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 11 - 20 of 26
Description
Online shopping is becoming more and more popular, and plastic based e-commerce packaging still dominates a large portion of the market. Most plastic is incapable of biodegrading, and even recyclable plastic is thrown away 90% of the time due to overcomplicated recycling policies. In this project, I study what users

Online shopping is becoming more and more popular, and plastic based e-commerce packaging still dominates a large portion of the market. Most plastic is incapable of biodegrading, and even recyclable plastic is thrown away 90% of the time due to overcomplicated recycling policies. In this project, I study what users want from ecommerce packaging and work to design a solution that is better for users, businesses, and the environment as a whole.
ContributorsRix, Cory (Author) / Shin, Dosun (Thesis director) / McCurdy, Charlotte (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2023-05
Description
Online shopping is becoming more and more popular, and plastic based e-commerce packaging still dominates a large portion of the market. Most plastic is incapable of biodegrading, and even recyclable plastic is thrown away 90% of the time due to overcomplicated recycling policies. In this project, I study what users

Online shopping is becoming more and more popular, and plastic based e-commerce packaging still dominates a large portion of the market. Most plastic is incapable of biodegrading, and even recyclable plastic is thrown away 90% of the time due to overcomplicated recycling policies. In this project, I study what users want from ecommerce packaging and work to design a solution that is better for users, businesses, and the environment as a whole.
ContributorsRix, Cory (Author) / Shin, Dosun (Thesis director) / McCurdy, Charlotte (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2023-05
Description

This product design thesis paper aims to explore innovative strategies for making the process of learning oral and hand hygiene habits more engaging and interactive for children. The study aims to identify effective teaching methods, incentives, and technologies that can be incorporated into product design to promote healthy oral and

This product design thesis paper aims to explore innovative strategies for making the process of learning oral and hand hygiene habits more engaging and interactive for children. The study aims to identify effective teaching methods, incentives, and technologies that can be incorporated into product design to promote healthy oral and hand hygiene behaviors in children in a fun and playful way. The research will involve conducting a comprehensive literature review of existing literature on hygiene habits in children, effective teaching methods, and relevant psychological theories on child learning and motivation. The study will also examine how visual elements such as packaging and product design influence the sales of children's toys and what regulations and standards are in place for children's toys, and how corporations comply with them. The data collected from the literature review will be analyzed to identify the most effective strategies for incorporating oral and hand hygiene education into product design. This research aims to contribute to the field of product design by developing a product system that makes teaching healthy oral and hand hygiene behaviors to children more enjoyable and playful. The findings of this study will provide valuable insights into the current hygiene habits and attitudes of children and serve as a foundation for future research in the field of product design and hygiene education.

ContributorsBulut, Asli (Author) / Shin, Dosun (Thesis director) / Lord, Charles (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2023-05
Description

DeliverKey is a smart modular home package delivery system that aims to prevent porch piracy in an age of online shopping. It is a physical and digital product design solution that incorporates human factors and user research to give users peace of mind when receiving home delivered packages.

ContributorsBrannen, Lindsey (Author) / Shin, Dosun (Thesis director) / McCurdy, Charlotte (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / Department of Marketing (Contributor)
Created2023-05
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Description
This product was completed under the guidance of LG Electronics and the InnovationSpace team. This report describes the development of a revolutionized idea for smart ventilation referred to as Ciel. Ciel is a smart home comfort device that provides the user with a smart, energy efficient, and easy-to-use way

This product was completed under the guidance of LG Electronics and the InnovationSpace team. This report describes the development of a revolutionized idea for smart ventilation referred to as Ciel. Ciel is a smart home comfort device that provides the user with a smart, energy efficient, and easy-to-use way to regulate the room temperature of their home. The planning documentation, problem comprehension, design, functionality, and device specifications are outlined and illustrated within this report. And the discussion and analysis look into the benefits of the technology, outline the prototyping plan and process, look into the materials necessary for construction, and production safety considerations.
ContributorsBeauvais, Cara Marie (Co-author) / Beauvais, Cara (Co-author) / Shin, Dosun (Thesis director) / Hedges, Craig (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
My thesis explores the development of a new treatment option for children with Amblyopia. I did a lot of research into existing treatment options as well as interviewing patients and their parents do figure out why these treatments were not working. I interviewed a pediatric ophthalmologist to better understand this

My thesis explores the development of a new treatment option for children with Amblyopia. I did a lot of research into existing treatment options as well as interviewing patients and their parents do figure out why these treatments were not working. I interviewed a pediatric ophthalmologist to better understand this condition from their point of view. I also did a competitive analysis to see who else was in this marketplace. From the insights I gathered I was able to create a user journey map to see where the most problems arose during the experience from Diagnoses to end of treatment. With this research I was able to design a new treatment plan that was focused on empathizing with the user. I developed several concepts ranging from lo-fi to blue sky. I tested these concepts by making models and getting feedback from the user. I developed the actual design of the glasses through sketching and model making. I tested the ergonomics and design with the help of my classmates. The solution is a combination of smart glasses and an app. The smart glasses function as a replacement of traditional and popular patching by dimming one lens to block vision to the strong eye. This forces the weak eye to be used. The app is used to encourage kids to use the glasses more often through games and challenges. The challenges give rewards for wearing the glasses for an extended period of time. The games are used to increase of effectiveness of the treatment. Research showed that video games like Tetris forces the eye to focus and be used more than in daily life. This solution makes the treatment experience positive instead of negative as it was with other treatments.
ContributorsMeling, Erlend Henry Olav (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits

What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits are a way for the human brain to conserve energy by reacting in the same way to certain circumstances that generated positive outcomes in the past.
The habit loop underlies this whole process. First, someone has a craving--food, happiness, stress relief, anything. Next, they experience a cue in the environment--a sight, sound, smell, or piece of information that prompts them to act. Then they perform the routine, which is the most visible part of a habit. Finally, they are rewarded, whether the reward is good for them in the long run or not. We perform habits all the time without realizing it, so having even slightly more awareness and control of our habits can have a disproportionate benefit for our personal improvement.
In its earliest iterations, “habit trackers” were paper tools for measuring and motivating daily progress. Many competitors are still paper, like journals and calendars. Others are apps with the same functionality. In my competitive analysis, I chose to focus on competitors that included a behavioral change component along with habit tracking.
ContributorsLewis, Catharine Ruby (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Asthma is one of the most common chronic conditions in the United States, being diagnosed in over 20 million Americans. The condition is even more common among young children, and their academic performance and ability to attend school can be negatively impacted by poorly-managed asthma. Digital therapeutics are therapeutic interventions

Asthma is one of the most common chronic conditions in the United States, being diagnosed in over 20 million Americans. The condition is even more common among young children, and their academic performance and ability to attend school can be negatively impacted by poorly-managed asthma. Digital therapeutics are therapeutic interventions driven by high quality software programs to prevent, manage, or treat a medical disorder or disease. Technology in the healthcare space is rapidly improving, and smart devices are becoming more common everyday. How can digital therapeutics and evolving technology be implemented to make life easier for those that suffer from asthma and chronic obstructive pulmonary disease? My research seeks to answer the overarching question: How might we improve the day-to-day experience of children with asthma? Airie is a system of devices and products that educate both asthmatic children and their parents about the condition, facilitate self-monitoring and asthma management skills, and improve overall quality of life.
ContributorsChen, Jane Jialin (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / The Design School (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and recognize patterns. The caretaker has an app on their

Bridge is a device that relieves anxiety for people who care for the elderly. It has the face of the analog watch and the inner workings of a smart watch which analyzes the elderly person’s movement to track and recognize patterns. The caretaker has an app on their phone that alerts them when the elderly person breaks an activity pattern which also allows them to quickly and easily communicate with the elderly person to check on them. Bridge also holds the elderly person's personal medical history to allow medical professionals to provide them with better care in the case of an emergency.
ContributorsPowell, Audrey (Co-author, Co-author) / Shin, Dosun (Thesis director) / Wilkymacky, Abby (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
DescriptionDesigning an educational tool to encourage children’s creativity through art and design by introducing interactive technology to empower them to address systemic and generational trauma from disparity of resources and opportunities.
ContributorsChrisanty, Gloria (Author) / Shin, Dosun (Thesis director) / Piparsania, Swati (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / School of Art (Contributor)
Created2022-05