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- All Subjects: Creative Project
- Creators: Department of Marketing
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Member of: Theses and Dissertations

Children today are being primed with technology at very young ages, leading to a more digitally focused lifestyle. Tangentially, today's digital culture has led to the increase of online shopping rather than in-store shopping. A group of students at Arizona State University's Innovation Space program, in partnership with Disney Consumer Products, set out to create a children's product that bridged the physical-digital gap, and encouraged outdoor activity. The result of their work was Blitz: a versatile, outdoor gaming console that brings traditional outdoor fun into the digital world. This thesis and paired creative project are an extension of the research and development done by the Blitz team. The purpose of this additional research is to discover how parents and children shop online in to design a website to market and sell the Blitz gaming system. Some of the topics covered include visual design, functionality, user interaction, and marketing tactics. The goal is not to develop advertising tactics to manipulate children, but to find the best ways to design for, and market children's products.

The magazine industry plays an important role in shaping how women speak, act, and perceive themselves and others. This industry presents pleasure, consumerism, and a cult of femininity to its largely female readers. The purpose of the literature review was to understand the culture of women's magazines and find a method of examination that would fit best with the intent of this thesis project. Based on this research, the project involved reconstructing a series of Glamour magazine articles from a feminist perspective. This study looked at the degree to which Glamour's editorial content and graphics matched its editorial policy. By researching previous studies of women's magazines, the literature review guided the reframing of Glamour articles from a feminist perspective. Most of the studies reviewed were written in the 1970s, 1980s and 1990s, when the radical feminist movement was at its peak. Since then, few analyses have been made on the topic of feminism and women's magazines. This project offered an update on that research by looking at current women's magazines and evaluating if their content/graphics have improved over the last thirty years. Twelve Glamour magazine articles over a three-year period, 2012 to 2014, were selected at random to rewrite. By reconstructing the editorial content and graphics from the selected articles, this study hoped to create a more positive and beneficial magazine for women free of gender stereotypes. Rather than produce a magazine that criticizes women, the reconstructed version of Glamour included a voice that made women feel accepted. This required removing language that reinforced negative gender stereotypes and content that urged women to be perfect, please men, look a certain way, and more. This study found that Glamour is actually a lot closer to representing this gender-neutral magazine ideal than previously thought and creating a gender-neutral magazine is possible with thoughtful editing.
This thesis analyzes identity construction through street style fashion in the city. The focus of this project is Roosevelt Row, the artists' district in Downtown Phoenix. The goal of this project is to compare Roosevelt Row's marketing image with the fashion seen on the streets and at events in the area. The creative project involved the creation of an iPad publication displaying the street style fashions seen on Roosevelt Row. This project aims to analyze if the street style fashion seen on Roosevelt Row reflects the marketing image of the area.

The globalization of dance offers a unique situation to encourage peace. The kinesthetic experience associated with dance builds communities and unites people without needing to share the same language or be in the same location on the planet. Dance is a vehicle to understand other cultures but how can people be given the keys? As the 2014 Circumnavigator Travel Study Grant recipient for Arizona State University (ASU), I traveled to six countries in three continents over seventy-two days conducting ethnochoreology (dance ethnography) research. Upon returning I had a passion to share my experience through dance. Therefore I organized a charity dance concert. To share my kinesthetic education from my trip I taught six high schools each a dance from the countries I visited. An additional high school, elementary school and ASU students joined the concert. The performers and audience members gained new understanding, curiosity and appreciation. The proceeds of the concert have started a new scholarship for ASU students pursuing dance or studying abroad. This journey has come full circle just like the Circumnavigator trip which began this project. Knowledge of other dances from around the world invites participants to see into the heart of the culture, creating empathy. Therefore dance can ignite peace.

Millennials are the group of people that make up the newer generation of the world's population and they are constantly surrounded by technology, as well as known for having different values than the previous generations. Marketers have to adapt to newer ways to appeal to millennials and secure their loyalty since millennials are always on the lookout for the next best thing and will "trade up for brands that matter, but trade down when brand value is weak", it poses a challenge for the marketing departments of companies (Fromm, J. & Parks, J.). The airline industry is one of the fastest growing sectors as "the total number of people flying on U.S. airlines will increase from 745.5 million in 2014 and grow to 1.15 billion in 2034," which shows that airlines have a wider population to market to, and will need to improve their marketing strategies to differentiate from competitors (Power). The financial sector also has a difficult time reaching out to millennials because "millennials are hesitant to take financial risks," as well as downing in college debt, while not making as much money as previous generations (Fromm, J. & Parks, J.). By looking into the marketing strategies, specifically using social media platforms, of the two industries, an understanding can be gathered of what millennials are attracted to. Along with looking at the marketing strategies of financial and airline industries, I looked at the perspectives of these industries in different countries, which is important to look at because then we can see if the values of millennials vary across different cultures. Countries chosen for research to further examine their cultural differences in terms of marketing practices are the United States and England. The main form of marketing that was used for this research were social media accounts of the companies, and seeing how they used the social networking platforms to reach and engage with their consumers, especially with those of the millennial generation. The companies chosen for further research for the airline industry from England were British Airways, EasyJet, and Virgin Atlantic, while for the U.S. Delta Airlines, Inc., Southwest Airlines, and United were chosen. The companies chosen to further examine within the finance industry from England include Barclay's, HSBC, and Lloyd's Bank, while for the U.S. the banks selected were Bank of America, JPMorgan Chase, and Wells Fargo. The companies for this study were chosen because they are among the top five in their industry, as well as all companies that I have had previous interactions with. It was meant to see what the companies at the top of the industry were doing that set them apart from their competitors in terms of social media marketing content and see if there were features they lacked that could be changed or improvements they could make. A survey was also conducted to get a better idea of the attitudes and behaviors of millennials when it comes to the airline and finance industries, as well as towards social media marketing practices.

Usually a medical website has a description, or overview, of the condition. Then there are different sections informing the viewer about the signs and symptoms, diagnosis, and treatment options. There are some resource links for families to explore, but there it provides more information rather than narration. What is lacking is a patient account or perspective on the given topic. This project suggests an added resource for parents and patients with its storytelling element that is irreplaceable. An example is also available using my own story growing up with hemifacial microsomia.

Video link: "The Last Fire Sprite." For my Thesis Project, I wrote, directed and produced a 25-minute long animatic for my series “The Last Fire Sprite.” This animatic is to be used as a pilot for the show to pitch it to studios. It includes an all-star crew of 14 voice actors, 2 artists, a vocalist, and a composer. While most of the work was completed by myself, the project as a whole would not be as quality without the hard work of this amazing crew. The pitch: A young Fire Sprite named Blaise awakens in the future to find her world completely changed. Magic is scarce and sold to the highest bidder. A twisted oligarchy holds the last living witch hostage in order to remain in power. Blaise bands together with Axel, a young street rat, in order to evade countless bounty hunters after the price on her head. Only together can they free the last witch and bring magic back into their world. Please enjoy “The Last Fire Sprite: Welcome to the Future Part 1”!

For my Barrett The Honors College thesis creative project, I created a website called Destination Arizona. In short, it is a log of every “destination” I have visited in the state of Arizona. These destinations include hikes, drives, trails, mountain peaks, waterfalls, caves, lakes, arches and more. In total, the site features 182 destinations, which is a number that surprised me greatly. I was stunned to find out I had been to that many places in the state. To log all these destinations in a way that completed the project and was useful for people to potentially use, I created an Airtable that is filterable based on numerous parameters of each destination. For example, Camelback Mountain is a peak in Phoenix that is a short but hard hike at 2.5 miles round trip. It requires a car to get to as the road is paved. In the Airtable, you can search based on all of those descriptors. Another example would be the Barnhardt Trail. It is a trail located near Payson that is long in terms of mileage (13.1 round trip) and hard in terms of difficulty. The road to get there is dirt, and therefore requires an SUV, but not a truck or jeep, to get to. This is another example of how refined the search on Destination Arizona can be. Let’s say you want to go to a lake that is near Prescott. You can find all of them via The Chart. Or a cave that is out in the East Valley of Phoenix. You can find that as well. Accompanying The Chart is the The Maps tab, which is simply a visual of everything that is on The Chart. If you’re wondering where exactly something on The Chart is located in the state of Arizona, chances are it is on one of the maps. Two maps exist on The Maps tab. One is a log of everything on The Chart that is not just simply a drive. It is the top one. The second map is a log of almost every destination on The Chart that is just simply a drive, hence the blue routes you will see when clicking on it. There are a couple on the chart that are not on the second map, as Google Maps only allows for 10 layers – or in this case drives – to be shown on a given map. I tried to pick the 10 best/most important for the second map, though. Additionally, three other tabs exist on the website. One of them is the Secret Spots tab, which has six places I am not permitted to put on the chart for various reasons. I was able to show the images of them to help assist some in finding them, but it’s as much help as you will get from me. Additionally, some of the spots, one will simply not find. They are just too hidden. Another tab is the Bucket List tab. While I have 6-7 pages worth of Google Docs of places I’ve still yet to go to in the state, I was able to narrow down that list to 10 places that are very much worth sharing. If I complete anything on the Bucket List tab, it would probably be one of the best days of my life. Finally, I included the Disclaimer tab. While The Chart does its best to prepare people for what they may expect when traveling to a destination (what the drive is like, what kind of car is needed, how long and hard the hike is, etc), I wasn’t able to go into great detail on each destination. Additionally, very few of the articles posted on the website to accompany featured destinations mention what wildlife one may encounter when traveling to a destination. The Disclaimer tab gives a good summary of all of these things, but most notably the wildlife aspect. Remember, in Arizona, if you’re not in bear country, and then you’re probably in rattlesnake country, and if you’re not in rattlesnake country, then you’re probably in bear country. Don’t that let trip you, though. There are very few places in the state that are not considered rattlesnake country.
The WELL Building Standard is the first of its kind to focus on the health and wellness of building occupants. It’s a dynamic rating system between design and construction with evidence-based health and wellness interventions. It’s a holistic design approach addressing seven concepts: air, water, nourishment, light, fitness, comfort, and mind. Within these concepts are 100 “features” intended to address specific aspects of occupant health, comfort, and knowledge. To model these concepts and features, I will be using my Spring 2022 interior design studio project to exemplify the importance and benefits of the WELL Building Standard in workplace design.

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average smarts, Finn. We are first introduced to these characters as they struggle with fitting in both at school and in their lives at home. Lu and Finn feel a disconnect with their families, but both share a common appreciation for art and the escape it provides. Though her entire family is involved in artistic and creative pursuits, Lu has never painted a day in her life but dreams of one day being a great artist. Finn, on the other hand, has inherited his deceased mother’s immense talent with a paintbrush, but is hesitant to live in her shadow. Upon seeing their desire to paint, their high school art teacher—Miss Ro—encourages Finn and Lu to enter the world-renowned art competition Palette Parfaite, created by the famous French artist Madame Inès. In order to enter this art competition, contestants must dive inside a painting. As such, Lu and Finn are forced to literally enter the art world. Once inside the painting, they are introduced to colorful characters, stunning landscapes, and an entire studio of art materials that can only be described as every artists’ dream. However, the more time they spend inside the painting, the sooner Lu and Finn realize that this dreamlike world is not quite what it seems. "The Art of Humans Being" seeks to explore the world of art through the following questions: What happens to the forgotten art that has been discarded after being deemed “not good enough” to be finished? What happens to human beings who are treated the same? And finally, what happens when we accept people for who they are and what they create, even if they have flaws; even if they’re still works in progress?