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
Bet Fitness aims to assist its users in forging consistent fitness routines for a lifetime of health, and it encourages people to exercise by having a group of participants set a collective fitness goal and involving them in a friendly competition where groups of friends motivate and support each other’s

Bet Fitness aims to assist its users in forging consistent fitness routines for a lifetime of health, and it encourages people to exercise by having a group of participants set a collective fitness goal and involving them in a friendly competition where groups of friends motivate and support each other’s fitness journeys.
ContributorsDeMent, Clare (Author) / Semadeni, Nathanael (Co-author) / Potts, Maddie (Co-author) / Wang, Shiyuan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Life Sciences (Contributor)
Created2022-05
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Description

This paper outlines cumulative research on food deserts in relation to college students; namely, that there are communities classified as food deserts because significant numbers of the population lack access to grocery stores selling fresh produce or other goods normally called “healthy.” These areas are often also food swamps, or

This paper outlines cumulative research on food deserts in relation to college students; namely, that there are communities classified as food deserts because significant numbers of the population lack access to grocery stores selling fresh produce or other goods normally called “healthy.” These areas are often also food swamps, or areas with intense access to sugar-dense, high-fat foods. Research as a whole suggests that three, among many, things might primarily drive food insecurity for individuals caught in these food deserts: lack of access to a personal vehicle, low income or prohibitively expensive healthy foods, and personal education or culture (Wright, 2016). College students both fit into the geographical food deserts and are individuals who tend to have a worrying level of food insecurity (Kim, 2018). It is costly to make adjustments to entire environments to rid communities of food desert qualities, and it is not always effective as ending food insecurity or malnutrition; instead, it can be much more effective to focus on individuals within communities and help push cultures into a better direction. This project demonstrates that ASU students are experiencing food dissatisfaction and are in a food desert worthy of attention and action, and that students are motivated to see a solution. The solution that the paper focuses on is a food delivery system of fresh produce and foods for students. 


ContributorsRaghuraman, Vidya (Author) / Gailey, Tim (Co-author) / Hailey, Lauren (Co-author) / Reyes, Marina (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Marketing (Contributor) / The Design School (Contributor)
Created2022-05
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Description

Food is one of the most universal and uniting human experiences. It is a powerful tool to bring communities together and it is a simple way to bring joy to an individual. This project is an exercise in marketing and entrepreneurship that was inspired by these ideas, which culminated in

Food is one of the most universal and uniting human experiences. It is a powerful tool to bring communities together and it is a simple way to bring joy to an individual. This project is an exercise in marketing and entrepreneurship that was inspired by these ideas, which culminated in a fundraiser bake sale to benefit Creighton Community Foundation, a local nonprofit.

ContributorsLondono, Jane (Author) / Byrne, Jared (Thesis director) / Martinelli, Sarah (Committee member) / College of Health Solutions (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2022-05
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Description

The purpose of this thesis is to analyze the main advantages and disadvantages of various working structures. This paper specifically evaluates the pros and cons of working fully online, fully in the office, and a hybrid model. This paper also assesses factors that will influence individual companies’ decision for how

The purpose of this thesis is to analyze the main advantages and disadvantages of various working structures. This paper specifically evaluates the pros and cons of working fully online, fully in the office, and a hybrid model. This paper also assesses factors that will influence individual companies’ decision for how to organize their workspaces, as well as macroeconomic trends that have emerged from remote work during the pandemic. This paper shows that optimal work setup is a hybrid environment. Although there are distinct advantages to fully online and fully in-person office environments, the hybrid setup stands as the most efficient and practical. It is important to note that every company must consider how their resources can support a hybrid setup, and if they can support a hybrid model at all. Companies that adopt a hybrid setup will capture most of the benefits from both online and in-person work, while limiting the disadvantages caused by each work style. Additionally, hybrid modality will become even more practical as technology continues to progress, and virtual work continues to become more efficient. The main advantages to online work are that it makes employees more efficient, eliminates unnecessary commuting to work, and expands companies’ talent pools for hiring. The main disadvantages to online work are also the main advantage to office work, and that is the knowledge spillovers from having workers physically together. Although knowledge spillovers increase the value of a company’s workforce, virtual work has made in-person work seem inefficient. The hybrid model combines the benefits of both online and in-person work, allowing workers to still be partially together in the office while allowing for better technological integration.

ContributorsElmendorf, Kyle (Author) / Byrne, Jared (Thesis director) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor)
Created2021-12
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsVickers, Jackson (Author) / Abraham, Giovanna (Co-author) / Rollins, Jaden (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Politics and Global Studies (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
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Description
Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the

Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.
ContributorsRollins, Jaden (Author) / Abraham, Giovanna (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description

For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of

For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of it as well. This team-based thesis/creative project empowers Barrett students to find solutions to a challenge and gain valuable experience launching a new business of their own.

ContributorsSchneider, Benjamin (Author) / Wiseman, Kristen (Co-author) / Schaefer, Abigail (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor)
Created2022-05
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Description
For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of

For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of it as well. This team-based thesis/creative project empowers Barrett students to find solutions to a challenge and gain valuable experience launching a new business of their own.
ContributorsSchaefer, Abigail (Author) / Wiseman, Kristen (Co-author) / Schneider, Benjamin (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05
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Description
For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of

For our Barrett Honors thesis, our team decided to complete the Founders Lab thesis pathway. Founders Lab offers Barrett students the opportunity to spend their year working on developing entrepreneurial ideas into innovative new businesses by designing not only a business model, but the marketing, sales, and financial models of it as well. This team-based thesis/creative project empowers Barrett students to find solutions to a challenge and gain valuable experience launching a new business of their own.
ContributorsWiseman, Kristen (Author) / Schaefer, Abigail (Co-author) / Schneider, Benjamin (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor)
Created2022-05