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This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been

This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been curated into a productive, meaningful manner, through a report titled “The State of Startups: A Student Perspective.” <br/> The first key theme of this thesis is that market intelligence can be a powerful tool. The second key theme is the power of knowledge implementation towards competitive strategies. The first section of the thesis will focus on identifying and understanding the current “startup” landscape as a basis on which to build strategic and impactful business decisions. This will be accomplished as the team conducts a landscape analysis focused on the student perspective of the student-based North American “entrepreneurial” ecosystem. The second section of the thesis will focus specifically on the personal experiences of student startup founders. This will be accomplished through the analysis of interviews with founders of the startups researched from the first section of the thesis. This will provide us with a direct insight into the student perspective of the student-based North American “entrepreneurial” ecosystem.

ContributorsMinic, Jacob Michael (Co-author) / Callahan, Ryan (Co-author) / Rudick, Justin (Co-author) / Forshey, Cecilia (Co-author) / Hybert, Jacob (Co-author) / Byrne, Jared (Thesis director) / Olsen, Douglas (Committee member) / Curtiss, Ian (Committee member) / Department of Information Systems (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and

The market for searching for food online is exploding. According to one expert at Google, “there are over 1 billion restaurant searches on Google every month” (Kelso, 2020). To capture this market and ride the general digital trend of internet personalization (as evidenced by Google search results, ads, YouTube and social media algorithms, etc), we created Munch to be an algorithm meant to help people find food they’ll love. <br/>Munch offers the ability to search for food by restaurant or even as specific as a menu item (ex: search for the best Pad Thai). The best part? It is customized to your preferences based on a quiz you take when you open the app and from that point continuously learns from your behavior.<br/>This thesis documents the journey of the team who founded Munch, what progress we made and the reasoning behind our decisions, where this idea fits in a competitive marketplace, how much it could be worth, branding, and our recommendations for a successful app in the future.

ContributorsKrug, Hayden (Co-author) / Adriane, Inocencio (Co-author) / Rajan, Megha (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to start up and launch a new business. This honors thesis

The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to start up and launch a new business. This honors thesis project focuses on increasing the rate of vaccination outcomes in a country where people are increasingly busy (less time) and unwilling to get a needle through a new business venture that provides a service that brings vaccinations straight to businesses, making them available for their employees. Through our work with the Founders Lab, our team was able to create this pitch deck.

ContributorsZatonskiy, Albert (Co-author) / Hanzlick, Emily (Co-author) / Gomez, Isaias (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Silverstein, Taylor (Committee member) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsLi, Shimei (Co-author) / Klein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Thunderbird School of Global Management (Contributor) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current campus events, and provide the opportunity to develop strong associations and interactions among students. Overall, student-run organizations currently utilize a wide variety of social media; however, frequently it is used without a clear understanding of its role and best practices, which could lead to a loss of effectiveness in their communication with students. Therefore, these factors suggest the need for university student-run organizations to recognize and understand the opportunities that effective social media strategies can bring as a communication tool to enhance student engagement.

ContributorsBastien, Kimberly L (Author) / Byrne, Jared (Thesis director) / LaRoche, Catherine-Ann (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The fashion industry demonstrates itself to be highly competitive and aggressive, making it difficult for fashion graduates to find work in the industry. Another customer problem is that fashion products do not ideally meet customers' expectations, whether it is through fit, design, etc. These two problems relate to the inefficiencies

The fashion industry demonstrates itself to be highly competitive and aggressive, making it difficult for fashion graduates to find work in the industry. Another customer problem is that fashion products do not ideally meet customers' expectations, whether it is through fit, design, etc. These two problems relate to the inefficiencies in the ideation and distribution channels of fashion. There is a lack of another outlet for fashion where products are different from what retail offers and fashion ideas can be shared. The two problems stated previously are byproducts of this. This research study and entrepreneurial effort of building a web platform will allow consumers, designers, manufacturers, and retailers (these target groups are also known as "customer segments" throughout the project) to work together to create a clothing product that not only fits the customer's vision, but also provides the ability for designers and small businesses to better establish themselves in the industry. The website was designed based on potential customers' inputs collected from a marketing survey, a competitive analysis, and the business model canvas. The website was developed following the systems development life cycle (SDLC) project management method. This was followed in order to make sure the website will be available on time, with all the required features, and within the budget. According to the survey analysis, most people do not make an effort to produce a unique design if a fashion product does not meet their standards. Instead, they will settle for an item similar to what was in mind and that already exists in-stores or online. However, further data analysis showed that this difference was apparent between men and women. Thus, the research finding was that the website would be targeting a niche market of college-aged women during the first launch. In order to reach the small target segment, different digital marketing approaches must be used to attract new users. To attract college-aged female consumers, the site must discover and sponsor "influencers" to authentically promote the website towards prospective consumers. To attract designers, word of mouth is best utilized: reaching out to design majors at Arizona State University, then other local schools, and expanding from there. To attract local manufacturers and retailers, a typical direct sales strategy is necessary by informing these businesses about the team and background, so that they feel confident in the partnership. The overall hypothesis of this project: the creation of a web platform that provides a network among consumers, designers, and local businesses will create jobs for designers, cause local businesses to build recognition, and allow consumers to create their own fashion product without design experience. This site is named My Clothing Line to make it feel as though each of the individual customers are logging into their own business site.
ContributorsTran, Melissa Kim (Author) / Lin, Elva (Thesis director) / Giles, Charles (Committee member) / Department of Information Systems (Contributor) / Department of Management (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
SparkLED designs innovative and intelligent LED products to concert attendees for the music industry (specifically, electronic dance music). Unlike other LED product distributors/manufacturers, such as emazinglights.com, orbitlightshow.com, and led-clothing.com, we offer products with higher degrees of customization, while maintaining higher quality, such as battery life and product durability. Our venture

SparkLED designs innovative and intelligent LED products to concert attendees for the music industry (specifically, electronic dance music). Unlike other LED product distributors/manufacturers, such as emazinglights.com, orbitlightshow.com, and led-clothing.com, we offer products with higher degrees of customization, while maintaining higher quality, such as battery life and product durability. Our venture aims to solve the problem that consumers have with current LED product offerings. In most cases, consumers have a problem with the quality of their products while they are used throughout the day at a concert, club, or festival. In addition, with an over saturated market of LED product vendors that strictly utilize online channels, we hope to offer the physical channel needed to foster customer relationships and development at various events.
ContributorsYip, Indy Boyin (Author) / Trappen, Eric (Thesis director) / Peck, Sidnee (Committee member) / Barrett, The Honors College (Contributor) / Department of Management (Contributor) / Department of Information Systems (Contributor)
Created2014-05
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Description
Attending a university is a stressful transition for many students leaving their respective support systems. Many universities attempt to mitigate this stress by offering numerous campus resources such as, tutoring services, counseling services, and health services. However, research has shown that many of these resources are under utilized by the

Attending a university is a stressful transition for many students leaving their respective support systems. Many universities attempt to mitigate this stress by offering numerous campus resources such as, tutoring services, counseling services, and health services. However, research has shown that many of these resources are under utilized by the general student population because of barriers that include student perception, awareness, and access. Being able to understand these barriers that lead to the under utilization of campus resources can assist with creating resources that are more visible, engaging, and attractive to student populations on many campuses. The question being asked is: how to create an engaging health resource that is attractive, visible, and accessible to students?

Based on research analyzed on the barriers between students and campus resources, the optimization of student outreach, and marketing strategies directed towards students, the creation of a student-led campus health resource followed. Analysis of this research showcased that the medium in which students resources were promoted, and the framework of the resource have an impact on students' awareness of the resource, attractiveness of the student resource, and student resource engagement. Based on these analyses and results, the creation of HealthU occurred to provide a visible, engaging, and attractive student resource to the Arizona State University student body.
ContributorsAlcazar, Ivan (Co-author) / Mora, Leslie (Co-author) / Freeman, Javon (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Information Systems (Contributor) / School of Politics and Global Studies (Contributor) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
With the rising growth of makerspaces in the United States, many are at the leading edge of innovation but are struggling to adequately keep track of and maintain the supplies required to make those innovations come to fruition. Due to most makerspaces being publically funded by local governments, universities, or

With the rising growth of makerspaces in the United States, many are at the leading edge of innovation but are struggling to adequately keep track of and maintain the supplies required to make those innovations come to fruition. Due to most makerspaces being publically funded by local governments, universities, or designated grant money, approval for purchase and implementation of a proper inventory management system takes time. We have created an application called Introventoria that assists these businesses to manage their materials, tools, customers, etc.
ContributorsMead, Emily (Co-author) / Dupre, Sulivan (Co-author) / Ferguson, Rene (Co-author) / Saitta, Sophia Angela (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
Entrepreneurship is an incredibly difficult endeavor. Along with the potentially high risk-to-return-ratio, starting an entrepreneurial venture, in nearly any capacity, necessitates a significant summation of work, time, creativity, and adaptability.1 In my opinion, many of the token hyper-productive individuals that have produced enormous amounts of value for the world were

Entrepreneurship is an incredibly difficult endeavor. Along with the potentially high risk-to-return-ratio, starting an entrepreneurial venture, in nearly any capacity, necessitates a significant summation of work, time, creativity, and adaptability.1 In my opinion, many of the token hyper-productive individuals that have produced enormous amounts of value for the world were entrepreneurs who started their own companies and organizations. However, for every successful founder, there are thousands of failed entrepreneurs. In 2015, the Bureau of Labor Statistics found that roughly 50% of businesses fail in the first four years.2 Founders, over time, must become professionals in their respective industries in order to succeed. With limited financial capital to hire employees, founders must learn skills in a variety of focus areas which could include finance, strategy, technology, management, marketing, sales, and many more, until they can generate enough capital to hire employees to fulfill these roles. Although the learnings and experiences from starting a company can more effectively be understood through experiencing it first-hand, in this document, I intend to start a startup from scratch, learn a multitude of skills involved with starting a startup and describe my experience. My hope is that potential founders can read this document and get a better understanding of what it’s like to start a startup. This thesis will be less focused on quantitative data capturing and more focused on my first-hand experience.
ContributorsNaluz, Ethan Gabriel (Author) / Sebold, Brent (Thesis director) / Mian, Sami (Committee member) / Ravichandran, Anirudh (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05