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 31 - 40 of 48
134486-Thumbnail Image.png
Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
The purpose of this project was to create a brand identity for an expansion Major League Soccer team in Arizona. We identified and analyzed the numerous components that combine to create a sports brand, as well as a brand's impact on a soccer club's location and community. We determined that

The purpose of this project was to create a brand identity for an expansion Major League Soccer team in Arizona. We identified and analyzed the numerous components that combine to create a sports brand, as well as a brand's impact on a soccer club's location and community. We determined that visual identity is the dominant aspect of a sports brand that is designed, and we limited our work accordingly. We defined the visual brand identity as being made up of the color palette, team name, logo, typography, and uniforms of a prospective soccer club. In order to create a strong brand, we chose to develop four unique visual identities and gain feedback from an expert panel of trusted colleagues to select a preferred brand. Using panel responses allowed us to identify the brand that most excited and captivated existing Arizona sports fans, thus ensuring the selected brand would be successful when implemented. The creation of each brand identity was constrained by four assumptions. These limitations were inspired by research of the current Arizona sports landscape and Major League Soccer branding, and ensured that our four proposed visual identities successfully assimilated into Arizona and MLS. After presenting our brand proposals to our expert panel, we learned that the AZFC brand proposal had the most popular assets, yet the Arizona SC brand proposal was the most popular overall. From this we discovered that providing a connection between brand and location is critical in order to capture attention. We also learned that this connection must be applied across a unified brand identity, rather than being expressed through individual assets.
ContributorsCambron, Reece (Co-author) / Hyland, Chelsea (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / J. Denny Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
134683-Thumbnail Image.png
Description
Over the course of this paper, the overall role and effect street art has on a city and its development will be discussed. It will touch generally on the topic of street art history and how it stems from graffiti practices. While also mentioning two well known street artists that

Over the course of this paper, the overall role and effect street art has on a city and its development will be discussed. It will touch generally on the topic of street art history and how it stems from graffiti practices. While also mentioning two well known street artists that changed how the form can be perceived and applied to the streets, ultimately being a factor in growing city environments. The difference in definitions of street art and graffiti will also be discussed with reference to its overall subjectiveness, followed by street arts interconnectedness with the law. This will lead up to street art and whether it is a factor in gentrification and how this plays a part in the creative city. It will discuss later if keeping street art out is the response to stop gentrification, while also adding to the idea that street art is selling a false sense of city beautification and used as a ploy marketing tool. Several options of art-led gentrification will be analyzed, as well as its varying effects on the planning of a city. Eventually, this will all lead to an analysis of Roosevelt Row and how the presence of street art within the arts district will cause the district to grow and develop in the future, as it becomes a prime location in the contexts of the revitalizing downtown area.
ContributorsRichards, Sarah Renae (Author) / Kelley, Jason (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
133316-Thumbnail Image.png
Description
Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be

Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be perceived as authentic, exclusive, and being connected to celebrity to survive in the industry long-term. Additionally, as the industry grows larger, the marketplace has become increasingly saturated. This can be attributed to how easy it is to create a fledgling streetwear brand due to advances in garment production technology and streetwear's roots in low-cost clothing. Streetwear brands need to differentiate themselves in an effective manner to stand out to consumers in the saturated streetwear market. Primary research conducted via a survey administered to streetwear consumers was done to learn more about the effectiveness of popular tactics and marketplace events streetwear brands use to differentiate themselves. Secondary research was done in literature on the topics of creativity and energized differentiation. Research by Gerzema and Lebar presented in their book The Brand Bubble on the topic of energized differentiation is reviewed and applied to streetwear brands. This thesis will discuss the key elements brands need to have to be successful in the streetwear industry. Along with this, it will also look at the effectiveness of specific tactics bands can execute to effectively differentiate themselves in the saturated industry and the important role creativity plays in their success.
ContributorsGriblin, Austin W. (Author) / Ostrom, Amy (Thesis director) / Samper, Adriana (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
134135-Thumbnail Image.png
DescriptionTwo gender-neutral products developed and sold by IKEA were studied in order to learn about the development of such items, as well as what makes gender-neutral products appealing to consumers.
ContributorsDaryanani, Sapna Sonu (Author) / Gray, Nancy (Thesis director) / Lisjak, Monika (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
133244-Thumbnail Image.png
Description
In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view, you can look at how this mission mimics that discovery

In early 2026, the NASA Discovery Program will fall into orbit with a metal asteroid named Psyche. Through discovery and interaction, this exploration will give us insight into an asteroid that we cannot see or interpret. From a certain view, you can look at how this mission mimics that discovery with experimentation of our own senses. As a part of a team of eight seniors, we were tasked to help develop a mobile application that reflects the Psyche mission and shows the future of the project ten years from now. Since this is also a government funded project, it is pertinent to adhere to the ADA compliance guidelines required to make digital applications accessible to the larger public. As a designer, I wanted to push this concept further to showcase that accessibility is not something that should be stereotyped or discouraged from a design perspective. Each person that interacts with the application will have a different experience but it is this collaboration between the object and it's audience that creates this sense of discovery. Taking the mission's core values one step further, this application was designed and explored to uphold the foundations of what Universal Design is about. It is about connecting interested parties to the material they are looking for without unrealistic access that is dependent on ability.
ContributorsSchaecher, Lauren Allison (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
134805-Thumbnail Image.png
Description
In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135010-Thumbnail Image.png
Description
Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that

Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that language comprehension requires a simulation (or imagination) of what the language is about. Thus, children in the intervention condition moved pictures on an iPad to simulate the stories they were hearing. Children in the control condition saw the pictures, but did not move them. To identify the effectiveness of this simulation training, we analyzed scores on a comprehension test, and changes in motor cortex activity while listening. If the intervention increases simulation, then compared to the control, a) children given the intervention should perform better on the comprehension test, and b) those children should show greater activity in their motor cortices while listening. Furthermore, the change in motor cortex activity should statistically mediate the change in comprehension. Our results showed a significant positive correlation (.79) in the EMBRACE group (but not in the control) between the change in mu suppression before and after the intervention and the change in comprehension questions before and after the intervention. This correlation suggests that children can be taught to use their motor cortices while listening, and supports our hypothesis that embodied language theories, such as simulation are useful for enhancing comprehension.
ContributorsMarji, Michelle Lee (Author) / Glenberg, Arthur (Thesis director) / Blais, Chris (Committee member) / Restrepo, Laida (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135181-Thumbnail Image.png
Description
The introductory section of my thesis will draw heavily from sources written by experts in the field of creative thinking. First, I will introduce the ideas proposed by Mihaly Csikszentmihalyi in his groundbreaking publications, Flow and Finding Flow. Here, I will discuss the "what" and "why" elements of my thesis,

The introductory section of my thesis will draw heavily from sources written by experts in the field of creative thinking. First, I will introduce the ideas proposed by Mihaly Csikszentmihalyi in his groundbreaking publications, Flow and Finding Flow. Here, I will discuss the "what" and "why" elements of my thesis, more specifically explaining why creativity is so important and how it could serve to improve the lives of those feeling emotionally or intellectually stifled by their stays in long-term healthcare facilities. Next I will use the steps outlined in Keith Sawyer's Zig Zag to explain the different elements that are involved in achieving creativity, "flow," and fulfillment. This will begin to touch on the issue of "how" from a theoretical perspective. For the latter half of my thesis, I draw from case studies, research papers, and design solutions from architects, designers, and manufacturers alike to begin imagining what designing a creatively conducive long-term care facility would entail, along with providing some examples of how these spaces might look, feel, and function. This portion is not meant to be a comprehensive design solution, but is simply meant to provide a framework and foundation for healthcare designers interested in incorporating creative spaces into their designs. The conclusion of this thesis is that creatively conducive spaces would be a beneficial contribution to the health care environment, particularly in settings that provide long-term care for individuals with limited capacity to leave the facility. These creative spaces will be guided by three key themes: (1) taking influence from children's health care facilities, which are more focused on the formative experiences of the user, (2) utilizing technology to provide opportunity for creative inspiration, expression, and collaboration, and (3) providing patients with the means to be creatively productive, including giving patients the power to control aspects of their environment.
ContributorsHumphrey, Amanda Rose (Author) / Bernardi, Jose (Thesis director) / Neaves, Jeff (Committee member) / Pickett, Christine (Committee member) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor) / School of Human Evolution and Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
137804-Thumbnail Image.png
Description
For the ancient Greeks, music not only was esteemed for its social and entertaining value, but also because it reflected the beauty of the gods and their creations. Music furthermore “embodied larger universal principles and served as a vehicle for higher understanding.” According to Lippmann, the ancients believed that the

For the ancient Greeks, music not only was esteemed for its social and entertaining value, but also because it reflected the beauty of the gods and their creations. Music furthermore “embodied larger universal principles and served as a vehicle for higher understanding.” According to Lippmann, the ancients believed that the universe “contains a harmony that controls both spatial and temporal phenomena” and “we can come to know the divine order of harmony more readily in ourselves than in the external world.” Gaining self-knowledge and awareness of one’s place in the world are significant and music is a means of gaining this consciousness. Ancient Greeks believed that music was inspired by the Greek goddesses known as the Muses. In this paper, I argue that, by gifting humans with divinely inspired music, the Muses help humans achieve this mindfulness of one‟s place in the world and attain immortality.
ContributorsSanders, Lauren (Author) / Norton, Kay (Thesis director) / Arena, Paul (Committee member) / Bruhn, Karen (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor)
Created2012-12