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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.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools

ContributorsKim, Hwan (Co-author) / Wong, Brendan (Co-author) / Davis, Ben (Co-author) / Mckearney, Jack (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Battered is a socially responsible bakery focused on providing prevention awareness, education, and donations to sexual violence awareness and aid. The bakery model will provide education resources within each order on the problem and current availability of aid and donations for local and national charities that assist in sexual violence

Battered is a socially responsible bakery focused on providing prevention awareness, education, and donations to sexual violence awareness and aid. The bakery model will provide education resources within each order on the problem and current availability of aid and donations for local and national charities that assist in sexual violence aid and awareness. In order to assist in prevention and aid, Battered will create a safe environment and non-confrontational outlet for a taboo conversation; offering sweet treats in conjunction with aid and education of sexual violence awareness. Additionally, the company will donate 10% of all profits to local and national organizations that help victims of sexual violence.

ContributorsBitzan, Marie Catherine (Author) / Byrne, Jared (Thesis director) / Livengood, Scott (Committee member) / School of Art (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image,

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image, and likeness. The goal of the team was to help “prepare athletes to understand and properly navigate the evolving restrictions and guidelines around athlete name, image, and likeness”. In order to accomplish this, the team had to understand the problems student-athletes face with these changing rules and regulations. The team conducted basic market research to identify the problem. The problem discovered was the lack of communication between student-athletes and businesses. In order to verify this problem, the team conducted several interviews with Arizona State University Athletic Department personnel. From the interviews, the team identified that the user is the student-athletes and the buyer is the brands and businesses. Once the problem was verified and the user and buyer were identified, a solution that would best fit the customers was formulated. The solution is a platform that assists student-athletes navigate the changing rules of the NCAA by providing access to a marketplace optimized to working with student-athletes and offering an ease of maintaining relationships between student-athletes and businesses. The solution was validated through meetings with interested brands. The team used the business model and market potential to pitch the business idea to the brands. Finally, the team gained traction by initiating company partnerships.

ContributorsSchulte, Brooke (Co-author) / Recato, Bella (Co-author) / Winston, Blake (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Cohab is an online platform (App, social media, and website) with a mission to make the search for student housing simple and convenient by using predictive analytics on a client-feedback database to match students to off-campus housing options that fit their wants and needs. Cohab seeks to launch by testing

Cohab is an online platform (App, social media, and website) with a mission to make the search for student housing simple and convenient by using predictive analytics on a client-feedback database to match students to off-campus housing options that fit their wants and needs. Cohab seeks to launch by testing the market of how ASU students looking for off-campus housing would enjoy a speed-matching service to ease them through the housing and housemate search process.
ContributorsSo, Chun Wai Stephen (Author) / Koretz, Lora (Thesis director) / Tracy, Lea (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
After traveling to both Germany and Austria and attending traditional festivals such as Oktoberfest in Munich and the famous Christkindl Markets in Salzburg and Innsbruck, we were both inspired by our cultural and culinary experience. This also fostered confusion as to why German and Bavarian cuisine was an underrepresented food

After traveling to both Germany and Austria and attending traditional festivals such as Oktoberfest in Munich and the famous Christkindl Markets in Salzburg and Innsbruck, we were both inspired by our cultural and culinary experience. This also fostered confusion as to why German and Bavarian cuisine was an underrepresented food category in the U.S.

We completed in depth secondary research, focusing on environmental trends (social, economic, technological, political/legal, and natural) that affect the business environment in America, as well as produced a current market analysis of the American restaurant industry. This market analysis includes the discovery and evaluation of the history of the American restaurant industry, its evolution, its forecasted trends, and more specifically, taking a closer look at the nearly visible presence German cuisine establishments currently represent in America’s marketplace. By uncovering forecasted trends and determining the important presence the restaurant industry holds in America’s economy, we confirmed that designing and opening a German inspired restaurant is a great investment in an industry that continues to grow and prosper.

Before settling on a concept, we tested three unique German inspired models. Option 1, Prost, uniquely resembles a bar. Prost is described as a very casual and spacious beer garden placing an emphasis on quality German beer and small shared plates or appetizers. In contrast, option 2, Geister Haus is described as an upscale sit down restaurant that not only provides a wide selection of beer, wine, and spirits, but also an extensive menu with traditional German plates. Geister Haus is meant to provide its consumers with the authentic German experience. Lastly, option 3, Das Good is a modern concept that creates a fusion of German and American culture by providing traditional German specialties with a twist.

After conducting a survey testing all three concepts, the feedback we received from our test subjects (41 individuals representing diverse demographics) confirmed that Das Good was the most interesting German inspired concept that they would most likely visit. However, Prost was a close second, and many respondents suggested a combination of the two concepts; that is how the finalized Das Good restaurant was formed. Das Good’s business plan includes:
Company mission and values centered around diversity, community, and celebration
Target consumer profile otherwise known as Jackson Nelson that represents the specific demographic and psychographic qualities of a potential consumer we intend to attract
Competitive analysis of three carefully selected primary competitors (The Yard at Culinary Dropout, Brat Haus, and Pedal Haus Brewery) located within the Valley
Beyond the details of our business plan, we placed an emphasis on the marketing campaigns and design aspects of Das Good. For example, we researched three specific locations in which we will consider to invest, and developed a full menu including item descriptions and prices. We focused on physical evidence of store blueprints including indoor seating and outdoor patio layout and explained the value of our community centered open floor plan. Finally, we crafted a two-fold marketing plan that integrates digital exposure via local influencers and customer engagement via prize-worthy games featured at music, arts, and food festivals.
ContributorsWillett, Sydney (Co-author) / Doloresco, Sophia (Co-author) / Trujillo, Rhett (Thesis director) / Schlacter, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This project was performed to uncover new trends and insights in the fields of entrepreneurship and emerging technology for 2019 and then compare these trends to the landscape at Arizona State University. The 2019 South by Southwest Interactive Conference and Trade Shows were attended by the researchers and the experience

This project was performed to uncover new trends and insights in the fields of entrepreneurship and emerging technology for 2019 and then compare these trends to the landscape at Arizona State University. The 2019 South by Southwest Interactive Conference and Trade Shows were attended by the researchers and the experience was captured on video. In addition, the information and trends uncovered at this conference were used to direct secondary research that ultimately culminated into a final presentation that highlights new and positive courses of action for Arizona State’s entrepreneurship and innovation programs that will continue their growth on a national and international basis. This paper serves as scholarly support and evidence of the researcher’s suggestions in the final presentation.
ContributorsSwiszowski, Cole (Co-author) / Rost, Tanner (Co-author) / Trujillo, Rhett (Thesis director) / Sebold, Brent (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This paper will analyze the growth of a student-founded business as a result of ASU entrepreneurship resources and in-depth market analysis. Promotional merchandise is any product branded with a logo or slogan and distributed at little or no cost to promote a brand, corporate identity, or event. The market size

This paper will analyze the growth of a student-founded business as a result of ASU entrepreneurship resources and in-depth market analysis. Promotional merchandise is any product branded with a logo or slogan and distributed at little or no cost to promote a brand, corporate identity, or event. The market size is $24.7 billion with temporary tattoos accounting for $716.3 million of this market. The typical promotional product supplier does not specialize solely in one product and often has minimum orders of 500 tattoos or greater. The format to purchase has a single logo submission forum and no option to customize the design further.
Millennials" aged 18-36 make up the largest consumer group in history. Traditional promotional products offered by businesses are not resonating with young adults who are driven by engaging experiences. Festival Ink provides a “promotion that sticks”, selling temporary tattoos specifically designed with millennials in mind. Temporary tattoos are a wearable promotional product that are cost-effective, eco-friendly, and interact with a customer for up to three days. The arrangement of this thesis is as follows: The arrangement of this thesis is as follows: Chapter 1 will take a look at the history of temporary tattoos as well as provide background information on Festival Ink. Chapter 2 explores market research and validation including target market and competitive analysis. Chapter 3 follows the seed funding process and pitch materials featured in Venture Devils pitch playoffs and demo day as well as founder feedback. Chapter 4 will address web development and practical marketing techniques. Finally, Chapter 5 will conclude with the future of the business and practical lessons from ASU classes and resources.
ContributorsLevine, Sera Anne Y (Author) / Trujillo, Rhett (Thesis director) / Schoonover, Breanna (Committee member) / Department of Management and Entrepreneurship (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
A market analysis on the boutique fitness industry, as well as financial plans and logistical planning of creating a unique indoor cycling studio in the greater Scottsdale area. Through competitive, financial, and technological analyses one is able to better understand the breadth and scope of the growing fitness industry as

A market analysis on the boutique fitness industry, as well as financial plans and logistical planning of creating a unique indoor cycling studio in the greater Scottsdale area. Through competitive, financial, and technological analyses one is able to better understand the breadth and scope of the growing fitness industry as well as see the potential risks and benefits in opening a small business in this arena.
Health and wellness can be found all throughout the market nowadays. Whether it be from the food people eat or the money people spend on self-care, this trend has created a significant niche in today’s market. Create Cycle is the next big player to be stepping into the mayhem that is the health and wellness industry. Create Cycle is a new indoor cycling experience located in Scottsdale, Arizona. Its mission: to provide people with an unforgettably positive fitness experience where each and every person feels empowered to create love for themselves through state-of-the-art technology. With the fitness industry is quickly growing, and it is imperative for Create Cycle to differentiate itself within the Scottsdale market. Create Cycle will be, in theory, based around an entire experience. The classes will consist of some of the best talent and training one can find in the valley. This will be done through a specific hiring process and strategic organizational structure. The goal is to let experiences in class lead to a strong community following, where Create Cycle becomes the place to be. Its vision: to one day break down the notions of exercising solely for physical appearance but rather for one’s own happiness and for those around them in a larger frame of mind.
ContributorsMyers, Claire Elizabeth (Author) / Trujillo, Rhett (Thesis director) / Laughlin, Drew (Committee member) / Department of Information Systems (Contributor) / Department of Management and Entrepreneurship (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05