Matching Items (86)
Description

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches

As entrepreneurs, we understand the challenges and obstacles that come with growing a business, which is why we developed a revolutionary software platform to connect entrepreneurs with qualified life coaches. The purpose of Coach Connect is to empower entrepreneurs to achieve their maximum potential by providing access to premium coaches and cutting-edge resources in human excellence, including the latest advancements in neuroscience and psychology. This objective is accomplished by the development of an application to connect entrepreneurs with coaches, providing value through facilitation. Our platform is unique in leveraging a user database and weighting system to match constituents based on suitable preferences like individual learning and communication styles. Based on categorical filters, our platform perpetrates matches for a more personalized and productive coaching experience. The application addresses key challenges for both coaches and entrepreneurs: a lack of effective marketing resources for coaches and laborious tribulation in finding the right coach. By bridging this gap as the “connective tissue”, we will create a cost-effective, efficient way for coaches to scale their businesses while enhancing the personal and professional development of entrepreneurs. At our core, we are driven by a powerful mission–to unleash the immense potential of entrepreneurs. We are committed to providing every entrepreneur with the tools and resources he or she needs to succeed. As a vehicle of social change, we will make a meaningful impact in the entrepreneurial community where those with the greatest capability require the most decisive wisdom. Our two-ended target market consists of ambitious entrepreneurs aged 25-45 seeking personalized support to overcome obstacles alongside experienced life coaches seeking exposure to those clients for expanding their practices. Coaches will be charged a monthly subscription while entrepreneurs will pay a small fee for platform utilization. Coach Connect boasts a talented and diverse team of five individuals with backgrounds in coaching, NeuroLinguistic Programming, accounting, finance, entrepreneurship, customer service, software engineering, and personal development. Cross-functionality allows us to iterate per validations while algorithms are in development, reducing our time to market. Leveraging an extensive network in the startup industry, as well as resources and connections through Arizona State University, we are uniquely positioned to scale Coach Connect.

ContributorsLin, Kevin (Author) / Meadows, Isabella (Co-author) / Robertson, Hunter (Co-author) / Popwell, Nathan (Co-author) / Alam, Shaira (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / McElfish, Alex (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
Description

Startups in the paper manufacturing are few & rare between. Agrix Paper takes a step towards innovating the traditional mass scale paper making process & introduce non-wood fiber sourcing into the papermaking space. Using a hemp base, Agrix Paper hopes to develop a new paper manufacturing process that delivers high-quality

Startups in the paper manufacturing are few & rare between. Agrix Paper takes a step towards innovating the traditional mass scale paper making process & introduce non-wood fiber sourcing into the papermaking space. Using a hemp base, Agrix Paper hopes to develop a new paper manufacturing process that delivers high-quality paper sourced from hemp & agricultural waste. Agrix Paper will reinvent the papermaking process for a more sustainable future.

ContributorsDiFerdinando, Anthony (Author) / Byrum, Emily (Co-author) / Barraza-Cordova, Erik (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Engineering Programs (Contributor)
Created2023-05
Description

Our Founders Lab Group created a pop-up thrift store on campus using donated clothing. We generated over $1000 in profits from our clothing sales to donate to a local charity, making our team the top earning Founders Lab team. Our shop, Devils Rack, tabled twice on the Tempe ASU campus

Our Founders Lab Group created a pop-up thrift store on campus using donated clothing. We generated over $1000 in profits from our clothing sales to donate to a local charity, making our team the top earning Founders Lab team. Our shop, Devils Rack, tabled twice on the Tempe ASU campus in order to generate our revenue.

ContributorsSteffes, Keelyn (Author) / Haffner, Amanda (Co-author) / Walsh, Elizabeth (Co-author) / Soble, Lena (Co-author) / Burton, Tanner (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kneer, Danny (Committee member) / Challa, Anirudh (Committee member) / Gajera, Rajanikant (Committee member) / James, Mel (Committee member) / Myneni, Karthik (Committee member) / Tokhtaeva, Sevara (Committee member) / Yunus, Faseeh (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
Description

We founded an operational startup company and developed a consumable product to sell to ASU students. Our primary objective is the provision of affordable nutritious energy bars to overworked and overwhelmed college students. We aim to support hungry students in efforts to fuel their bodies efficiently and nutritiously; in order

We founded an operational startup company and developed a consumable product to sell to ASU students. Our primary objective is the provision of affordable nutritious energy bars to overworked and overwhelmed college students. We aim to support hungry students in efforts to fuel their bodies efficiently and nutritiously; in order to do so, we donate 20% of our profits to charity to support students in debt. Our business won the Business Catalyst Choice Award for having "the most promising business concept" in the Founder's Lab 2022-23 Cohort.

ContributorsRaghavan, Vishnu (Author) / Saxena, Rishi (Co-author) / Valandra, Grace (Co-author) / Partin, Calvin (Co-author) / Byrne, Jared (Thesis director) / Kneer, Danny (Committee member) / Gajera, Rajnikant (Committee member) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor) / Watts College of Public Service & Community Solut (Contributor) / School of International Letters and Cultures (Contributor)
Created2023-05
Description

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources

This thesis project focuses on the creation and assessment of the "Simple Stocks" app, a straightforward investment tool specifically developed for people who are new to investing and find it challenging to comprehend the complexities of the stock market. We identified a significant gap in the availability of easy-to-understand resources and information for beginner investors, which led us to design an app that provides clear and simple data, professional advice from financial analysts, and an advanced machine learning feature to predict stock trends. The "Simple Stocks" app also incorporates a voting feature, allowing users to see what other investors think about specific stocks. This functionality not only helps users make informed decisions but also encourages a sense of community, as users can learn from each other's experiences and opinions. By creating a supportive environment, the app promotes a more approachable and enjoyable experience for those who are new to investing. Following the successful release of the "Simple Stocks'' app on the App Store, our current objectives include expanding the user base and looking into various ways to generate income. One possible approach is to collaborate with other companies and establish an advertising-based revenue model, which would benefit both parties by attracting more users and increasing profits.

ContributorsBiyani, Saloni (Author) / Karuppiah, Meena (Co-author) / Kancherla, Sohan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Baseball is dying. This thesis set out to determine the best ways to go about engaging baseball fans of all age groups, and more specifically younger fans in the age range of 18-22. Through the conducting of primary research, several takeaways came to light. Engaging younger fans needs to be

Baseball is dying. This thesis set out to determine the best ways to go about engaging baseball fans of all age groups, and more specifically younger fans in the age range of 18-22. Through the conducting of primary research, several takeaways came to light. Engaging younger fans needs to be a priority moving forward for Major League Baseball, otherwise the sport is going to keep dying.

ContributorsJoanes, Matthew (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor)
Created2023-05
166051-Thumbnail Image.png
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.

ContributorsVickers, Jackson (Author) / Abraham, Giovanna (Co-author) / Rollins, Jaden (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Politics and Global Studies (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05
166053-Thumbnail Image.png
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
166069-Thumbnail Image.png
Description
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

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.
ContributorsRollins, Jaden (Author) / Abraham, Giovanna (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2022-05
Description

The occurrence of tragedies throughout history, whether it be natural disasters, pandemics, or wars, is inevitable. The way that humans have chosen to respond to destruction and disagreements has also changed. However, something that remains the same is that those with less monetary resources and political power are at a

The occurrence of tragedies throughout history, whether it be natural disasters, pandemics, or wars, is inevitable. The way that humans have chosen to respond to destruction and disagreements has also changed. However, something that remains the same is that those with less monetary resources and political power are at a higher disadvantage whenever the world is under duress or hardship. This propensity (tendency) can be seen through the comparison of two very different yet very profound events in recent history, the COVID-19 pandemic and World War II. The two events are distinct in their time periods, the nature of the disaster that they caused, and the problems that were created by their existence. Although they are very dissimilar, those in the US who had less monetarily were still disadvantaged much more than those who were more affluent. This pattern of disparity is revealed through the use and failure of the supply chain during both events. A supply chain is the sequence of processes involved in the production and distribution of a commodity or service (Supply Chain Definition & Meaning, n.d.). Although the supply chains used in World War II were not as fine-tuned as the ones required to distribute goods around the world today, World War II was instrumental in the refinement and use of the supply chain due to the high demand for goods and personnel across the world. During COVID-19 the quick shift in demand for unprecedented goods and services exposed the inflexibility of the world's largest supply chains, which in turn caused shortages around the world. For the United States government or large global corporations to fix the problems caused by these events, they both turned to the people who bear the majority of the burden of working overtime to account for the loss of goods; those who are most susceptible to the shortages of goods and services: those in lower-income communities.

ContributorsKarlowicz, Elizabeth (Author) / Lee, Christopher (Thesis director) / Wiedmer, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / School of Molecular Sciences (Contributor)
Created2023-05