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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The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image,

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image, and likeness. The goal of the team was to help “prepare athletes to understand and properly navigate the evolving restrictions and guidelines around athlete name, image, and likeness”. In order to accomplish this, the team had to understand the problems student-athletes face with these changing rules and regulations. The team conducted basic market research to identify the problem. The problem discovered was the lack of communication between student-athletes and businesses. In order to verify this problem, the team conducted several interviews with Arizona State University Athletic Department personnel. From the interviews, the team identified that the user is the student-athletes and the buyer is the brands and businesses. Once the problem was verified and the user and buyer were identified, a solution that would best fit the customers was formulated. The solution is a platform that assists student-athletes navigate the changing rules of the NCAA by providing access to a marketplace optimized to working with student-athletes and offering an ease of maintaining relationships between student-athletes and businesses. The solution was validated through meetings with interested brands. The team used the business model and market potential to pitch the business idea to the brands. Finally, the team gained traction by initiating company partnerships.

ContributorsSchulte, Brooke (Co-author) / Recato, Bella (Co-author) / Winston, Blake (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and social media algorithms, etc), we created Munch to be an algorithm meant to help people find food they’ll love. <br/><br/>Munch offers the ability to search for food by restaurant or even as specific as a menu item (ex: search for the best Pad Thai). The best part? It is customized to your preferences based on a quiz you take when you open the app and from that point continuously learns from your behavior.<br/><br/>This thesis documents the journey of the team who founded Munch, what progress we made and the reasoning behind our decisions, where this idea fits in a competitive marketplace, how much it could be worth, branding, and our recommendations for a successful app in the future.

ContributorsInocencio, Phillippe Adriane (Co-author) / Rajan, Megha (Co-author) / Krug, Hayden (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen

In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen the environmental impact of generating more paperboard materials, and move towards a more ethical circular economy. In efforts to adopt the principles of a green economy, deviate from the linear supply chain model, minimize packaging waste, and encourage more sustainable lifestyles, we developed a business centered around a circular, service based model called Room & Cardboard. Our initiative collects cardboard waste generated in and around the ASU community and repurposes it for dorm-style furniture available for students to rent throughout the school year. Using cardboard, we have built prototypes for two products (desk lamps and shoe racks) that are sturdy, visually pleasing, and recyclable. Our initiative helps to reduce cardboard packaging waste by upcycling cardboard waste into products that will increase the lifespan of the cardboard material. At the end of the product’s life span, in cases of severe damage, we will turn the product into a seed board made with blended cardboard paste that can then be used to plant a succulent we will make available to students to buy as dorm decor. The feedback on our initiative through online surveys and in-person tabling has generated enough traction for Dean Rendell of Barrett, the Honors College at Arizona State University to consider a test-drive of our products in the upcoming Fall semester.

ContributorsWerner, Isabella (Co-author) / Islam, Shauda (Co-author) / Norvell, Macey (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools

ContributorsKim, Hwan (Co-author) / Wong, Brendan (Co-author) / Davis, Ben (Co-author) / Mckearney, Jack (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

When you are sitting at the terminal waiting for your flight or taking the bus to get to work, have you ever thought about who used your seat last? More importantly, have you ever thought about the last time that seat was cleaned? Sadly, it is uncertain to see if

When you are sitting at the terminal waiting for your flight or taking the bus to get to work, have you ever thought about who used your seat last? More importantly, have you ever thought about the last time that seat was cleaned? Sadly, it is uncertain to see if it was properly sanitized in the last hour, yesterday, in the last week, or even last month. Especially during these tough times, everyone wants to be assured that they are always in a safe and healthy environment. Through the Founders Lab, our team is collaborating with an engineering capstone team to bring automated seat cleaning technology into the market. This product is a custom-designed seat cover that is tear-resistant and provides a sanitary surface for anyone to sit on. When someone leaves the seat, a pressure sensor is triggered, and the cover is replaced with a secondary cover that was stored in a UV radiated container. The waterproof fabric and internal filters prevent spills and food crumbs from remaining when the user changes. The reason for bringing this product into the market is due to the unsanitary conditions in many high traffic areas. This technology can be implemented in public transportation, restaurants, sports stadiums, and much more. It will instantly improve the efficiency of sanitation for many businesses and keep a promise to its users that they will never bring something they sat on back home. #Safeseating

ContributorsNimmagadda, Viraj (Co-author) / Jawahar, Nandita (Co-author) / Yang, Tiger (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources and information for beginner investors, which led us to design an app that provides clear and simple data, professional advice from financial analysts, and an advanced machine learning feature to predict stock trends. The "Simple Stocks" app also incorporates a voting feature, allowing users to see what other investors think about specific stocks. This functionality not only helps users make informed decisions but also encourages a sense of community, as users can learn from each other's experiences and opinions. By creating a supportive environment, the app promotes a more approachable and enjoyable experience for those who are new to investing. Following the successful release of the "Simple Stocks'' app on the App Store, our current objectives include expanding the user base and looking into various ways to generate income. One possible approach is to collaborate with other companies and establish an advertising-based revenue model, which would benefit both parties by attracting more users and increasing profits.

ContributorsKancherla, Sohan (Author) / Karuppiah, Meena (Co-author) / Biyani, Saloni (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Zock, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches and cutting-edge resources in human excellence, including the latest advancements in neuroscience and psychology. This objective is accomplished by the development of an application to connect entrepreneurs with coaches, providing value through facilitation. Our platform is unique in leveraging a user database and weighting system to match constituents based on suitable preferences like individual learning and communication styles. Based on categorical filters, our platform perpetrates matches for a more personalized and productive coaching experience. The application addresses key challenges for both coaches and entrepreneurs: a lack of effective marketing resources for coaches and laborious tribulation in finding the right coach. By bridging this gap as the “connective tissue”, we will create a cost-effective, efficient way for coaches to scale their businesses while enhancing the personal and professional development of entrepreneurs. At our core, we are driven by a powerful mission–to unleash the immense potential of entrepreneurs. We are committed to providing every entrepreneur with the tools and resources he or she needs to succeed. As a vehicle of social change, we will make a meaningful impact in the entrepreneurial community where those with the greatest capability require the most decisive wisdom. Our two-ended target market consists of ambitious entrepreneurs aged 25-45 seeking personalized support to overcome obstacles alongside experienced life coaches seeking exposure to those clients for expanding their practices. Coaches will be charged a monthly subscription while entrepreneurs will pay a small fee for platform utilization. Coach Connect boasts a talented and diverse team of five individuals with backgrounds in coaching, NeuroLinguistic Programming, accounting, finance, entrepreneurship, customer service, software engineering, and personal development. Cross-functionality allows us to iterate per validations while algorithms are in development, reducing our time to market. Leveraging an extensive network in the startup industry, as well as resources and connections through Arizona State University, we are uniquely positioned to scale Coach Connect.

ContributorsAlam, Shaira (Author) / Meadows, Isabella (Co-author) / Robertson, Hunter (Co-author) / Popwell, Nathan (Co-author) / Lin, Kevin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / McElfish, Alex (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
Description

For the honors thesis project, a group of five individuals collaborated to design and implement a sustainable business in the ASU community. Kandi Society is a rising jewelry brand whose top priorities include giving recycled plastic a new purpose, philanthropy, and making a welcoming, creative environment for our customers. We

For the honors thesis project, a group of five individuals collaborated to design and implement a sustainable business in the ASU community. Kandi Society is a rising jewelry brand whose top priorities include giving recycled plastic a new purpose, philanthropy, and making a welcoming, creative environment for our customers. We designed the Eco-Bead with 3D CAD modeling and produced it through a process called plastic injection molding which is explained in detail in the final paper. Kandi Society instilled a positive impact on ASU students by igniting a sustainability spark and increasing interest in repurposing materials in the future.

ContributorsBia, Aleya (Author) / Grundoffer, Andie (Co-author) / Maxwell, Olivia (Co-author) / Guebara, Chloe (Co-author) / Connolly, Payton (Co-author) / Byrne, Jared (Thesis director) / Swader, Melissa (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05