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 honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from

This honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from our efforts to date indicate that after weeks of observations, there is no evidence that automated lifestyles create more productive and healthy lifestyles and lead to overall satisfaction in life; however, there are certain design principles that would assist future home automation applications.
ContributorsRosales, Justin Bart (Author) / Burleson, Winslow (Thesis director) / Walker, Erin (Committee member) / Hekler, Eric (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2013-05
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Description
Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements such as integrated sensors and software. This study serves as

Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements such as integrated sensors and software. This study serves as a pilot for the behavior change component of a ubiquitous system, Game as Life, Life as Game (GALLAG), and how goal creation and motivation can be positively altered with the inclusion of a specific framework for users to follow. The study looked to find the efficacy of support tools (goal creation, reflection on past experience, and behavior change techniques and self-tracking) on creating a plan to reach a behavior goal, without the help of technology. Technology was ignored to focus on the effect of a framework for goal and plan generation. Over two weeks, there were 11 participants in the study; data collected was qualitative in the form of three video-recorded interview sessions, with quantitative data in the form of surveys. Participants were presented with support tools and tasked with picking a goal to work towards, as well as creating a plan to reach that goal. It was found that users struggled to create specific and detailed plans, even with the support tools provided, but this improved after the first meeting. Past experience was the most helpful support tool for creating better plans, however participants used this tool before being briefed on it. These results suggest a system should incorporate behavior change, self-tracking, and past experience earlier in the plan creation experience, allowing users a more concrete knowledge of these tools before beginning plan creation. By including these ideas in a framework, GALLAG can later implement that framework to better support users with a physical system. Keywords: behavior change, goal creation, motivation, self-efficacy, ubiquitous computing, pervasive game, human computer interaction
ContributorsAbbruzzese, Eric Robert (Author) / Burleson, Winslow (Thesis director) / Lozano, Cecil (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05