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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In 1974, with a relatively young and fast-growing city in front of them, the City Council of Phoenix, Arizona charged the Phoenix Planning Commission with studying potential plans for urban form. Through the help of over 200 citizens over the next eight months, the village concept was born. Characterized by

In 1974, with a relatively young and fast-growing city in front of them, the City Council of Phoenix, Arizona charged the Phoenix Planning Commission with studying potential plans for urban form. Through the help of over 200 citizens over the next eight months, the village concept was born. Characterized by an emphasis on community-level planning, unique neighborhood character, and citizen input, the village concept plan provides an compelling lens into decentralized planning. In 1979, the Village Concept, as part of the “Phoenix Concept Plan 2000,” was officially adopted by the Phoenix City Council and has remained a component of the city’s long-range planning ever since. Each village features a core of dense commercial and residential activity, with a surrounding periphery featuring varied densities and land usage. There were nine original villages outlined in 1979. As of today, there are 15 villages. Each village has a Village Planning Committee (VPC) made up of 15 to 21 citizens, each being appointed to the committee by the Phoenix Mayor and City Council. This exploratory study was born out of an interest in the Village Planning Committees and a desire to understand their function as a mechanism for citizen participation in urban planning and urban governance. Similarly, with the rapid onset of the automobile and freeway expansion in the decades after WWII, once-insolated communities in the Valley have become connected to each other in a way that raises questions about how to maintain neighborhood’s unique character while promoting sustainable growth and expansion of the city. Phoenix’s Urban Village Model attempts to answer those questions. The efficacy of the model can be considered from two perspectives––how does it aid in making land use decisions, and how does it promote citizen participation? While there is an extensive body of literature on neighborhood councils in the United States and plentiful analysis of the merits of such models as participatory mechanisms and devices of urban planning, there is a lack of discussion of Phoenix’s Urban Village Model. This thesis aims to include Phoenix in this growing body of work.

ContributorsCorridan, Sophia (Author) / Lewis, Paul (Thesis director) / Kelley, Jason (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / School of Politics and Global Studies (Contributor)
Created2023-05
Description

For my thesis project, I joined a pathway course in Game Design. The goal was to design an analog game based upon principles learned in class and through experimental gameplay. Tasked with designing different game types and provided different styles of games to test, I was able to explore and

For my thesis project, I joined a pathway course in Game Design. The goal was to design an analog game based upon principles learned in class and through experimental gameplay. Tasked with designing different game types and provided different styles of games to test, I was able to explore and develop my own game idea, Covers.

ContributorsMiller, Jessica (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Social Work (Contributor)
Created2023-05
Description

Mind uploading is the process of uploading one’s consciousness into another entity, spanning across the internet or another body. This project analyzes the use of Freud’s theories of personality and his theories of the unconscious while understanding the appeal of mind uploading in two fantasy and dream-like films, Transcendence and

Mind uploading is the process of uploading one’s consciousness into another entity, spanning across the internet or another body. This project analyzes the use of Freud’s theories of personality and his theories of the unconscious while understanding the appeal of mind uploading in two fantasy and dream-like films, Transcendence and Avatar. Mind uploading is a popularized concept with Transcendence and Avatar inspiring aspiring filmmakers and scientists with its imaginative and limitless qualities. Both films uniquely explore mind uploading with their own creative processes. The use of mind uploading in Transcendence highlights the blur between the realms of unconsciousness and consciousness, showing the destructive nature of mind uploading. In Avatar, mind uploading is shown as an evolutionary process in which the newfound unconscious has the potential to save and create new lives, giving characters within the film a second chance. These films reveal the interconnectedness of Freud’s theories of personality and how collaborative the mind can be to achieve a common goal.

ContributorsDoorani, Sana (Author) / Mack, Robert (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

This project analyzes the undying appeal for one of Avatar’s most notable characters: Prince Zuko. It discusses the already clear and established appeal for his character among fans. To complement this conscious appeal, it proposes there is an unconscious appeal for Zuko that the audience is unaware of. Using Kleinian

This project analyzes the undying appeal for one of Avatar’s most notable characters: Prince Zuko. It discusses the already clear and established appeal for his character among fans. To complement this conscious appeal, it proposes there is an unconscious appeal for Zuko that the audience is unaware of. Using Kleinian theory discussing childhood development, there is a new angle of relatability that can be explored between viewers and Prince Zuko’s character. Specifically, Zuko experiences a shift and oscillation in Kleinian positions: the paranoid-schizoid and depressive positions. Zuko also demonstrates what Klein defines as seeking reparation. With this explanation, an unconscious perspective of appeal is revealed. This appeal is due to viewers relating to the struggles he endures because they lived through them as well.

ContributorsWest, Lauren (Author) / Mack, Robert (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2023-05
Description

Color Theory is an abstract strategy game, a genre that emphasizes decision-making and strategic thinking without elements of luck or hidden information. This game utilizes primary and secondary colors to represent players' pieces, with the objective to move each player's pawns to the opposite same-colored spaces on the board. Developed

Color Theory is an abstract strategy game, a genre that emphasizes decision-making and strategic thinking without elements of luck or hidden information. This game utilizes primary and secondary colors to represent players' pieces, with the objective to move each player's pawns to the opposite same-colored spaces on the board. Developed through rigorous playtesting, Color Theory introduces a color ranking track that dictates the synergy between the move and jump actions. Players must strategically maneuver their pawns, while also taking into account the position of their colors on the ranking track. It strikes a balance between clever movement and player interaction, providing an accessible and enjoyable gaming experience. In the end, the first player to successfully move three of their six pawns to their opposite spaces wins the game.

ContributorsAlsheikh, Jad (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

For my creative project, I designed an original board game. The game is titled Poise, and it is categorized as an abstract strategy game. Throughout the year, I researched board game design and experimented with game mechanics. The creative process of designing a new game was both challenging and exciting.

ContributorsDike, Jacob (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2023-05
Description

Much of modern urban planning in the United States is concerned with making cities more walkable. However, this is occurring as the urban landscape of the U.S. is altered radically by changes in crime patterns after the summer of 2020. This paper seeks to find out what the relationship is

Much of modern urban planning in the United States is concerned with making cities more walkable. However, this is occurring as the urban landscape of the U.S. is altered radically by changes in crime patterns after the summer of 2020. This paper seeks to find out what the relationship is between walkability and crime in major U.S. cities after 2020. Using multiple linear regressions at the city and neighborhood scale, walkability is found to be a significant, positive predictor of 2019 violent crime rate, 2020 violent crime rate, 2020 property crime rate, and 2020 total crime rate at the city level. It was found to be a positive, but not significant predictor at the neighborhood level. Walkability has no protective influence against crime/rising crime, and it appears that as crime gets worse it tends to get worse in the cities that are more walkable, but other variables such as African American population are better determinants of crime. Urban planners should seek to increase walkability while also finding a way to mitigate potential exposure to crime.

ContributorsWeisman, Holden (Author) / Kelley, Jason (Thesis director) / Salon, Deborah (Committee member) / Barrett, The Honors College (Contributor) / School of Geographical Sciences and Urban Planning (Contributor)
Created2023-05
Description

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why

This project focuses on the changes in levels of violence from original fairy tales to their Disney counterparts, specifically Hans Christian Andersen’s “The Little Mermaid” and The Brothers Grimm’s “Cinderella”. It uses Sigmund Freud’s theories on the pleasure and reality principles and the life and death drives to analyze why the levels of violence in the original fairy tales became less acceptable over time. The analysis concludes that the original stories embodied Freud’s life drive and reality principle, whereas Disney’s counterparts emphasize his death drive and pleasure principle, and ultimately, modern consumers place more value on the latter. Research is provided to support the assertion that the numerous traumatic events that occurred in the first half of the 20th century caused consumers to make this switch in value. Further speculations are made on the impact this project has on the interpretation of Freudian theory, and how this paper interconnects with current research on disability representation in Andersen’s and Grimm’s stories. The project concludes that the shift in valuing the pleasure principle and death drive over the reality principle and life drive indicates that modern consumers would rather be pacified with pleasurable thoughts that taught important but stark morals about life, society, and themselves.

ContributorsGuido, Jessica (Author) / Mack, Robert (Thesis director) / Loebenberg, Abby (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Molecular Sciences (Contributor)
Created2023-05
Description

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me.

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me. Games are a big part of my life… from family game night to chess to computer games and math problems. This concept of problem-solving and solution-finding is what led me to this thesis. My Data Analytics and Supply Chain Management majors both involve these concepts as well, so revolving them around my thesis project helped to give me more experience that will help me in my future career. When looking into the field of games, people enjoy many different types around the world. Games can range anywhere from card and board games, to video games, and even sports and the Olympics. These are all considered games, and my goal in taking this thesis course is to become a game designer and start my journey into providing entertainment for my audience to play. Due to the already enormous amount of games in circulation today, I was creative and used the game-making skills I learned in this class when making my game. I focused on developing a strategy board game. Since I have played games all my life, I know that game development is not a simple task to undertake. That is why this Honors Thesis Course is important to me since it was beneficial to gain the skills necessary to create my own game. Making sure the game I created maintained the proper mechanics, story, aesthetic, and technology was paramount to creating an enjoyable board game. Figuring out a cohesive theme was also necessary to sufficiently market the game so people will want to add it to their collection, and more importantly, spend hours of their time playing. Those are skills I learned in my honors-directed study. I used my research by examining different genres of board games and determining which aspects in each influenced my own game design. Once I figured out the general concept of my project, I looked into how already existing games in this genre or other games that are related to my idea function and why they became popular. It was important to understand exactly how these games operate and function in order to be intuitive enough that most people can understand how to play them. I also had to make sure the game wasn’t so basic that people wouldn’t have fun playing them over and over. Once I figured these things out, I started construction of the game prototype, which served as the final deliverable for my Honors Thesis. My purchase list consists of the supplies I needed to construct my board game. I purchased a variety of materials that I needed for this project. I needed to make three copies of it, since my professor requested I give her and my second a copy if I was able. I needed a box, which turned out to be the most expensive single item on the list. The player cards I made doubled as a dice pad since I needed to use dice during the game. I bought plastic gemstones to simulate my currencies, of which I had five types. Four of those came from the same package while the diamonds I bought separately. The bags I bought are used for storage of each type of gemstone, and then they become the player bags when setting up the game. The little cubes I bought are for the quest boards so players can track their actions and certain quests. When constructing the board tiles as well as the quest boards, I needed to buy the wooden blocks, paint, brushes, glue, and lamination sheets. I first painted half of each block with either royal purple or gold to signify what tile it would become. Once I completed that, I printed and laminated the fronts of each tile and glued them together with the blocks. My goal for my thesis project was to create a board game that I would want to buy, and I believe I have accomplished this. Of course, many things will have to change when I work towards publishing my game, such as commissioning artwork, working on different marketing strategies, and lowering the cost of production per game. For a prototype though, I believe that I have done as well as I could with making as good a game as I could. Thank you for this opportunity, it was a lot of fun and I learned a lot that will help me in the future.

ContributorsRose, Dylan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2023-05
Description

This research explores the use of transformative urban scenarios and timelines as a planning tool for addressing future sustainability challenges in urban environments. The analysis comes from a set of scenarios that were explored through workshops conducted in 2019 in which Phoenix stakeholders developed timelines toward their visions of Phoenix

This research explores the use of transformative urban scenarios and timelines as a planning tool for addressing future sustainability challenges in urban environments. The analysis comes from a set of scenarios that were explored through workshops conducted in 2019 in which Phoenix stakeholders developed timelines toward their visions of Phoenix 60 years into the future. To evaluate the pathways created in these timelines, we employed process tracing methodology to understand which causal mechanisms lead to certain phenomena. Or in other words, it helps us understand how changes happen. We converted the timelines into process tracing diagrams that categorized the relationship between actions, actors, and observable manifestations (OM’s) of change over time. To understand the relationship between these components, we then used a combination of inductive and deductive coding to categorize types of activities, actors, OM’s and sustainability topics and organized them into themes. This helped us to understand how city decision-makers and community leaders think sustainability and resilience transformation can and should occur. This thesis takes a closer look at one particular scenario, Some Like it Hot, which explores resilience to extreme heat. Through coding and analysis, we found trends, correlations, and missing pieces in the participants’ timeline. There are numerous overarching causal mechanisms throughout the scenario timeline. These trends offer insight into which activities and stakeholders are seen as significant drivers of sustainable transformation according to the workshop participants. The file attached is a pdf version of an ArcGIS Story Map completed for this honors thesis. To view the full, interactive thesis deliverable, visit https://storymaps.arcgis.com/stories/14d1e52a9448498e87f20e7566651a13

ContributorsHarris, Madison (Author) / Caughman, Liliana (Thesis director) / Grimm, Nancy (Committee member) / Barrett, The Honors College (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05