Interaction DesignBatch 2007-2009
(24 items)
Understanding the Technological Trends of Past and Presentby Chinmoy Kumar Das
It is my design desire that I will establish my own design setup, and that is the reason to search for and understand technology and how to commission the design work. As I’m going to take up Project 2, which involves the child and interactive product, it was my prime concern that I should do intensive research in these areas.
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Interactive Installation for Childrenby Chinmoy Kumar Das
In today’s age, children are using computers extensively. They are studying from the Internet, interactive CDs, playing video games, etc. Here the interaction is between the computer and the mind, physical senses, etc. In fact, knowing computers is one of the basic criteria in the school curriculum. Using the Internet, interactive CD's, and playing computer games has encouraged the child to sit in front of the computers, which has increased the health-related problems like weak eyesight, obesity, etc. This has also reduced a child's physical activities. On the contrary, it has good points also, like information can be sought very easily on various subjects with one click. Searching for particular information is very easy and less time-consuming on the internet. Interactive sites and CDs teach and entertain children. Today’s technological advancement reduces effort, but this project will try to increase physical and mental activity by using the emerging technology. My intention in this project is to make interaction between children and computers physical. This can be done through visual, auditory, and tactile interaction, which will give children the opportunity to have fun, play, explore, and be creative by the action of the child’s own physical movements.
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Architectural Website For Supporting Students and Practitioners by Chinmoy Kumar Das
The project “Architectural Website for Supporting Students and Practitioners” is centered on creating a digital platform that bridges the gap between architectural education and professional practice. The website is designed to provide structured resources such as reference materials, case studies, design guidelines, and tools that help students understand architectural concepts while also serving as a practical aid for practitioners in the field. By combining academic knowledge with real-world insights, the platform aims to foster continuous learning, collaboration, and knowledge-sharing within the architectural community.
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The Indian Pharma Industryby Hemruchi Shah
India is a 'branded generic' pharma market. A given molecule is available at various price points and marketed under different brand names. Hence, it becomes necessary to analyse brand positioning strategies adopted and challenges faced by marketing and salespeople across the industry. Making observations on the Indian Pharma Market Dynamics by mapping marketing strategies for application or facing challenges. Find design opportunities to facilitate effective communication.
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Organizer for Chronic Patientsby Hemruchi Shah
Chronic conditions will not go away; they are the healthcare challenge of this century. The dramatic increase in chronic conditions has led to the demand for creative action that facilitates the stakeholders of the healthcare sector. The market is flooded with a choice of products and services along with resources to acquire them. Innovative treatments and high-value drugs, equipment, and gadgets occupy considerable shelf space at the retailers and prove to be probable drivers of sales. Factors like infrastructural improvements, a growing literacy rate, and a resultant increase in the standard of living and higher purchasing power have opened the route to healthcare access at one’s doorstep. New trends like medical tourism and technology-based segment penetration continue to boost the healthcare sector, making room for a change in the existing communication methods. The patient has now become the focal point. Innovative methods are incorporated by healthcare providers to assist the patient in making his life more comfortable. My project focuses on facilitating healthcare for the ‘probables’ of the chronic patients. I have tried to build an interface that helps a chronic patient to meet up to his health schedule with ease and organise himself so that he can lead a stress-free and meaningful life despite his chronic health condition by keeping his worries at a distance.
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Learning Aid for Children in Rural Areasby Hemruchi Shah
The face of education is changing in urban India. But many remote parts of rural India are still neglected. While technology has virtually taken over every aspect of life in the city, many villages face problems like shortage of power, good buildings for school, and various other basic amenities. My product, Appy, is an application designed with the aim of providing a setting to children of remote rural areas where they enjoy education and learn from observing their surroundings. Involvement of the teacher and community is a must for small schools to flourish and captivate the interest of the child. Appy is designed to give children of rural areas a richer learning experience and engage them in the process of education such that they can make use of the available resources from the environment and put them to a meaningful and practical purpose. I have made an attempt to connect the school, child, teacher, and community through this device.
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Summer Internship Report at Trine Gaming Studio in Game Design and Implementationby Milind Kaduskar
I have always been intrigued by games and their design. Games are one peculiar application of interaction principles wherein the user is looking for entertainment. Gaming is one of the very few industries that successfully brings together the combination of technology and entertainment. As an interaction designer, it was interesting to find out how a game is made interesting to the end user. What must be thought about so that the game feels authentic and playable? What makes a good game a good game? There are the superficial parts, such as the brilliant graphics and great gadgets used in some games. Although these play an important role in making the user’s experience genuinely rewarding one, it is not these aspects that make the user want to come back to the game again and again. It is the gameplay techniques, the underlying game principles, and the healthy challenge provided by the game that keep the user bound to the game.
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A Tool For Adults To Learn The
Devanagari Alphabetby Milind Kaduskar
The aim of this project is to develop a personal tool that helps an adult learn the Devanagari script. The tool uses writing as the focus for learning the script. As the project advanced, the focus was narrowed down to helping illiterate adults in India learn the Devanagari alphabet. The system still uses writing as its focus but can be expanded so that it caters to reading and speaking as well. After studying the process undergone by illiterates in learning Devanagari script, the findings were listed out as problems. Based on these problems, goals were defined for the system, which were then attempted to achieve through various design ideas. The ideas that satisfied the most important goals in the most satisfactory manner were explored further. A sequence for the alphabet to be introduced to the user was decided, and a hierarchical structure was designed. Based on these pillars, the final system was developed.
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Designing a Game Based on the Indian Political Systemby Milind Kaduskar
The objective of this project was to develop a board game that is based on the Political System of India. Learning the political system is an internal and vital part of a child’s education. Even so, children find learning these things boring and strenuous. The attempt made here was to create an interesting, playable, and fun game that would teach the children the basics of the Indian political system. If the activity is a perfect blend of fun and learning, the experience can be enjoyable and also enriching. At commencement, a careful consideration was carried out to take some basic ground decisions, namely, whether it should be a board game or a computer game, and what age group it should cater to. It was decided that it should be a board game that caters to the age group of 10 and above. To create a good game, one must first understand what makes a good game. Hence, the initial part of the project was completely spent on understanding gameplay. Exercises such as studying existing games, extracting gameplay potential in daily activities, quick-designing games, and redesigning existing games were carried out to achieve this purpose. Simultaneously and after these exercises, a study was carried out to understand what the curriculum of the schools covers under the Political System of India. Thereafter, initial explorations were carried out to find the potential gameplay in the structure and working of the political system with utmost care to keep the political system separate from politics. Two final ideas were selected and developed into two games.
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Summer Projectby Rutuja Rasam
Impelsys is delivering the most innovative, cost-effective, and flexible online content delivery technologies and services to the global publishing industry. The mission is to enable the global publishing community to deliver and market electronic content.
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Mobile Phone for deafby Sachin Ghodke
Telephone is a technology that is developed for the hearing people. The people who are deaf and mute are completely ignored by the technology developers and the stakeholders. But over the last few years, mobile phones have been hugely adopted by the deaf and mute users for text messaging. Even in India, the SMS (Short Messaging Service) is becoming popular among the deaf and mute users because it is the only way of communication available for them. Still, the technology exists is very limited and is again not being developed for the deaf and mute users. The aim of the project is to conceptualise the mobile phone, which will solve the problem of communication, and also create an interface that will give a feel of communication. The project went through the understanding of the basic needs of deaf and mute users, the study of existing technologies, concept generations, and then finalising the concept.
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Futuristic Computing Device For Womenby Sachin Ghodke
The future is not about personal computers; it is about the power of ubiquitous computing. The ubiquitous computing is a radical idea that makes information available anywhere at any time. It allows collaboration among the users to share and cooperate with the data. It makes the user do tasks more effectively, flexibly, and economically, which results in luminous opportunities to do the work. Now PC’s are changing their skin, and rather than a product, they are becoming the part of the product. The new generations of devices are emerging, which are computers inside but with different forms and doing specific functions. The aim of this project was to design a system that will help users stay connected and enhance the intimacy between family members who wish to be in contact by feeling the presence of others without invading their personal space. The system is helpful for the working women to know and feel the presence of the kids alone at home. The device opens the new possibilities of communication using new and existing technologies in very subtle and intimate ways in terms of emotions and activities. The system also takes care of the privacy and personalisation of users and kids, so that it will motivate frequent users to use and share the virtual space collaboratively
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Large Screen Display and Animation Semantics in System Management Productby Shreyasi Roy
As part of our summer internship, we worked at Oracle, Lexington Tower, Bangalore, from 9th May to 27th June 2008 for two projects, which were: a) Large Screen Display for system management product; b) Animation semantic for system management product We would like to thank Wai On Lee, Sourabh Dubey, Rejeeb Mohammed, and Kannan Natarajan for their guidance and expert insight at each stage of the project. Their support in all forms was invaluable in the project.
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Curricular Learning for Secondary School Studentsby Shreyasi Roy
The education system in India is fast evolving and is facing enormous challenges. This project is a step to know the possibilities and design opportunities available in the field of education in India. The project is an attempt to discover and design a system that would enable students to use technology to enhance their knowledge and to continue to learn.The project is aimed at helping the young minds access any piece of information imagined. It tries to explore and provide a new source of inspiration to learners, keeping in mind the Indian context. The project is about making the content ‘relevant’ for the learner. The final concept is web-based, and it gives the learner a climate that encourages exploration, collaboration, excitement, and competition. It provides alternative learning experiences to the child who currently does not have options other than textbooks as a learning tool.
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Mobile Application for Shopping of Daily Productsby Shreyasi Roy
The project is about making shopping possible for daily needs products using mobile devices from any location at any time. The final solution is a mobile application, which will mainly be used by the customers to carry out features like making shopping lists, comparing shops and prices, and sharing and accounting for shopping expenses on mobile. The project caters mainly to the customers by empowering them with an effortless shopping experience and indirectly supports the shopkeepers by providing alternative sources of gaining profit.
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Internship at Satyamby Ujjwal Likhar
Usability is one of the most important factors in the success of any web page design. It's all about making your primary and secondary objectives blind simple! This includes making content easy to find and giving users everything they want. With a good web page design, a user should not have to stop and think, i.e., the next step should always be obvious to them. Usability testing is an essential aspect of any user-centred approach that puts the user, rather than the website, at the centre of the development process. Adopting such an approach advocates that the user should be foremost in any design decisions.
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Automatic Ticket Vending Machine for Mumbai Suburban Railwaysby Ujjwal Likhar
This project aims to develop a system that will help people book tickets for Mumbai locals easily. The main objective of the project is to reduce the queue at the ticket counter, thereby saving waiting time, which is the main concern for people in large cities. Being the cheapest and fastest means of transport, more and more people are turning towards local trains. Hence commuters no. is increasing every day. Commuters also face money change problems. Now a days we have ATM cards, smart cards, credit cards, etc., because of which we don’t have to carry much cash. So using a smart card or per-paid cards is a good option for booking tickets. In such a fast life where every single minute is important for the people, it has been observed that people are experiencing longer wait times in queues at the ticket counter. Sometimes if the queue is too long, people travel without a ticket and then get caught by the ticket checker and have to pay a fine of Rs. 250/-, and sometimes for not taking the platform ticket and using the railway bridge. Keeping all this in mind and after initial observation, I thought that there was a lot of scope to change the existing ticketing system, which required people to stand in long queues and consumed a lot of time. Hence I decided to work on this problem and to come up with a better system for buying tickets.
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Robotic Kit For Childrenby Ujjwal Likhar
Robotics is a subject through which kids can learn many things. It has electronics, mechanics, software, problem solving, teamwork, etc., which provides a broad perspective and a huge scope of learning for the kids while they play. Robotic toys fascinate kids a lot. There are many robotic toys available on the market that are getting very popular now a days. These toys mainly come in human or insect form, but now a days companies like Wow-Wee are exploring various animal forms also. The toys can be pre-assembled or in the form of a kit that kids can assemble themselves and play. To make a robot from a kit needs more knowledge and learning for the kids. In the Indian market, the robotic kits that are available are not only very difficult to assemble but also the robot lacks the outer form. The main objective of this project is to design a robotic kit that can involve kids or make them participate in developing a robot. The kit is designed to be very simple and attractive so that it arouses interest and makes it possible for them to assemble easily and to play in an environment created by themselves.
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Packaging design_Project 1 (Internship)
at Think Design Collaborative Pvt. Ltd., Hyderabadby Vijayapavan Amaravadi
KNS Architects is a leading architectural firm based in Chennai. Think Design is designing the website for the firm to project it as a corporate entity in the fields of architecture, interior design, and retail design. Major design and related aspects of the site were frozen prior only. I have worked on making the slide show for individual project pictures and descriptions. The Flash files were done and embedded in HTML and sent for the client's feedback.
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Social networking platform to create music collaborativelyby Vijayapavan Amaravadi
During the II semester’s interaction design group project, the idea of Singo was conceptualised as a web platform where online real-time composition of music can be done among peers through social networking. But Singo was not strongly abstract rooted in actual needs and social structures of the music world because of the lesser time available then. The present project aims to bridge these gaps and to make the platform very intuitive for everyone to create and connect through music. The project started with extensive analysis of Singo with users and other stake holders with the aim of identifying t holders with the aim of identifying the gaps & opportunities in the concept. Regular screening of articles about music in well-known magazines and newspapers (Times of India, Hindustan Times & DNA—All Mumbai editions) was done to know the trends and needs to socially connect in the domain. Attending about seven Jam sessions and five concerts on the IITB campus, visiting a recording studio at Andheri, and having discussions with 15 stakeholders helped to understand the interactions and communication needs while creating and composing music. Experimental exposure towards music mixing software like Audacity, SoundForge, and Magix gave an understanding about mixing and editing controls required at a basic level.
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Technology based system to support Self Help Groups of Andhra Pradeshby Vijayapavan Amaravadi
Poverty cannot be eradicated by just pumping money towards the needy. Microfinance institutes attempt to enhance financial access and explicit participation by poor through self-help groups to thwart poverty. Indira Abstract: Kranthi Patham (IKP), a state government body in Andhra Pradesh, is one such institution that helps set up and run women self-help groups (SHGs) for mutual cooperation. Self-help groups are women-only groups with a limited membership of 10–15 per each. Group members meet periodically to save thrift amounts and access each. Group members meet periodically to save thrift amounts and access banking services like loans, insurance, etc., which they may not avail of individually because of their poor economic status. However, running an SHG is not an easy task for these women. At present, SHGs have to depend on non-members for their tasks of accounting and financial management. Existing systems have greater scope for leaders’ dominance and mismanagement of funds, and hence groups are still distant from the objective of the self-help model. The project involved identifying problems in the way SHGs function and designing an appropriate solution to help automate their key functions. It was started as an appropriate solution to help automate their key functions. It was started with in-depth interactions with members of 5 SHGs and 12 stakeholders across 8 villages. The proposed design is an SHG accounting application based on a mobile phone that can be shared by members of an SHG. Application's interface is based on colours, symbols, numbers, and audio to communicate particulars related to periodical payments, interest rates, upcoming loan opportunities, and such financial matters. It would reduce the need for double entry in multiple books and minimise the errors.
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Designing website for the market segment Science, Technology and Medicine for e-publishing productsby Vinay Ahuja
Impelsys is an e-publishing company, and the project was to design iPlatform, which is a web portal solution that empowers publishers to monetize new and existing content, strengthen their relationships with readers, and establish a profitable digital presence. Whether applied to a single chapter or an entire library, every iPlatform product is a modular solution, easily customised to accommodate changing business needs and expanding functionality. They have nine different market segments, and they want to design different websites for them, and they also want their websites to have features of social networking where the users, members of that website, can have a social network of their own on that website. The project was to design a website for the market segment of science, technology, and medicine.
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Interactive Environment for Childrenby Vinay Ahuja
With the development of technology, nowadays children have a lot of means of entertainment, may it be going to gaming parlours, playing and downloading games online, virtual pets, remote plays, mobile games, etc., and they have an unending list. These things entertain them a lot, but keep them away from other children, group interactions, and physical activities. This project is an attempt to design an interactive environment for children. My aim is to make children interact with other children through group activities and by providing them with visual, auditory, and physical interactions, thus providing them with the feeling of outdoor and making them have fun, learn, and play through an interactive installation.
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Employment Finder for Low Income groupby Vinay Ahuja
This project is an attempt to study the means and methods that various people like carpenters, plumbers, electricians, and maids (all the people in low-income groups) follow to find work and to study their problems related to employment and faced while finding employment opportunities. The aim of the project is to design a system or to find a solution to help all the people in the low-income group find employment opportunities. There are not many means available for people in low-income groups to find employment. My contribution to solving this problem is by designing a system called ‘Kalpataru’. People in low-income groups register with the system, and they get updates regarding employment opportunities related to their preferred profession from the specified area through a mobile application and an IVR system, which are the services provided by this system. This solution caters to both the employers and the employees by helping employees in finding employment and by helping employers in finding employees through an automated system.
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