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- Creators: Department of Information Systems
Micro influencers have become extremely powerful in terms of swaying buying patterns among consumers. This thesis examines the greater impact that micro influencers have on brand marketing. This was completed through a literature review that highlights the evolution of marketing, influencer marketing, discussing reach, relevance, and resonance, and Generation Z’s purchasing decisions. In addition, we conducted an online survey through Qualtrics that allowed us to analyze the impact social media influencers have. The results of our research indicate that TikTok is used most frequently, but Instagram is where social media influencers are followed most. From our data, we concluded that Generation Z is most influenced by authentic, genuine content created by influencers regardless of follower count. We recommend that a brand interested in reaching Generation Z (we refer to the brand as “Brand X”) use micro influencers, as our research shows that genuine relationships are valued among this generation. We believe that micro influencers are the most valuable to use as they are able to create meaningful relationships with consumers due to their reach, relevance, and resonance with the individuals their content reaches.
With the rise of fast fashion and its now apparent effects on climate change, there is an evident need for change in terms of how we as individuals use our clothing and footwear. Our team has created Ray Fashion Inc., a sustainable footwear company that focuses on implementing the circular economy to reduce the amount of waste generated in shoe creation. We have designed a sandal that accommodates the rapid consumption element of fast fashion with a business model that promotes sustainability through a buy-back method to upcycle and retain our materials.
Every year, nearly 1.5 shelter animals are euthanized.(1) By the end of 2020, California was reported to be responsible for the second most dog euthanasia’s in the United States, behind Texas by nearly 15,000 dogs. Sadly, these numbers do not include the euthanizing of cats which is generally a fraction larger. Additionally, a majority of numbers tallied by euthanasia centers do not include animals that younger than 1 month old and under 2 pounds. These animals are referred to as “neonate,” which is essentially unsavable newborns. In fact, the New York Times writes, “Many of the shelters do not track outcomes uniformly or make historical data readily available online. Until recently, there has not been a concerted national effort to standardize and compile shelter records.”(2) If these numbers were to be included, we would see a large spike for shelter euthanasia’s in every state. <br/>Traveling Paws is a 501(c)3 Nonprofit Organization that was created to help reduce the number of shelter and stray animals euthanized in California. Our mission is to rehome animals from dangerous environments and kill shelters into their “forever homes,” or shelter facilities where they then can further be adopted and live out the rest of their lives happily. In addition to animal relocation, our team has begun programs such as sheltering, fostering, and put an emphasis on a trap, neuter, and return program to help increase the health and safety, while reducing reproduction rates of stray cats in the Southern California region. While we have been able to substantially help animals located in areas of Southern California, our work is nowhere near complete. <br/>Through this write up, I will tell you the story of my journey, creating and managing our nonprofit organization, along with our successes, problems faced, business plans to help guide us toward our future goals and success, and what I have learned throughout the process.
The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.
As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current campus events, and provide the opportunity to develop strong associations and interactions among students. Overall, student-run organizations currently utilize a wide variety of social media; however, frequently it is used without a clear understanding of its role and best practices, which could lead to a loss of effectiveness in their communication with students. Therefore, these factors suggest the need for university student-run organizations to recognize and understand the opportunities that effective social media strategies can bring as a communication tool to enhance student engagement.
Studies over the past years have collected data on the opinions of women in the workforce related to family planning and societal norms (Buddhapriya, 2009). However, these studies do not address the opinions of college students, the majority of whom have not yet entered the workforce yet, may have strong opinions about whether or not career ambitions and the desire for children are mutually exclusive. In addition, these studies mainly focus on the hardships of women already in the workforce, rather than to understand how to broaden the workforce to accommodate women before entering motherhood. Therefore, to encourage mothers in the workforce to strive for high professional achievement, it is important to first encourage those making life-changing decisions based on degree choice in college. In doing this, 111 Arizona State University (ASU) students of all years, gender, and college choice were surveyed to better understand the difference between men's and women’s opinions on family planning in relation to career. The results of the survey concluded that more women have not let family planning affect their choice of major and career aspirations. Although previous studies have shown that a job affects motherhood in the professional aspect, this does not seem to be a reason to alter career choices.
Employers perceive students are not qualified to enter the workforce. Students also feel unprepared to enter the workforce, resulting in a perceived skills gap between skills taught in schools and skills demanded by employers. My study examines the actual skills gap between skills taught in five Information Systems programs and skills demanded by employers in nine IT professions. In the scope of my analysis, I provide a discussion of my project methodology, answers for my research questions used to complete the gap analysis, and grounded recommendations to Information Systems programs on how to close the skills gap. Lastly, I also include future considerations that researchers may utilize to study my topic in greater detail. Students and schools can both use my analysis to improve their respective weaknesses and capitalize on their strengths in terms of hard skills required for the workforce.
My thesis/creative project was designing and wireframing an iOS application. I used Adobe XD to do this, and learned about the creative process behind the design and creation of mobile applications. A brief video demonstration of the click-through prototype can be found at https://youtu.be/VxI77TkIPrY.