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Gendered products are prevalent in the modern consumer products market. This paper provides historical context for the change in the consumer products market which started as a genderless product market and shifted to a female consumer-centric market reflecting the economic needs of the United States through World War I and

Gendered products are prevalent in the modern consumer products market. This paper provides historical context for the change in the consumer products market which started as a genderless product market and shifted to a female consumer-centric market reflecting the economic needs of the United States through World War I and II. This female consumer-centric market results from the rise of consumer research and many household products are created to satisfy female consumer preferences. But as the consumer demographics change with more women entering the labor force, the types of products being sold change to appeal to the increasing number of male consumers who begin shopping for themselves. This increase in male products is what leads to the booming men's personal care products market that we see today. With an increase in gendered products, there has also been an increase in the number of backlash companies face for creating specific gendered products. This paper outlines the history of gendered products and the potential future of products in the United States.
ContributorsLavergne, Lisa (Author) / Foster, William (Thesis director) / Goegan, Brian (Committee member) / Economics Program in CLAS (Contributor) / The Design School (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The advertising agency, in its variety of forms, is one of the most powerful forces in the modern world. Its products are seen globally through various multimedia outlets and they strongly impact culture and economy. Since its conception in 1843 by Volney Palmer, the advertising agency has evolved into the

The advertising agency, in its variety of forms, is one of the most powerful forces in the modern world. Its products are seen globally through various multimedia outlets and they strongly impact culture and economy. Since its conception in 1843 by Volney Palmer, the advertising agency has evolved into the recognizable—and unrecognizable—firms scattered around the world today. In the United States alone, there are roughly 13.4 thousand agencies, many of which also have branches in other countries. The evolution of the modern advertising agency coincided with, and even preceded, some of the major inflection points in history. Understanding how and why changes in advertising agencies affected these inflection points provides a glimpse of understanding into the relationship between advertising, business, and societal values.

In the pages ahead we will explore the future of the advertising industry. We will analyze our research to uncover the underlying trends pointing towards what is to come and work to apply those explanations to our understanding of advertising in the future.
ContributorsHarris, Chase (Co-author) / Potthoff, Zachary (Co-author) / Gray, Nancy (Thesis director) / Samper, Adriana (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Mobile health or "mHealth" defines a broad spectrum of medical or public health practice supported by mobile devices. The patient's perception of mobile health applications is the key point in confronting whether or not patients will utilize the tools at their disposal As such, the primary aim of this study

Mobile health or "mHealth" defines a broad spectrum of medical or public health practice supported by mobile devices. The patient's perception of mobile health applications is the key point in confronting whether or not patients will utilize the tools at their disposal As such, the primary aim of this study was to examine participant feedback through quantitative and qualitative measures using the Therapy Evaluation Questionnaire and a patient interview, respectively, to further understand the patient rated acceptability of using BeWell24 and SleepWell24 for improving health outcomes. For BeWell24, it was hypothesized that patients who received the Multicomponent version would report higher acceptability scores than those randomized to the Health Education version. Furthermore, in regard to SleepWell24, it was hypothesized that the SleepWell24 patient would provide positive feedback and suggestions regarding their own experience with the SleepWell24 app. Data from this thesis was pulled from two ongoing randomized controlled trials currently being conducted at the Phoenix Veteran Affairs Health Care Service (PVACHS) and Mayo Clinic hospitals. Means, standard deviations, frequencies, and percentages were commuted to summarize demographics and TEQ scores. In addition, key concepts from a qualitative interview with a SleepWell24 participant were derived. The results showed a greater acceptability of the multicomponent versions of BeWell24 and SleepWell24 but a lower TEQ score of perceived usability. mHealth implementations pose a potential to become an important part of the health sector for establishing innovative approaches to delivering care, and while benefits have been highly praised, it is clear that the perceptions of mHealth must be positive if the technology is to transcend into a practical clinical setting.
ContributorsJimenez, Asael (Author) / Buman, Matthew (Thesis director) / Epstein, Dana (Committee member) / School of Nutrition and Health Promotion (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be

Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be perceived as authentic, exclusive, and being connected to celebrity to survive in the industry long-term. Additionally, as the industry grows larger, the marketplace has become increasingly saturated. This can be attributed to how easy it is to create a fledgling streetwear brand due to advances in garment production technology and streetwear's roots in low-cost clothing. Streetwear brands need to differentiate themselves in an effective manner to stand out to consumers in the saturated streetwear market. Primary research conducted via a survey administered to streetwear consumers was done to learn more about the effectiveness of popular tactics and marketplace events streetwear brands use to differentiate themselves. Secondary research was done in literature on the topics of creativity and energized differentiation. Research by Gerzema and Lebar presented in their book The Brand Bubble on the topic of energized differentiation is reviewed and applied to streetwear brands. This thesis will discuss the key elements brands need to have to be successful in the streetwear industry. Along with this, it will also look at the effectiveness of specific tactics bands can execute to effectively differentiate themselves in the saturated industry and the important role creativity plays in their success.
ContributorsGriblin, Austin W. (Author) / Ostrom, Amy (Thesis director) / Samper, Adriana (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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DescriptionTwo gender-neutral products developed and sold by IKEA were studied in order to learn about the development of such items, as well as what makes gender-neutral products appealing to consumers.
ContributorsDaryanani, Sapna Sonu (Author) / Gray, Nancy (Thesis director) / Lisjak, Monika (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Sleep diaries and actigraphy are two common methods used to assess sleep subjectively and objectively, respectively. Compared to the gold standard of sleep assessment, polysomnography, sleep diaries and actigraphic methods are more cost-effective and simpler to use. This study aimed to compare the sleep parameters derived from actigraphy and slee

Sleep diaries and actigraphy are two common methods used to assess sleep subjectively and objectively, respectively. Compared to the gold standard of sleep assessment, polysomnography, sleep diaries and actigraphic methods are more cost-effective and simpler to use. This study aimed to compare the sleep parameters derived from actigraphy and sleep diaries (total sleep time, sleep onset latency, number of awakenings, wake after sleep onset, percentage of time awake, and sleep efficiency). Based on results from previous similar studies, it was hypothesized that the sleep diaries would overestimate the total sleep time parameter and underestimate wake parameters. Twenty healthy young adults without sleep problems volunteered to participate. The participants wore an Actiwatch 2 on their wrist and filled out a sleep diary every morning for the duration of six days. A high intraclass correlation coefficient value between subjective and objective sleep was found for the parameter total sleep time, even though total sleep time was found to be slightly overestimated by the sleep diaries. Sleep onset latency, wake after sleep onset, number of awakenings, percentage of time awake, and sleep efficiency were underestimated by the sleep diaries and did not have high correlation values. Based off of the ICC results, there does not seem to be a strong correlation between the Actiwatch 2 and the sleep diaries, but looking at the Bland Altman plots, there seems to be agreement between the methods.
ContributorsRameshkumar, Aarthi (Author) / Buman, Matthew (Thesis director) / Petrov, Megan (Committee member) / Diaz-Piedra, Carolina (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2016-12
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Description
Recent research has confirmed and revealed many physical and mental benefits of yoga. The practice of yoga has spread throughout the western world, where it is widely used for the purpose of exercise and fitness. Due to its rise in popularity, there is a need for research regarding the energy

Recent research has confirmed and revealed many physical and mental benefits of yoga. The practice of yoga has spread throughout the western world, where it is widely used for the purpose of exercise and fitness. Due to its rise in popularity, there is a need for research regarding the energy expenditure required for different types of yoga. The majority of the literature cites yoga as being an effective exercise for light intensity activity, but there are not as many studies attempting to determine if there are postures and sequences that can meet the requirements for moderate physical activity. In addition, there is a need to validate mobile devices with which to measure energy expenditure (EE) that are compatible with the dynamic movements that occur during yoga. The purpose of this study was to measure energy expenditure of twenty-two yoga practitioners of varying experience during a 30-minute Vinyasa flow yoga practice and from this data collection determine: if an ashtanga-based vinyasa yoga class meets the criteria for moderate intensity physical activity, the reliability between the Actigraph and Oxycon Mobile and the validity of an Actigraph GT3X device worn on the hip in estimating energy expenditure for ashtanga-based vinyasa flow yoga. The Actigraph GT3X and the Oxycon mobile were used to measure energy expenditure. Mean values for energy expenditure recorded by the Oxycon and Actigraph were 3.19 ± 0.42 METs and 1.16 ± 0.23 METs respectively, exhibiting a significant difference in data collection. There was no correlation between the values recorded by the two devices, indicating that the Actigraph was not consistent with the Oxycon Mobile (previously validated for measurement of EE). Results of this study indicate that this Vinyasa flow yoga sequence does satisfy the criteria for moderate intensity physical activity as defined by ACSM with an average EE of 3.19 ± 0.42 METs, and that the Actigraph GT3X is not an accurate device for measurement of EE for yoga.
ContributorsHand, Lindsay Gabrielle (Author) / Huberty, Jennifer (Thesis director) / Buman, Matthew (Committee member) / School of Nutrition and Health Promotion (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that

Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that language comprehension requires a simulation (or imagination) of what the language is about. Thus, children in the intervention condition moved pictures on an iPad to simulate the stories they were hearing. Children in the control condition saw the pictures, but did not move them. To identify the effectiveness of this simulation training, we analyzed scores on a comprehension test, and changes in motor cortex activity while listening. If the intervention increases simulation, then compared to the control, a) children given the intervention should perform better on the comprehension test, and b) those children should show greater activity in their motor cortices while listening. Furthermore, the change in motor cortex activity should statistically mediate the change in comprehension. Our results showed a significant positive correlation (.79) in the EMBRACE group (but not in the control) between the change in mu suppression before and after the intervention and the change in comprehension questions before and after the intervention. This correlation suggests that children can be taught to use their motor cortices while listening, and supports our hypothesis that embodied language theories, such as simulation are useful for enhancing comprehension.
ContributorsMarji, Michelle Lee (Author) / Glenberg, Arthur (Thesis director) / Blais, Chris (Committee member) / Restrepo, Laida (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12