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The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image,

The NCAA is changing the current rules and regulations around a student-athlete’s name, image, and likeness. Previously, student-athletes were not allowed to participate in business activities or noninstitutional promotional activities. With the new rule changes, student-athletes will be able to engage in business activities related to their own name, image, and likeness. The goal of the team was to help “prepare athletes to understand and properly navigate the evolving restrictions and guidelines around athlete name, image, and likeness”. In order to accomplish this, the team had to understand the problems student-athletes face with these changing rules and regulations. The team conducted basic market research to identify the problem. The problem discovered was the lack of communication between student-athletes and businesses. In order to verify this problem, the team conducted several interviews with Arizona State University Athletic Department personnel. From the interviews, the team identified that the user is the student-athletes and the buyer is the brands and businesses. Once the problem was verified and the user and buyer were identified, a solution that would best fit the customers was formulated. The solution is a platform that assists student-athletes navigate the changing rules of the NCAA by providing access to a marketplace optimized to working with student-athletes and offering an ease of maintaining relationships between student-athletes and businesses. The solution was validated through meetings with interested brands. The team used the business model and market potential to pitch the business idea to the brands. Finally, the team gained traction by initiating company partnerships.

ContributorsSchulte, Brooke (Co-author) / Recato, Bella (Co-author) / Winston, Blake (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeffrey (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsLi, Shimei (Co-author) / Klein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Thunderbird School of Global Management (Contributor) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools

ContributorsKim, Hwan (Co-author) / Wong, Brendan (Co-author) / Davis, Ben (Co-author) / Mckearney, Jack (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
DescriptionBuck-it is a budgeting application designed to meet the unique needs of college students. As financial literacy is crucial for developing good long-term financial habits, Buck-it aims to promote budgeting among college students through an appealing user interface, robust customization, and effective categorization.
ContributorsVemuri, Rajeev (Author) / Davitt, Ryan (Co-author) / Doyle, Michael (Co-author) / Walle, Andrew (Co-author) / Baptista, Asher (Co-author) / Byrne, Jared (Thesis director) / Lee, Peggy (Committee member) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which is a business that aims to distribute a variety of organic and locally produced chutneys. Through the Founders Lab program, A2Z Chutneys was created and research was conducted to justify the viability of our business. We were able to gather and interpret data from potential customers, which allowed us to identify a target market. Additionally, time was spent identifying and creating a variety of authentic and unique chutneys that have proven to be desired. This report demonstrates and outlines the feasibility of A2Z Chutneys in providing unique and desirable flavors to the population.

ContributorsPatel, Javin (Author) / Macha, Sankshay (Co-author) / Byrne, Jared (Thesis director) / Patel, Manish (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Politics and Global Studies (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which is a business that aims to distribute a variety of organic and locally produced chutneys. Through the Founders Lab program, A2Z Chutneys was created and research was conducted to justify the viability of our business. We were able to gather and interpret data from potential customers, which allowed us to identify a target market. Additionally, time was spent identifying and creating a variety of authentic and unique chutneys that have proven to be desired. This report demonstrates and outlines the feasibility of A2Z Chutneys in providing unique and desirable flavors to the population.

ContributorsMacha, Sankshay (Author) / Patel, Javin (Co-author) / Byrne, Jared (Thesis director) / Patel, Manish (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of our strengths and complements to weaknesses puts the firm in a strong position to garner market share and provide value to our company. Throughout on-campus research, the team found that the average Arizona State University student does not feel that they have the sufficient means to be healthy, which is a huge misalignment that prevents the average ASU student from living a healthy lifestyle. This is where Habitual Health comes in, we are going to bridge the gap between the lack of information about healthy initiatives and the implication that living a healthy lifestyle is too expensive, difficult, and time consuming. Habitual Health is a paid platform where ASU students can go to access fitness plans, recipes, topical discussions and analysis, and other health related resources. The product we have established is an interactive, user-friendly website that includes various healthy recipes, nutritional tips and habits, and physical exercise routines. Our data is based on running the website from 01/20/2023 - 03/01/2023. Our company's value proposition is that students’ health would benefit long-term from our platform's resources. We have targeted the ASU Greek Community, which includes roughly 6% of the ASU population.1 We tested our product within the Greek community because of the tight knit nature of the community, as well as the communal kitchen system in the Greek Leadership Village making it harder for those individuals to cook for themselves. We expect to see a revamped community within the GLV, causing a positive impact across the entire campus.

ContributorsDi Venere, Mario (Author) / Hammond, Jack (Co-author) / Bobbs, Ava (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Boeh, Morgan (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor)
Created2023-05
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.

ContributorsAlam, Shaira (Author) / Meadows, Isabella (Co-author) / Robertson, Hunter (Co-author) / Popwell, Nathan (Co-author) / Lin, Kevin (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