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Through Founders Lab, our group designed an innovative new way for people to track their health and wellness. We created an app that uses a 4-part circle system where users track an everyday activity in the following areas: diet, exercise, development, and mental wellness. Users form small groups with friends

Through Founders Lab, our group designed an innovative new way for people to track their health and wellness. We created an app that uses a 4-part circle system where users track an everyday activity in the following areas: diet, exercise, development, and mental wellness. Users form small groups with friends and family members to provide support to one another. Through tracking their daily activities, users can earn tokens which are redeemable for relevant discounts with partnership brands. The app also hosts a variety of ways for users to be recognized for their healthy routines such as challenge trophies, activity history, and other social features. Overall, Circle Up aims to improve the daily routines of individuals to propel them into a healthier lifestyle, without the pressure of a curated social media feed.

ContributorsRozelle, Reed (Author) / Cech, Derek (Co-author) / Heinrich, Miranda (Co-author) / Aronoff, Annette (Co-author) / Sliwa, Haley (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Zock, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor)
Created2023-05
Description

Through Founders Lab, our group designed an innovative new way for people to track their health and wellness. We created an app that uses a 4-part circle system where users track an everyday activity in the following areas: diet, exercise, development, and mental wellness. Users form small groups with friends

Through Founders Lab, our group designed an innovative new way for people to track their health and wellness. We created an app that uses a 4-part circle system where users track an everyday activity in the following areas: diet, exercise, development, and mental wellness. Users form small groups with friends and family members to provide support to one another. Through tracking their daily activities, users can earn tokens which are redeemable for relevant discounts with partnership brands. The app also hosts a variety of ways for users to be recognized for their healthy routines such as challenge trophies, activity history, and other social features. Overall, Circle Up aims to improve the daily routines of individuals to propel them into a healthier lifestyle, without the pressure of a curated social media feed.

ContributorsAronoff, Annette (Author) / Cech, Derek (Co-author) / Heinrich, Miranda (Co-author) / Rozelle, Reed (Co-author) / Sliwa, Haley (Co-author) / Byrne, Jared (Thesis director) / Lawson, Wiley (Committee member) / Zock, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
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Description
DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of a Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on

DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of a Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on the design and application of a business model. The goal of DAWN Testing is to increase testing in a safe and easily accessible manner.
ContributorsJosephsen, Aleah (Author) / Pugliano, Dominic (Co-author) / Serpa, Willow (Co-author) / Russell-Prusakowski, Nikolai (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.

ContributorsPeles, Joseph (Author) / Chan, Brennan (Co-author) / Rips, Joshua (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor)
Created2022-05
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
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Description
Polar Hydration is a company whose mission is to combat the risk of dehydration in cold climates and inspire the adventurer with all of us. Through ASU’s Founders Lab and a partnership with NASA, we set out to take NASA patented technology and develop a business plan through gauging public

Polar Hydration is a company whose mission is to combat the risk of dehydration in cold climates and inspire the adventurer with all of us. Through ASU’s Founders Lab and a partnership with NASA, we set out to take NASA patented technology and develop a business plan through gauging public interest via surveys and interviews, and implementing a marketing strategy based on those results. Our product consists of a freeze-resistant hydration pack which uses insulation and electronics to actively heat its water contents and prevent freezing. With outdoor activities, the colder the weather the higher the risk of dehydration. This is due to the intake of colder dryer air as well as it being harder to recognize that you are losing liquids through sweat as it is in warmer climates. In winter sports such as skiing and snowboarding as well as colder conditions for hiking and hunting, this can become a huge problem as water is not readily available. That’s why, at Polar Hydration, we took NASA patented technology to design our freeze-resistant hydration pack. It’s designed like most other hydration packs, consisting of a backpack with a plastic bladder holding water and straw to drink from, but with additional layers of insulation and electronics to prevent water from freezing. With this, we will combat dehydration and inspire the adventurer within all of us.
ContributorsDavis, Katherine (Author) / Manship, Jackson (Co-author) / Stevens, Nathan (Co-author) / Dinnan, Ryan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05
Description
Bottled Borders was apart of Founders Lab, a team-based, experiential Barrett honors thesis/creative project designed to empower honors students to "find their inner entrepreneur" and launch a new business. Bottled Borders is an innovative gift giving service offering a SouthWest style mixology box. Our unique approach focuses on the SouthWest

Bottled Borders was apart of Founders Lab, a team-based, experiential Barrett honors thesis/creative project designed to empower honors students to "find their inner entrepreneur" and launch a new business. Bottled Borders is an innovative gift giving service offering a SouthWest style mixology box. Our unique approach focuses on the SouthWest region of the US including Arizona, Nevada, Utah, New Mexico, and Colorado. Our model allows customers to explore the flavors of the Southwest, featuring signature alcoholic beverage recipes from the five states, as well as garnishes and a bar tool kit. Each box also contains fun facts about each region, cocktail recipes, serving suggestions, bar tips, and exclusive video instructions.
ContributorsUtzinger, Clara (Author) / Olson, Leilani (Co-author) / Cho, Brianna (Co-author) / Naik, Sanika (Co-author) / Byrne, Jared (Thesis director) / Thompson, Anna (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2024-05
DescriptionCompleted through Founders Lab, we started a business that offered international breads that are not often found locally in bakeries or grocery stores. We ran market research to determine interest levels, select the bread offerings, and began marketing toward our target market.
ContributorsNewell, Alexandra (Author) / Kattan, Nadim (Co-author) / Byrne, Jared (Thesis director) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
Make & Save Cups is a business concept designed to provide reusable cups to coffee shop visitors with incentives of inexpensive pricing, customization, and sustainability efforts. In our current market, Starbucks and other beverage retailers offer discounts or rewards on purchases if you use reusable cups. However, the cups sold

Make & Save Cups is a business concept designed to provide reusable cups to coffee shop visitors with incentives of inexpensive pricing, customization, and sustainability efforts. In our current market, Starbucks and other beverage retailers offer discounts or rewards on purchases if you use reusable cups. However, the cups sold in these cafes are often overpriced, and the selection of different designs is limited. Through community outreach and user surveys, we were able to find out in greater detail why people have hesitations using reusable cups. Our most significant discovery was that people either don't have enough reusable cups or don't like cleaning their reusable cups because they are hard to clean. With these problems in mind, Make & Save Cups was developed to provide our customers with cheaper cups that are still of quality so that they can have more than enough reusable cups for whenever they need them. Our cups are easy to clean and dishwasher safe, allowing customers to wash cups in large batches easily. Another aspect of our business model is that Make & Save Cups will enable customers to design their own reusable cups at a significantly more affordable price point. We sold these cups outside our campus near established, busy cafes with a reusable cup incentive. We have a variety of art supplies, including stickers, paint markers, and more, which are completely included in the price of the cup. Make & Save Cups saves students money while saving the planet and gives them a unique and memorable experience that could potentially incentivize more widespread use of reusable cups. This semester, we accomplished our goals set last semester of fully launching our product, conducting more focus groups to gain data and feedback on our product experience, and keeping our focus on increasing the number of people who use reusable cups.
ContributorsSeidenwurm, Owen (Author) / Hollander, Liam (Co-author) / Byrne, Jared (Thesis director) / Lee, Peggy (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2024-05
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DescriptionI spent two semesters studying and making a Deckbuilding card game. I split my time between researching existing games and playtesting my own. In the end, I produced a fully developed game with printed cards.
ContributorsBarrantes Slivinsky, Andrew (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2024-05