migration of Chinese citizens to the United States. Many of these immigrants migrated to the Valley after working at the transcontinental railroad construction near the Salt River Valley area. The first Chinese immigrants, three men and two women arrived in Phoenix I n 1872. The community remained rather small until 1879 when the transcontinental railroad construction along Salt River valley stopped due to extreme summer weather which led to the establishment of the First Chinatown in 1889. According to the old insurance Sanborn map, the first Chinatown in Phoenix was established along first and Adam street with diversified businesses such as laundries groceries, and restaurants. The Chinese community in the city was pretty small compared to other ethnic group settlements. Racial segregation was one of the major issues that caused the shift of First Chinatown from its original location to first and Madison Street and the Second Chinatown emerged in 1901. Post WWII, suburban sprawl and development of model single family detached homes were some of the reasons that led to disappearance of Chinatown in downtown Phoenix. In order to deliver this information and educate the public about the existence of Chinatown and the culture, I developed the concept of merging history and the 21st Century ideals by creating a place where Chinese culture is being reintroduced to Phoenix community. My design proposal for this issue is to construct a museum that is mainly focused upon historical Chinese Immigration to Phoenix and a cultural center that promotes Chinese culture, art, literature, merchandise, and cuisine in a way to reconnect mainland China and the city of Phoenix in 21st Century.
ContributorsLin, Aung Tun (Author) / Barton, Craig (Thesis director) / Hejduk, Renata (Committee member) / Belcher, Nathaniel (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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Description
Violence in schools occurs throughout America, prevalent to the point of daily happenstance. The epidemic of violence in our society is in sore need of healing efforts. Ending Bullying with Multiple Architectures focuses on the violence of bullying in young children and adolescents, in an effort to mitigate bullying at

Violence in schools occurs throughout America, prevalent to the point of daily happenstance. The epidemic of violence in our society is in sore need of healing efforts. Ending Bullying with Multiple Architectures focuses on the violence of bullying in young children and adolescents, in an effort to mitigate bullying at a critical age, before it transcends into their adult behavior. Bullying begins in elementary schools, a time when our minds are extremely impressionable and our behavioral habits take birth. Bullying may happen for a certain segment of a person's life, but the effects transcend a person's entire life. People who bully may follow a familial cycle of bullying and people who are bullied may become bullies and start a new cycle. With bullying and aggressive behavior increasing exponentially in schools, our society is growing up in a place where it is acceptable to react aggressively to stressful or undesirable situations. Today, violence in our society infiltrates every aspect of our lives, from road rage, to grocery store quarrels, to family ties breaking, to gun violence in school and public spaces. Unplanned acts of violence occur in "spur of the moments". Is our society so impatient, aggressive, antagonistic, individualistic, and isolated because we have been conditioned as human beings to behave this way? Did we miss our chance to work cordially as a community, peacefully and patiently, because we put progress and productivity in front of community and collaboration? How can architecture slow you down, keep you aware of your surroundings and facilitate collaboration and getting along? Why do we accept abrupt anger and violence, and how can architecture create, improve or encourage positive behavioral habits in our impressionable young minds? Ending Bullying with Multiple Architectures translates existing bullying strategies (social architecture) into physical architectural intervention, in an effort to mitigate bullying at the critical age when behavioral habits take birth. This project challenges efficiency based design in order to complement the human experience. By creating healthier spaces that foster wholeness, we can heal violence at this critical age, and thus hopefully reduce future societal violence as a whole.
ContributorsRaghani, Divya Nikita (Author) / Shraiky, James (Thesis director) / Hejduk, Renata (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2015-05
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Description
This manual provides a "how-to" framework for the development of a student-run clinic. The manual should be used as a resource, referring to the table of contents and summaries of topics for specific areas of interest. The manual details the phases for the development of a student-run clinic focusing on

This manual provides a "how-to" framework for the development of a student-run clinic. The manual should be used as a resource, referring to the table of contents and summaries of topics for specific areas of interest. The manual details the phases for the development of a student-run clinic focusing on underserved populations. The Student Health Outreach for Wellness (S.H.O.W.) Community Initiative in Phoenix, Arizona serves as the example. S.H.O.W. represents just one type of clinic structuring. As such, it is important to realize when developing a clinic that there are numerous clinic approaches based on community needs, volunteer support, and funding.
ContributorsWheeler, Shannon Christine (Author) / Thompson, Pamela (Thesis director) / Gaughan, Monica (Committee member) / Barrett, The Honors College (Contributor) / Department of Chemistry and Biochemistry (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2014-12
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Description

An exploration of how architecture can react to American hyper-consumption of clothing products. With the goal to raise public awareness and create systemic, sustainable change in the fashion industry, this project synthesizes each part of manufacturing, including production, consumption, and post consumption, into one local campus. By bringing manufacturing back

An exploration of how architecture can react to American hyper-consumption of clothing products. With the goal to raise public awareness and create systemic, sustainable change in the fashion industry, this project synthesizes each part of manufacturing, including production, consumption, and post consumption, into one local campus. By bringing manufacturing back into the daily rhythms of an urban context and combining a prototypical mix of fashion related programs, ethically minded consumers are formed.

ContributorsMarshall, Jordan (Author) / Murff, Warren (Thesis director) / Smith, Brie (Committee member) / Hejduk, Renata (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis seeks to answer, how could architects design for mystery and suspense and how would the perception of those spaces change for the spectators? By looking into production designers, art directors, and screenwriters, specifically the film Rear Window (1954) by Alfred Hitchcock one can analyze their use of architecture

This thesis seeks to answer, how could architects design for mystery and suspense and how would the perception of those spaces change for the spectators? By looking into production designers, art directors, and screenwriters, specifically the film Rear Window (1954) by Alfred Hitchcock one can analyze their use of architecture as part of the way that they build mystery and suspense by making movies that can help test if architecture spaces that are originally designed for a different purpose can build mystery and suspense. This research re-creates one scene from the film in four different locations: three on Arizona State University Tempe campus and one in an apartment complex. These short movies tested in different architectural spaces as such as, entering and exiting of buildings, access under a building that restricts individuals from seeing who is coming in or out, enclosed architecture, and by having hallways that lead up to each other and not permitting the occupant/participant to see everything around them. After filming the movies were compared to each other and a set of drawings was made to understand important choices made in each movie. What this thesis comes to investigate are the movies which are tools architects can use in their design process. Instead of starting a project from a sketch, why not start it from a movie. As this thesis reveals the act of choosing a film, dissecting it, and re-creating the experience of the film in their own movies in different locations can create a unique project.

ContributorsKattan, Yasmine Natalia (Author) / Rocchi, Elena (Thesis director) / Hejduk, Renata (Committee member) / Scott, Jason Davids (Committee member) / Cánovas, Elena (Committee member) / The Design School (Contributor, Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Autism Spectrum Disorder (ASD) is a developmental disability that impacts one’s social interaction, communication skills (both verbal and non-verbal), and cognitive function. Autism affects 1 in 60 children. Individuals with autism have trouble understanding facial expressions or social cues, and often see the world around them differently than a neurotypical

Autism Spectrum Disorder (ASD) is a developmental disability that impacts one’s social interaction, communication skills (both verbal and non-verbal), and cognitive function. Autism affects 1 in 60 children. Individuals with autism have trouble understanding facial expressions or social cues, and often see the world around them differently than a neurotypical individual (mainly increased sensitivity to sounds, motion, or lighting). As the name implies, autism is a spectrum, and no two individuals are alike. As the saying goes, “When you’ve met one person with autism, you’ve met one person with autism.” Movies such as Rain Man (1988) or The Accountant (2016) showcase autistic individuals who are higher-functioning; they are able to verbally communicate and live somewhat independently. Other autistic individuals, such as my brother, Tyler, are lower-functioning. Tyler is non-verbal and unable to be independent, and our day-to-day life is greatly shaped by this.<br/><br/>One thought that haunts the parents of autistic individuals is, “What happens when they’re older?” Even more scary is the question “What will happen when I’m gone?” My brother is on the autism spectrum, and my mother describes these thoughts as ones that “keep [her] up at night.” She explains, “I think it’s important for him to be completely engaged and productive, and we have that right now because we’re in our little safety bubble...that’s going to end...and it’s kind of scary.” Around 50,000 children with autism turn 18 every year in the United States, and nearly 90% of autistic individuals lose access to the services they have relied on throughout their entire lives. My hope is that architecture can help to answer this question by providing a place for adults on the autism spectrum to learn how to eventually live and work independently in the future. By implementing certain design features and design criteria to minimize the sensory overload issues commonly experienced by individuals with autism, we can create a safe space for learning for young adults on the autism spectrum.

ContributorsSobelman, Jacob Evan (Author) / Zingoni, Milagros (Thesis director) / Hejduk, Renata (Committee member) / Patel, Tina (Committee member) / School of Geographical Sciences and Urban Planning (Contributor) / The Design School (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage include the crowd, facility familiarity, and travel. In the English Premier League, there are no fans allowed at any of the games; furthermore, in the NBA, a bubble was created at one neutral venue with no fans in attendance. Even with the NBA being at a neutral site, there was still a “home team” at every game. The sports betting industry struggled due to failing to shift betting lines in accordance with this decreased home advantage. With these leagues removing some of the factors that are frequently associated with home advantage, analysts are able to better see what the results would be of removing these variables. The purpose of this research is to determine if these adjustments made due to COVID had an impact on the home advantage in different leagues around the world, and if they did, to what extent. Individual game data from the past 10 seasons were used for analysis of both the NBA and the Premier League. The results show that there is a significant difference in win percentage between prior seasons and seasons behind closed doors. In addition to win percentage, many other game statistics see a significant shift as well. Overall, the significance of being the home team disappears in games following the COVID-19 break.

ContributorsOsborne, Ashley A (Author) / Sopha, Matthew (Thesis director) / McIntosh, Daniel (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Approximately 15,000 children die every day due to preventable illnesses (World Health Organization, 2016, 2017). Most of these deaths have been concentrated in developing countries and specifically in Sub-Saharan Africa, South Asia and to a lesser extent in Central Asia. Many studies have analyzed determinants of infant mortality rates across

Approximately 15,000 children die every day due to preventable illnesses (World Health Organization, 2016, 2017). Most of these deaths have been concentrated in developing countries and specifically in Sub-Saharan Africa, South Asia and to a lesser extent in Central Asia. Many studies have analyzed determinants of infant mortality rates across regions of South Asia. Despite neighboring South Asia, reasons for infant mortality in Central Asia do not seem to be as heavily researched. To investigate whether there are differences in the risk factors for infant mortality between South Asia and Central Asia, I analyzed data on 557,089 women and 1,272,916 children from Demographic Health Surveys and Multiple Indicator Cluster Surveys in 5 Central Asian (Azerbaijan, Kazakhstan, Kyrgyzstan, Uzbekistan, Tajikistan) and 5 South Asian (Afghanistan, Bangladesh, India, Nepal, Pakistan) countries. Binary logistic regression predicted whether a child was alive based on a number of maternal and child characteristics, including maternal age, maternal education, maternal residence, place of delivery, wealth, open defecation, prenatal care, and vaccinations. There were similarities along with differences in child survival outcomes between Central Asia and South Asia. Maternal age, maternal education, and the DPT 3 vaccination appeared to have protective effects on child survival rates in both Central Asia and South Asia whereas delivery outside of the hospital and open defecation have negative effects on child survival outcomes. Tetanus, polio 1, and the BCG vaccinations appeared to have a more pronounced positive effect on child survival in Central Asia whereas measles and polio 3 appear to have a more pronounced positive effect in South Asia. Wealth also appeared to have a greater protective effect in South Asia as opposed to Central Asia. More research needs to be conducted to elaborate on reasons for why there are differences between Central Asia and South Asia.
ContributorsAlam, Mariam (Author) / Hrsuchka, Daniel (Thesis director) / Gaughan, Monica (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05