Barrett, The Honors College Thesis/Creative Project Collection
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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- Creators: Department of Finance
- Creators: Ostrom, Amy
For my thesis/creative project, I created a prototype for a mental health app. Each section of the prototype has a purpose of instilling mindfulness and healthy habits that can promote and lead to sustainable mental health. Throughout the paper I explain my reasoning for starting this project, the science of mindfulness and how it can bring about positive mental and physical changes, and the design theory behind the prototype.
For our project, we explored the growth of the ASU BioDesign Clinical Testing Laboratory (ABCTL) from a standard university research lab to a COVID-19 testing facility through a business lens. The lab has pioneered the saliva-test in the Western United States. This thesis analyzes the laboratory from various business concepts and aspects. The business agility of the lab and it’s quickness to innovation has allowed the lab to enjoy great success. Looking into the future, the laboratory has a promising future and will need to answer many questions to remain the premier COVID-19 testing institution in Arizona.
The goal of this thesis project was to develop a digital, quantitative assessment of executive functioning skills and problem solving abilities. This assessment was intended to serve as a relative measure of executive functions and problem solving abilities rather than a diagnosis; the main purpose was to identify areas for improvement and provide individuals with an understanding of their current ability levels. To achieve this goal, we developed a web-based assessment through Unity that used gamelike modifications of Flanker, Antisaccade, Embedded Images, Raven’s Matrices, and Color / Order Memory tasks. Participants were invited to access the assessment at www.ExecutiveFunctionLevel.com to complete the assessment and their results were analyzed. The findings of this project indicate that these tasks accurately represent executive functioning skills, the Flanker Effect is present in the collected data, and there is a notable correlation between each of the REFLEX challenges. In conclusion, we successfully developed a short, gamelike, online assessment of executive functioning and problem solving abilities. Future developments of REFLEX could look into immediate scoring, developing a mobile application, and externally validating the results.
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.
Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income has come to a halt for musicians and the live entertainment industry. <br/>Under the current per-stream model, it is becoming exceedingly hard for artists to make a living off of streams. This forces artists to tour heavily as well as cut corners to create what is essentially “disposable art”. Rapidly releasing multiple projects a year has become the norm for many modern artists. This paper will examine the licensing framework, royalty payout issues, and propose a solution.
The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.
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
The COVID-19 pandemic has and will continue to radically shift the workplace. An increasing percentage of the workforce desires flexible working options and, as such, firms are likely to require less office space going forward. Additionally, the economic downturn caused by the pandemic provides an opportunity for companies to secure favorable rent rates on new lease agreements. This project aims to evaluate and measure Company X’s potential cost savings from terminating current leases and downsizing office space in five selected cities. Along with city-specific real estate market research and forecasts, we employ a four-stage model of Company X’s real estate negotiation process to analyze whether existing lease agreements in these cities should be renewed or terminated.