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The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
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Description
The Roller Derby Club at Arizona State University became a student organization in the fall of 2013. They became a practicing team known as the Derby Devils in the spring of 2014. This project documents the creation and development a collegiate roller derby team as they go from a student

The Roller Derby Club at Arizona State University became a student organization in the fall of 2013. They became a practicing team known as the Derby Devils in the spring of 2014. This project documents the creation and development a collegiate roller derby team as they go from a student organization to an athletic team. Collegiate roller derby is still in its infant stages and therefore the purpose of this project is to provide a guide for future collegiate roller derby teams as well as other athletic teams.
ContributorsLee, Alisa Yulim (Author) / Looser, Devoney (Thesis director) / Hultsman, Wendy (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Chemistry and Biochemistry (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-12
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Description
This paper explores psychographics and how they can be used to increase value in sport sponsorships. Funk (2016) indicates that psychographics are the attitudes, interests, and opinions of consumers. This defines psychographics, which is crucial for the continuation of the research. In a study conducted with the W. P. Carey

This paper explores psychographics and how they can be used to increase value in sport sponsorships. Funk (2016) indicates that psychographics are the attitudes, interests, and opinions of consumers. This defines psychographics, which is crucial for the continuation of the research. In a study conducted with the W. P. Carey School of Business at Arizona State University, psychographics are explored further from the sponsor's perspective. Questions in the survey examine how recognizable different forms of sponsorship are, as well as the consumers' perception of sponsors and other consumer attitudes. Insights regarding general sponsorships within sport are provided from the analysis of this data. Overall, it is seen that the forms of sponsorship with the greatest visibility, especially those with media visibility via television broadcasts, are the easiest to recognize. Additionally, it is seen that consumers purchase based on an emotional connection to a brand, and they perceive the goal of sponsorship as a chance for sponsors to sell their brand, not their products. Knowing this information is useful, because applying it allows sponsors to maximize their sponsorship value by connecting with fans on a deeper level and targeting their promotional efforts accordingly. This piece includes the full list of survey questions and explanations, as well as an in-depth analysis of the setbacks faced in this project, and the potential downfalls of the survey sample. Regardless of that, this is still valuable information that provides an informal example of the power of psychographics as they relate to growing the value of sport sponsorship.
ContributorsBreidenbach, Nadia Marie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / School of International Letters and Cultures (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world,

I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world, including Africa and the Pacific Islands. The original site was not intuitive or easy to use, which deterred users with low technical literacy, lowering its effectiveness and defeating its purpose of providing educational materials to schools in the community, because users were less likely to use it to access educational content. The website was not responsive, meaning that it did not resize well to fit tablet and mobile devices. I redesigned the site's UX based on user feedback and expert advice to create wireframes that improved the site's layout and user flow to make it more intuitive. I pulled user comments from past surveys on the site and designed solutions to each of the user's complaints. I implemented a filter system and a universal search bar to improve the process of finding specific pieces of content. I designed prototypes using Adobe Illustrator to create the visual side of the interface. I designed my wireframes and prototypes with responsiveness in mind, creating versions for desktop, mobile and tablet. I also illustrated banners for the East Africa and Native American versions of the site, featuring landscape and wildlife from the respective regions. This interface redesign will be coded into a working site and distributed to communities around the world.
ContributorsThielen, Bethany Meishal (Author) / Hosman, Laura (Thesis director) / Ralston, Laurel (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description

This project examines methods of evaluating the quality of digital UI/UX design including the McKinsey Design Index, heuristics, and design principles.

ContributorsLewis, Janae Ann (Author) / Byrne, Jared (Thesis director) / Roumina, Kavous (Committee member) / Department of Information Systems (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

For the Love of the Game is a 15-minute documentary highlighting what the culture of soccer is like in Spain. Filmed completely in Valencia, Spain, this short film shows the actual atmosphere of everyday soccer. People of all ages and backgrounds give depth into what it's like to grow u

For the Love of the Game is a 15-minute documentary highlighting what the culture of soccer is like in Spain. Filmed completely in Valencia, Spain, this short film shows the actual atmosphere of everyday soccer. People of all ages and backgrounds give depth into what it's like to grow up in Spain with and fall in love with the game.

ContributorsRaboin, Sarandon Grace (Author) / Jacoby, Jim (Thesis director) / Kassing, Jeffrey (Committee member) / School of International Letters and Cultures (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsMeyer, Sarah Elizabeth (Co-author) / Diaz, Daniel (Co-author) / Timmerman, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the

The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.

ContributorsDiaz, Daniel (Co-author) / Meyer, Sarah (Co-author) / Timmermann, Justin (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / School of Life Sciences (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports.

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.

ContributorsStanisic, Yelena (Co-author) / Bruce, Daniel (Co-author) / Thirunagari, Samay (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports.

This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.

ContributorsBruce, Daniel (Co-author) / Stanisic, Yelena (Co-author) / Thirunagari, Samay (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05