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

This thesis was conducted to study and analyze the fund allocation process adopted by different states in the United States to reduce the impact of the Covid-19 virus. Seven different states and their funding methodologies were compared against the case count within the state. The study also focused on development

This thesis was conducted to study and analyze the fund allocation process adopted by different states in the United States to reduce the impact of the Covid-19 virus. Seven different states and their funding methodologies were compared against the case count within the state. The study also focused on development of a physical distancing index based on three significant attributes. This index was then compared to the expenditure and case counts to support decision making.
A regression model was developed to analyze and compare how different states case counts played out against the regression model and the risk index.

ContributorsJaisinghani, Shaurya (Author) / Mirchandani, Pitu (Thesis director) / Clough, Michael (Committee member) / McCarville, Daniel R. (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Department of Information Systems (Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The product our team is commercializing is a NASA designed technology designed to store waste in space. This product works on Earth as well and has applicable multi-use capabilities. Throughout the last several months, the team has identified different markets to determine which of them would experience the most value

The product our team is commercializing is a NASA designed technology designed to store waste in space. This product works on Earth as well and has applicable multi-use capabilities. Throughout the last several months, the team has identified different markets to determine which of them would experience the most value from this product. The team conducted 25 interviews to grasp the landscape of the different markets related to this product. After a thorough analysis, it was found that vendors who support the disposal of different types of waste and sludge would be the best fit for this product. Vendors like Waste Management, Sharps, Stericycle, Sludge USA, etc.,” have large contracts with hospitals, biotech firms, labs, and cities to manage a wide spectrum of waste. The companies bring value to their clients by making a difficult process easier. However, the process is not seamless and, with certain types of waste, there are significant costs associated with not following an exact process. Throughout this process and interviews with companies like Sludge USA and Waste Management, the team identified a niche market in supporting sludge processes. Caked: Sludge Management is designed to bring value to this market by making their waste disposal process seamless, and saving these institutions significant costs in the long run, while creating additional value.

ContributorsShapiro, Dylan Michael (Co-author) / Brinson, Stacy (Co-author) / Byrne, Jared (Thesis director) / Patel, Manish (Committee member) / Sebold, Brent (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The purpose of this study is to create and establish an efficient and cost-effective solution to decrease the effects of sedentarism in pregnant women. Our team was given a propelling question, from which we had to narrow down our scope and conduct primary and secondary research to determine our ideal

The purpose of this study is to create and establish an efficient and cost-effective solution to decrease the effects of sedentarism in pregnant women. Our team was given a propelling question, from which we had to narrow down our scope and conduct primary and secondary research to determine our ideal customers. The design of our study intends to imitate the development of a startup where ideas are created from scratch and the final deliverable is a business model plan that shows some sort of traction. Our first major finding is that a sedentary lifestyle can be treated without major challenges in low-risk pregnancies. We determined that uncertainty and lack of concise and clear information is one of the main causes of an increased level of sedentary behavior in low-risk pregnancies. A significant driver for women to do some sort of activity or exercise stems from feeling supported, which doesn’t necessarily come from their partner or couple, but instead from other women that are going to a similar process as them. There are apps in the market that intend to serve pregnant women; however, there is not one that incorporates a social aspect to achieve their goal. In conclusion, there is opportunity in the market for a socially integrated pregnancy fitness app. The Gleam concept has been consciously developed to decrease sedentary behavior through concise, clear, and reliable information and by encouraging women through a socialization platform.

ContributorsFlores, Valeria Nicole (Co-author) / Mosier, Jacob (Co-author) / McCreary, Liam (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Silverstein, Taylor (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Time studies are an effective tool to analyze current production systems and propose improvements. The problem that motivated the project was that conducting time studies and observing the progression of components across the factory floor is a manual process. Four Industrial Engineering students worked with a manufacturing company to develo

Time studies are an effective tool to analyze current production systems and propose improvements. The problem that motivated the project was that conducting time studies and observing the progression of components across the factory floor is a manual process. Four Industrial Engineering students worked with a manufacturing company to develop Computer Vision technology that would automate the data collection process for time studies. The team worked in an Agile environment to complete over 120 classification sets, create 8 strategy documents, and utilize Root Cause Analysis techniques to audit and validate the performance of the trained Computer Vision data models. In the future, there is an opportunity to continue developing this product and expand the team’s work scope to apply more engineering skills on the data collected to drive factory improvements.

ContributorsJohnson, Katelyn Rose (Co-author) / Martz, Emma (Co-author) / Chmelnik, Nathan (Co-author) / de Guzman, Lorenzo (Co-author) / Ju, Feng (Thesis director) / Courter, Brandon (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Time studies are an effective tool to analyze current production systems and propose improvements. The problem that motivated the project was that conducting time studies and observing the progression of components across the factory floor is a manual process. Four Industrial Engineering students worked with a manufacturing company to develo

Time studies are an effective tool to analyze current production systems and propose improvements. The problem that motivated the project was that conducting time studies and observing the progression of components across the factory floor is a manual process. Four Industrial Engineering students worked with a manufacturing company to develop Computer Vision technology that would automate the data collection process for time studies. The team worked in an Agile environment to complete over 120 classification sets, create 8 strategy documents, and utilize Root Cause Analysis techniques to audit and validate the performance of the trained Computer Vision data models. In the future, there is an opportunity to continue developing this product and expand the team’s work scope to apply more engineering skills on the data collected to drive factory improvements.

ContributorsChmelnik, Nathan (Co-author) / de Guzman, Lorenzo (Co-author) / Johnson, Katelyn (Co-author) / Martz, Emma (Co-author) / Ju, Feng (Thesis director) / Courter, Brandon (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The ASU COVID-19 testing lab process was developed to operate as the primary testing site for all ASU staff, students, and specified external individuals. Tests are collected at various collection sites, including a walk-in site at the SDFC and various drive-up sites on campus; analysis is conducted on ASU campus

The ASU COVID-19 testing lab process was developed to operate as the primary testing site for all ASU staff, students, and specified external individuals. Tests are collected at various collection sites, including a walk-in site at the SDFC and various drive-up sites on campus; analysis is conducted on ASU campus and results are distributed virtually to all patients via the Health Services patient portal. The following is a literature review on past implementations of various process improvement techniques and how they can be applied to the ABCTL testing process to achieve laboratory goals. (abstract)

ContributorsKrell, Abby Elizabeth (Co-author) / Bruner, Ashley (Co-author) / Ramesh, Frankincense (Co-author) / Lewis, Gabriel (Co-author) / Barwey, Ishna (Co-author) / Myers, Jack (Co-author) / Hymer, William (Co-author) / Reagan, Sage (Co-author) / Compton, Carolyn (Thesis director) / McCarville, Daniel R. (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite

The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite the ever-growing need to adopt it in order to serve a growing patient population. Thus, two pertinent questions are posed: is HIT useful and practical and, if so, what is the best way to implement it? This study examined the clinical implementation of specific instances of health information technology (HIT) so as to weigh its benefits and risks to ultimately construct a proposal for successful widespread adoption. Due to the poignancy of information analysis within HIT, Information Measurement Theory (IMT) was used to measure the effectiveness of current HIT systems as well as to elucidate improvements for future implementation. The results indicate that increased transparency, attention to patient-focused approaches and proper IT training will not only allow HIT to better serve the community, but will also decrease inefficient healthcare expenditure.
ContributorsMaietta, Myles Anthony (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2015-05
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Description
The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying

The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying the details and complexity of a construction project through dominant and logical thinking, the Best Value system delivers efficient, non-risk success. The Best Value model's implementation into industry projects is observed in the PBSRG Minnesota projects in order to improve data collection and metric analysis. The Minnesota projects specifically have an issue with delivering Best Value transparency, the notion that the details of project data should be used to support dominant ideas. By improving and simplifying the data collection tools of PBSRG, Best Value transparency can be achieved more easily and effective, in turn improved the Best Value system.
ContributorsMisiak, Erik Richard (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2015-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05