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The purpose of this study is to examine how social connectivity in a collaborative business environment translates to online social communication, namely to social media. Not a lot of academic research focuses in-depth on how startups and entrepreneurs within the technology industry perceive social media, or how their work environment

The purpose of this study is to examine how social connectivity in a collaborative business environment translates to online social communication, namely to social media. Not a lot of academic research focuses in-depth on how startups and entrepreneurs within the technology industry perceive social media, or how their work environment can influence the ways they see the role of these platforms. Gangplank was chosen as the subject of this case study based on the emphasis they as a coworking space put on connecting to others in order to accomplish mutual goals. Initial research showed that entrepreneurs using social media did so with a collaborative focus in mind. However, it was unclear if, by developing their businesses in a space devoted to fostering social relationships, entrepreneurs would be more likely to engage and interact with other users on social media platforms. Furthermore, it was unclear if their attitudes toward online and offline communication would be affected by spending time in a dedicated social workspace. In order to find how some entrepreneurs that started or worked closely in the beginning stages of a collaborative, connection-driven workspace used social media and see whether or not they used the platform to establish and build relationships and connect with others, three entrepreneurs from such a workspace were personally interviewed. In these interviews, each entrepreneur gave their personal feelings and opinions on the space itself, their view on the role of social media, and whether or not they connected their space to their social media use. The study also examined each entrepreneur's social media profile on one prominent social network to see how each was practically using the platform, and to analyze how each entrepreneur's use of the platform compared to his perceptions of social media as a whole. The study found that entrepreneurs who became established in a collaboration-oriented space definitely interacted frequently on social media. Each entrepreneur interviewed expressed the importance of working closely with others and forming valuable connections through both online and offline means. These entrepreneurs were established to have followed all the best practices of social media use outlined through research, and to have had a large number of personally engaging interactions and conversations on observed social media platforms.
ContributorsThompson, Lauren Elizabeth (Author) / Wu, Xu (Thesis director) / Dodge, Nancie (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
Description
Africa has some of the "fastest growing economies," yet there is a lack of a middle class (Economist). Natural resources have attracted foreign investments, however, most of the revenue exit these economies. What remains a consistent, permanent advantage is culture; it has been the most integrated core value before and

Africa has some of the "fastest growing economies," yet there is a lack of a middle class (Economist). Natural resources have attracted foreign investments, however, most of the revenue exit these economies. What remains a consistent, permanent advantage is culture; it has been the most integrated core value before and after colonialism. The concept of culture has become a part of the identity of Africa and it has not been leveraged to its full potential. The 2013 Creative Economy Report states, "Culture is a way to create jobs and improve people's lives. It empowers people. It works for development" (UNESCO/UNDP). Cultural industries create local sustainable jobs that are less susceptible to the fluctuation of the global economy compared to jobs in factories and multinational companies. They are based on "local tacit know how" that is not accessible globally as they are people intensive rather than capital intensive (Scott A.J, 1999). Activ8 seeks to tap into this opportunity by maximizing the economic potential of developing economies by investing in their cultural industries. Activ8 aspires to accomplish this by targeting two sets of customers: creators, who are the activators, and investors. Our activators consist of two target segments: one living and working in these industries in a developing country, and the other being refugee clients who may have been exposed to a cultural industry and may want to pursue developing cultural products in their new country of asylum. Our investors are globally minded individuals who want to be culturally aware, have an appreciation for authentic cultural products, or seek to invest in entrepreneurial pursuits in Africa. During our first phase we will focus on the cultural industries in Ghana, West Africa. This will range from products in the textiles industry to sculptures and traditional instruments. We plan to pilot the first phase in Ghana and in the second phase, form a partnership with the International Rescue Committee, a refugee settlement agency, in Arizona. Our goals are to provide education and mentoring, market accessibility, product development, and financing to encourage and empower activators to be self-sufficient and successful cultural entrepreneurs, whiles improving economic development in their communities. Our online store will feature our activators' authentic products, their stories, and the cultural importance of each product. There will also be a platform for entrepreneurs in other industries in Africa to connect with venture capitalists or angel investors around the world. The educational component will be infused with product development and entrepreneurship training derived from the "From AHA!! to EXIT" strategy coined by Aram Chavez from the College of Technology and Innovation at ASU. In order for Activ8 to successfully execute its mission, Activ8 will need to be able to give our team and our activators access to technology, mentorship, and financial resources to operate an online store and rum Activ8's educational program. We also envision creating partnerships with boutiques and retail corporations to adapt these cultural products. Our long-term goal is formulate the conditions conducive for economic growth and sustainable development to ensure Africans become the main agents of development.
ContributorsAdusei, Esther (Author) / Chavez, Aram (Thesis director) / Schoellman, Todd (Committee member) / Department of Supply Chain Management (Contributor) / School of International Letters and Cultures (Contributor) / W. P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Research has indicated that, with the rise of the digital age, social ability, emotional maturity, and the capability to empathize have decreased significantly in the newer generations (Generation X and Millenials) compared with previous generations. The primary purpose of this thesis was to discover a way to counteract the

Research has indicated that, with the rise of the digital age, social ability, emotional maturity, and the capability to empathize have decreased significantly in the newer generations (Generation X and Millenials) compared with previous generations. The primary purpose of this thesis was to discover a way to counteract the negative effects of constant screen-time with a space that encourages face-to-face interactions while also contributing monetarily to the community by which it is surrounded.
This thesis explores the viability of the creation of a board game café in downtown Phoenix that would donate a percentage of its profits to local charities and other initiatives for the improvement of the Phoenix area. Using a combination of different entrepreneurship and business model templates, fourteen questions were answered to complete the business model, including questions about resources and partnerships necessary for the venture’s success in addition to what the cost structure and revenue streams would look like. These fourteen questions make up the fourteen different parts of the Lean Launch Business Model Canvas, the template primarily used for the display of the final business model. The business model canvas undergoes “cycles” – that is, different drafts of the canvas are created and added to or modified as needed. This particular business model canvas underwent as many as 15 cycles before becoming finalized and receiving approval.
The completion of the business model canvas invites speculation about its actual viability, bringing up questions about financing, projected sales, and the length of the venture’s future. “Pivots,” modifications of the business model to either increase revenue or decrease costs, are also explored at this point. While this particular business idea does have a sustainable competitive advantage in the Phoenix area as a first mover, it would be unwise to pursue the idea further, as the costs are far too high and the required activities far too numerous to outweigh the revenues and benefits. In addition, it would be difficult to obtain funding at a reasonable interest rate for a venture with such a high risk of failure. In this case, a pivot was considered that eliminated nearly all costs and risk, while still relying on a very similar revenue stream. This pivot suggested a far simpler and more economical way of accomplishing the original goal of bettering the Phoenix metro community and giving customers the chance to rediscover in-person communication.
ContributorsNahon, Rachel Ann (Author) / Westlake, Garret (Thesis director) / Manning, Michael (Committee member) / W. P. Carey School of Business (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Socks + Boxers began as a simple idea on a trip through Victoria's Secret as a solution to the lack of choice in quality and affordable undergarments for men. Currently, there is no central hub for men's socks and underwear. Customers shopping for men's undergarments have few choices currently: purchase

Socks + Boxers began as a simple idea on a trip through Victoria's Secret as a solution to the lack of choice in quality and affordable undergarments for men. Currently, there is no central hub for men's socks and underwear. Customers shopping for men's undergarments have few choices currently: purchase an inexpensive, average quality, predetermined pack of Hanes, Fruit of the Loom, or other common undergarment brand from a store like Walmart or Target; shop for individual pieces of expensive designer underwear at a high-end department store such as Nordstrom; or, finally, purchase slightly above average quality, but fairly expensive, brand name undergarments at physical stores such as American Eagle, Urban Outfitters, or Abercrombie & Fitch, or online stores such as MeUndies. Socks + Boxers seeks to combine the accessibility and reliability of common undergarment brands, the quality and luxury-feel of high-end undergarments, and the concept of choice provided by stores that sell men's undergarment lines into a single business. We also plan to tap into the booming subscription services industry and create a way for customers to easily update and replenish their undergarment wardrobe on a regular basis with exactly what they want. In order to start out on the right foot and begin developing this business plan from the ground up, we began researching and developing a Business Model Canvas, a tool that breaks out necessary pieces of a successful business plan into easy to understand blocks. We took a critical look at the problem at hand, its potential solutions, the value the solutions provide, how we plan to start, grow, and nourish our customer base, and much more. The different pieces of this business model puzzle all come together in the following pages.
ContributorsBernat, Johnathon (Co-author) / Braaten, Joshua (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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

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
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Description

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.

ContributorsWillbrandt, Mary Madison (Co-author) / Torres, Julianna (Co-author) / Martin, Thomas (Thesis director) / Fette, Donald (Committee member) / Tech Entrepreneurship & Mgmt (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.

ContributorsTorres, Julianna M (Co-author) / Willbrandt, Maddie (Co-author) / Martin, Thomas (Thesis director) / Fette, Donald (Committee member) / School of Social Transformation (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

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
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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.

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