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DescriptionA group project working to implemented programs in the Town of Gilbert that build an entrepreneurial ecosystem within the town.
ContributorsCarneal, Tracy (Co-author) / Browning, Kelcey (Co-author) / Camoriano, James (Co-author) / Badulescu, Chris (Co-author) / Lindsey, Laura (Thesis director) / Riddel, Dana (Committee member) / Barrett, The Honors College (Contributor) / School of Accountancy (Contributor) / WPC Graduate Programs (Contributor)
Created2014-05
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Description
This thesis discusses our path toward creating Cookies 4 Change (C4C), a student organization at Arizona State University. This organization works in tandem with the Community School's Initiative (CSI) at Children's First Leadership Academy (CFLA), a school for housing insecure K-8 students in the valley. This mission of Cookies 4

This thesis discusses our path toward creating Cookies 4 Change (C4C), a student organization at Arizona State University. This organization works in tandem with the Community School's Initiative (CSI) at Children's First Leadership Academy (CFLA), a school for housing insecure K-8 students in the valley. This mission of Cookies 4 Change is to mentor 7th and 8th grade students of the CSI program at Children's First Leadership Academy in life, in entrepreneurial endeavors, in academic pursuits, and in fundraising to illuminate future potential in both education and careers beyond. To fulfill this mission, we researched three main fields: volunteer motivation, self-esteem in the classroom, and curriculum. This research helped us to first determine the best way to structure our organization to keep ASU students engaged, second to build the self-esteem of the middle school students, and third to create sustainable curriculum on the topic of entrepreneurship. In addition, to ensure the sustainability of Cookies 4 Change, we are developing strong and committed members to take the reigns of the organization when we graduate. We have created detailed pass along documents to complement this thesis and assist them in running C4C. Lastly, we discuss the potential scalability of Cookies 4 Change as a concept to different underprivileged schools in the valley and other cities with a similar socioeconomic makeup. By delving further into our story, the research, the organization, the curriculum, our future, and the scalability, we hope to detail the work we have done to help these students and how the organization will continue helping after we are gone.
ContributorsMiller, Jenna Marie (Co-author) / Lefever, Ian (Co-author) / Feeney, Mary (Thesis director) / Clausen, Tom (Committee member) / Department of Economics (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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This case study analyzed the internal controls of a real estate company using the widely accepted COSO framework. Testing of the internal environment and controls was completed using the COSO framework. The major internal control problem identified in the study was a lack of ethical standards in the control environment.

This case study analyzed the internal controls of a real estate company using the widely accepted COSO framework. Testing of the internal environment and controls was completed using the COSO framework. The major internal control problem identified in the study was a lack of ethical standards in the control environment. In addition to this main problem, inadequate documentation, no separation of duties, and unqualified employees were also identified as violations of effective internal controls. The department of real estate ordered a "cease and desist" on August 8, 2013 due to illegal company activities. The company participated in illegal actions regarding: the trust account and company documentation and procedures. Material weaknesses were found in the company's internal controls; therefore the result of this study was an adverse opinion on internal controls.
ContributorsFrederick, Nicole Lorraine (Author) / Munshi, Perseus (Thesis director) / Benali, Kayla (Committee member) / Barrett, The Honors College (Contributor) / School of Accountancy (Contributor) / Department of Psychology (Contributor)
Created2013-12
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Description
This paper takes a look at developing a technological start up revolving around the world of health and fitness. The entire process is documented, starting from the ideation phase, and continuing on to product testing and market research. The research done focuses on identifying a target market for a 24/7

This paper takes a look at developing a technological start up revolving around the world of health and fitness. The entire process is documented, starting from the ideation phase, and continuing on to product testing and market research. The research done focuses on identifying a target market for a 24/7 fitness service that connects clients with personal trainers. It is a good study on the steps needed in creating a business, and serves as a learning tool for how to bring a product to market.
ContributorsHeck, Kyle (Co-author) / Mitchell, Jake (Co-author) / Korczynski, Brian (Co-author) / Peck, Sidnee (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Economics (Contributor) / Department of Management (Contributor) / Department of Psychology (Contributor) / Department of Supply Chain Management (Contributor) / School of Accountancy (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05
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Description
Cognitive technology has been at the forefront of the minds of many technology, government, and business leaders, because of its potential to completely revolutionize their fields. Furthermore, individuals in financial statement auditor roles are especially focused on the impact of cognitive technology because of its potential to eliminate many of

Cognitive technology has been at the forefront of the minds of many technology, government, and business leaders, because of its potential to completely revolutionize their fields. Furthermore, individuals in financial statement auditor roles are especially focused on the impact of cognitive technology because of its potential to eliminate many of the tedious, repetitive tasks involved in their profession. Adopting new technologies that can autonomously collect more data from a broader range of sources, turn the data into business intelligence, and even make decisions based on that data begs the question of whether human roles in accounting will be completely replaced. A partial answer: If the ramifications of past technological advances are any indicator, cognitive technology will replace some human audit operations and grow some new and higher order roles for humans. It will shift the focus of accounting professionals to more complex judgment and analysis.
The next question: What do these changes in the roles and responsibilities look like for the auditors of the future? Cognitive technology will assuredly present new issues for which humans will have to find solutions.
• How will humans be able to test the accuracy and completeness of the decisions derived by cognitive systems?
• If cognitive computing systems rely on supervised learning, what is the most effective way to train systems?
• How will cognitive computing fair in an industry that experiences ever-changing industry regulations?
• Will cognitive technology enhance the quality of audits?
In order to answer these questions and many more, I plan on examining how cognitive technologies evolved into their use today. Based on this historic trajectory, stakeholder interviews, and industry research, I will forecast what auditing jobs may look like in the near future taking into account rapid advances in cognitive computing.
The conclusions forecast a future in auditing that is much more accurate, timely, and pleasant. Cognitive technologies allow auditors to test entire populations of transactions, to tackle audit issues on a more continuous basis, to alleviate the overload of work that occurs after fiscal year-end, and to focus on client interaction.
ContributorsWitkop, David (Author) / Dawson, Gregory (Thesis director) / Munshi, Perseus (Committee member) / School of Accountancy (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this

My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this project and beyond the thesis project. Flem LLC allows me to create a unique brand for my company, separate from myself, as well as providing legal protection for my personal assets. My initial application is titled "Derpy Calc". It is a basic calculator for iPhone capable of adding, subtracting, multiplying, dividing, and taking the square root of positive, negative, and decimal numbers. Derpy Calc is unique because before it will output an answer, Derpy, the calculator's personality, will make a remark or ask a question that is factual, random, or silly. This application is targeted at teenagers and young adults and the outputs Derpy gives will be targeted those demographic. The purpose of this application is to provide humor and spontaneity to the process of doing math and is currently the only iOS application with that focus. Derpy debuted on the Apple App store on March 1st 2013. As of March 27th, it is on Version 1.2, has had 457 advertisement views on 328 downloads. It has earned Flem LLC a total of $0.75 in advertising revenues.
ContributorsFleming, William Patrick (Author) / Peck, Sidnee (Thesis director) / Nemanich, Louise (Committee member) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor)
Created2013-05
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

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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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
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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.

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