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M.Des Interaction Design

2019-onwards
(47 items)


2009-2018
(248 items)



Interaction Design

2019-onwards
(47 items)


Visually Representing Deep Time: An Attempt at Understanding the Cause-and-Effect Relationships leading to Evolution of Life on Earth
by Abhinav Bansal
The project aims at the concept of deep time and understanding the cause-and-effect relationships that led to the evolution of life by using interactive data visualization. The visualizations are exploratory and data-driven. Deep time refers to the life of the earth, which is accepted to be 4.56 billion years in age. The human mind can easily visualise timescales of smaller range. However, as soon as this scale is increased, this understanding diminishes. I break down entire geologic time into 8 chapters and use a narrative and a metaphor of 80 years of human life to bind these chapters together. I designed different visualisations for each chapter; however, the semantics were kept constant throughout.
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Design in Schools: Using Design Thinking Process to teach concepts of Mathematics in the Preparatory Stage of Schooling
by Abhinav Bansal
The project aims to curate a framework for teaching mathematical concepts to elementary school students using the design thinking process. The project follows an iterative approach, where the engagement and learning outcomes of the process and designed activities are studied for subsequent development, culminating in a series of lesson plans for the identified topics. The activities are proposed as complimentary teaching methods rather than substitutes for existing mechanisms of teaching. Through the field study, we identified the current teaching methods and the conceptual difficulty the students face. We prepared a set of activities using the design thinking methodology and conducted a pilot study. The results were evaluated by domain experts, following which we designed our first draft of lesson plans and further tested them out using 3 different teaching methodologies. We found out that although traditional teaching mechanisms produced better overall results than a purely experience-based design thinking process, there were certain areas of application where the exploratory approach worked better. Based on the observations and another set of feedback, we designed the final lesson plan and activity workbook, combining theory-based teaching with experiential learning. Overall, we aim to enhance the teaching of mathematics by offering innovative activities and lesson plans, driven by research, testing, and expert evaluation.
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Designerly reflections on data visualization Changing environment and its impact on Ghoramara Island, Sundarbans
by Alivia Chaudhuri
In recent years, the delta of the Sundarbans has experienced various climate-related challenges, including rising sea levels, erosion of islands, and severe cyclones. These changes have had far-reaching effects, especially on the people living there. We visualise the data of one such island in the Indian Sundarbans delta, severely affected by erosion, known as Ghoramara island. Through an examination of the available scientific literature and a brief field study, this paper seeks to provide a comprehensive visual overview of the current state of the climatic parameters of the area and its environmental refugees targeted toward policymakers. This paper is a designerly reflection on the data visualisation we created on the same.
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Font search and selection strategies of non-experts
by Alivia Chaudhuri
The process of choosing a suitable font is challenging. There are numerous options to browse and select from. MyFonts website, one of the top digital font distributors, currently reports it has more than 133,000 fonts available. Google Fonts has a repository of 1462 open-source font families. Even an average computer running Microsoft Office has 164 standard fonts installed. Previously, access to typography was traditionally limited to typographers, designers, or specialists. Now in the post-digital era, access to fonts has risen significantly, which has led to the democratisation of type. Not only expert designers but also non-experts, i.e., novice users without design training, can access graphic design tools like Canva, Adobe Express, and font libraries by aggregators like Google Fonts and Adobe Fonts, which provide users access to thousands of fonts. Font search and selection can be especially difficult for non-designers because of the overwhelming number of options available. They may not be familiar with the classification terminologies associated with typefaces or the role they play in design. Thus, studying their interaction with font search menus becomes an important activity in user interface design. This project aims at studying the font search and selection strategies of non-expert users—with a focus on the usability of font search menu organisations (font classification), understanding how users decide the appropriateness of fonts and the relationships they associate with them.
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Visualizing ecological change in the context of Indian Sundarbans
by Alivia Chaudhuri
In recent years, the Sundarbans Delta has faced numerous accelerating climate-related challenges, including rising sea levels, island erosion, and increasing temperatures. These changes have had far-reaching effects, particularly on economically disadvantaged and marginalised communities residing in the area. To provide a comprehensive overview of the current state of the Indian Sundarbans delta, we conducted a brief field study, examined available peer-reviewed scientific literature, and consolidated data from various sources to shape a compelling narrative. We designed relevant visualisations that engage and inform the user. Our target audience is the general public, who read national English newspapers and possess a basic understanding of science, mathematics, and geography. The expected outcome is a website that presents the story and effectively conveys insights through interactive data visualizations. Our aim is to increase awareness about the ecologically significant Sundarbans and foster the audience's understanding of the impacts of climate change.
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Every breath you take : Attempting to learn the art of creating graphic novels
by Amit Kumar Ram
This project is a continuation of a short graphic novella that I created as part of my trends in interaction design course. It depicted a world plagued by the scarcity of breathable air, exacerbated by an unchecked corporate desire for profit. In this world, air is traded like any other commodity, bought and sold in different qualities and quantities. Rich individuals lead vastly different lives from the poor. I wanted to improve the quality of my novella and therefore set out exploring and studying other graphic novels. I experimented with art styles to decide upon one for the final outcome of my exploration—adapting a few pages from George Allan England’s novel, “The Air Trust," which explores similar themes of capitalising on air scarcity.
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Designing a service to improve the physical and psychological wellbeing of Thalassemic patients in rural India
by Amit Kumar Ram
Thalassaemias are one of the most common blood-related genetic disorders globally. India has a huge number . of thalassemic patients, around 100,000 patients with thalassaemia syndrome. Of the 10,000 to 12,000 thalassemic children born annually in India, very few are well taken care of, especially in urban regions. Thalassaemia patients require regular attention throughout their ives. They need to be on top of all necessary medical processes and need ways to ensure their monthly transfusion happens. The majority of the parents from rural areas and coming from low-income households are unaware of the process involved. The objective is to help Thalassaemia patients and their parents keep track of all the medical procedures relevant to them, get accessible treatment regularly, and also ensure their psychological well-being.
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Constructing a physical installation to increase awareness about the endangered cultural elements of North East India
by Amit Kumar Ram
North East India is known for its rich cultural heritage, and this is reflected in the diversity of its people. This region is home to a number of different ethnic groups and cultures, each with their own unique traditions and languages. However, today many of these languages face the risk of extinction—and therefore, intangible cultural elements strongly intertwined with language, like folktales or folk songs, face a similar risk. The Northeast region has around 220 languages. Assamese, an IndoAryan language, is widely spoken in the Brahmaputra Valley of Assam and is the main language of many communities. Nagamese and Nefamese, both Assamese-based pidgin, are spoken in Nagaland and Arunachal Pradesh, respectively. Bengali is also widely spoken in lower Assam and Tripura. Nepali is widely spoken in Sikkim. However, there are numerous endangered languages that are difficult to preserve because of the lack of a proper script or lack of concerted efforts. In 2003, UNESCO recognised the need for preserving a region’s intangible cultural heritage, manifested through oral traditions, performing arts, social practices, rituals and festivals, knowledge and practices regarding the nature of the universe, and traditional craftsmanship. As a consequence, the Convention for the Safeguarding of Intangible Cultural Heritage was adopted by UNESCO.
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Hows India doing?: Visualizing the National Family Health Survey (NHFS) reports
by Ankit Anand
The National Family Health Survey is a nationwide survey conducted by the Ministry of Health and Family Welfare, Government of India. The survey provides information on population, health, and nutrition for India, each state/union territory (UT), and for 707 districts. The primary objective of the National Family Health Surveys is to provide essential data on health and human development indicators for individuals and households at the national and state levels. In this project, I will be visualising selected data from the NHFS-3, NHFS-4, and NHFS-5 reports to show India performs on these important health indicators and also chart the progress that has been made on these indicators at the national and state level. Visualising the data from the report will help the readers to identify important trends and patterns and make the data easier to recall.
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Redesign of the National Government Services Portal
by Ankit Anand
This is a project to redesign the services portal operated by the Government of India at services.india.gov.in. The project looks at how urban users in India look for information about government services on the web and what are the challenges that they face while doing so. This report also contains design ideas that will help the users find information about these government services more efficiently. And finally, through qualitative user interviews, this report also contains the user’s feedback about the design changes that have been proposed in this report.
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Randomized Control Trials are Changing How We Help The poor
by Ankit Anand
Data visualisation plays a crucial role in communicating economic insights to a general audience. The standard tools of the trade, like bar charts and line charts, have been used for decades by economists to convey study results. Even though economists use these tools, their papers are often challenging for a layperson to understand as they are written for a specific academic audience familiar with the field’s terminology. These papers are also quite dense with mathematical analysis, which requires a significant time investment to understand the study results. There are books written on these subjects, but only a few people would be willing to go through a 300-page book to know about a topic they are only curious about. This project will use data visualisation to communicate the study results in a way that is easy to understand and engaging to read. By visualising the study results, the audience can see the data come alive, and hopefully, they will be much more interested in learning about the topic.
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Experience Design to capture the Intangible Culture of Ittar Making
by Annapurna Garimella
Nothing brings back a forgotten memory to life like fragrance. And the city of Kannauj proudly claims to be the traditional perfumery capital of India and the largest manufacturer of “Ittar” in the world. This centuries-old art of capturing aromas in bottles is an intangible cultural heritage of Kannauj. With the water of distillation flowing through the gutters of the city and spreading the fragrance all along the streets, the occupation of traditional perfume making can be understood as the true essence and image of Kannauj. However, in recent years, the scent of Ittar is fading away from the city. The industry is diminishing due to unfamiliarity about the value of ‘Ittar’ amongst the populace. The current scenario of the aroma industry and the magnificence of the traditional knowledge system are established through careful and thorough observation, analysis, interviews, and documentation. The project explores a design proposal to capture the plight of craftsmen who make the fragrances through the journey of a flower. To help participants appreciate the “true value” of the Indian fragrance Ittar, an interactive experience is designed to explain the cultural significances and complexities involved in the occupation.
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myapp.iitb.ac.in- Redesigned applications platform for internal IITB users
by Annapurna Garimella
Indian Institute of Technology, Bombay has multiple online platforms to facilitate academic and administrative activities of students, faculties, and staff members of the institution. For every use case, there exists a platform that offers dedicated applications or a repository of related links. With the onset of digitisation, these applications were developed to address the instantaneous needs of the users, which led to an organic and unplanned evolution of a complex network of independent platforms. As these portals were “never designed, only coded," they are found to be extremely inconvenient to use owing to the complexity, redundancy, and nonintuitiveness. The platform “myapp.iitb” emerges from the idea of providing the users a single login access to a platform that consolidates all the relevant use cases. This project aims to build a part of the faculty interface of “myapp.iitb” through careful and thorough exploration of the problem space.
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Design Intervention for increasing engagement among the participants of POSH Training Sessions
by Annapurna Garimella
The low female labour force participation rate in India is influenced by factors like unsafe workspaces, societal norms, skill gaps, wage disparities, and changing economic structures. Workplace safety, particularly regarding harassment and discrimination, is crucial for women's empowerment. One of the significant measures, Prevention of Sexual Harassment (POSH), is a law by the Government of India that falls under the Sexual Harassment of Women at Workplace (Prevention, Prohibition, and Redressal) Act, 2013. The mandatory POSH training aims to educate employees about sexual harassment, the law, and its consequences, as well as break social taboos associated with such issues. Traditional training methods face challenges due to recruitment, workspace, and cost limitations. To address this, a simulation-based role-play activity has been developed as a part of a 120-minute POSH training session in collaboration with an NGO (QUEST Foundation) and its legal advisor. Through analysis of the existing POSH sessions and content, conducting interviews with various individuals (employees, HRs, lawyers, gender sensitivity experts), and drawing inspiration from game mechanics, various ideations were developed, followed by multiple playtests and expert evaluation. 
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Redesigning an Instructional video for the case study of Vein Tracers for avoiding multiple injection pricks
by Apoorv Anurag
The project aimed to enhance students' focus and learning by improving the online lecture on 'Designing a User-Friendly Vein Tracer.' The course underwent a significant transformation with a reorganisation of its content, aiming to provide intuitiveness in the course. It was re-shot in an interactive classroom environment, featuring actual mock-ups and prototypes of the product, to immerse the online audience in the design journey. A combination of several types of rich media, such as illustrations, animations, and labelled images, were incorporated to make it engaging, bring clarity, and provide better retention of the concepts.
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Designing Fun Activity for making Indian Senior Citizens Physically Active
by Apoorv Anurag
The percentage of the elderly population is increasing in India and around the world. To avoid potential pressure on medical facilities in the future, it is essential to do preventive interventions in elderly care. One way is to encourage them to be more physically active. One design intervention that can help them make this mundane task more enjoyable is creating fun and motivating physical activities. In this project, we look forward to designing gameful walking activities for seniors with existing health and fitness technologies. We aim our design at older adults 65+ years of age who can walk around independently and do not require special supervision. We aimed to make walking, a form of moderate-intensity activity, fun and engaging for them. Our research found that older adults have a significant interest in religion and spirituality. In this project, we limit our scope to the Hindu religion and focus on the context of pilgrimages in India. In many of these places, people have to walk a long distance and have multiple mythologically significant spots on the way or around it. We took that context and made a fun smartphone application-based activity around it. Older adults can play it in a group or individually. It is called 'Gaman'. In Hindi, it means ‘going’ or ‘travelling.’ The pilot evaluation showed that older adults found it fun and said it could effectively motivate people and would like to do this activity again.
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Raising Awareness of the Significance of Awadhi Bhasha among Young Adults
by Apoorv Anurag
Many languages in India and the world are facing a decline in their usage and status. One such language is Awadhi, which is spoken in the Indian state of Uttar Pradesh. It is declining in its reputation among its native people, especially young adults, and usage when they migrate to large cities. Despite its rich literary heritage and cultural significance, Awadhi is often viewed as unsophisticated and linguistically inferior, largely due to a lack of awareness about its existence, historical information, and limited usage in education and employment. Even UNESCO’s World Atlas of Languages has listed Awadhi as having a ‘Potentially Vulnerable’ language status situation. This project aims to reduce these negative perceptions of Awadhi Bhasha and challenge them through the use of interactive language exhibition design. The project will target young adults of Uttar Pradesh (18–25 years old) who are studying in the state’s colleges. We seek to raise awareness related to where the Awadhi is spoken, its rich literary tradition, and how it is being used to produce some great songs in the Indian music industry. The effectiveness of the project in changing perceptions of Awadhi was evaluated through qualitative study.
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Fingerspelling Mouse Design
by Atish Waghwase
This project aims to explore those interactions and forms that arise when trying to incorporate fingerspelling gestures into consumer mice. I looked at existing mouse designs, identified parameters that constitute the mouse user experience, and developed concepts that incorporate fingerspelling into those mice. For my P1, I designed a novel interaction technique called Fingerspelling. It is a single-handed numeric text entry method that involves lifting fingers resting on a mouse or a trackpad to input numeric data without disrupting the normal functioning of a mouse. While I had a working prototype, I had completely neglected the ergonomics and user experience of the device.
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Single-Handed Input for Numeric Data
by Atish Waghwase
In repetitive workflows like CAD, short, redundant, and seemingly trivial sets of movements can add up to cause significant fatigue and/or time wastage. Reaching over to press number keys on the keyboard using the mouse-wielding hand and back is a frequently repeated action. If we can eliminate the need to reach over to the keyboard to input numbers, we can reduce the time required to do the task. The prototypes detailed in this paper make the computer mouse capable of taking numerical input using gestures while holding the mouse in its resting position. Evaluation shows that it is easy to learn fingerspelling gestures, and they compare quite well to conventional devices like numpads in certain scenarios. Findings show that fingerspelling can be faster than traditional input methods when the user maintains their eyes on the screen. I concluded that fingerspelling interactions can act as a viable means of single-handed input, provided the encoding scheme and ergonomics are optimal.
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Spatial Guidance Using Haptics
by Atish Waghwase
This project aims to create a spatial guidance system that has applications as assistive technology to aid visually impaired persons. I build upon a novel wrist-worn haptic glove by tweaking the original design and creating a novel localisation system, and I construct research to test the capabilities of the human-machine system. The goal of the research was to find how degrees of freedom influenced haptic guidance, as well as if two of our interaction metaphors had an effect on performance. Results show that separating degrees of freedom had significant improvement in accuracy with negligible tradeoffs in speed; I did not see any significant effects of metaphors on performance. Finally, I discuss the implications of this research and how it can be improved, as well as propose future directions for research and design.
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Exploring happiness through contrasts on film
by Indubhusan Roy
Happiness is a subjective experience, and the idea of this film is not to decide which is better. Rather, so that the viewer can take a pause to see how life goes on in both these contexts and draw their own inferences. People living across different contexts, ranging from cities to villages, have their own experiences of daily life. Sometimes the context greatly affects the experience of life. This film tries to explore how people lead their lives in these varied contexts and how it affects them on a psychological level. It is difficult to write a script for a documentary film because it is uncertain what will come in the way when one starts the shoot. However, having a framework was important. So penning down the abstract idea followed by what I would want the viewers to see and feel was put on paper. I was not very rigid about following exactly what was written, but I followed my instincts to capture the essence of the idea that I was trying to portray.
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Design of a digital portal for Space management in IIT Bombay
by Indubhusan Roy
This project aims to create a system for IIT Bombay that lets the management and staff connect through a common portal and helps mitigate various space-related issues within the department. It will also further help students get an overview of the campus and navigate around. Space planning and management in IITB has various constraints, and with the inclusion of more new spaces in the new building, the challenge will further increase. A common portal that serves as a communication platform between the different heads will make the process more efficient and quick. The endeavour of this project is to create a digital portal that all stakeholders can use to aid quicker decision-making and also help keep track and reallocate functions.
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Career Guidance Mobile Service for students in 2 and 3 tier cities
by Indubhusan Roy
Career guidance and counselling are common terms for the urban student, and with a plethora of mobile and web services available, an aspirant for any profession today has access to a huge reservoir of information as well as guidance that helps them in decision-making. However, the same is not true for students belonging to lower or mid-socioeconomic strata in 2 and 3-tier cities. Availability of too much information and lack of self-assessment often direct students to make decisions, which later lead to regret and frustration in their lives. This project tries to understand the underlying problems with the above-mentioned social strata and design a specific solution for the same.
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Festive Flavours of Sankranti
by Jaanhavi S P
Sankranti, also known as Makar Sankranti, is a major harvest festival celebrated in India on the same day every year, which is January 14th or 15th, depending on the solar calendar. It marks the transition of the sun into the zodiac sign of Capricorn (Makara), which is why it is also called Makar Sankranti. Despite India being a diverse country with many regional cultures, Sankranti is celebrated in a similar way across the country with some local variations. People across India celebrate this festival with great enthusiasm, and it is a time of joy, happiness, and new beginnings. The festival is celebrated by flying kites, exchanging sweets made of jaggery and sesame, and taking dips in holy rivers like the Ganges. In many parts of India, people prepare special dishes made of freshly harvested crops like sugarcane, sesame, and jiggery. In some parts of the country, like in Maharashtra, people exchange til-gul (sesame and jaggery) laddoos and greet each other with the phrase “til-gul ghya, god god bola,” which means “eat sesame and jiggery and speak sweet words."
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Empowering Autistic kids for independent communication in context of Jellow AAC
by Jaanhavi S P
Augmented and alternative communication (AAC) means all ways someone communicates besides talking. An AAC device is usually something like an iPad or tablet containing multiple icons that would read aloud to the other person or people. One such application is Jellow, developed at the IDC school of design at IITB. My project was to empower non-verbal autistic kids aged 3–10 years for independent communication using Jellow. My project was to understand the problems faced by nonverbal children and develop features to the app that would make them as independent as possible in terms of daily routine, hygiene, and making simple food. These features are activities to teach them the same through incorporating Jellow’s auditory feedback, which helps the kids communicate and demand their needs. The features were presented to multiple Speech-Language Pathologists (SLP); comments were noted, and a few were incorporated.
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Interactive Visualisation on biodiversity conservation of Nicobar Islands
by Jaanhavi S P
Over the last few months, there has been a massive push for a mega development plan for Great Nicobar, the southernmost island in the Andaman and Nicobar group. The plan comprises an international container transhipment terminal, a greenfield international airport, a power plant, and a township complex—mainly new coastal systems and tropical forests. This project will severely impact the island's geological, ecological, and sociocultural systems. Kalpavriksh is a non-profit organisation working on environmental and social issues and actively fighting to save the Andaman and Nicobar Islands. Prof. Pankaj Sekhsaria, Associate Professor of CTARA IIT Bombay, is an active member of the organisation who has written an archive of reports, information, and documents named "Monumental Folly" on the same. This NGO, along with several other NGOs, has filed petitions against this project and is trying to create awareness among the policymakers and those who could help them with the same. The aim of the project is to provide the Kalpavriksh organisation with an interactive visualisation tool that effectively communicates the impacts and consequences of the development plan in the Great Nicobar Islands. Additionally, the project seeks to raise awareness and reach out to individuals and communities to garner support in preserving the island's natural beauty and promoting its conservation.
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A Revitalized Lecture Experience: Improving the learning of the ‘two-wheeler helmet design’ case study by rich media and illustrations
by Mithun Murali
This project involved re-shooting an existing video lecture on designing an innovative collapsable helmet for Indian motorcycle riders. The goal of this project is to improve the learning experience of the case study using rich media and illustrations. By providing a sneak peek of the final product at the beginning of the lecture, we were able to generate excitement among the students. By showcasing actual mock-ups and prototypes of the product, learners are able to better visualise and understand the design journey, which can enhance their learning experience. The modifications made to the content order were intended to increase students' attention span and make the learning experience more engaging and interactive.
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Design intervention on Google Scholar to enrich the information retrieval experience
by Mithun Murali
The Internet has become the medium of choice for many people to seek information, acquire knowledge, draw conclusions, and solve problems. The Web has become an external memory for its users and even influences how they think and learn, resulting from the search engine. The search feature has been integrated into the operating systems and programs of all types of computing devices. Users can conduct searches anywhere, at any time. Therefore, it has become almost instinctive to locate the search function whenever we need information. The fundamental interaction model of all search functions is fairly similar across all platforms, consisting of query input, result display, and interaction. The development of AI has enabled modern search engines to comprehend some natural language queries and provide concise, direct responses. Multiple industries require access to accurate information. Thus, a vertical search engine concept has emerged. The primary characteristics of vertical search engines are the semantic analysis of the entered key text and the restriction of the result pages to provide the user with more specific results. For example, YouTube is a vertical search engine only for video output. Amazon's search function is a vertical search engine for displaying only items available for shopping.
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The ABCs of Sign Language: An informal approach to teach basics of Indian Sign Language to younger children
by Mithun Murali
This project aims to bridge the communication gap between India's deaf and hearing communities. With an estimated 18 million deaf individuals in India, it is essential to foster acceptance and understanding among the hearing community regarding the deaf culture. This project is not a quick remedy but rather a long-term strategy to foster a generation that is more accepting of deaf culture. My concentration is on able-bodied younger children aged from 6 to 12 years old, as they are at a vital developmental stage and are receptive to new information. The goal of the project is to develop a simple and engaging activity to help younger children learn the fundamentals of Indian Sign Language (ISL). The activity will be intended to be interactive, engaging, and simple to comprehend so that the children may learn while having fun. Learning Indian Sign Language (ISL) can be a time-consuming and effort-intensive task. The vocabulary and sentence formation in ISL are very complex and still under development, making it challenging for people to learn the language quickly. However, exposing young children to the basics of ISL can help them develop a foundation that will make it easier to learn more advanced vocabulary and sentence structures later on. By providing an accessible and engaging way for children to learn ISL, we can create a generation that is more inclusive and supportive of the Deaf community. In conclusion, this project aims to create a fun activity that helps able-bodied children learn the basics of Indian Sign Language (ISL).
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Redesigning conjunct input for Swarachakra Kannada + Empirical study of prediction in Hindi keyboards
by Prafulla Chandra
Swarachakra is an Android keyboard developed by the IDC School of Design, IITB for Indic Languages. Swarachakra has scope for redesign and further optimisation, especially in inputting conjuncts, as they are very common in Kannada. Swarachakra for Kannada currently exists, with the last update being 6 years ago. The keyboard layout is directly adapted from the Hindi version. In this project, I’m aiming to modify/redesign the conjunct input technique to observe increased efficiency and a reduced learning curve. If proven to be faster and easier to learn compared to existing design, this project can be taken forward and prototyped for Swarachakra keyboards in other Dravidian languages as they share the same set of conditions.
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Govandi Arts Festival
by Rubayat Ahmed
There's nothing that sets my heart ablaze like the art of capturing videos and bringing them to life through meticulous editing. The sheer joy and satisfaction that come with weaving together individual stories to create an emotionally fulfilling narrative is a feeling beyond compare. It was this passion for storytelling that led me to volunteer for the GAF in the first place. When I shared my passion with Deepa ma'am and told her about my desire to work on such a domain, she immediately agreed that GAF would be the perfect place for me. I was beyond relieved to have found a place where I could finally do what I love, especially since it wasn't something I could do in my usual course. As I began my work as a visual documenter, my excitement grew with each passing day. However, what I experienced during my time at GAF went beyond my wildest dreams. I was fortunate enough to witness the transformative power of the festival on the people of Govandi, especially children, and it changed me in ways I could never have imagined. During the two months that I spent with the indulgent people of Govandi, I felt like I had become part of their family. Despite living in a densely populated urban settlement and struggling to get by in their 200-square-foot homes, their dreams and joy for life were truly remarkable.
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Exploring Augmented Reality interactions to understand the concept of hybridization in organic chemistry
by Rubayat Ahmed
Spatial ability plays an important role in chemistry learning, as students are required to visualise specific microstructures, but the visualisation of chemistry topics is a difficult task for students with traditional methods. Teachers and academicians use various analogies and methods to help students understand the topic. Still topics like hybridisation, which is a very abstract concept in itself where multiple atomic orbitals are mixed together to form new hybrid orbitals, students find difficulty in understanding the concept and end up mugging it. This project is focused on how we can visualise the concept of hybridisation in a more intuitive manner for students with the help of augmented reality. As augmented reality is becoming more accessible day by day, it's a good opportunity for teachers as well as students to leverage the capabilities of AR for better learning opportunities. The objective of the project is to develop a working prototype through novel design interventions in augmented reality while exploring different marker-based interaction techniques.
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Designing an interactive online repository for folklores of Assam
by Rubayat Ahmed
The project focuses on the design of an online interactive repository for Assamese folklore. The aim of the project is to take a user-centric approach in designing a participatory archive for Assam, a state in north-eastern India known for its rich cultural heritage and diverse ethnic groups. The project explores alternative methods for collecting folklore data, with a particular emphasis on gathering data from different indigenous communities through school students. The report highlights the cultural diversity of Assam and the importance of preserving its folklore, which encompasses oral traditions, beliefs, and customs, material folklore, and performing arts. It acknowledges the challenges faced by traditional archives and emphasises the need for an interactive online repository that can adapt to the evolving digital landscape. The report outlines the project's objectives, which include designing the repository interface along with a prototype, exploring alternative data collection methods, and testing them. The primary work flows of the system, involving stakeholders, repository components, and data flows, are also designed. The scope of the project excludes aspects such as database management, security, metadata, and copyright issues that are beyond the project's immediate focus. By taking a holistic approach to the design of an online interactive repository, this project aims to contribute to the preservation and accessibility of Assamese folklore, incorporating user participation.
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Digital Archives for 'Design in India'
by Sanika Deshpande
Design Archival is really important in the evolution of design. Most of this data is not very easily available and is just known to experts in the field. The project will focus on the evolution of design artefacts found through research, documentation, and conversing with experts. And further ideating options and development of the interface for digital archival purposes. Development of an interactive digital archive for 'Design in India'. This project is supported by the D'source project funded by the Ministry of Education at IDC. Once implemented, this project will have lasting value to the preservation of design artefacts in India. This project will help the designers use the past as a cultural inventory for designing in the future. Capturing, storing, and later accessing digital data has become a necessity due to the rapid growth of digital content over the past 20 years. It will give designers easy and long-term access to design archives as they will be available digitally.
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Designing hands free interactions in Indian household kitchens
by Sanika Deshpande
Cooking plays an important and essential role in our lives. Young people who have recently started living independently, though, have not had enough experience with cooking. As a result, they often rely on online recipes or call their parents for guidance. This project focuses on understanding the problems faced currently in Indian household kitchens and designing a hands-free interactive solution for the same. As per the results from primary research, three areas were identified, which were recipe assistance, assistance on multitasking, and cooking assistance, where hands-free interaction techniques can help young adults to improve their skills and enjoy cooking even more. The proposed design utilises voice-based and visual assistance through a dedicated mobile app installed on the user's device and assisted by a kitchen- camera, kitchen sensors (such as temperature sensors), and actuators (such as LED lights and beepers on the stove). The system behaves differently in various scenarios, adapting to meet the specific needs of each user. For an absolute beginner, the system offers step-by-step interaction, whereas for the intermediate users, it plays the role of an assistant, supporting and helping multi-tasking, drawing attention to things that might go wrong. To refine the final design, user evaluation was conducted using the Wizard of Oz technique. Valuable insights and feedback from the evaluation were utilised to modify the design, enhancing its overall effectiveness and user experience.
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Designing an interactive technology in a museum
by Shivangi Negi
The aim of the project is to explore the potential of interactions, particularly augmented reality (AR) interactions, that are possible in a museum exhibit. The study focuses on the micro-interactions that can occur while using smartphones, tablets, interactive screens, projectors with sensors, and other similar devices. It aims to identify how technology can contribute to enhancing the visitor experience in museums. The research methodology includes primary research on the Ajanta Virtual Exhibition, case studies of other exhibits, and secondary research from other sources. The findings of the study suggest that the use of technology can significantly improve the engagement of visitors with museum exhibits, making the experience more interactive and immersive. Finally, the research is applied to the case study of Basava International Museum to provide practical insights into the implementation of AR interactions in a museum exhibit.
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Redesigning a service to assist anaemia treatment and prevention amongst women in Urban Slums in India
by Shivangi Negi
Anaemia is one of the main issues with public health in India and is the most common around the globe, affecting 24.8% of the global population. According to the results of the NFHS-III study conducted in 2005-2006, India has one of the highest rates of anaemia in the world, afflicting 50% of the population. One in every two Indian women (56%) has some form of anaemia, and it is thought that 20% to 40% of maternal mortality in India is related to anaemia. Although it affects people of all ages, young children, pregnant women, and women who are not pregnant but are of childbearing age are the most at risk. The aim of this project is to help anaemic women from urban slums recover and to eventually prevent anaemia. The route will be of service design. This is done by providing the interventions that enable the customers to take charge of their own recovery in the medically prescribed way. The interventions will also help them sustain this behaviour in order to prevent anaemia after recovery.
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Designing an intervention that assists architects to incorporate traditional architectural practices
by Shivangi Negi
This project aims to revive and promote traditional architecture practices, specifically focusing on the Kath Kuni style, in Himachal Pradesh, India. The project involves the development of a Kath Kuni plugin for the BIM software Revit, targeting architecture professionals interested in integrating Kath Kuni elements into their designs. The plugin provides assistance during analysis, draughting, and editing processes within Revit, facilitating the seamless integration of traditional architectural elements. Additionally, a dedicated website has been designed to serve as a repository for various styles of traditional architecture in India. The website not only provides access to the Kath Kuni Plugin but also features a discussion forum and an open-source component library. These interactive features foster collaboration, knowledge sharing, and the exploration of traditional architecture. The project follows an iterative approach, incorporating feedback primarily from novice architects in Kath Kuni and discussions throughout the research, analysis, and wireframe stages. This iterative process ensures that the plugin and website meet the specific needs and preferences of architects working with the Kath Kuni style, ultimately contributing to the revival and preservation of traditional architecture in Himachal Pradesh and beyond.
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Redesigning an Instructional video for the case study of 'Filter bottles for CRPF Jawans'
by Shweta Ratanpura
The project involved redesigning the video, which is on Swayam Open Design School Course, for the case study of ‘Design for Survival'—Filter  Bottles for CRPF Jawans. The aim of the project was to increase the engagement and responsiveness of the students by defining learning objectives, restructuring the course content, and focusing on using visuals, illustrations, and animations. The original video as well as the case study report were taken into consideration to restructure the video, which was then shot and directed accordingly. In postproduction, titles, slides, section breaks, supporting text, visuals, etc. were added.
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Designing instructional materials, assignments and activities as a Foundation course module for ‘Colour Theory’ for Design Schools
by Shweta Ratanpura
Today’s Design students have grown up familiar with digital media and are quick to use digital tools in their study and practice. The purpose of this project is to use existing teaching methods in combination with emerging technologies to improve the learning experience in a classroom setting for Design students. The project focuses on developing a new methodology for teaching colour theory that incorporates the classic theories rooted in the Bauhaus School into a digital and interactive environment. By utilising emerging technologies, we can not only expand on the ability to teach the subject of colour efficiently but also effectively and in line with today’s trend of digital output. Students could quickly learn about the interaction of colour and experience the concepts of traditional colour theory curriculum in digital formats that they are familiar with.
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Data Visualization for the trends in the Gujarat Elections over the last 10 Assembly elections
by Shweta Ratanpura
A higher voter turnout in the Indian Assembly elections in recent years indicates greater participation as well as a growing interest in politics by the people. One of the most widely debated topics of interest in the Indian political space are the Gujarat Elections and the BJP party’s consecutive wins since 1989—it has dominated the last 7 Assembly elections. Information graphics and interactive visualisations have become an integral part of modern journalism today. The nature of election reporting has increasingly become data-centric, with a wide number of data parameters to draw upon. While national news outlets and journalists have extensively covered Gujarat elections each year, there are not many examples of data-driven journalism that covers the past elections and the events leading up to them in their entirety. This project aims to present rigorous analysis and insightful communication about the various parties and candidates involved in the elections through a series of data visualisations.
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Electroflow Card game- Educational Game design based on the concept of electric circuits for school children
by Tejaswini Pundge
This is essentially a multiplayer card game that aims to explain understanding the role of components, their ways of application in electric circuits, and how they interact with each other. The game focuses on the fundamentals of electric circuits, such as component roles and electron flow, where students enjoy the game by performing the roleplay of circuit components. The main objective of the game is to collect the desired combination of electrons, which will be achieved by passing the electrons among the players.
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Instructional design for financial literacy of low literate women
by Tejaswini Pundge
Financial literacy is vital for empowering people to make knowledgeable financial choices and attain economic autonomy. Unfortunately, individuals with low literacy levels, especially in marginalised communities like women, face difficulties in comprehending complex financial concepts. In response to this, an instructional design project was undertaken in collaboration with ASHA NGO. The project's primary objective was to explain fundamental financial literacy concepts such as record keeping, financial goals, budgeting, investments, and online transactions. The project's final deliverables include a lesson plan, an exposure presentation, and a specially designed toolkit tailored for low-literate women, particularly those who operate small tailoring shops.
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Instructional Design: Morphology of Flowering Plants
by Zuha Asif P
This project aims to create an interactive experience for children to understand the morphology of plants. The deliverables are a deck of cards explaining concepts with the help of augmented reality (AR). The cards contain a brief of the classification type on one side and illustrations as image markers for AR models on the flip side. The models are also supported with audio explaining the concept or topic. This helps in demonstrating samples that are not easily available everywhere and are difficult to find in the nearby environment. It also helps to project realistic models of the plant to understand concepts better. This is also aimed at creating interest in younger minds to develop an interest in this subject, which invokes a child to observe the plants and trees around them and find patterns and arrangements. To make this project, I relied on the Vuforia Engine in Unity. It allows the user to add animations, videos, and images under different parent image targets. This can be used by any Android device and does not require any additional hardware like a VR headset.
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Graphical Passwords for Emergent Users
by Zuha Asif P
Numerical passwords (or PINs) are a commonly used "what you know" password mechanism. However, numbers could be difficult to remember, and particularly for emergent users. Graphical passwords, and especially passwords based on human faces, could be an alternative, as we humans remember and recognise other human faces easily. Further, we posit that if these human faces happen to be of well-known personalities (such as celebrities), these should be even easier to remember. In this paper, we present a within-subjects, counterbalanced, longitudinal study with 30 emergent users that systematically compares the performance of PINs with Passfaces of two types, one composed of unknown people (Passfaces for short) and Passfaces based on celebrities (Celebrities for short). Passfaces and celebrities had a larger password space by design (and hence, arguably, were more secure) than PINs. Users were asked to memorise each password and recall the same after subsequent intervals. The analysis of the results showed that PINs and graphic passwords were not significantly different in terms of memorability.
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2009-2018
(248 items)

Internship at Generator
by Astha Kabra
They are digital natives who pioneer a brand into an already existing digital culture. Generator’s purpose is to recognize a brand’s energy and activate it, thereby connecting with an audience to aide the process of growing business. DYNAMIC It’s a fully loaded arsenal of turnkey multimedia capabilities that produces a unique project for each need. At Generator, they vivify dynamic messages to capture attention in a fast paced world inundated with information. ENGAGING The lifeline of a brand is engagement. Revenue conversion happens when they drive people to the brand with interactive content and leverage social media platforms effectively. USER CENTRIC Mobile, tablet and cloud capabilities are being unleashed everyday. A brand’s existence depends on being present at the intersections where users are communicating and exchanging information. Generator work alongside creative and business stakeholders to build intuitive and world class applications that people want to return to. MEASURABLE The gritty science behind the dazzling surface of digital media is the ruthless monitoring, analysis, assessment of results.
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Food Home Delivery System
by Astha Kabra
According to recent study, the frequency of eating out and ordering in has more than doubled and increased the demand in all for food services in Metro cities. As a result, it has become important to understand this fast-paced user dynamics in terms of demographics and behavioural differences of user while ordering food. It has been observed that the interaction of human beings with technology increases as the problem they are solving is frequent. Communication is fundamental in the new age, so is Food. We have internal notification for hunger from our body, but don’t have a seamless, time saving & beautiful platform to fulfill that demand. Across the country and majorly in the metros such as Mumbai, customers now demand for good food at the door step, whether at home or in office. ‘ Zayke ‘ (mobile app) provides solution which fills in the gap between the user’s and multiplicity of restaurants. The solution’s novelty lies in resolving the major issue of ordering in a group and from multiple places in one transaction. The users no longer need to store paper menus and offer coupons with limited validity. They can also explore the trending dishes, popular dishes, there eating patterns, flavour trails and calorie consumption. Moreover, the users have a platform to put their opinions, suggestions, reviews and recommendations directly.
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Introducing Culture to Children through Storytelling
by Astha Kabra
The project aims at introducing culture to children from 4 -7 years who are not in touch with their native culture or who have migrated from their hometown. The idea is it promote, foster and propagate Rajasthani culture through storytelling as it helps in enhancing active imagination and bringing in curiosity about their own roots. Giving them a tacit experience about Rajasthan by imitating certain cultural activities and taking them to a journey of fun, play and learn. This project is an attempt for designing a platform, which bridges the gap between children and there native culture. The challenge involved designing an interactive public space. This project involved study of space, interactions, sound, children behavior, architecture, history, stories, culture etc . Inspired from Kaavad, a traditional storytelling tool from Rajasthan, the installation is designed to transmit the culture hymn to young children. The project allows user you to experience different aspects of the tangible and the intangible culture of Rajasthan. Non - sequential stories, artifacts and activities makes the installation participative, playful and interesting.
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Performance Animation
by Jaison Jacob
Affordance and low tech savvyness are the rea - sons why small budget films and independent film makers are not able to access the available high quality motion capture technologies. This project deals with the study of how to make an affordable technology for capturing facial expressions. It started with the study of the different kinds of motion capture, followed by their usage in films and the reasons why they are not affordable. Different techniques were evaluated based on their ease of use, learnability, affordance, and quality of the captured data. Based on the study, a low-cost technique was tested, and the process was documented as a quick learning tutorial for shortening the learning curve of a user.
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Summer Internship Project
by Jaison Jacob
The team from Industrial Design Centre, IIT Bombay comprising of Edu Mohan, Jaison Jacob, Naveed Ahmed and Sourabh Pateriya visited Institute of Ergonomics (IAD), Technical University of Darmstadt, Germany, on a Student Exchange Program during May-June 2013. IAD specializes and carries out continuous research in the field of ergonomics with focus on vehicle ergonomics, work organization and production ergonomics. During the 6-week exchange programme, the team worked on a project and various workshops. While the project was three weeks long, the workshops usually were as short as two or three days. The workshops were randomly distributed over the 6-week period. Students from Interaction Design – Jaison, Naveed & Sourabh – worked on the project, the details of which are mentioned below. The project, Creating flexible workspaces in the IAD context, was completed by the team from Interaction Design over a period of three weeks. The workshops included learning new methods of decision making, design explorations, designing games, attending talks and providing design recommendations to a variety of project modules. The content in this report has been structured and divided based on the projects and workshops done. They have been ordered according to the duration and amount of work done during each assignment.
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Touchscreen Malayalam Text Input for the Blind
by Jaison Jacob
This project involves the study of the structure of the Malayalam language, alphabets and the effective ways to represent them on a keyboard layout for making the text input process easier for the blind. Absence of a proper input and feedback mechanisms are the reasons why blind people are not able to use the touchscreen mobile devices for inputting text in Indian languages. This project aims to develop an effective Mobile touchscreen keyboard for the blind users to type in Malayalam. I studied different keyboards on Indian languages, learned how the blind users use the existing keyboards and designed keyboard layouts based on the insights derived from the study. Here vision is substituted with haptic and voice for the better Interaction between the blind user and the touchscreen, letting the user know where he is, giving two types of feedback to the user: What am I typing, what have I typed. I tried alternatives that are static, dynamic, circular as well as rectangular and these layouts were theoretically tested by comparing with each other and also with the existing Inscript keyboards that some blind users are experts with. The input is recorded from a touchscreen keyboard, stored as a Unicode and the output will be a display, haptic or a voice feed. After performing a theoretical testing on the alternative keyboards (static, dynamic; circular and rectangular), the dynamic circular keyboard is found more effective towards the parameters defined on the design brief (Chapter 7, section 1-3). This keyboard is subjected to further iterations and is prototyped as the final design. A usability evaluation is performed on the final design for measuring the attributes like: Overall effort, learnability, accuracy and speed. The final design achieved a speed of 1.05 words per minute (speed after the user underwent training for 3 hours with 100 complex Malayalam words) and 0.41 words per minute (mean speed after the users underwent training for 30 minutes with 10 words each).
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Personalized data Visualization for Enhancing Shopping Experience
by Jaison Jacob
The high effort/low reward mechanism to input expenses and lack of responsive money management (react positively, appropriately and quickly to user’s dynamic spending habits) are the reasons why people are not using the available mobile based personal finance applications to record their day to day expenditure. This project aims at helping user to spend his money based on his needs and follows a logic based budget (a reasonable way of thinking about managing user’s money for his day to day activities) rather than following up a budget made over fixed and non-responsive assumptions like how much money left - how many days to survive. Here I am using visualization as a tool for the user to generate insights about his expenditure and help him accomplish his meaningful goals. I am also using prediction of user’s daily budget and expenses to support user (remind user about expenses that he possibly may/may not have) and minimize the input effort. This project led to the development of a mobile phone based finance application that involved the study of existing mobile personal finance applications, online shopping websites, identifying the existing problems and trying to solve each of them by different approaches. I explored different ways to input expenses, create a responsive budget and finally designed a prototype and tested it over a period of 30 days for accuracy of the prediction and usability of input mechanism.
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Jaipur Foot Innovation Par Excellence
by Naveed Ahmed
Jaipur Foot Innovation Par Excellence highlights the groundbreaking design and development of the Jaipur Foot, a low-cost yet highly functional prosthetic that has transformed the lives of thousands of amputees in India and across the world. The video presents how this innovation stands out for its affordability, durability, and adaptability to varied lifestyles, particularly for users in rural and economically challenged settings. By combining human-centered design with practical engineering, the Jaipur Foot not only restores mobility but also dignity and independence, making it a globally recognized example of inclusive and socially impactful design.
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Creating Flexible Workspaces
by Naveed Ahmed
The team from Industrial Design Centre, IIT Bombay comprising of Edu Mohan, Jaison Jacob, Naveed Ahmed and Sourabh Pateriya visited Institute of Ergonomics (IAD), Technical University of Darmstadt, Germany, on a Student Exchange Program during May-June 2013. IAD specializes and carries out continuous research in the field of ergonomics with focus on vehicle ergonomics, work organization and production ergonomics. During the 6-week exchange programme, the team worked on a project and various workshops. While the project was three weeks long, the workshops usually were as short as two or three days. The workshops were randomly distributed over the 6-week period. Students from Interaction Design – Jaison, Naveed & Sourabh – worked on the project, the details of which are mentioned below. The project, Creating flexible workspaces in the IAD context, was completed by the team from Interaction Design over a period of three weeks. The workshops included learning new methods of decision making, design explorations, designing games, attending talks and providing design recommendations to a variety of project modules. The content in this report has been structured and divided based on the projects and workshops done. They have been ordered according to the duration and amount of work done during each assignment
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Healthcare Screening Systems for Cardiovascular Diseases
by Naveed Ahmed
Over the past two decades, sedentary lifestyles and unhealthy diet and occupational stress have led to a sharp rise in cases of cardio-vascular diseases (CVDs). Early subtle signs in these cases unusually go unnoticed and the disease gets identified when irreversible negative consequences become apparent.Through user studies, it was found that people neglect their health and get checkedup only when someone close to them falls sick; and sometimes only to realize that it is too late. These diseases could be avoided if diagnosed early through regular checkups and with enough awareness amongst susceptible groups. In the long run, this can prevent chronic illnesses. The project hence aims to create solutions for easy screening that would facilitate quick and hassle-free health check-ups.The project had three outcomes—trigger events that help engage new users into the health system, a healthcare kiosk where a user can get himself checked-up and an online interface to manage health data. All these are interconnected as a larger system.The social network of a patient who recently underwent a CVD is used to trigger and encourage preventive health behaviour among susceptible connections. This is done via direct intervention of the affected persons and online social networks. The social network includes the relationship of the user with members of the family and society. The healthcare kiosk is an independent self-service setup where people can go and get themselves checked-up for signs that cause lifestyle diseases. The kiosk has devices that measure body parameters and collect minimum information required for initial analysis. Suggestions and recommendations on further detailed check-ups, doctors’ information and future check-up schedules are then provided to the user based on the analysis The setup integrates with an online interface that takes health and family medical history of the user and assesses the risk to a particular disease over time. To predict risk, factors like hereditariness of a disease in the family and current medical data are used. The solution also encourages users to develop health behaviours that may help transform the current curative healthcare system to a more ‘collaborative’ one. As devices used were mainly self-help, the user evaluation concentrated on how (and if) the users understood the instructions provided to use these devices and their ability to finish the tests successfully.The devices were tested with the target user group and also those who have used personal medical devices earlier. Most of them could follow the video instructions and perform the tests themselves easily without much intervention. Part of the evaluation also consisted to social prototyping and finding the effect of how the message spreads across one’s contacts. For this, the growth of an online questionnaire over time were analysed along with interviews. The online questionnaire showed impressive results with most of the users referring family members than social contacts. As part of the future work, there is a need to improve the motivation factor in the social network. The apparent and perceived hygiene of the kiosk is of prime importance that would drive people to actually use the system.
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Navigation and Wayfinding - Using Schematic Maps and Landmark Data for Less-Educated Users
by Naveed Ahmed
In India, where usage of printed maps is less and the reliance on asking around is higher, adaptation to existing online solutions is low. Asking around is influenced by several socio-cultural factors and in turn affects how wayfinding systems are designed. These include micro factors like the time of the day to macro factors like gender and personal biases. Using the hypothesis that a combination of schematic maps and landmark information will be an effective way of navigation, a prototype that uses these concepts was created. A combination of schematic maps that are widely used in transit networks and photographs of landmarks on the route can result in a new wayfinding system. Schematic maps are created using generalization techniques to make a map more usable and closer to users’ mental models. With the map showing the direction of travel, landmarks along the route can be used to move further and reach the intended destination. Here, landmarks along the route are used as checkpoints and nodal points. Checkpoints are intermediate milestones which the user has to achieve and nodal points are locations on the route where the user takes a turn from his current direction of travel. These are shown as points on the map and each of these have corresponding landmark photographs associated with them. Hence, the route is divided into segments that are completed in a sequential manner. Nodal points with several intersecting roads are provided with details of other routes to guide the users accordingly. The prototype created using the above concepts was tested in comparison with an existing solution (Google Maps) with users with less education. Some of these users were first-time map users. Two randomized sets of users—one using an existing solution and one using the current concept—were asked to reach a destination using the prototypes. A/B Testing was also conducted to avoid bias. During evaluation, users could use the application successfully with most of them being able to identify landmarks and reach the final destination without much hassle. Comparative studies showed that landmark-based navigation definitely has an edge over other systems, especially when it comes to taking the correct turn. Future work lies in creating a scalable model for generating data that will be required to make the application usable and keep it up-to-date with the changing environment.
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Effect of Scale, Symbols and Number of Elements in Data Visualization
by Pebam Pritam
In order to identify the optimal visual representation for an specific kind of data and purpose, we need to measure the effectiveness of data visualizations. Several studies have been conducted to understand fundamental questions in this field — How do we define the effectiveness of a data visualization and how to quantitatively measure the effectiveness of data visualizations. McGill (1984) identified the ordering of the visual tasks on the basis of accuracy in terms of elementary perceptual tasks; his paper validates essential criteria over which certain visualization are more efficient than others. Zhu (2007) defines what is an effective data visualization and how to analyse quantitative data to provide a precise measure of effectiveness based on the accuracy, utility or efficiency. However, in all these existing studies, we did not find the effect of a base-scale, symbols or optimal number of elements in a specific data visualisation. In order to fill in this gap, we performed a preliminary experiment to measure the effect of these entities on data visualizations n this paper, we present the results of an experiment where we studied i) the effect of having a base measure (scale) in datavisualizations; ii) the effect of using symbols in datavisualizations; iii) the optimal number of elements a visualization should carry. Twenty five participants of both genders between the age range of 20 to 30 were subjected to a total of ten stimuli (2 to study the effect of base-scale, 2 to study the effect of symbols and 6 to find the optimal number of elements to be used in an data visualization). These stimuli were presented in a random order and participants were asked to answer questions based on the visualization, while at the same time, the time taken for each answer was electronically recorded through the system. Participants were asked to answer the questions as fast as they could. The collected data was analyzed using a method similar to the one suggested by Zhu. On the whole a students T-test was used to measure significant differences between speed and accuracy (error rate) of answers for each of the data visualizations. Our results show that adding a scale has a significant impact on the effectiveness of the visualization. A visualization with a scale performed significantly better (p<0.1) than one without a scale in terms of its speed (12.67% faster), the error rate was also found to be lower (p<0.5) (33.56% less errors). We also found that the usage of symbols also makes an improvement in understanding the visualization and hence making it more effective, the time taken is again less (p<0.1) i.e (8.9% faster) and less errors (19.72% less errors) were recorded (p<0.5) when compared to a visualization without the use of symbols. However, our results to identify the optimal number of elements in a visualization did not yield any significant results. We hope that the findings of this study would help designers create more effective data visualizations.
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Google Mobile Cpanel Admin App
by Pebam Pritam
Google Mobile Cpanel app is the admin console for Enterprise Google Apps for mobile devices. Google Apps is a cloud-based productivity suite which comprises of several Google services/products including Gmail, Google docs, Google drive, Google Calendar etc for enterprises, SMBs or teams. Through Google Apps, enterprise users are allowed to customize these products according to their requirements. Usually an IT admin does all the major adminstration or management tasks of their users/employees through the dashboard of the desktop version of the Google Apps. Through the Mobile Cpanel Admin app, Google is bringing the high-level administration & management capabilities to mobile devices, both in Android & iOS platform so that users can enjoy the service on a mobile device.
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Interactive Information Explorer for Bollywood Data
by Pebam Pritam
In the age of big data, accessing information, collating them and of all making sense out of them has become challenging. Interactive Information Explorer (IIE) attempts to bridge the gap between human cognitive limitation and deciphering/accessing big data. It provides a structural model to access data, not limiting to the current trends of visualization and summarisation that prevails in the information design-sphere. IIE provides a minimal depth UI framework through which one can access data which invokes users to explore a particular data set. During the process of ‘exploring’, users picked up subtle insights revealing patterns and establish knowledge about the data set which otherwise would’ve been hard to notice or understood. The framework is designed to handle different varieties of data-set in an attempt to universally establish a generic structure to access information and data. In short, IIE may be roughly compared as a more insightful version of the Windows Explorer or Mac Finder
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Addressing Racial Prejudice and Stereotyping issues
by Pebam Pritam
Racial discrimination and stereotyping are well-established and well-known practises that we see every day in our society. The very existence of such a malpractice has been a big obstacle in the progress of human civilization. Such a society usually exhibits instability and is prone to violent activities due to its discriminatory nature. To help understand the core issue, several research projects on societal practices, studies on the racialization of religion resulting in conflicts, the distinction between race and caste, etc. have been undertaken. Various researchers have tried to define the term "racism" so as to set a common language and help understand the issue. The findings of these studies are exhaustively used or referred to in this project. In the last couple of years, there has been a rising voice against racial practise in India, especially from the citizens of the North Eastern (NE) states of the country. Protests have erupted across the country in response to the deaths of four NE students in separate incidents.Debates and discussions have been conducted to help understand the root of the issue and establish the de facto nature of racial practise at various levels. To help curb the issues, or at least reduce the adverse effect caused by racism in society, various organisations and responsible citizens have suggested ways to address the issue. Steps like the review of the national school curriculum to include content from the North East, a hotline for emergency cases, vigilance programmes through online and television media, etc. have already been taken to bring awareness to the general masses. A literature study conducted to understand the root causes of racism identifies that one of the most important causes is "lack of awareness" or "non-vigilance." To alleviate and abolish the ill effects of racism, this project attempts to disseminate information to help raise awareness. This project attempts to address the issue through design intervention and leverages modern technology to its advantage.
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The nature of meaning in contemporary times Reflections of an aspiring story-teller
by Prashant Sachan
This project is an attempt to address that urge to reflect upon those stories and emotions that I experience when I come across various facets of life. “At times, I lean back on that rickety chair in the terrace with the intent to draw beads of words on that weak thread of feelings.. At times, I fail miserably. Rather say, I fail most of the times. I am not that afraid of failing to express, I am more afraid of that wall within me that stops me to say.”
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Usable security using social authentication for online transactions by low literate users
by Prashant Sachan
Authentication techniques for mobile applications in developing regions have largely been adopted from those used in developed countries. While there has been significant research done to determine how human behaviour affects authentication techniques in the developed world, much less attention has been paid to devising novel authentication techniques for users in developing regions. In this project, we consider authentication mechanisms that rely on shared information possessed by members of a social network. We describe a proof-of-concept field study to investigate how ties within the close-knit social structures in developing regions can be leveraged to provide an authentication mechanism for mobile phone users. This was a two-stage field study involving 174 subjects conducted over a period of five months. The basis for using social authentication, in which users are queried about events and other private information by friends and family members they have nominated, was derived through studies involving 54 participants. This was followed by a field study of a mid-fidelity prototype involving 120 participants. Our results indicated that users find social authentication simple and usable, and that more familiarity with this technology will significantly improve its efficacy.
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One handed text input in Devanagari
by Prashant Sachan
Efficient physical devices, specially designed for one -handed text input in Devanagari aren’t available. This projects aims at designing an efficient one -handed text input method for Devanagari such that it facilitates the typing process with just one hand. The project contributes new methods to input Devanagari text, based on the structure of the script. The designs underwent through cycles of design, prototyping and evaluation. The final prototyped and evaluated concept called 'Melo' is inspired from ‘melodica’ – a type of musical keyboard. In Melo, characters are entered through simultaneous multiple key presses, using key combinations that follow a pattern based on the structure of the script. Two types of evaluations were conducted on the design - One was Theoretical evaluation, in which overall effort was measured and compared with InScript and Half -qwerty keyboard (both were used for one -handed input in Devanagari) for 3 set of words with different level of complexity; and other was Empirical evaluation, in which a short term test and long term test were conducted for the final design and InScript Keyboard (for one -handed use). The objective was to compare learnability, typing speed and accuracy for the two keyboards. Melo keyboard was found intuitive and easy to learn by first -time users. The finger travel and no. of key presses on Melo were similar to Half - qwerty, Inscript had least no. of key presses and maximum finger travel. But, the finger gestures while typing on Melo were user -friendlier and the finger load was distributed primarily on the fingers with higher strength and pointing accuracy as compared to the other two. Based on the data from Long term Study, Melo was doing better than InScript but, the difference were not significant enough to draw conclusions about the typing speed and accuracy
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Design research and exploration for ‘Gamification of Informatica products and tools’
by Prashant Sachan
With the entry of digital natives in the work force, the paradigms of work environment have changed significantly. The user expectations from serious business applications are also maturing to a great extent. So, it has become extremely important for a business to keep its users motivated, satisfied and engaged in its products and services. Gamification is a common buzzword in businesses these days and it is seen as a tool to keep the users motivated and to make them get engaged in desired behaviors by guiding them through the path of learning and thus, let them achieve mastery. Various organizations are trying to integrate game mechanics with their products and services to boost certain metrics. This project is Informatica’s first step to define the scope and relevance of gamification for their product and services. Enterprise gamification is a new concept that is still in its infancy, there are different approaches to it. The project involved establishing an understanding of the gamification concept through secondary research and comparative study, studying facets of Informatica products, finding opportunities, defining an approach and thus, using Gamification concepts to boost certain metrics to achieve the desired results. ‘My Support Community’ was identified amongst various other products for applying gamification elements. The approach was to build a sustainable social system using the user-centered design process that was followed to understand the product, involved challenges, user’s need and motivation and thus come up with the final concepts. The concepts were evaluated and finally, an approach was established for applying gamification in that product
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Analysis of Vibrations -Mapping a language for the hearing impaired
by Ramprasad S
Today’s mobile phones and tablets have been designed and engineered to enable concurrent vibration along with audio, flashlight and visuals on the display. For users with hearing impairment, feedback from audio alone cannot work independently in the process of communicating. Vibrations can play a major role for such users in their interactions with mobile devices. This design research seminar report includes a compilation of primary and secondary research done with respect to users with hearing impairment and also presents a compilation of the current trends in interaction technology with respect to vibrations. The later part of this report presents experiments done on user groups, about their perceptions of different vibration patterns (inspired from musical concepts like rhythm cycles/time signatures/taals and tempos) and their abilities in mapping those vibration patterns to visual or textual memory cues.
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Observing and Analysing the working of www.gaonaweb.com
by Ramprasad S
The project, which ran for a period of one month (May 10, 2013 to Jun 10, 2013), started with observing and analysing the working of www.gaonaweb.com – a product of SensiBol Audio Technologies Pvt. Ltd., and then identifying problems in the existing design of its interfaces by doing “Usability Evaluation” by “Think Aloud” testing with an appropriately chosen number of users. The problems were compiled based on Jesse James Garrett’s layers of User Experience. The ideation process that followed lead to many solutions catering to almost all the layers of User Experience and several iterations of the solution were made. In the end a mascot that also served as an interactive assistant that the interface demanded, visual design and logo design were completed. The final design was then analysed for errors and improvements for the same made.
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Interactive and Game-based Carnatic Music Lessons for Beginners
by Ramprasad S
In Southern India, traditional music training follows Carnatic music - a genre of music performed by an ensemble of musicians (vocalists, instrumentalists and percussionists) in which singing (usually) provides the main focus of the musical performance. Vocal Carnatic music is taught and learnt starting from basic graded exercises, simple songs to more and more increasingly intricate and challenging compositions. These advanced compositions in Carnatic music demand more skills and hence are taught and learnt only after one attains mastery over understanding the fundamental concepts in Carnatic music by performing the basic graded exercises. This project presents a learning environment to support novice students, learning Carnatic music, understand the fundamentals of music like pitch and rhythm and also learn the foundation-level graded exercises in Carnatic music along with sight reading the exercises’ music notation via an interactive platform. More specifically, the design solution aims to provide an interactive system, which will take advantage of recent advances in the areas of gaming, visualizationand music technology to cater to the specific needs of users with no prior music knowledge. Though the solution is intended to serve beginner-level students, it can also benefit amateurs and advanced-level students as it encourages them to practise with more constraints to improve their singing skills (for example, singing the same exercises in different ragas and vocal sounds).In addition, the solution aims to be particularly suitable for areas such as voice culture improvement, music education, cultural integration and social network.
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Musical Auditory Habilitation for Children with cochlear implants
by Ramprasad S
Cochlear ear implants have vastly improved the lives of deaf or severely hearing impaired people by allowing them to understand speech in a quiet environment. However, understanding speech in an environment with background noise (e.g., a hawker center, a shopping mall) is challenging and music perception is quite poor. In particular, people with cochlear implants have difficulty detecting pitch and timbre, which are crucial components in being able to understand music and speech with background noise (by separating the sound of one person's spoken voice away from the other noise). This project presents a learning environment to support children with cochlear implants understand the fundamentals of music like pitch and timbre and also learn to sing the musical notes with the help of an interactive platform. More specifically, mobile games were designed to help children improve their pitch and timbre perception through a combination of listening and singing exercises.Though the game is intended to serve users with hearing impairment, it can also benefit other users(like users with Amusia/tone-deafness) as it encourages them to practise with more constraints as one progresses. In addition, the solution aims to be suitable for communicating the individual’s progress to speech therapists, teachers and parents by making it easier for them to participate in the whole process.
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An article on Affective Computing
by Sajal Nagwanshi
This wide ranging, ambitious, topic ranges work from several disciplines, including impressive results, theoretical analysis and practical applications along with some of the ethical issues they raise. The majority of the discussion of emotions is based on the widely held assumption that they always involve externally detectable sentic modulation, as primary emotions do. This assumption, however, ignores the possibility of secondary emotions, which I believe are the most important emotions in our lives and certainly of most interest in much of our thinking about one another. From this viewpoint the emphasis on externally detectable patterns of physiological processes is unfortunate. However as an account of how primary emotions and some peripheral secondary emotions are expressed and how they might be detected it may be a good beginning. There are numerous application which are challenging and potentially extremely interesting and probably very difficult applications of affective computing e.g. automating the process of searching a library for a picture or a piece of music with a specific type of mood, for use in an advertisement or as background. Although there are some shortcomings, there is a lot of interest and value in the topic of people around the world. As a wide-ranging and provocative ground-breaker, the domain is new and presently we cannot believe everything we read! Even though the text and bibliography points to much relevant literature, the best literature on this topic has yet to be written. Such work requires a broad multidisciplinary background. Unfortunately there are still too few researchers like Picard willing to combine psychology, ethology, neuroscience, evolution, computer science, software engineering, AI and philosophical insight, in the context of creative engineering design. Maybe one day their numbers will reach a critical mass, they will discover a common conceptual framework within which to communicate, and the subject will really take off
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Understanding Lives of People with Disabilities
by Sajal Nagwanshi
The objective of the internship was to gain insight into the lives of people with disabilities, specifically those with Cerebral Palsy (CP). It was an antecedent to my project, which is to design an assistive tool for people with CP. MBA Foundation is an NGO that works for people with various disabilities. It has four centres in Mumbai. Throughout my internship, I visited all four centres and gained insight by meeting caretakers, special educators, social workers, physiotherapists, and students themselves. Aside from the user study, I also participated in and volunteered for the NGO's various activities. Six people were observed at the four centres that had CP at varying levels throughout the duration of the study. The next step was to assist the students with their daycare activities in collaboration with the special educators. While observing them doing activities like painting, applying glue to paper bags, counting and sealing aggarbatti, etc., the challenges that they faced were evident. Some could do their work without assistance, while others were heavily dependent on the carers. The centre also had a physiotherapist who regularly gave therapy to the students. The insights gained from his experience about each of the students with CP were also worthwhile. It helped in understanding the history of each person and how treatment had helped in performing the activities. While no cure is known for any of the subtypes of CP, many of the patient's capabilities can be improved using a variety of methods. The other activities that were part of the internship were marketing the goods that were made by students of the NGO. The "Empower" Foundation for the Disabled, an umbrella company under the MBA Foundation, is a non-profit Section 25 company. It markets the products made by them, spreads awareness, provides them with job opportunities, and explores other avenues to facilitate their joining the mainstream. The activities included holding exhibitions of the products, meeting CSR managers of companies, making brochures and presentations, and meeting marketing managers of organisations for hosting events.
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Assistive device for people with cerebral palsy
by Sajal Nagwanshi
The objective of the project is to design an assistive device for people with cerebral palsy (CP). The primary objective of the device is to help people communicate their basic needs to their caregivers. Apart from communication, the device would also be used for training their motor skills, participating in recreational activities, and teaching various topics. The popular input devices like a mouse or keyboard require fine motor skills to give input to computers, which is not possible for people with spastic CP. The solution proposed here is a tangible device that is pressure-sensitive. It takes the input signal of gross motor movement, like the tapping of feet or hands, and converts it into meaningful information. It can recognise the position and the pressure of fingers touching it. This device can be attached to any computer and used for various applications. The solution describes how the users would interact with the device for applications of motor skill development, communication, and recreational activities. For the purpose of testing the concept, a person with cerebral palsy was chosen. He has quadriplegia, and the only part of his body that he can voluntarily control is his left toe. Therefore, the present prototype of the device was made to be operated by the left toe.
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Seeing the Sound and Sounding the Scene
by Saourabh Pateriya
Seeing the Sound and Sounding the Scene is rhythmical and beautiful at the same time. This sounds poetic but makes utmost sense if you read carefully. In this project, we figured out the relation of visuals with sound and vice versa as individually they look and sound empty. Aim of this project was to explore the relation between “sound and scene” and how they complement each other. Exploration was done by documenting some movies after seeing and analysing them and talking to industrial expert, Oscar award winner sound designer “Glenn Freemantle” who also owns sound24, a UK based sound design form. He has done more than 70 films till date. By talking to him, we got some out of the ordinary insights giving interesting ideas and leaving us with lot of other questions.
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Creating Flexible Workspaces
by Saourabh Pateriya
The team from Industrial Design Centre, IIT Bombay comprising of Edu Mohan, Jaison Jacob, Naveed Ahmed and Sourabh Pateriya visited Institute of Ergonomics (IAD), Technical University of Darmstadt, Germany, on a Student Exchange Program during May-June 2013. IAD specializes and carries out continuous research in the field of ergonomics with focus on vehicle ergonomics, work organization and production ergonomics. During the 6-week exchange programme, the team worked on a project and various workshops. While the project was three weeks long, the workshops usually were as short as two or three days. The workshops were randomly distributed over the 6-week period. Students from Interaction Design – Jaison, Naveed & Sourabh – worked on the project, the details of which are mentioned below. The project, Creating flexible workspaces in the IAD context, was completed by the team from Interaction Design over a period of three weeks. The workshops included learning new methods of decision making, design explorations, designing games, attending talks and providing design recommendations to a variety of project modules. The content in this report has been structured and divided based on the projects and workshops done. They have been ordered according to the duration and amount of work done during each assignment
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Awareness for politics and politicians
by Saourabh Pateriya
There is a gap between the reach of people and politicians in this country. Very few people know about politicians who are surrounding them and about the political issues happening around. In a democratic nation like India, everybody gets the opportunity to vote and elect their leaders. When elected politicians come into power, many of them misuse it and huge scams, corruption are the result of such irresponsibility towards the faith of people. Same people when try to get information about their acts feel helpless because information sources are very unapproachable. Lack of accountability and transparency in the system is making it difficult for people to get answers. There is strong need of awakening and making citizens of this country realize that their unity and attentiveness can result into a new clean political era. This project aims to make people aware about political happenings, bring them together to talk about it resulting in transparent political system. There is very less technological and design intervention in this domain, this project looks for the possibilities of it. Introduction of new media can add another dimension facilitating people to stay connected and alert about the political happenings. By understanding how people get information of politicians, discuss using different communication channels, raise an issue, a better modal can be thought of.
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Enabling remote participation and coproduction of events
by Saourabh Pateriya
As many people and communities continue to be isolated in their own places and never go out to participate in events and festivals due to some factors, they are missing out lot of things in their lives. This project has looked for the possibilities of how these people can attend events and connect to each other remotely. Giving specific direction to this wide spectrum of problem was important and hence specific problems were chosen to forward. We came up with a platform called “Human Connector”, by using which people can attend events remotely. Not only attend, this platform gives them power to organize event and make it available to remote audience easily. Human Connector makes use of Crowdsourcing and makes content from various people available to everyone. By this, we will be able to attend an event live or even store it forever. So, even if you miss an event, you can attend it later on by using Human Connector platform. This project is a wide spectrum of possibilities and every person might attack this whole problem differently (explained in “possibilities section)”. The path chosen finally is selected only after trying out multiple paths and after rigorously having extensive brainstorming session with faculties
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Visualisation of Street Sounds of Kolkata : An immersive virtual experience
by Akshay Kore
The project that initially started with the aim of visualising the street sounds of Kolkata turned into the creation of an immersive exploration of the city by means of virtual reality. This was done through a series of ideas and design decisions based on the experience, scalability, replicability, and in many cases, cost, time, and constraints of current technology. The creators went on a 15-day journey of collecting data for various aspects of the city, which included ambient and characteristic sounds, images, textual information, and 360-degree views. The creators wanted to evoke nostalgia in those who live in Kolkata or have previously lived there; they wanted them to experience parts of the city before visiting them for "real."The medium's creators believe that VR as a medium has a lot more to develop before it gives a "real experience" of the real world. Yet it is great to give one a partial experience of the place. This partial experience is created through a virtual reality application that enables one to experience certain parts of the city from the comfort of their locale.
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Visualization for Mumbai’s Data
by Akshay Kore
Our governments collect vast amounts of data about us and our surroundings. A major part of this data is accessible in the public domain. This data shapes our cities, our villages. It is responsible for policies that affect us. And yet we know so little about it. This data tells stories of times gone by, it is a testament to our history. We can backtrace our paths and see where did we go wrong or better yet, where were we right. A part of why we know so little is because the data does not speak to us nor can we make sense of numbers in tabular formats very easily. It does not come to us in a palatable form. We are visual beings by nature and it is much easier for us to see visuals; may it be a photograph or a graph. Those lines and pixels in two dimensional space tell us of a story that words alone could never describe that well. Visualization of this vast amount of data becomes important in a way that it tells us much more than just numbers could ever tell us. It tells us about the rise and decline of our society, trends and maybe even help us predict what is to come. Maybe it could prevent a disaster or tell us about past ones so that we learn. Before telling of a story of our cities comes the knowing of our cities. Before the visualization comes the data. This project is the first part of the project titled ‘Visualization for Mumbai’s Data’ and focuses on collection and partial analysis of the quantifiable data of the city of Mumbai. The overall project aims to set an example for presenting the data about our cities at large.
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Data Visualization for Mumbai
by Akshay Kore
Our governments create and release vast quantities of data about us and our surroundings by means of the census, budgets, human development reports, LAN use studies, etc. This data is released in the public domain and is regularly accessed and used by policy and decision-makers in both the public and private domains. Data visualisation allows for data analysis, especially when large amounts of data are available. Data visualisations are frequently used by these decision- and policy-makers.The visualisation of data done by these individuals or groups is most often done with a purpose in mind. However, insights can come from anywhere, in seemingly disparate correlations between two or more datasets. Accessing these datasets is often difficult due to the scattered nature of our government bodies, and even after access is gained, the datasets come in different tangible and intangible file formats, making direct use of these datasets for visualisation a difficult and often laborious task. With the city of Mumbai as an example, this project aims to enable an easy way to visualise the city’s spatial data. This is done by means of a web-based application called the Mumbai Data Visualization Tool. The higher goal is to enable faster and better decision-making by means of data visualisation and set an example for all city governments in the country.
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PhonBk: Design of a smarter context based Phonebook visualization for mobile devices
by Akshay Kore
With the advent of smartphones and social media it is common to have over a one thousand contacts in one’s phonebook. There is a problem of information design for management of contacts since the modern phonebook contains phone numbers as well as details for other mediums of communication such as email, Facebook, WhatsApp, etc. Despite the advancement in computing power of our phones, our phonebooks have been slow to adapt. Most current phonebooks are based on the same design of the phonebook for a feature phone. In the vast sea of contact information, how does one find which are the most relevant contacts? Data from Primary studies, user studies and secondary research points heavily towards the Pareto Principle which suggests that only 20% of the information is important. The same principle can be applied to the task of contact visualization as well. Importance of a contact can be determined from usage patterns of calling, location information as well as personal details of the contact. This context aware data can be used for contact suggestion. It was found in the primary and secondary research that certain features of the phonebook such as favorites and groups are redundant and not many users seem to be using them. A preliminary design was created which augmented the structure of the existing phonebook with a contact suggestion widget. The suggestions in the widget are updated periodically based on the user’s location, time, day and date. A heuristic evaluation of the idea presented the need to use realistic data. Problems were found with navigation in the existing phonebook and the text input based search of contacts was found to be redundant. It was also thought that the suggestions widget might be beneficial in scenarios when a very small screen real estate is available in the case of wearable devices. The phonebook could also encourage exploration of contacts. The Phonebook is a ubiquitous application in the smartphone and redesign of the phonebook need not be a complete overhaul. A final idea was developed through a series of smaller design interventions in the navigation, microinteractions and the user interface of the phonebook application. The concept named ‘PhonBk’ was designed around the goal of finding the most important contact at the moment. This is done by means of a suggestion widget in the home screen of the application, a frequency based suggestion in the contact list and an advanced navigation feature which enables filtering and sorting of the call log. An evaluation was conducted with 7 users to check for the accuracy of suggestion of contacts and the advanced navigation feature was evaluated for its usability. It was found out that the suggestions of contacts was fairly accurate, however the usability of the same needs to be tested. In case of the advanced navigation feature, it was found that users faced great difficulty in the usability. The advanced navigation feature was redesigned based on the inputs from the usability evaluation. The PhonBk project is an attempt to re-design the phonebook application which is already ubiquitous across all current smartphones. The project attempts to make important incremental improvements in the current phonebook by means of smarter suggestions based on the context of the user, through an advanced sorting and navigation feature and other design interventions in the visualization as well as organization of contacts. The end goal is to make improvements in the fundamental task of finding the most relevant contact at any moment.
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Exploring sculptural works in clay
by Dani K Raju
The aim of this special project is to explore the processes involved in sculpting. Through this project, I intend to observe and study various processes, from making clay to firing sculptures. Due to the short nature of the project, I intend to work closely with and learn from sculpting practitioners, at times trying to copy their work and learn from the discussions with them.
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Beyond “Yesterday’s Tomorrow”: Future-focused mobile interaction design by and for emergent users
by Dani K Raju
Mobile and ubiquitous computing researchers have long envisioned future worlds for users in developed regions. Steered by such visions, they have innovated devices and services exploring the value of alternative propositions with and for individuals, groups and communities. Meanwhile, such radical and long-term explorations are uncommon for what have been termed emergent users. In this project, we open the debate about what mobile technologies might be like if emergent users were directly involved in creating their visions for the future 5–10 years from now. To do this, we report on a set of envisioning workshops in India, South Africa and Kenya that provide a roadmap for valued, effective devices and services for these regions in the next decade
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Khushiyon ka Ghar: Virtual Domestic Spaces to Connect Immediate Families in India
by Dani K Raju
Population ageing is one of the most significant trends of the 21st century. India has around 10 crore elderly at present, and the number is expected to increase to 32.3 crore, or 20 percent of the total population, by 2050. New technologies are radically changing the way we live our lives. As computer technologies alter the communication landscape, they in turn are changing the way we conduct and experience family life. Through this project, we are trying to explore and find new ways for senior citizens to connect with their grandchildren. Khushiyon ka Ghar is an idea that relatedness between a geographically separated grandparent and grandchild can be enhanced through a shared or co-created experience. Environment plays a crucial role in immersive experiences, and the initial direction was to create virtual spaces modelled on real-life spaces where grandparents and grandkids can explore, play, share, and store content. After the initial trials, we found that this approach hindered the free play of imagination and creativity, as users were limited to the possibility of interacting only with the objects inside a shared virtual living room. We realised that experiences will be more meaningful and relevant if they can be created by the users themselves. After having discussions with focus groups of senior citizens and families, various trials were conducted with real users. Trials explored the user's dispositions toward making clay objects, creating a fantasy world inside a virtual living room, etc. Based on the insights we gathered, we designed a setup that enables the users to create virtual reality experiences.
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Alive - A persistent comic world
by Dileep M
Comics are an ever-evolving medium to express the views and thoughts of the people. From short-length strips to graphic novels, comics have found their way into the lives of people. The primary advantage of comics as a medium is that it is fundamentally a visual medium, where pictures and text shoulder the burden of weaving a story. Although a static medium of expression unlike film and animation, comics give a lot of room to a readers interpretation and imagination. Pace of reading, interpretation of visuals are left to the readers to imagine and immerse in. Motion comics combine the digital world with the pick-up-and-read feel of comic books. With the introduction of technology like smartphones and e-readers, the cinematic feel that was missing in print comics has now become possible. But though the concept of motion comics was well received, it could not guarantee a better experience than print comics. There were arguments that motion comics were nothing but poorly executed animation sequences. This project, titled "Alive!" attempts to bring a new perspective to motion comics by proposing the design of a persistent comic world. Readers have complete freedom over what content they should follow. A sand-box comic world can bring diversity in content as well as create an immersive experience to the readers
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Design of online multiplayer video games for mobile platform
by Dileep M
India is the world’s first mobile-only country. The reach of mobile devices in the Indian market provides a huge opportunity in the entertainment and service sectors. The technology allows the users to perform a variety of tasks apart from being connected. In this project, we bring social circles together through multiplayer games with mobile platform as our launch pad. We describe two game worlds. One with a fantasy race theme, where players can choose and progress characters from a variety of classes and a First Person Shooter. The progression mechanic allows the players to use their own imagination and narrative to empathize with the game world and its characters. The game world was detailed to provide a wide range of gameplay experiences both offline and online. Finally, critical game parameters were listed and a framework was set up to analyse the behaviour of players which will help in maintaining retention, fixing design flaws, live operations, and publishing new updates. Games are known for their memorable moments and a multiplayer platform assures such events
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Re: A platform for motor skills rehabilitation through games
by Dileep M
A stroke, also known as a cerebrovascular accident (CVA), cerebrovascular insult (CVI), or a brain attack, is when, poor blood flow to the brain results in cell death. Stroke survivors are often left with residual effects ranging from physical and emotional impairments to cognitive limitations. The severity of these conditions can be reduced if proper rehabilitation begins as soon as possible after diagnosis. More often people suffer from hemiparesis, weakness of the entire left or right side of the body due to stroke. This limits their fine motor skills in terms of muscle strength, range of motion, and coordination. Fine motor control disorders can dramatically reduce a person's ability to perform daily activities like eating, dressing, taking a bath, grooming, and even returning to productive work. The rehabilitation programme is extensive and often requires regular practice. The existing facilities for motor skill rehabilitation are not accessible to a large part of the community due to inadequate health care systems and poor affordability. People tend to discontinue the therapy soon after hospital care due to a lack of motivation and the expenses involved. The absence of facilities to continue rehabilitation outside a hospital environment is also a major factor in forcing patients to drop out of rehabilitation therapy. This project, titled "Re: A Platform for Motor Skills Rehabilitation Through Games," proposes a platform for motor skills rehabilitation through games. The objective of gamifying the rehabilitation routine is to keep the participants engaged and motivated to continue the routine and benefit from it. The platform uses a smartphone as a controller and a computer to run the game. This enables accessibility and affordability for the participants since they can assemble the platform without investing in or acquiring any dedicated devices. The game adjusts itself to the participant’s skills and records various data, such as the length of each gameplay session, the frequency of sessions throughout a week, and the participant's range of motion. This data is made available to the therapist through a web portal, where the participant’s progress can be reviewed with greater accuracy and in a systematic manner.
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Games for public spaces
by Dileep M
Socialization is the process through which humans learn to become functioning members of their society. This process introduces individuals to the norms, beliefs, and behaviours of a society. It influences the behaviour of people and helps to attain socio-cultural continuity. A culture or a society cannot exist in the absence of socialization. Cities foster public spaces in an attempt to meet the growing need for social interaction. They are designed in such a way that people are comfortable gathering and interacting with each other. Such spaces enable people to engage in diverse social activities, which helps a society grow. Places such as parks, beaches, and community halls encourage people to discover commonalities and achieve sociocultural continuity. With advancements in technology, urban landscapes have turned into hotspots in the virtual world. This leads to atomization and privatization, where people are immersed in their own virtual private spaces. Public spaces now compete with technology to sustain face-to-face interaction and socialization. Technologies like mobile and its connectivity shifts the human - human interaction inwards. From conversations to sharing moments, almost everything is done through the virtual world. The links and texts shared lacks the personal feel and emotions. This project, titled "Games for Public Spaces," focuses on how people can be motivated to interact in public spaces. Games have demonstrated their capability to depict reality from a new perspective. The project establishes the need for people to interact and why they hold back due to various socio-cultural constraints. Several cooperative, competitive, and installation-based games were designed and playtested to understand what works the best in public play. The primary focus was given to privacy and security. Finally, a game was proposed where participants had to find strangers and complete one more collaborative task to progress through the game. Each player is made anonymous with a nickname, protecting their privacy. The tasks were designed in such a way that like-minded people get to do something of their interest, which can help as an ice-breaker. The tasks, being cooperative in nature, helped the participants develop team-building skills, which in turn enabled social interaction. By designing digital game for smartphones, participants were provided with the freedom to play the game anywhere, at anytime they wanted.
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Visual Ethnography project on the ‘Tai Phake’ Tribe in Namphake village, Assam
by Indrajeet Roy
Tai Phake is a very less known tribe from Assam with a handful population of around 2000 globally. They have a glorious culture and tradition. Being such a small in number, the tribe is trying hard to keep their legacy and rich culture alive. They reside in small villages in Dibrugarh district with a major population staying in Namphake village in Dibrugarh. The village has 100 percent literacy and till date there is not a single police complaint fired in the village, is what we got to know from our secondary research of the place. Tai Phakes is keeping alive their glorious tradition by still living in their traditional houses, dressing in their traditional attire and also by the food they eat every day. These insights from all the secondary research developed the curiosity among us to know more about the tribe. The project aimed to explore the history, culture, tradition and current status of Tai Phakes. The project gave us an opportunity to observe closely and live the life of Tai Phakes. All the information gathered by interviews, looking at artefacts, observations and insights are described in the report
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Designing & Conceptualizing Installation for Cumulus Mumbai 2015
by Indrajeet Roy
The Centre of Social Media Innovations for Communities (COSMIC) is a collaborative initiative between three centres of excellence – two from Singapore, the NUS (National University of Singapore) and the NTU (Nanyang Technological University), and one from India, IITB (Indian Institute of Technology Bombay, Mumbai). COSMIC aims to empower communities through social media innovations that improve the way they live, work and play, specifically those in the informal economy who are typically underserved by existing technology. Although the Earth is 70% water, usable fresh water accounts for only 0.25 percent. As hard as it might be to believe, the scarcity of water is a hard-hitting and very urgent issue. Millions of people across countries do not have access to drinking water. On the other hand, industries like beef and beverages have been abusing freshwater by blatant consumption. The problem is real and a number of people have been working to sensitise the general public about the same. This project explores the various possibilities of creating interactive installations that engage the audience and deliver the message about the plight of our water supply.
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Designing Vaccination Monitoring Service
by Indrajeet Roy
“400 Children die from measles every day - 16 children every hour.” Immunization is a 5 year long process with 14 sessions for children till the age of 5 -7 and a total of 26 vaccines are included in this schedule with doctors/nurses. There is a tendency for parents to forget about their child’s immunization after a part of the immunization is completed. It becomes important then to remind parents about the same. The aim of my project is to reduce the drop rate of immunization in India. The project proposes a solution for a centralized system that hospitals and government would use to monitor parents and check those who might have missed their vaccination dosage. This enables better resource consumption on the hospital and government’s part. It would also reduce the dropout rate of immunization through regular monitoring and reminders. Government can easily identify programmatic areas that are performing well and areas that need strengthening. Once areas that require strengthening have been identified, the issue of improving performance can be addressed easily. The system consists of an application for parents to remind about the upcoming vaccines. The application would also work as a medium for educating parents about the immunization process. The system tries to connect a whole spectrum of stakeholders starting from parents, hospital managements, doctors, nurses and the government
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Productivity Application for Food Stalls
by Indrajeet Roy
The project was an attempt to understand various problems related to the productivity of small food stalls and how smart phones can help to mitigate them. The project aims to help the shop owners to manage orders and credit accounts of customers and reduce errors in overall transactions. Various stalls were studied to understand the daily scenario, their job and to identify the pain points. Several design ideas were generated targeting these problem areas. The major challenges faced while designing the solution was the adoption by shopkeepers in using the application, whether they will be able to manage credits and their daily transactions with customers. Will the record keeping help them in increasing the productivity of shops. Final concept named ‘Munshee’ was developed as a mobile application that helps the shop owners to have a track of the multiple orders, creates sharable invoices, accounting and insights of daily transactions. It also proposed a system that helped resolve the awkward scenario between customers and shop owners due to credits taken by customers. The application enables an intuitive way of billing for shop owners and management of credit. The debtor is notified by the system upon exceeding the credit limit. The shop owner can see the summary of the day easily. It shows revenue made through each food items, amount in credit and amount that should be with the owner. An evaluation was conducted in 5 shops with the prototype of the final solution. The goal of the evaluation was to find any issues related to the usability of the application to determine if the proposed solution can help in checking their logs of their overall sales of the shop and management of credit accounts
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User Experience Design for Indoor Positioning and Navigation
by Jayati Bandyopadhyay
People spend around 90% of their time in indoor spaces. User experience in indoor spaces is comparatively less explored because of limited number of solutions for indoor navigation and positioning. While GPS helps us in navigating and locating outdoors, it cannot communicate with the satellites once we go indoors. Wifi and Bluetooth technologies are among the few options available for indoor navigation, the level of accuracy they provide is in meter level. With their custom hardware and stochastic models, Sensus has achieved centimeter level of accuracy. Currently, the technology supports B2B applications as it uses a special handheld device that communicates with beacons placed in strategic positions within the indoor space. Sensus is currently focusing on large indoor spaces mostly warehouses, museums and shopping malls. Our studies include experience prototyping, user studies, shadowing and observing people. We also contributed in their client demonstrations by designing and developing quick interfaces and worked on their concept video
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Changing Food Waste Behaviours
by Jayati Bandyopadhyay
According to statistics, 1/3rd of the world’s hungry live in India. In the global hunger index, India ranks 63rd among 88 countries. And India wastes as much food as the whole of the UK consumes. The primary objective is to reduce the amount of food being wasted at IITB Hostel 12, 13, and 14 mess. The secondary objective is to investigate whether installations can bring about a behavioural change. Why IIT Bombay? Because food waste is a serious problem on campus; most students are unconcerned about food waste, and there is an immediate context in which to implement and test.
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Interactive Full Body Exercise Experience for People Affected with Ankylosing Spondylitis
by Jayati Bandyopadhyay
Ankylosing Spondalysis (AS) is an inflammatory arthritis affecting the spine and large joints. Ankylose means becoming stiffened or united. It mainly affects the axial skeleton. Due to that, joint margins gradually ossify. because of the prevalence of HLA-B27 (not a confirmatory test for AS) and/or TNF- and specific bacterial agent Klebsiella, which has an established relationship with HLA-B27 It develops in late adolescence or early adulthood. Symptoms are Low back pain, tenderness, or stiffness. • Worse at night or in the morning, but improved by activity or exercise • Muscle spasms and exhaustion • Limited spinal mobility and chest expansion. • Uveitis, which is an inflammation of the uvea (the layer between the retina and the cornea). • The appearance of 'Bamboo Spine.'
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A study on online networking and collaboration among school teachers
by Labeeba K
Social networking sites like facebook, mobile instant messaging(MIM) apps like whatsapp and online education websites like Mathblog are bringing new communication and collaboration behaviors among school teachers in even peri urban and rural India. Teachers in general spend a lot of time in the classrooms reducing opportunities for interacting with their colleagues and hence faster and easier communication through social media has attracted them. From an ethnographic study of teachers in 4 secondary schools of Calicut, Kerala, I describe how smart applications are moulding teacher’s opinions and communications with each other. I also analyze the whatsapp usage behavior in teacher groups using the prototype. Post experiment questionnaire was given out to measure the confidence users had when using the application through likert scale responses
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Exploring navigation in virtual 3D residential spaces
by Labeeba K
The project ‘Exploring navigation in virtual 3D residential spaces ‘ resulted in an home visualizing gesture based application designed for real estate companies to showcase their product to the buyers and to help home seekers better ways to visualize their future flat or house.
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Indoor Navigation in hospitals
by Labeeba K
Public hospitals in India are a confusing maze even now for patients and bystanders during panic or not. The helpless patient being cared by the uninformed family member and bystanders running between queues is not a sight that can be missed at any public hospital in India. The lack of information, ineffective information and analysis and confusing layouts need to be accessed and catered to avoid the current situation. With the advent of technology and smart gadgets, various solutions have been identified to technologically improve the navigation of people within hospitals mostly in abroad and even in India. From studies in KEM Hospital and IMCH calicut, it was observed that, indoor spaces require a different set of navigation principles than outdoor spaces. Uncertainty in users to traverse between signage points without the required mental imagery and not knowing what to expect as destination reduces their confidence in signages. Even though asking around was observed as a well sought solution, users where not satisfied by the clarity of information conveyed by the office staff or the strangers. Common colloquial terms used within the hospital were unknown to certain users. A good experience depends on timely and effective communication to the fast and slow user and the reduction in confusion. Photo and video based hand-held navigation application with emphasis on landmark data was found to be a easier and less complex solution for the target user. This concept was developed with further studies on how indoor landmark images can be used in navigation and what are the complexities in different indoor spaces. The prototype created with these concepts was tested in comparison with the signage at KEM Hospital, Parel. Two sets of users are taken and one set was asked to follow the signage and other were instructed to reach the destination using the prototype. It was found that even though both sets took relatively same time, users with the application seemed to be more confident of the route.This photo based navigation of the application definitely has an edge over other systems, when it comes to taking the right turns at junctions and identifying the correct floors and doctor rooms
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A Learning Tool for Mole Concept
by Labeeba K
Chemistry is first introduced to the students in 8th standard in Indian schools. It is different from the other subjects due to its abstract nature and students inability to visualize the three levels- macroscopic, submicroscopic and symbolic levels. It is still taught through rote learning with little importance on understanding student misconceptions, the micro-macro connection and its relevance in the everyday world. Mole concept is one such basic topic that is misunderstood by teachers and students alike. From the numerous research available and the user study, the hardspots of learning mole are identified as the lack of knowledge of future use, lack of important prerequisite relative atomic mass, misconceptions, lack of link between mole , atomic model and other parameters like mass-volume, language ambiguity and lack of imagining small size of atoms and magnitude of Avogadro number. Using the conclusion that a combination of breaking misconceptions and learning prerequisites is the effective way to deal with mole, two concepts were explored through prototypes. It was also concluded that the limelight should be on students exploration rather than on teaching. The first concept, ‘Mole scope’ mainly focussed on the lack of connection between atomic and macro chemistry and lack of visualization of mole. Mole scope is like a microscope from real world into the mole world and back, in different levels.The molescope video was tested with children for its effectiveness in learning mole, but it didnot yield the required results. The second concept, ‘Molegyan’ focused on breaking the misconceptions on the subject through developmental activities for the students. It is a stand alone self -learn interactive tool for the students of class 9th and 10th. The tool takes the students through 4 levels of activity, each on the identified learning outcome. The first two levels are on the prerequisites of mass and relative atomic mass. The major focus is on level-3 and 4 which introduces mole and is use in stoichiometry. The tool gives a feedback report and suggestions at the end to the students. The feedback given by the tool to the students actions are the major element that is used to help children learn. The prototype created using the above concepts was tested with students of KV School and GVHSS Koduvally. It is found that a mixture of video learning and activities in the order of correct prerequisites, like used in molegyan is good for self learning mole concept. Mole gyan has an edge over others due to the fact that the nested concept is covered entirely at one place through interesting activities and the students need not search for multiple sources
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Design of Predictive text input method for Swarachakra Marathi
by Prasad Ghone
In the earlier experiments in our lab, it was observed that prediction mechanisms slows down the text entry speed of users. This project attempts to design a mechanism for text prediction for Marathi on Swarachakra keyboard for smart phones. The 2 important hypothesized reasons which account to cognitive load were: Interface requires users to shift attention constantlyPredictions are displayed in a prediction window which generally is on top of the keyboard. If intended prediction does not appear in the first go, user do incremental addition of characters and look for prediction. In this he/she constantly, shift his/her attention from keyboard to prediction window. This visual discontinuity is one of the reason for worse performance of current prediction systems. Users are unable to build a conceptual of the prediction system- Novices or Intermediate users have not built the conceptual model of predictions of predictive system. For them, the behaviour of the system is completely uncertain. If there is word which a predictive system won’t predict, these users still keep looking for it. This is another potential reason for worse performance of current predictive systems. In this project, I designed a new predictive interface for Swarachakra Marathi keyboard maintaining the design continuity with keyboard. Based on the hypothesis of the long time required for conceptual model creation of predictive system and the still the uncertainty about the predictions, corpus of the new predictive keyboard is thresholded to 1000 words which covers 47.33% of Swarachakra corpus. The project is an experiment to test whether these factors have an effect on cognitive load and in-turn on the performance of the predictive systems for Marathi. The project was evaluated with Swarachakra with prediction chakra and More corpus (Top 20,000 words which contributes to 79.88%) and Swarachakra without prediction. A within subject study was carried with 5 users. Questions like Will interface change bring a difference in performance of keyboard? Will thresholding a corpus help in fast and precise building of conceptual model of predictive system? Will prediction help at the first place in improving performance of the keyboard? were tried to answer in the evaluation. Swarachakra without prediction performed the best
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Triggering Ride Sharing through Socialisation
by Prasad Ghone
Metro cities in India are flooding with masses travelling to these cities for better employment because of growing IT sector. High income group people travel to these parts of city in large number everyday using their private vehicles. The infrastructure of these cities is unable to cater to the increasing number of vehicles. This is resulting in worsening the traffic conditions in these parts of the city. Hinjewadi IT Park in Pune is no exception. More than 4 lakh people commute here everyday. It has been observed that more than 90% of the cars have maximum 2 seats occupied. Ride sharing can be a potential solution to reduce traffic in these areas. But, people are not motivated to share their ride for various reasons. In this project, socialisation is used as a medium to motivate people to share their ride. A mobile application was designed which be can used to connect to people of similar interests and who are staying and working around. Gamification and social bragging about the carpooling is also used as a motivator in the application. These indices bring out the information of how users of the application are contributing to make a greener city. By using the solution, users can create groups based on the interests. These groups will bring together like minded people. Attempts were made to create a ride sharing community of Hinjewadi as a ride sharing solution will only work if there are enough number of ride offerers in the solution. A group was created who travel on the same route, have similar commute timings and have a common interest. This group was studied and analysed to test the idea. This group was active and running for 3 months. Their experiences are captured and documented in the report. Pilot Heuristic evaluation was conducted with the group of interaction designers to test usability of the solution. The insights from the evaluation were used to iterate prototype. The prototype was evaluated with actual users for different tasks in Hinjewadi. A think a loud test along with qualitative feedback from users was conducted.
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Data Art: Creating music with fish position
by Rohan Verma
From the beginning, Human beings have exercised their creativity to make Art. It evokes an emotion in the audience. In performing arts the emotion is even more vivid due to the presence of the artist. Music is one such performing art. Today It has evolved into a diverse and sophisticated art form. Technology has played an important role in this development. Artists have started using technology to develop novel ways of creating music. A number of artists have successfully used mundane numbers from Data into a work of Art. Some of these artists are even creating music using Data. Data can be extremely diverse and interesting. Tracking organisms like fishes can bring out interesting patterns as well. Tracking fishes is important for a number of scientific researches and there are a number of ongoing researches on the subject. Recent studies are working towards easier, cheaper and accessible methods of tracking fishes accurately. This research project is a pursuit to analyse and prototype an instrument that uses position of a fish in water to generate music
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Designing & Conceptualizing Installation for Cumulus Mumbai 2015
by Rohan Verma
The Centre of Social Media Innovations for Communities (COSMIC) is a collaborative initiative between three centres of excellence – two from Singapore, the NUS (National University of Singapore) and the NTU (Nanyang Technological University), and one from India, IITB (Indian Institute of Technology Bombay, Mumbai). COSMIC aims to empower communities, through social media innovations that improve the way they live, work and play, specifically those in the informal economy who are typically underserved by existing technology. Although the Earth is 70% water, usable fresh water accounts for only 0.25 percent. As hard as it might be to believe, the scarcity of water is a hard-hitting and very urgent issue. Millions of people across countries do not have access to drinking water. On the other hand, industries like beef and beverages have been abusing freshwater by blatant consumption. The problem is real and a number of people have been working to sensitise the general public about the same. This project explores the various possibilities of creating interactive installations that engage the audience and deliver the message about the plight of our water supply.
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User centred design of a cyber-physical support solution for production processes
by Rohan Verma
Industry 4.0 or the fourth industrial revolution is a german government initiative to introduce modern information technologies to the manufacturing Industry. Industry 4.0 promises faster and more efficient ways of manufacturing of very customized products in smaller batch sizes that could even be pushed to a single product. A major part of this paradigm shift is powered by the human intellect and flexibility that work in tandem with sophisticated technology like autonomous robots to achieve phenomenal output. This partnership is possible only when the human user has an understanding of the system and is able to be in control of it regardless of the size and complexity of the system. Recent industry 4.0 advancements are focused at prototyping novel technologies and the early prototypes are not known for their user friendliness. There is an evident lack of tool that is designed to provide all the functional benefits of the technologies in a package that is user friendly. The tool must provide for the substantial diversity in the varying functions within manufacturing and also for the need of personalization of the individual users. This research is a pursuit for designing this support solution, akin to a smart cockpit for the workers in manufacturing processes. The design solution in this research project was developed conforming to the ergonomics of humancomputer interaction (ISO 9241-211 2010). The context of use was developed with a discussion on the state of art of human computer interfaces in industry 4.0 and especially smart cockpits in industry 4.0 as described in the literature. The research also documents the inferences from site visits and interviews that were carried out at manufacturing companies with Industry 4.0 pilot projects. The business and user needs of the solution were amalgamated to prototype the design of a smart cockpit for the manufacturing processes. The design solution was evaluated with different stakeholders and iterated each time depending on the results of the evaluation. The evaluation results are mostly qualitative in nature and focus on the goals and motivations of the users while interacting with the prototype. The results of each evaluations and the insights from the same are also discussed in detail. The prototype is largely a proof of concept that validates the structure and functionality designed to serve for the investigated user needs. The overall results of the evaluation were mostly positive about the ease of use but not without its share of challenges in deployment and traditional weaknesses like transition costs. The research project is a good read if one plans to investigate the fundamental basics of the system that dictates the design of the smart cockpit. The project is very nascent at the moment and also scoped to cover only the very beginning of the design process of the smart cockpit. Some or most of the results can be less specific in nature due to ambiguity of the current scenario. Therefore it might not do justice to a reader looking for finished or developed design solutions with quantitative data on their evaluation.
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Documentation of Warli Art
by Sagar Sadashiv Yende
Warli art is one of rich traditional folk-art practiced and preserved by tribal communities in India. Warli art is in found in northern outskirts of Thane and Palghar district of Maharashtra. Tribal communities named Warli, Malkhar Koli, Kathodi, Kokana, Dhodi follow this art-form as it is an integral part of their culture. Roots of this art can be found in to the 10th century. Similar paintings of 500 and 10000 BC are found in rock shelters of Bhimketka, Madhya Pradesh. Warli art is ancient, highly repetitive and symbolic in nature. It follows visual style and contain repetitive elements. Warli artists are now also changing its expression form just paintings to products of consumer value as Warli art is becoming popular among modern society. Warli art is visual representations of lifestyle and culture of tribal community. It carry-forwards the values, traditions and knowledge from one generation to next, In the form of paintings on mud walls of huts and temples . Warli art in the form of paintings is internationally appreciated art form but very few people knows about the lifestyle and culture of tribal depicted in these painting of Warli art
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UI/UX Design at Hippily
by Sagar Sadashiv Yende
During summer internship 2015, I worked for ‘Hippily’ an e commerce startup in field of fashion/clothing and accessories. Hippily works on android, ios and web platform. As design intern worked on UI/UX of Hippily android application, a walk-through for new users, a flow of adding new product. App screens are redesigned considering better usability and user experience. Work also includes design of push notification ads on mobile app. Internship contributed to my improved visual and software skills. During summer internship 2015, I worked for ‘Hippily’ an e commerce startup in field of fashion/clothing and accessories. Hippily works on android, ios and web platform. As design intern worked on UI/UX of Hippily android application, a walk-through for new users, a flow of adding new product. App screens are redesigned considering better usability and user experience. Work also includes design of push notification ads on mobile app. Internship contributed to my improved visual and software skills
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Redesigning Tapatap game for learning Marathi typing and for improving speed and accuracy.
by Sagar Sadashiv Yende
Text Input in Indian languages is harder than in English for even those users who are used to virtual keyboards on touchscreen devices. Reasons include comparatively difficult structure and rules of the languages, large number of alphabets,conjuncts, lack of standard layout, and users being new to regional language virtual keyboards. Users believe that typing Indian language is complex than English as there is significant entry level barrier in Indian language virtual keyboards for novice and first time users. Even though text input in Indian languages has significantly increased, the typing speed for Indian languages(40-60 CPM) is significantly lower than that standard roman keyboard (~200 CPM).This project tries to address speed issues and learning barriers of Marathi text input. In users studies, learnability barriers for first time user are identified from observation and interviews of participants in typing game. I tried to understand motivation for typing and pain points of user while typing on different Marathi keyboards. These observed learning steps can be gamified and made interesting enough that user can overcome learnability barriers while playing. A typing game can help improve typing speed and accuracy to a level and make the user feel comfortable typing in regional language for text communication such as SMS, chat & social media posts In this project, a text input game is redesigned to improve typing for Swarachakra Marathi keyboard. Game focuses on providing help in overcoming learnability barriers and encouraging fast and accurate typing by making typing fun. It starts from the basics of typing such as memorizing letter positions on keyboard, practicing typing words and then a whole sentences with an increase in typing speed and accuracy. The game contains both single player and multiplayer tracks. Single player tracks are ‘blindfold’ and ‘speed’ challenge. Memorizing key positions is the first step of getting used to a keyboard, to achieve this in ‘blindfold’ user practices to remember key positions and layout of the keyboard. After getting familiar with keyboard, practice plays important role in increasing typing speed. In speed challenge users type given sentences in a limited time. Users are provided with hints if they are stuck somewhere in the play. Hints are based on common problems faced by users while typing on Swarachakra Marathi keyboard. Multi-player tracks include gamified chat and multiplayer typing challenge that can be sent to one or more friends. Gamified chat tries to Incorporate typing regional language in daily activity of chatting and help improve speed and accuracy in typing. I
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Platform to show & exhibit students’ work explorations at IDC
by Sagar Sadashiv Yende
At any design institute like IDC, sharing of work in progress with in peers and all faculty can help students to improve their quality of work. Constructive feedback from faculty and other students on ongoing work/projects will insure better results through iterations. IDC lacks a public platform to exhibit students work and projects at one place. Many of IDC students don’t have their portfolios online, and no single platform where one can have a look at all projects in IDC. Portfolio creation and putting all work online needs time investment while working on current projects/assignments. Unpolished work and hesitation are some of other reasons why students don’t share projects publically. Currently all assignments and projects are documented using various platforms. Documenting these project on IDCs’ own platform will create digital repository of all work done by students at IDC. Need for both documentation and presentation of students work at IDC can be addressed by combining both these processes. It will built a student’s’ portfolio simultaneously with his/ her ongoing assignments and projects. This project is to create a platform for sharing ongoing work within IDC community and It will also serve as place to exhibit projects at IDC. Considering these needs of having a platform to share ongoing work internally, importance of feedback and difficulties in getting one, need for documentation of work and course management on both faculty and students end. This platform tries to address all these issues with different levels of sharing projects, documentation of iterations, internal feedback and giving a public platform to showcase completed work. Platform will help in better management and documentation of courses for faculty and for students, it will give platform for assignment submission, getting feedback, showcase of their work at IDC, access to resources and being updated on current projects at IDC.
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Informative mapping of Indian Street Sounds/ Cultural Events
by Sitara Shah
Crawford market is one of the busiest, evergreen and chaotic markets of Mumbai. Located next to the most iconic railway station in the world (CST), makes it a famous tourist point too. From different kinds of exotic fruit to pets, imitation jewelery to spices, imported fabric to Chinese toys, one can find almost any item here. The range and variety of cheap products available here makes it a densely populated market. The activities within the market and the surroundings like mosques, busy streets, people and railway station contribute to the hundreds of sounds produced and lost in this chaos. This project focuses on bringing out the essence of the market through a variety of sounds encountered within and around it. The motive is to showcase not just the sounds but also the emotions inherent to it
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Development of a Timeline tool
by Sitara Shah
The internet users are mainly consumers of articles and information. There are very few who are the generators of information. The timeline tool is a web based research tool that assists in gathering and visualising historical data. It encourages and helps users generate content on the internet with more ease along with archiving data found on the internet. It also help the user compare existing articles and come up with new ones based on some observation, pattern and analysis. This project requires building the right architecture and interface of this tool with good user experience. The interface should help the user filter and go through the information saved in the data base easily. The experience of creating content should be really comfortable and encouraging. It is important to study the existing tools (Pinterest, Pocket, Clipboard etc.) That help in saving or bookmarking information. Building such a tool involves understanding the process of collecting data for research purpose. The Physical Mobile Computing timeline created by brand studio should be used to understand collection and categorisation of articles as well as building stories. The goal of the project is to make the experience of collecting and creating information on the internet, along with collaborating with team on projects easy for researchers, professionals and students.
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Exploration of Mumbai heritage
by Sitara Shah
Mumbai's history offers many heritage structures and historical precincts. Most are located in the south of Mumbai since earlier, the access to the city was only through the port there. Mumbai has 591 heritage structures registered as of 2012. A consulting committee called ‘The Mumbai Heritage Conservation Committee’ guides the process.There are more than 590 heritage sites in mumbai out of which two are world heritage sites. People living in Mumbai are unaware of this status and the abundance. The negligence towards the importance and existence of these heritage sites is what hinders the rich legacy of Mumbai from spreading forward to our upcoming generations. These sites are evidence of past human civilisations and represent the identity of a social group. World heritage sites often feature rare and beautiful natural phenomena, striking land features and endangered habitat. Some sites show the unbelievable human potential and must be appreciated by all. Many also have strong cultural biases that leads to arrogant and biased way of looking at art. Due to lack of knowledge about the heritage sites they are unable to keep their differences away. This project, ‘Exploration of Mumbai Heritage’ aims to offer information on these important building in a visually appealing way. The diverse architectural styles need to be known and appreciated by the locals. This project, targeting towards the youth and enthusiasts of Mumbai touches upon the brief history, styles and whereabouts of the heritage structures. It hopes to educate and promote the same through a crowdsourced platform curated by experts. It also attempts to nudge the locals to visit these sites and appreciate its history without holding cultural biases
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Dabbawala: Service and Mobile Application Design
by Abhishek Chakraborty
The dabbawalas (tiffin carriers) of Mumbai are a unique community of around five thousand people who efficiently serve up to 2 lac (0.2 million) customers every day. They have been delivering daily lunches from homes to offices for over a century and any kind of error in their delivery process is almost negligible. They have maintained their heritage working process since the inception of the service and therefore any kind of technology has not been incorporated in their work. They are currently facing numerous business sustainability challenges such as reaching out to new customers and also in maintaining their existing customer base. In 8-10 years, the number of customers a dabbawala serves a day has reduced from 50 to around 20 now. Through our research we have understood that they will lose their current customer base soon as similar food delivery businesses with faster and better services are emerging. To empower them we introduce Dabbawala — a mobile application that enables partnership between dabbawalas and food services around the city and directly connects them to their combined customer base. This application enables the customers to order lunch from anywhere in the city. Customer registrations and any kind of money transactions are all handled through the application. The application is also used within the Dabbawala community to manage teams and responsibilities.
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UI Design for QBO UGC
by Abhishek Chakraborty
QuickBooks is an accounting software package developed and marketed by Intuit. There are Basic and Pro versions of the software including other industry-specific versions, with workflow processes and reports designed for each of these business types. QBO= QuickBooks have mainly two editions, the QuickBooks Desktop (QBDT) which is a software package which has to be installed in the system and only then can it be used, and the QuickBooks Online (QBO), which is an online version of QuickBooks and Intuit is providing it as Software as a service (SAAS). QBO UGC= QBO had been launched in France recently and the QBO User Generated Content team had been setup whose main purpose was to gather contributed data from the users (and non-users as well) such as invoice formats, Chart of Accounts (COAs), billing formats, tax rates etc. so as to save a lot of legwork when the product is launched in other countries as well.
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Teaching Astronomy to Children
by Abhishek Chakraborty
“Never memorize what you can look up in books.” — Albert Einstein Facts can be memorized, but the Universe has to be experienced. It is vast and beyond comprehension. The scale of the planets, the distance between them, motions of earth, the tilt in earth’s rotational axis, the changing seasons and the reasons behind these phenomena are difficult to visualize as there is no scope of direct exposure. Children of age group 10 to 14 face difficulties to understand these concepts when they are introduced for the first time. As per observations, 2D renderings on paper in text books and videos are not sufficient enough to teach these concepts accurately. In these mediums, the communication is very much one sided. They need something to interact with and test out their mental model of the Solar System. The objective of this project is to provide an interactive medium which will enable students to tinker with it and help them understand these concepts better. Odyssey, a Solar System Simulator is designed which creates a realistic simulation of the positions of the planets and various other events in our Solar System. The whole system is designed taking into account the mass and gravitational forces acting between the planets. A child is expected to select a time of the year and the system perpetually tracks the information and provides a real time visual feedback of the position of the planets ensuring the learning of the concept. Realistic 3D models of the planets help a child in identifying the planets according to their textures and commit to memory. The designed platform can also be used effectively to teach other similar concepts like the reason behind change in seasons on the earth throughout the year, the phases of the moon, solar and lunar eclipse etc.
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Streakle: A Discovery, Discussion and Networking Platform for Design Students
by Abhishek Chakraborty
Feedback is important for cultivating creativity. Constructive feedback on design is crucial for helping students and amateur designers iterate toward better solutions. However, most of the current platforms don’t promote candid design feedback and are largely used for self-promotion. The primary users of portfolio sites like Behance and Dribbble are design professionals and their key purpose is to connect with potential clients or firms for jobs. Feedback on portfolio sites are simplistic, and since they all are follower based communities, fewer followers means less feedback. It is hard to meet likeminded strangers through these platforms as there is no productive discussion and comments are typically reduced to mere back patting. Networking among students is generally limited to design festivals, competitions and conferences. The lack of an active network among students creates pockets of brilliance where the shared intelligence of the students gets limited to their school campus and rarely goes beyond that. This in turn deters students from having considerable chances of interacting with students outside their community. Any kind of platform for design students to share hobby works and network with other like-minded students is absent. This project proposes Streakle, a feedback and networking platform for design students to share and discuss works, get feedback, and network with others. Users interpret the designs based on the context stated by the designer and share feedback through comments and annotations. The group chat feature enables users to discuss works and other topics spontaneously. It is not a follower based community and users choose to follow topics of their interest instead of people. When someone shares anything related to the users’ interest it appears in their feed.
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Data Generative Art Installation
by Debasish Biswas
Can a computer create art? Can a machine embrace the creative process. These were the questions I wanted to find answers to with this Design Research Seminar. The intention was to research on relevant literature and implement some of the learnings. The research aims at implementing a data generative art installation. An exhibition of artwork that generates art as viewer interacts with it. The movement and presence of the viewer is used as data. Different algorithm give different character to similar input data. These generated images then creates another collage which keeps one changing as newer images are generated by viewers. This final collage is the culmination of experiences of all the viewers of this installation. This installation will itself create data and use it make generative art.
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Develepment of a Timeline Tool
by Debasish Biswas
In this internship requires to gain knowledge to develop an opinion on the past and future of mobile computing. This objectives will be achieved by adding significant events to the existing Mobile Computing Timeline developed by bRnd Studio. Using the lens of hardware, software and services to tell each story. This exercise will lay the ground work for the next phase of the internship. Based on the learning of the first exercise, sketch and prototype a web based research tool that assists in gathering and visualizing historical data. To do this start by benchmarking existing timeline tools and other applications like pintrest, flipboard etc. Then brainstorm what a Timeline Tool would look and feel like. Follow that by creating a flow analysis of the tool in mind. Develop screen shots and animations of the interactions the tool will offer. The tool should assist the user in archiving facts found on the internet at the time of discovery, while also giving them the ability to add a written summary, images, audio or video to the finding before saving them to the database. Once the content has been added to the database the user should have the ability to view the data in multiple ways such as timelines, lists, 2X2 matrixes etc. In addition users should be able to add comments and share events with others directly from the tool. The aesthetic of the online solution should complement the physical Timeline cards developed by bRnd Studio. The tool should have a clear, simple and effective interface while being easy to use. The initial target user for such a system are members of a design research and development teams.
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Rethinking Grocery Shopping for Supermarkets
by Debasish Biswas
Grocery shopping has always been a part of our Indian lifestyle, be it local kirana stores or the recently popular supermarkets. But, shopping in general has undergone drastic changes over past decade and so has the shopping behavior along with it. Today while online shopping sites provide an array of tools that help customers gain insight during the purchase decision process, retailers provide few such tools in stores for the consumers. All medium of grocery shopping like kirana shop, supermarket or more recent online grocery shopping, has its own importance and need for existence. But there is been a change. Today users have evolved shopping practices and use multiple channels to search, compare and purchase products and services. Now that customers are entering supermarkets with technology in-hand, the focus must expand to providing product insight to the customer as well. By providing customers with product insight, retailers can provide a differentiated experience that increases loyalty, which can in turn increase revenue. This will in turn increase choices for the consumers. The project aims at giving user a decision aid system that works outside as well as at the physical grocery store. The design solution will allow user to search, compare and list items they need for their grocery and then share this list with the retailers so they can use this list information to provide better services to the user. The project will contribute to understanding the current market trends and development of a detailed prototype. Though the solutions is intended to serve independent youths in urban areas, it can equally benefit middle class families of both nuclear and joint.
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Evolve- A Physical media tool for kids to play & learn
by Debasish Biswas
Kids are playful and imaginative by nature. Digital media games has become very popular among kids these days and this trend is just going to peak as we get more depended on digital technology. How should kids interact with digital media? Secondly, the current education system is like an industrial production line setup. Forcing kids to not grow at their own pace. Children need conducive learning environment to play and learn. Kids can learn best from experiential learning. The goal of this project is creation of a new play and learn environment, which is tightly interwoven with a child’s everyday live through the objects and devices that surround him/her and the spaces they inhabit. This project is attempt to provide a play and learn platform using physical toys from kid’s world. I looked at using puppets as facilitators for learning. Physical toys such as puppets are from the realm of a child’s imagination and therefore they relate to it. The platform will allow kids to participate in active role playing game-play and interact with their environment using a puppet glove. This play & learn platform consists of a multi-sensorial physical glove with gesture based input and a content module with different games . The project contributed to study and classification of games/toys. It also contributed to classification of social gestures. A set of nine gestures were derived and implemented from these studies. These gestures were mapped on to a physical puppet, e.g. moving the hands of the puppet will move the virtual character’s hand onscreen. The final set of gestures were arrived at after testing with kids for intuitiveness and ease of use. The project contributed to implementation of a working prototype. The prototype consists of the puppet glove and three working game modules with finalized set of gestures.
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User Study on Blind and their Navigation Behaviour inLocal Trains
by Kalyani S Dhone
In Mumbai most of the people travels by Local train as it is connected to all the places, but the routes of these trains are complex and difficult to understand. It is always interesting to know how the blind people must be travelling without any vision and how they navigate from one place to another in city like Mumbai. The user study is aimed to understand, how blind people travel in local trains. In this user study, we tried to understand - How blind people get information, what are the techniques and methods they use to get this information, what are the problems they are facing currently in traveling, the different resources and assistive systems they use for communicating and navigation. Also, we tried to investigate their behaviour while travelling in Local trains, how they find correct trains and their destinations stations. The focus user group was children, young people above 18 years and adults. From the gathered data, we tried to find observations and insights which may help in developing system for blinds for navigation in Mumbai local trains.
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Design of Vehicle Instrument Cluster for Indian and German Audiences
by Kalyani S Dhone
Cultural differences play an important role in the design and development of new products Many examples of product failures have proven that the culture of a country has huge influence on the success of new product Against the background of the grow- ing importance of emerging markets it is even more important to understand these cultural differences to take them into account during the product design and development process Therefore, this Advanced Design Project has the goal to examine these cultural differences between India and Germany regarding the design of a dashboard of a B+-segment car (“Kleinwagen”, respec- tively ) and create two instrument clusters, which are based on these results - one for the Indian and one for the German market To guarantee an efficient and structured approach, a user cen- tered design process considering project management methods is executed On that account a literature review regarding the user centered design process and the general dashboard design is executed Based on the insights of that literature review and its insights, a work breakdown structure is developed to structure the project in feasible work packages
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Teaching Children Structure of Indian Government
by Kalyani S Dhone
Children get introduced to subject of civics or social political life at the age of 12. The purpose behind having these subjects as a part of curriculum includes making them familiar with government structure as well as helping them with understanding their roles and responsibilities as good citizen. Through the user studies, it was found that the reason behind making these subjects boring includes old traditional in which way children are taught at school. Moreover outside schools children are not motivated enough to learn this subject. So this project is aimed to make the structure of Indian parliament more interesting for children from early age. The design processed is followed to understand the problem and its different possible solutions. User studies, interviews were conducted to get close to the current existing methods of teaching and curriculum. Based on the insights, final solution was designed which includes Tangible installation connected with the series of graphical animated videos where children can learn about five important components of the parliament - President, Prime Minister, Lok Sabha, Rajya Sabha, Council of Ministers. The videos were designed in where emphasis is given on the key content of each component and its link with other component. The installation connected with the video helps the children to engage in videos and motivate to solve the puzzle given on the installation. Evaluation was done on targeted user group with final prototype. Evaluation was done to understand the learning effectiveness and engagement of the user. As part of future scope, there is a great need of change in teaching methods specially towards the subjects like civics which plays important part in everyone’s life. Changing the traditional methods with engaging interactive systems would drive children to actually learn subjects with interest.
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Learning Game for teaching Devanagari Conjuncts to Children
by Kalyani S Dhone
Lack of reading and writing is always a barrier in child’s education and it also affects child progress. The idea behind this is to make an attempt to come up with a ‘Learning Toy’ which can help children in learning Marathi conjuncts. The main objective is to make a child understand the formation of the conjunct with engagement and fun. User studies were conducted with teachers and children in BMC schools and it was found that conjuncts are mainly taught by rote learning where the basic concept of formation of conjuncts doesn't get clear in child’s head. In addition to that, spoken language influences the child’s reading habits. It gets more difficult when they come across the conjuncts having special form like ??????, ????. To solve this issue and understand the problem user studies were conducted in government schools where I tried to understand the current existing process of teaching and problems faced by children while reading and writing conjuncts. The studies were used to draw insights and observations, based on which different concepts were designed keeping the objectives and targeted user in mind. As a final outcome, I came up with a game where child will be given a set of puzzles in which conjuncts will be given. In a game child plays with cards and learn formation of conjuncts.The game mainly provides the knowledge about sequence of letters combined in given conjunct. Making a two player game makes the game play interesting and challenging for each player. The game play is designed as a open card game. So while playing child tries make his own pair of conjuncts but at the same time he tries to block the opponent. The game provides the learning as well as social dynamics among the players. The game was mainly divided into 6 different levels, based on the complexity and frequency of the conjuncts. Simpler conjuncts were integrated in first levels and difficult conjuncts were integrated in later stages. Physical (tangible) board game was made to understand the game play and learning effectiveness of product. Preliminary Evaluation was done on the board game with targeted users. Based on the user’s feedback digital prototype was developed. Digital prototype was developed to add interactivity to the game with the help of sound and visuals. Three levels of digital prototype was evaluated with children to evaluate learning where it was mainly focused on sequencing of letters in conjuncts, pronunciation and engagement.
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Envisioning Internet of Things in Indian Context
by Kaustubh Limaye
Currently we use internet for various purposes through computers and mobile phones. The next step for internet is digitally connecting our daily things to each other and to us. This trend is called as Internet of Things. It emerged as a creative application of RFID technology. The aim of this project is to carry out a preliminary research study for identifying potential of IoT in India. As IoT products originated in west, their development is based on underlying assumptions which may not be valid in Indian context. As a part of this project, we studied the current state of IoT field and conceptualised IoT applications specific to India. We used these concepts as an ice breaker to have conversation with users in order to understand their concerns and inclinations. Finally, it helped us in coming up directions for further research and refining designed concepts.
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Industrial Experience at Fractal Ink Design Studio
by Kaustubh Limaye
Fractal ink is a consultancy with a relentless focus on experiential and human-centric design. An award-winning design consultancy with a deep-rooted passion for creating human-centric experiences. Here I got to learn about visual hierarchy,affordance,usability considerations for mobile screens, wireframing, clarity of thought, team work etc. Hands-on experience with visual design on Windows phone, Windows tablet, and websites, as well as wireframing on Windows Phone.
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Designing an alternate way to reach relevant primary heatlhcare practitioners in Navi Mumbai
by Kaustubh Limaye
For a migrant to an urban settlement like Navi Mumbai, deciding a primary healthcare service, is a task heavily influenced by the word-of-mouth effect. It is an important task as it is mostly the first encounter with the healthcare sys- tem. The credibility of the word-of-mouth phenomenon being doubtful, deci- sion making is a concern. Based on the information needs and decision making criteria for healthcare decisions of users, this project tries to aid the first time health seekers reach relevant general practitioners with informed decisions through an informa- tion system making advantageous use of the word-of-mouth effect. Considering a patient centric approach, a mobile application with search and connect features is presented as a solution. It facilitates search using user pref- erences, provides factual information about the general practitioners that is hidden, allows users to interact with friends and locals for getting assurance and acts as an appointment management tool.
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Gamified usability testing Tool for Virtual marathi Keyboards on Android platform
by Kaustubh Limaye
The Marathi-speaking population is 71,936,894 (India 2011) There are approximately 8 crore people. It is estimated that 302 million people use the internet across the world. The Marathi Wikipedia has 34,000 articles and 23,000+ registered users. I investigated the touch behaviour on mobile devices’ virtual keyboards through the game "Type It" . The various data about the devices used and the performance of the players' user location, device name, time zone, and width-height of the virtual keyboard. Experimenters control most variables and conduct studies with a small number of participants in a lab (high internal and low external validity).
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Emotions of a Dyslexic
by Maharaj M A
‘Learning disabilities are basically neurological processing problems. These problems can interfere with learning skills like reading and writing and also math. Learning disability can sometimes affect higher level behaviors like organizing, reasoning, memorizing and planning’[1]. Learning disability in a kid is generally tested in schools and the kids are given special training to perform well. Even though it cannot be cured, one can overcome this disability and be successful in life.
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Develepment of a Timeline Tool
by Maharaj M A
In this internship requires to gain knowledge to develop an opinion on the past and future of mobile computing. This objectives will be achieved by adding significant events to the existing Mobile Computing Timeline developed by bRnd Studio. Using the lens of hardware, software and services to tell each story. This exercise will lay the ground work for the next phase of the internship. Based on the learning of the first exercise, sketch and prototype a web based research tool that assists in gathering and visualizing historical data. To do this start by benchmarking existing timeline tools and other applications like pintrest, flipboard etc. Then brainstorm what a Timeline Tool would look and feel like. Follow that by creating a flow analysis of the tool in mind. Develop screen shots and animations of the interactions the tool will offer. The tool should assist the user in archiving facts found on the internet at the time of discovery, while also giving them the ability to add a written summary, images, audio or video to the finding before saving them to the database. Once the content has been added to the database the user should have the ability to view the data in multiple ways such as timelines, lists, 2X2 matrixes etc. In addition users should be able to add comments and share events with others directly from the tool. The aesthetic of the online solution should complement the physical Timeline cards developed by bRnd Studio. The tool should have a clear, simple and effective interface while being easy to use. The initial target user for such a system are members of a design research and development teams.
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UI Localization of Touch phone for the Literate, but non-English proficient
by Maharaj M A
The aim of this project is to design a localized user interface of smart phones for the literate, but non English proficient users. For Localization, one needs to culturally adapt the user interface. Efficient UI localization for Tamil speaking people is still not available. User study was done to learn about the cultural behaviour of the users, through which design heuristics were derived. The design heuristics are: 1. Use text or voice assistance to direct the user. 2. Use localized metaphors or skeuomorphism. 3. Perform critical tasks only with these four gestures: single tap, press and hold, swipe up and swipe down 4. Standardize interaction elements to be distinguished from other static elements visually 5. Choose translation or transliteration based on the familiarity of terms. 6. Use illustrations representing events or actions. 7. Give less functions in a screen at a time. 8. Reveal features gradually. Abstract Interface design was tried out for three touch phone applications, namely, Alarm Clock, Phone Book and Message. The interface of these applications were redefined according to these heuristics. The designs were tested with the users, with a set of evaluation criteria. From the evaluations it was found that the use of text and voice assistance along with translation and transliteration helped to a certain extent of performance. It failed at places where the user was not able to relate the content and the action to be performed. The heuristics related to visual like ‘use of metaphor and skeuomorphism’ were quite successful. It helped to understand and remember gestures too e.g: swipe to turn a page in phone book app. The structure related heuristics like ‘Give less functions in a screen at a time’ and ‘reveal features gradually’ failed to make the user understand the conceptual model. Future scope for the project could be developing more applications based on these heuristics, which could be useful and adaptable for the selected user group. The project contributes in new ways for approaching localization of smart phones. It mainly focuses on giving the user the knowledge of how to use an interface when they encounter it for the first time. Also this project tries to prove that the heuristics derived can act as a base for designing any user interface for such user group.
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Interconnecting the worlds of the dyslexic
by Maharaj M A
Dyslexia is the most common learning disability affecting about one in every five kid. It is a disability which prevents children from reading at a level commensurate with general intelligence. Children with dyslexia have difficulty distinguishing alphabets and words, they also have great difficulty learning the connection between written letter patterns and the sound of it. Generally, children with dyslexia tend to be active like normal kids and sometimes they are more hyper than the normal children. While working on this project, at some stage it was realized that dyslexia is not just about learning disability but there is more to it. The major problem with dyslexic people, especially the kids is that their childhood becomes more miserable and hard for them to mix themselves with the society. Because of bad experiences they lose confidence which leads to emotional breakdown which in turn reflects in their learning and their self-development. Here I have tried to deal with the learning problem considering the emotional barriers. This project focuses on creating a digital game learning environment for the kids to play and learn along with their parents. Together they explore the fantasy world where they enjoy, explore and learn. The project focuses on solving this problem by creating a fun filled game environment where the kid does not feel bored to learn. Here, in this case the story line used for the game play is a young dragon journey where the kid enacts the dragon and he has to play different game levels to complete the story. There are two games in this part of the story: One is arranging the birds in which the kid learns sequencing by visuals and sequencing letters. The other is flying the dragon in which the kid learns about numbers. To make the game more lively two things are done, one in implementing an interactive dragon, where the kid talks with the dragon and the other is the use of gesture as controls for the game.
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Two wheeler Data logging and visualization
by Piyush Vinod Churad
In India, two-wheeler is amongst the popular mode of transportation. In the past decade, we’ve seen growth in the sales of two-wheelers [1]. With the advancement in technology, the efficiency and the of two wheelers have improved. Data logging can further help in improvement by recording and analysing various parameters. The aim of the project is to develop a tool for logging data using low-cost physical computing devices. Different parameters of two-wheeler were moni- tored to understand user’s riding behavior. A variety of sensors were used for logging data. Arduino microprocessor was used for controlling and receiving data from sensor. Collected data is later visualized in Processing. The tool monitors two-wheeler’s speed, GPS location, angular displacement of handle, tilt angle of vehicle, clutch lever usage and rear brake usage. The generated data can be used to find statistical correlation between different parameters.
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Timbr : A loyalty program based experience design for Customers and Merchants
by Piyush Vinod Churad
A merchant always wants his loyal customers to feel special every time they make use of the service being provided. Also for new customers, they should often visit and use the service whether it’s a shopping brand or a restaurant. The Customers want to save their time and money in terms of travelling, searching for offers and other expenses. They need rewards of being loyal to their favorite brand implicitly. Shopping with smartphones and tablets is becoming increasingly popular. It saves your time, money and helps customers make smarter spending decisions by putting detailed information. In addition to that making use of newer technologies lives of both customers and merchants can be made easier. The aim of this project, Timbr, is to design a loyalty program based expe- rience. It includes a mobile application for customers and a web based application for merchants. The design is based on the Beacon Technology which is used for detecting customers Check-Ins. The technology enables a smart phone or other device to perform actions when in close proximity to a Beacon device. With the help of Beacon Device, Timbr can approximately find its relative location to an iBeacon in a store.
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Hostel Mess Experience Design at IIT Bombay
by Piyush Vinod Churad
The IIT Bombay Hostels cater to nearly 8,000 students. Food is the fuel that these students need to stay focused and learn in the classroom. Students have to maintain good physical as well as mental health with daily exams, quizzes, and projects. Considering the individual taste and interest in food, in almost every institute students have complaints regarding food. The newly built hostels provide common mess facility to large number of students where service providers are failing to provide satisfactory food service to the students most of the times. A lack of communication between the student’s body and the Mess catering staff was observed in most of the hostel messes. The problems are escalated catering to student’s dissatisfaction towards food service and mess caterer’s business every year. The project aims to provide alternative ways to better the food service, quality and improve students experience in the IITB hostel messes. The outcome of this project is a system comprising of a mobile application, a web based feedback page and a feedback kiosk, which helps to provide an alternate and easy way of communication between the users. It provides an easy access to information related to mess and student’s opinions. During evaluation, users could use the system successfully with most of them being able to provide feedback. Future work lies in implementing the system and to make the system usable and enhance users experience.
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Game System for learning Basic letters of Devanagari Script for Children using OCR technology
by Piyush Vinod Churad
With the increase in English medium schools in urban areas, children start learning A B C D first and they find it difficult to learn ? ? ? ?. The language learning of their own mother tongue falls into second priority. The aim of this project is to design a game which helps children of 1st & 2nd standard in learning the basic letters (?????????) of Devanagari script using the capabilities of OCR. Using the hypothesis that “If users play with the primitives, they can learn Devanagari letters”, several explorations, experiments and research were done considering the OCR technology constraints. ‘????????’, a 2D digital video game was designed based on the concept of tangible primitives and their graphical similarity that could best exploit the OCR technology features and enhance the learning experience of a child through a unique gameplay. The game consists of 28 tangible primitives derived from a modular font. A sequence of letters to be taught to the users was decided and structured in order to reduce the complexity in recognition by the users. The game motivates and gives feedback using a set of animations. This prototype was then used to validate the proposed hypothesis. Through usability evaluation and user feedback, several iterations in design were made to reach the final game. During evaluation, users could play the game successfully with most of them being able to recognize and learn the given set of Devanagari letters easily. Future scope lies in developing a scalable game system and exhaustive evalution to make the game system more usable in terms of learning and engagement.
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Two wheeler Data logging and visualization
by Prem Lokesh
In India, two-wheeler is amongst the popular mode of transportation. In the past decade, we’ve seen growth in the sales of two-wheelers. With the advancement in technology, the efficiency and the of two wheelers have improved. Data logging can further help in improvement by recording and analysing various parameters. The aim of the project is to develop a tool for logging data using low-cost physical computing devices. Different parameters of two-wheeler were moni- tored to understand user’s riding behavior. A variety of sensors were used for logging data. Arduino microprocessor was used for controlling and receiving data from sensor. Collected data is later visualized in Processing.The tool monitors two-wheeler’s speed, GPS location, angular displacement of handle, tilt angle of vehicle, clutch lever usage and rear brake usage. The generated data can be used to find statistical correlation between different parameters.
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Summer Internship at TU Darmstadt, Institute of Ergonomics, Germany
by Prem Lokesh
The User Centered Design Process (UCD) (DIN ISO 9241-210) is used in varying degrees in the design and development of any product or service. One of the aspects of the UCD process is a strong under- standing of the user, user‘s context and requirements before design. This ADP focuses on the development of concept and prototype of the vehicle entertainment console for the target cultures of India and Germany based on the understanding and requirements of the target users. The ADP would follow the below flow of activity and tasks. Project Management: Understanding and allocation of tasks, time plan, roles User Studies: - Design and conducting user interviews with German and Indian users - Developing German and Indian user profiles and personas Concept and digital prototype of design for the German and Indian personas
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DATA ART
by Riken Patel
Aim of the project is to use the data to generate art. It is an attempt to create aesthetically beautiful art pieces using real world data. A try humanizing the data that people can appreciate which otherwise remains dull and boring. The DRAT motive is to communicate data to larger audience and TRAT engaging them. Data-art is different from visualization as TARA the primary intent of the representing data is not to convey RATA specific communication message but to create curiosity in DATA viewers to explore more. At the start of the project I explored few popular existing projects and influencing personalities in domain of data-art, data-visualization or generative art. As a next step, I have used data from 50th inter IIT sports meet to express how I interpreted it as a battle for ultimate victory. The final outcome is an interactive abstract visualization which discloses match between each IIT one by one, sports by sports and at the end of each cycle, it allows user to interact with it.
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Low Cost Sensor Base Portable Local Weather Station
by Roopa Narayan Sahoo
The measurements of various weather parameters temperature, atmospheric pressure and relative humidity locally by using the appropriate sensors is not only important in environmental or weather monitoring but also crucial for many Industries, including energy, agriculture, forestry, power generation, utilities, mining, petrochemicals and tourism, as well as urban growth and transportation each have the potential to affect air, land, water and biodiversity. The potential environmental impacts of these activities must all be measured, evaluated and managed. All these monitoring efforts undertake responsibility to provide knowledge and information for policy-makers and public concerning global environmental issues over the long-term. A device for weather monitoring has been developed as described in this paper to monitor and display the temperature, pressure and relative humidity of the atmosphere, using analogue and digital components. The analogue outputs of the sensors are connected to a microcontroller through an ADC for digital signal conversion and data logging. For analysis and archiving purposes, the data can be transferred to a PC with a graphical user interface program, through a USB link. The interface program allows sampling parameters such as the date and time of the data-logging operation to be configured. The device has many advantages as compared to other weather monitoring systems in terms of its smaller size, huge memory capacities, lower cost and greater portability.
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A User Study on Communication and Collaboration Mechanisms used by Visually Challenged Chess Players
by Roopa Narayan Sahoo
The goal of the project was to find out how blind people (particularly blind chess players) across different parts of India socially collaborate with others, how they access information and use communication technology and its use in blind chess playing. The aim of this study is to find out the problems that they face while doing this and the opportunities that may be there in designing better ICT systems for blind users.
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Supporting the Procurement and Accounting of Areca-nut Farming
by Roopa Narayan Sahoo
The project proposes an interactive voice response (IVR) system for the Areca nut farming community of Alibag Taluka Maharashtra (India). Following extensive discussions with the ATS and the 10 farmers interviewed, it was observed that ATS could benefit with a system that provides adequate and timely information to support scattered, barely literate areca nut farmers. It would help the areca- nut farmer in bridging the digital gap by bringing the benefits of the information technology through a voice driven system over an ordinary phone call. The main goal of this project is improving the interaction between the ATS and the farmers, in the exchange of information in various stages of cultivation, procurement and processing of areca nut so as to improve the collaboration between the farmers and ATS, minimize risk, and to maximize economic and profit driven growth. The final concept ATS IVR system is a voice driven mobile base application where the framers can get essentials information about areca nut farming, marker price as well as sharing of knowledge with other farmers and experts. Also farmer can give information about his location and amount of harvest with submission date ready for submission to cooperative society workers. Throughout this project we developed concepts that lead to design an interactive voice response (IVR) system which would improve existing practices that are intrinsic to the current areca nut farming production cycle and also some of coherent ideas can be extended for similar kind of farming activities in the agriculture domain and beyond.
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An Online B2B Interaction System for SMEs in Mumbai Suburban Area (Crawford Market Mumbai)
by Roopa Narayan Sahoo
The proposed E-Business platform provides an online B2B Interaction System for SMEs in retail sector across Mumbai suburban area to operate their everyday business effectively. The proposed E-Business platform helps retail business owners to maintain inventory level normal at any situation like low or high demand situations with respect to time, retail space and finance management. It also provides record keeping, tracking of transactions, payments and consignments. Contextual Enquiry was conducted with business owners in Crawford Market Mumbai area. Sample users were selected from five different business categories to get a good understanding of various business processes. After analysis, insights were drawn from this study to make the design brief. The final concept e-Karobar is an online application where the retail business owners can manage their everyday business by using Mobile Devices (Tablets)/PC. This allows business owners to control fixed inventory levels, keep supply chain well maintained accordingly business needs. Business men can update product information by price tag, specifications, physical location with visuals of real products and also at the same time keep track on movements of consignments, payments, transactions. It generates different business reports to help business men in making various business decisions effectively.
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Envisioning Internet of Things in Indian Context
by Sanket Kulkarni
The trend of Internet of Things (IoT) is spreading rapidly and many IoT products are hitting the market. IoT is a futuristic vision of internet in which our daily things along with computers and mobiles will have capacity to connect to internet. It has become popular in developed countries but in developing countries like India, where penetration of ICTs is still under advancement, such products are yet to capture people’s attention. The aim of this project is to carry out a preliminary research study for identifying potential of IoT in India. As IoT products originated in west, their development is based on underlying assumptions which may not be valid in Indian context. As a part of this project, we studied the current state of IoT field and designed India specific IoT concepts. We used these concepts as an ice breaker to have conversation with users in order to understand their concerns and inclinations. Finally, it helped us in coming up directions for further research and refining designed concepts. At the end of study, we propose new categories for grouping IoT products that are ownership, geography and domain. We also came up with list of common IoT systems and their functions which should be considered while designing IoT ecosystem. Other findings from study indicate that users want to control inference of IoT products in their life. Hence, users preferened PULL approach while using IoT systems. Users preference towards particular IoT product was mainly influenced by its utility and importance of function which it is serving.
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Object Oriented UX Framework for Product Information Architecture
by Sanket Kulkarni
Information Architecture of a software product acts as a communication medium in its development life cycle and is expected to translate strategic and structure level requirements of product into actionable skeleton & surface level requirements (according to Garrett’s Model) for designing and implementation team. Modern definition of Information Architecture not only asks how information is being consumed at user-interface level but also enquires how information, itself, is constructed and related. While the definition of Information Architecture is still under debate, lot of researchers have created guidelines and checklist questionnaires to aid people designing information architecture. Although guidelines and checklists questionnaires help people design information architecture without missing important aspects, the cognitive process of designing information architecture still remains a black-box method. While unearthing the cognitive process of IA creation, the fundamental fact which needs to be understood is that ultimately different users want to perform different tasks on or using the product and these tasks have dependencies on each other. So finding task-flows, a set of logically sequenced dependant tasks, becomes key to solve this problem. Hence, our approach includes one to understand essential tasks of different user roles, to break them into unit level tasks and finally to come up with content level task- flows. To create navigational structure of user-interfaces, we created bottom- up and top-down approaches. In bottom-up approach, navigational structure is created by combining common tasks among content level task-flows of all users, thereby creating the overall task-flow. Later, immediately In top- down approach, one can create navigational structure of views by customizing generic navigation templates for identified objects in information model and connect them based on relationship between objects.
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Tutorial Sharing Platform for Smartphone Users
by Sanket Kulkarni
Due to reduction in the cost of smartphones and mobile data service, smartphones are becoming popular in India. Increase in the popularity of social networking platforms like Facebook, Twitter and WhatsApp has enticed people across all age groups and genders to adopt smartphones. Global trends suggest that youngsters are adopting to smartphones and social platforms more easily than middle aged people. The middle-aged people, who are not proficient in English as well as have less exposure to digital devices, are one of the most affected user group in terms of smartphone of adoption. Smartphone adoption of this user group has remained limited due to their reluctance and unavailability of appropriate learning aid. Their problem has two aspects, motivation and learning. In terms of motivation, this user group lacks a sustainable drive to use smartphones as they do not perceive its usefulness due to lack of exposure. Learning aspect of the problem involves first time usability problems i.e. lack of knowledge about already existing conventions of smartphone usage (visual, interaction and information related). In this project, We provide a solution to this problem by creating a tutorial creation and sharing platform, titled as ??????????. We propose a unique tutorial format which is optimized for smartphones. This tutorial format is capable of providing localized and engaging learning experience to user. The proposed platform enables users to create tutorials on their smartphone and share it with novice user. In addition, the proposed platform includes the concept of online tutorial hub. On the Online Tutorial Hub, application makers can host tutorials for their application and users can download or recommend these online tutorials.
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Designing Learning Analytics for Resource Constrained Schools
by Sanket Kulkarni
Learning Analytics (LA) focuses on thorough analysis of learner and tutor data to provide meaningful insights. The applications of LA has shown significant improvements in online learning environments. For utilizing intensive data analysis methods of LA, the availability of data in digital form is necessary. Hence, computing devices and internet become an inherent prerequisite for learning analytics. Many elementary schools in India do not have enough resources to support basic learning environment. More than 50% schools do not have enough teachers for teaching to all students (Aser 2014). Only 19.6% of schools have computer available for students (Aser 2014). Due to unavailability of computing resources and manpower, state-of- the-art applications of LA have failed to penetrate in such context. It then becomes a challenge to design a solution that can work in deprived schools for the benefit of students and teachers. To deal with this problem, we propose an open data analytics platform which can be used by schools, researchers and NGOs for conducting surveys, sharing data and analysing it. The platform provides multiple ways of offline and online data collection which can tolerate unavailability of specific computing device and internet. Additionally, platform allows school stakeholders like headmaster to co-relate data of multiple surveys and draw collective insights.
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Stereotypical Character Design, in Indian Context
by Sukanya Mudaliar
In a diverse country like India the humble tea vendor has silently made his way to gain a space in popular culture, mainstream cinema and has even come to be an icon in politics. Apart from such publicity, he is also a part of the daily lives of so many tea lovers in this country. This project is an attempt to find a stereotype of his personality and translate it into illustrations.
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Information Architecture Of an Open Educational Resource website
by Sukanya Mudaliar
Education, today has bee isolated from work. Often there is little or no con- nection between a person’s education and their occupation. Furthermore, in the Indian villages, where a huge majority of the country’s population resides, youngsters, despite being educated, find it hard to find an occupation due to not being sufficiently enterprising or due to a lack of opportunity. To address this concern, the Indian Institute of Education (IIE) has developed a unique education model, known as the ‘learning while doing’ model. Which along with education, generates employment and opportunities in rural ar- eas. It also contributes very well to the cause of communal development and welfare, and has the potential to address issues like over population in urban areas and development of the base of the economic pyramid. This model has been sustained, evolved and applied quite successfully at Vig- yan Ashram in Pabal, Maharashtra. The lessons, tips, projects and course ma- terials developed and gathered from such experience have been documented and made freely available for all to use and replicate the model of Vigyan Ashram. The project documented herein, is an effort to organise and facilitate enrich- ment of this body of information
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Aid for Planning Furniture Projects
by Sukanya Mudaliar
Although the need for customized furniture has always been there, the entire process of commissioning a carpenter has been described by many clients as an anxiety ridden one. This is an event that occurs once in many years for the client. The information on market conditions, material and making charges are not very easily available. Clients are always weary of being cheated in some way or the other. The project started with interviews of people who had recently commissioned a furniture project and carpenters who took up such projects. The interviews were open ended and helped in compiling the challenges faced by both the parties. Insights showed that there are differences in the way carpenters and clients visualize and communicate their expectations and ideas. Owing to their practice, carpenters had developed a strong spatial sense which may not necessarily be shared by their clients. This has led to many misunderstandings. Thus there was a need for a more concrete visual representation for both parties to come to a common understanding. Subsequently, personae of clients and carpenters were created to convey the ideas of problems faced by them. Simultaneously, a comparative study of products and service in this domain was conducted to find the need gap in the current scenario. The final concept of this project provides the client with relevant information at every step, facilitating them from the point of choosing their furniture and customising it as per their requirements to finding the right carpenter to do the job. Overall, it alleviates anxiety by bringing in transparency and concreteness to the actions carried out. The final concept is to provide an interface for individuals who may be interested in commissioning custom made furniture, to help them: a) Plan custom-made furniture that they may intend to commission a carpenter for making through a furniture planning wizard that helps the user make key decisions like size of furniture, its placement in the room, storage space and structure, materials, embellishments and budgeting. This is done displaying relevant information and available options wherever necessary. b) Record relevant details while designing furniture in a way that both the client and the carpenter may understand. This has been through a project summary sheet that records all the specifications of the project and can be used as a reference for discussion amongst clients and carpenters. c) Find a suitable carpenter for the job. A portal that connects prospective client to carpenters in and around their locality and also displays portfolios of their past work and feedback from their clients. The prototype was evaluated through think aloud exercise and user feedback was incorporated into the next iteration.
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Willow: reminiscence of a dear departed
by Sukanya Mudaliar
This project is a service design solution that facilitates people when they reminisce upon time spent with a parent, grandparent or friend who is no longer alive. It was inspired by a peer reviewed paper on thanatosensitivity, studying digital inheritance and its effects. It led to studying ways to cope with grief, approach towards death and common funeral rituals in India. Simultaneously 7 people who had lost a dear one were interviewed by asking open ended questions. Through the interview, nostalgic reminiscence was identified as the focus of the project. To further reinforce the ideas and maintain sensitivity, PD approach was incorporated. It set the tone and language of the design output. Based on these insights the final deliverables of this project were designed. The first deliverable was a service blueprint that explains the possible threads of service encounters. Initially, these encounters were tested through the Science Fiction Prototyping method and then more encounters were chalked out through a graphic novel and video prototype. The ideas were evaluated by taking feedback of people on various aspects on Likert scale and through a set of open-ended questions. This project has been a humble attempt to envision sensitive service encounters in a constantly evolving future, with the firm conviction that the future, after all is a product of our many stories and expectations.
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How and what people throw in public - A photo study of garbage and littering behaviour in Mumbai
by Sylvan Lobo
Mumbai is always in a state of hustle and bustle, with people involved in constant flux of activity, business, commute or simply sightseeing. Mumbai is renowned for its vibe, character, liveliness and solidarity among its people. Yet it seems a shame to look around and notice all the filth and litter that is inescapable from view. Of late, along with the Swachh Bharat, a lot of campaigns and movements —such as the Ugly Indian, Hindustan Times Clean My Mumbai, Kachra Project—have risen up towards cleaning up; towards a cleaner city and India. It has been high time for a long time now. Yet cleaning up is not enough. A sense of responsibility and cleanliness has to be sustained. I feel, the approaches that are being taken by the government and organizations need to studied for their effectiveness and sustainability (in the sense of not fizzling out). One of the biggest success stories, Singapore, is still has criticisms/questions as to whether it is a clean city or a cleaned up city, whether the attitude of people have changed at all or is still dormant. Swachh Bharat itself has its criticisms [1], although it is a commendable effort. To look closely at the condition in Mumbai, I undertook a photographic study of various spots around Mumbai – around Mumbai CST, Girgaum Chowpatty (the beach and around), around Andheri station, Bandra, Powai and also in a mall in Ghatkopar. Considering photography as a means to communicate, document and collect data, I observed public spaces like the stations and around monument and observed how people littered, the kind of litter itself, the infrastructure, etc. I then attempted to categorise, study and analyse the photographs with some questions in mind related to understanding littering behaviour—the who, why, how, what, when...in the hope of coming upon ideas and insights to deal with the issue of littering. I also explored it as photography as a method of study. In this report, I first present background study of theories and thoughts about what influences littering behaviour. It looks into architectural notions, community aspects and a study of existing approaches to manage litter that have been tried. The next section discusses the methods utilized in this study and the key questions driving the study. Then I present the analysis of the photographs followed by thoughts, ideas and insights. Selected photographs are presented in the appendix.
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Communication Design and Evaluation for Genetic Testing Service
by Sylvan Lobo
Global Gene Corp is an upcoming service offering in healthcare that promotes prevention of diseases through genetic testing customised for Indian population. This is an early-on approach which can predict onset and susceptibility to conditions and disorders allowing timely intervention, as against traditional diagnosis which is done only when symptoms are visible. Design work included the various communication related artefacts in the company to promote awareness of the service and the subject of genetics to doctors and customers. This included mapping and visualizing the operations of the service, and identifying gaps and opportunities; evaluating and guiding the design of brochures for doctors and customers, test requisition form, invites; ideation for keepsake gifts within the theme of genetics; evaluating the website; redesign of education presentation material and infographics.
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Atomatic - An Inclusive Chemistry Learning Aid for Visually Challenged Children
by Sylvan Lobo
The path to education for visually challenged is filled with many challenges. There are primarily two approaches to teach visually challenged students: special education in a blind class or school, or integrated education along with sighted students. Traditionally, blind schools have been the approach to delivering education. Currently, there is a movement towards integrated and inclusive education being considered a better approach. Visually challenged students need to learn certain compensatory skills such as Braille, in the early stages. They also need to develop concepts through certain adaptations in curriculum, and hands-on activities and experiences. At school level, many topics are omitted because of content being highly visual in nature, especially certain topics in mathematics, science or geography. Teachers and students both face difficulties in teaching and grasping such topics. We identified chemistry as an area of focus after discussions with professionals in education and teachers, and a survey of educational aids and facilities at Smt. Kamla Mehata Dadar School for Blind. Chemistry has a lot of visual aspects involved in teaching—e.g. shapes, colour changes in reactions, litmus papers, etc. and is also unsafe when it comes to performing experiments, due to strong acids and bases, and glass equipment. So, quite often, concepts are only taught in the classroom as a normal lecture, with little hands-on activities for the reinforcement of concepts. Based on the studies and interaction with educators, we designed Atomatic—a chemistry learning aid that lets students explore and discover the concepts of the atomic model (Rutherford-Bohr model). It allows a student to construct an atom with its constituents—protons, neutrons and electrons. The device is a board with holes to put in pegs which represent the constituents. As the student tries various combinations, the board guides them through sounds and voice towards making a valid combination. When a valid stable atom is created on the board by the student, information about the atom is spoken out by the board. While the larger goal would have been to work with chemical experiments, as the students were not yet ready with basics, we decided to start at the basic point, i.e. the atom. In designing for visually challenged, we understood that an inclusive approach would be more effective, so that blind, partially blind and sighted students can use it equally. The product provides and engaging game-like experience, and has two levels of complexity. An attempt has been made to make it low cost and scalable. Preliminary evaluations with teachers suggest that the product would be appropriate in teaching students the concepts and would not involve many usability challenges. The product will be evaluated with visually challenged students from at Smt. Kamla Mehta Dadar School for Blind and Xavier’s Resource Centre for Visually Challenged, and sighted students from Kendriya Vidyalaya at IIT Bombay. We hope that the product would prove an effecting learning aid, with minimal usability challenges.
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Summer Internship at Samsung Design Delhi
by Ajay Mittal
‘Learning always begins at home’, so it won’t be wrong to say that during my last one year in IDC, I got a pretty clear understanding upon the kind of work i would like to involve myself in and was therefore looking for an opportunity to experiment with the same. Choosing Samsung Design Delhi (SDD), for my internship was moving one step ahead in this learning process, as i wanted to see the practical implementation of the design process and to use my understanding of the same to generate something of high potential. At SDD, the opportunity to design “Mobile Applications For Indian Youth in 2010’ helped me in developing my own understanding and skills within a given time constraint. The whole project was a kind of different learning experience, ranging from primary and secondary research, conceptualization, ideation, user inputs and iteration. Also, I learned the intricacies of the corporate environment, as there were always a deadline to take care of within a given time constraint but the open atmosphere and time to time group discussions and inputs from the highly qualified and learned design team never lead the design ideas to supress or go waste. For me, Design is about exploring and experimenting. The more we explore and experiment, better the design is. SDD not only helped me in developing my design thinking but also exposed me to the new range of possibilities and opportunities a designer can get into.
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System Design For Teach For India
by Ajay Mittal
Complexity of a system involves in the multiple loops which bind the entire system together. Often a complex system takes a longer duration for a user to get a hold of it, which results in errors and time consumption. When it comes to looking for a system design for a bigger organization, where multiple players are involved in the process and each one is assigned a different role to be played, the entire process becomes multi fold, and therefore it becomes essential to understand the complexity involved at each stage, and in order to create a larger impact, it is also necessary to understand the need of creating a system in first place and also the problems which it would cater to. Understanding which, would help in finding the right solution to the problem. The model of Teach for India is a threefold process wherein major role is played by the facilitators of the organization, followed by the teachers and the students. Role of each player differs from other in some or the other way and therefore coming up with a system design, which caters to everyone’s requirements and providing them with relevant information. It also requires understanding of the interconnections and links within the system. The project aims at understanding the need gaps in the existing manual process and coming out with a new system design to facilitate the networking between the three major players i.e. The facilitators, teachers and students involved with ‘Teach For India’ foundation. As the entire system is currently being done manually, the project also aims at creating a new online system which could reduce the extra amount of work done in a manual process and also providing the right information at the right time along with making access to the required information and validating and authenticating it at the same time reducing the chances of flaws in the process.
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Communication and Information Sharing For Elderly
by Ajay Mittal
Information and communication technology have not only affected the younger generation, but they are also pervading and finding their way into the lives of the elderly. With the growth of mobile phones, the World Wide Web, and other various modes of connecting people, the face of communication is changing at a rapid pace. The development of communication technologies has caused an enormous social change. Mobile phones are currently one of the biggest modes of communication between people as they target a larger audience, but when it comes to the elderly, this is where it fails to connect as the needs and requirements of the elderly are different from all other age groups, which needs to be considered separately during the design process. Designing for the elderly requires a "human-centered approach" as it is more important to discuss and debate about the technology and design with the people who are going to use them. The project is an attempt to create an alternative means of communication and information sharing for the elderly, keeping in mind the physical and technological constraints. We are designing a wearable device for the elderly to carry whenever and wherever they feel like it, with all the basic essential features required for communication and information sharing. For example, sharing of songs and pictures, emergency calling, and tracking systems to keep track of family and friends. To overcome the problem of sight and hearing, which comes with increasing age, audio-visual feedback at every step while performing a function and icons for easy mapping and navigation have been implemented in the design. Also, metaphors for the interface are taken from the already existing mental models of elderly people so that they don’t find it difficult to adapt to the new interface.
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The CLIFF Front Panel, Evaluation and Redesign
by Aniket Sarangdhar
Vertical Infinity is a company formed for the research and development of new breed of Fitness equipments called Adventure Fitness Equipments. Started by Mr. Vinal Savla, an alumnus of IIT Bombay (EE' 2005), Vertical Infinity has been in touch with various IDC Faculty and students from its very conception. The Project circulates around its first product, which clubs the activity of Adventure Rock Climbing with Fitness into a machine ? the CLIFF, a first of its kind in India. About the CLIFF: The CLIFF is a Motorized Rock Climbing wall which simulates rock climbing up?to thousands of feet, hundreds of minutes and burns tons of calories & triggers motion in almost all the body muscles, making all this possible at any indoor location. The CLIFF requires an indoor area of just about 50 sq. ft. and a height of 10.5', yet offers infinite climbing space. Project brief is to redesign the current front panel’s Graphics and human interface flow without any addition of hardware or change in position of hardware, redesign the front panel’s Graphics and human interface flow with minimal hardware changes and add new features and : Conceptualize from scratch a new versatile feature?rich cost?effective human interface for the CLIFF.
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Information System for B. E. S. T. Commuters
by Aniket Sarangdhar
In this project, an information system is designed for commuters of Brihanmumbai Electric Supply and Transport undertaking (BEST) which provides bus service in Mumbai city. In the process, the current information system of BEST was studied. Also, information system of bus services of different cities was studied to understand new transit technologies. Several regular and non-regular commuters were observed and interviewed and hours of observations were done at different bus stops and in buses to identify their needs and problems. Also, a new pattern of commuting amongst the commuters in the city is identified. On the basis of these background studies, a mobile phone based information system along with indicators at bus stops and inside buses, a telephone helpline service and a website is proposed. Using this solution, users could plan their journey by knowing information of the nearest bus stops or any bus stop; bus routes, fares, arrival time and crowd in the buses arriving at any bus stop. Users could get this dynamic information; anywhere and at any time during the journey. This information would equip the users to get all the needed information, before beginning the journey, enabling them to arrive at the bus stop just in time to catch the bus. The design would cater, both regular as well non-regular commuters, by providing the necessary real time data at every stage of the journey.
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Summer Internship @ LearningMate Heuristic Evaluation of K12 Courses
by Kirti Kanitkar
LearningMate is a company that started around 8 years back, a brain child of alumni of Industrial Design Centre, who are passionate about contributing the field of education. Currently almost all the work that is being done is of education content designing and creation. A fresh and young Design team is the biggest strength. The team's designers are very dynamic, and each one is highly competent and multitasker. There are various other teams working in the office too, like Content writers, Flash programers, Management group etc. each contributing there share to come up with the best output. Education in the United States is provided mainly by government, with control and funding coming from three levels: federal, state, and local. School attendance is mandatory and nearly universal at the primary and secondary levels (known inside the United States as the elementary and high schools levels). At these levels, school curricula, funding, teaching, and other policies are set through locally elected school boards with jurisdiction over school districts. School districts are usually separate from other local jurisdictions, with independent officials and budgets. State governments usually make educational standards and standardized testing decisions. Attending public schools, state) certified private schools, or an approved home school program can generally satisfy compulsory education requirements.
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System Design for Virtual Adoption
by Kirti Kanitkar
The rapid growth of the adoption process facilitates designing better interactions between the parents and children through communication and interaction. The parents are unaware of whom to approach and seek help from when the adoption process is concerned. They seek help from experienced people, and so this system design helps them to gather correct information in one place and approach their prospective kid in the most appropriate manner. The project mainly focuses on the adoption process that is carried out in the orphanages, and helps them regulate and work in the best possible manner and efficiently by providing various other necessary factors that are important in the adoption process. The report describes the design of a new automated system that would facilitate better pathways for parents to approach their kids. The project went through cycles of design, prototyping, and user evaluation. The method facilitates improved interactions and also presents the information that is important to the parents in the best possible way.
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Information Management system to support HIV patients & Doctors
by Kirti Kanitkar
The rapid growth of the adoption process facilitates designing better interactions between the parents and children through communication and interaction. The parents are unaware of whom to approach and seek help from when the adoption process is concerned. They seek help from experienced people, and so this system design helps them to gather correct information in one place and approach their prospective kid in the most appropriate manner. The project mainly focuses on the adoption process that is carried out in the orphanages, and helps them regulate and work in the best possible manner and efficiently by providing various other necessary factors that are important in the adoption process. The report describes the design of a new automated system that would facilitate better pathways for parents to approach their kids. The project went through cycles of design, prototyping, and user evaluation. The method facilitates improved interactions and also presents the information that is important to the parents in the best possible way.
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User Studies for Designing ‘Visitor Experience’ in Museums
by Mandar N. Sarnaik
This internship project work is a part of C-DAC’s on-going project on "Interactive Kiosks in the Chhatrapati Shivaji Maharaj Museum, Mumbai (formerly known as the Prince of Wales Museum). The project aims to install interactive kiosks in various galleries of the museum to provide a better experience for the visitors. To start with the project, a study of the visitors and the various aspects related to viewing artefacts in a museum was conducted to get design directions and understand the visitor expectations and problems. The study included visitor interviews (contextual inquiry), visitor feedback through questionnaires, and observation of visitor behaviour. The findings of the study have been presented as insights, design ideas, and recommendations. The study was conducted mainly at the Raja Dinkar Kelkar Museum, Pune, since the project office and resources are located in Pune. The findings are of a general nature; they can be considered to hold true in any general museum environment. The findings of the study are now useful in designing the content and interactions of the kiosk. Based on the available insights, the basic information architecture for the kiosk has been proposed with design recommendations, and the nature of applications therein has been thought over.
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Supporting ‘Learning to Sing’
by Mandar N. Sarnaik
Hindustani Classical is a great style of singing and has been codified to extreme detail and is a science and art in itself. This project aims at supporting the process of learning to sing (Hindustani Classical vocals) in cases where the students do not get to spend more time with the Guru. The long gaps between classes and the lack of personal guidance during individual singing practise are major problems. By processing an individual’s singing using digital signal processing, feedback can be given on the pitch, timing, and energy of singing. These parameters are the digital counterparts of Swar (notes), Taal and Laya (beats and rhythm), etc. terms in classical singing, respectively. Design challenges like the acceptance and application of such an idea in the lives of the Guru and the students, an interface, and ways to give feedback have been attempted in this project. Through a combined effect of audio, text notations and real-time data visualisation, an attempt has been made to help a user understand the nuances of their own singing, which when juxtaposed against a reference can help a great deal in correction by comparison. The project also aims to help potentially good singers and aspirants who have never been to a class to discover and appreciate classical singing and, probably in the future, join a class.
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Multiplayer Interactive Game on a Multi-touch Surface
by Mandar N. Sarnaik
Computer games take us to a world full of fun, fantasy, and engaging experiences. Computing power, coupled with beautiful animations, huge life-like landscapes open for exploration, and sounds, make these games addictive. Players play such games for long hours. This project started with the idea of making such rich, experiential games. User studies were done to understand computer games and players’ attitudes and responses. Future trends in gaming were also studied. It became clear that rich visuals and sound designs, which are "time and skilled resource’ intensive tasks, can convert simple activities into rich and engaging experiences. However, it was realised that the fun and social bonding that board games deliver was missing in computer games as well. It was hence decided to combine the advantages of board games and computer games. The proposed game, "GRAB," is a multiplayer computer game to be played on a multi-touch surface. The game will incorporate the feel of a board game and facilitate player-player and player-spectator interactions. The computing power and interactivity of computer games are employed to provide engagement and fun. The novelty of the multi-touch hardware and a natural way of interacting with the game will be an attractive factor for players. The game aims at improving hand-eye coordination, reflexes and boosting quick decision-making. The game can find a place in public places like malls, resorts, clubs, schools, etc. The game activity is intuitive enough to encourage learning the game by seeing other players playing. Several concepts for converting this game into educational and learning games have also been ideated.
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Summer Internship at LearningMate
by Priyanka Irle
LearningMate is a leading provider of end-to-end online learning solutions to the education industry. They help client organizations implement strategic initiatives related to the creation, management and delivery of high-value interactive learning content. A team of experienced professionals including instructional designers, project managers, content specialists, graphic designers, creative visualizers, programmers, and quality control specialist’s work together to deliver relevant, robust solutions at a price point significantly lower than industry benchmarks.
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Information & Experience Sharing through Maps
by Priyanka Irle
The aim of this project is to understand the use of maps in the spatial domain and use them as a tool for providing context-based information. The project also aims at understanding the use of maps at one level above navigation and looking at maps one level above navigation and at maps as a tool for gathering location-based information more than providing just information to the users. As the project advanced, more emphasis was given to the sharing of experiences among local people, which further narrowed the focus to understanding and exchanging shared information that is location-based. The target audience being travelers, the project aimed at designing a mobile map application that would help travellers during their stages of travel and cater to their needs and requirements. Keeping in mind the keywords like travel, experience, information, and sharing, an attempt was thus made to come up with a map-based travel application that understands the main feature of its target audience, that is mobility.
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Information Systems in HIV/AIDS Clinic
by Priyanka Irle
To combat the HIV disease, PLHA must provide health education as well as proper treatment. The project aims at understanding the current methods of education like print, brochures, television, radio, the internet, etc. and their association with spaces like hospitals, HIV clinics, and HIV testing centres, which are visited by a PLHA on a regular basis. It was observed that a major portion of a PLAH’s day was spent in the waiting areas of these spaces during his visit to an HIV clinic. The goal of this project is to study the effectiveness of the waiting area and come up with design solutions that would help the PLHA’s use their waiting time more constructively. It was found that the waiting area would be an excellent place to provide health care information and also serve as a place for networking with other PLHA’s who were present in the clinic for their medical visit. The design solution consists of a hand-held tablet PC which is used to provide authentic information using interactive videos based on various parameters like personalization, repetition, and localization of the content provided. Information thus reaches the PLHA in an interactive form, making it more dynamic and organized. The tablet PC also consists of scenario-based quizzes that evaluate the knowledge levels of the PLHA and provide feedback, which in turn acts as a trigger and source of information gain. Networking amongst the PLHA’s has many benefits, like information sharing, experience sharing, motivation, but disclosure of a PLHA’s status is the greatest drawback. A clinical radio is the proposed solution which maintains the confidentiality of the PLHA and at the same time allows him to connect to other PLHA’s and share thoughts and experiences.
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Summer Internship at SEARCH Foundation
by Shalini Tripathi
SEARCH (Society for Education, Action and Research in Community Health) is a non-government organisation registered as a public trust and charitable society in India. It was founded in 1985 by a doctor couple, Abhay Bang and Rani Bang. Inspired by the life and philosophy of Mahatma Gandhi, Their dream was to develop an institution of community health that provided health care to the local population and generated knowledge for the global community by way of research. Dr. Abhay Bang is the Director of the Society for Education, Action, and Research in Community Health (SEARCH), which he started in 1984. He and his wife, Dr. Rani Bang, are both doctors and did their Masters in Public Health from John Hopkins University America. They live and work in Gadchiroli, India, where they provide medical care and conduct research in 100 villages. Dr. Abhay and SEARCH developed a new approach, "Home-based Neonatal and Child Care,’ which has significantly reduced the infant mortality rate. This research has been selected as a milestone paper to be included in the Vintage Lancet. He has received the highest honour of Maharashtra state, a national award from the Indian Council of Medical Research, and has been honoured by Save the Children and the MacArthur Foundation. Time magazine honoured Abhay and Rani as "Global Health Heroes" in 2005 and gave them several other awards.
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Application to Support NREGA
by Shalini Tripathi
The project aims to have designed interventions in the current system of a government scheme/act called NREGS/NERGA ( National Rural Employment Guarantee Scheme/Act ) in order to solve problems in the system. Design research done during the project identified several problems in the execution and usability of the current system. The scheme is made keeping an ideal scenario in mind and does not take care of many implicit situations. The beneficiaries' goal is not achieved and the other stakeholders are overburdened with work, resulting in improper working of the system. The inaccessibility of the NREGA webportal, the increasing magnitude of paperwork at each level for the executing officers, and poor record keeping fail the very purpose of the system. The impractical number of forms to be filled out by the programme officer leads to breakdown, resulting in many of them being left unfilled, which eventually effects the transparency of the job seeker or delay of work. These situations also open up possibilities for the manipulation of data. All the data/documentation on site and otherwise is first filled in registers/paper/forms before being uploaded onto the website, which creates lots of backlog on the site and double work for the people involved in uploading the data manually. The design solution will also help social auditors to get the data online of ongoing work and verify it on site; otherwise, in practice, it creates lots of problems for the social auditors to verify data. The final design solution tackles these problems at different levels in the following ways: 1) A kiosk-based system for job seekers to demand work as well as verify data on their job cards (i.e. information about work allotted and completed, as well as wage pay [1]). As job seekers fall into illiterate and semiliterate categories, the interface provides a graphical user interface made up of familiar shapes and images and assisted with voice. 2) The second part of the design solution is a computer-based data input system for the programme officer for allotment of work to job seekers, issue of online registers( muster& MB) for work to the Gram Sewak, and ordering the Gram Sewak to start work.
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Playful Device for Elderly to help them to Exercise
by Shalini Tripathi
The goal of this project was to create an interactive, playful device for the elderly that will help them exercise invisibly. The mechanism involved in interacting with the device incorporates some form of body movement which exercises the elderly’s body parts. The user (elderly) is not burdened with the exercise element of the device, for him/her it is just a playful/useful device. The body movement and entertainment elements are based on the elderly's daily life and activities. Different tools are used to create interactivity in the product. The device is singly or collaboratively operable depending on the need. The purpose is to make the elderly experience excitement and fun while at the same time making them exercise without the burden of the word exercise. There are two designs for two different types of personas. Design 1 is called " e-mote," which is a playful basic remote control for television with a properly developed prototype. The Design 2 is at more of a concept and exploration stage. It is a game called " s-tory", which is an action-based story-making/telling game based on augmented reality principles.
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Summer Internship 2009 I Samsung Design Delhi
by Shashank Khanna
This report is about my learning and the experience gained in the internship programme at Samsung Design Delhi. I have successfully completed my internship in a period of six weeks. During my stay at SDD, I have handled one major project—Mobile for Indian Youth—from initial research to design ideation. This project was divided into four main stages: research on the youth segment; understanding differences between global and Indian youth; development of Indian youth user segments through personas; and finally culminating with design ideas mapped on a feasibility time graph. Regarding this project, I was given freedom to experiment with the design process followed under continuous guidance and feedback from SDD team members. The project was chalked out in various phases, and every phase ended with a presentation and future directions. The project is seen as a strong opportunity to uplift Samsung’s presence in the Indian market. Some of these ideas will be part of upcoming mobile phones by 2010-2011. This realistic goal helped me to stay focused on current user needs, missing links, and hence act on the opportunity areas figured out during research. Here I was able to work within the constraints of industrial requirements and tight deadlines. I also got exposure to diverse activities and industrial methodologies followed by designers at SDD. Interaction at different levels—users, designers, management, engineers, and testing—trained me in interdisciplinary learning and gave me the confidence to participate further in professional work.
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Banking for the Urban Low-Income Group
by Shashank Khanna
A bank is a fundamental financial setup that formalises our financial activities. Banks have played a major role in helping manage our money and offer fair savings and credit products. With the intervention of digital technologies, banks have remodelled their functioning and reach. But there is a large section of society that is still unbanked or underserved. In my project, I have tried to understand the financial needs of urban low-income users and the mismatch between current banking services offered to them. Their needs and cognitive potential are different due to low levels of literacy, low monthly earnings, and low digital technology intervention. The most felt needs for this user group are easy account enrollment, suitable savings, credit, and remittance products with micro-value transactions on a suitable delivery channel. According to financial inclusion plans, the RBI has introduced No Frills Savings Accounts with relaxed KYC norms and encourages banks to collaborate with banking facilitators such as FINO to source banking services to unserved and underserved populations. This project, in partnership with FINO’s current setup, allows me to explore the potential of mobile banking, which offers suitable financial services in a safe and usable interactive experience.
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Supplementary income generation through Micro-Tasks
by Shashank Khanna
The micro-task market allows small tasks (typically requiring work for a few minutes or even seconds) to be posted as requests on a common web-based platform. These tasks are then distributed among large numbers of potential respondents. The respondent can select and complete any task for rewards that can be monetary or non-monetary (e.g., enhancing reputation). To ensure quality, the completed work is monitored through filters and peer review. One such micro-task service is Amazon’s Mechanical Turk. In this study, we investigated the barriers to such services being accessible to large numbers of potential users in developing country locations. For the purpose of comparative study, we adopted a few tasks from Amazon’s MTurk. The original MTurk interface was compared to four major interventions: MTurk in Kannada, Original UI and Kannada Video Instructions, Improved UI and Kannada Text Instructions, and Improved UI and Kannada Video Instructions. We calculated the effects of improved UI, instruction format, and language localization on the task completion and remuneration rates for micro-tasks among low-income novice computer users. We found that just language localization was not sufficient to enable micro-tasks, but improved UI and language localization proved positive. These results are instructive in outlining the challenges of having such supplementary income-generating opportunities benefit those with basic computer skills and low levels of income. We also present recommendations on key changes in the design of such services that can significantly impact access and usage among currently excluded user groups.
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The First Fifteen Minutes on the Learning Tracker
by Shaswath Vaidyanathan
IDC gave the platform to sharpen my skills, and now it was time to put them into effect. I rightly chose a start-up company (VEPL) because it gave me all the opportunities to explore and experiment in a short period of 6 weeks as a summer intern. My main project was to understand and improve the first-time user’s experience of the company’s software named Learning Tracker and at the same time explain the service model to the user. Apart from this, I also explored website design, advertising, mobile-based applications, etc. I was exposed to how all the teams in their organization function and interact with one another. Valued Epestemics is a new generation technology company based in Chennai. It specialises in mobile systems and application technologies. It is a start-up founded and managed by technology professionals from top institutes like IIT, IISC, IIM, Purdue, and Stanford, along with experience in R&D and business development from top mobile companies like Nokia and Motorola.
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Security and Safety for elderly living alone
by Shaswath Vaidyanathan
The aim of this project is to design a security device for elderly people which would trigger a warning system and alert nearby neighbours and security guards for timely help. The purpose of the research is to find out the easiest way to communicate with the elderly in case they need help. To understand the problems faced by the elderly regarding security, the author has conducted several user studies and reviewed many newspaper articles and other literature surveys. Design ideas were developed for individual problems faced and later collated and analysed to develop final concepts. The author puts forward a concept of Ubiquitous computing in the form of a wearable technology that provides him with invisible security everywhere within the house at all times. This was proposed after conducting qualitative and quantitative experiments on the elderly using the wearable device. The early results show that this design proves to be useful and usable for the elderly.
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Enhancing cricket viewing experience on a mobile phone
by Shaswath Vaidyanathan
India is a cricket-crazy nation, and the IPL has glued millions of users to television sets for the excitement it provides. The widely followed existing medium for watching cricket is TV, and whatever is shown is purely based on the editor’s choice, from statistics to advertisements. The widely reachable medium in urban India, like the Internet, majorly displays only static information, although it can easily exploit the wide possibilities of computing power. Usually, cricket matches take place when people go to work and there is a high probability that they are not near their television sets. Hence, the research is targeted towards mediums that are always a part of them anywhere, anytime. The project started off with choosing the right medium, by understanding the people’s requirements by doing user studies along with in-depth analysis of the vital components of a cricket match, especially a Twenty2o game. The author has proposed the idea of using the media richness of a 3G mobile phone combined with the simplicity and elegance of the designed cricket application’s visual interface to bring about a rich cricket viewing experience overall.
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Blackboards and Basic-shaped Landscapes: State of Art Education in India
by Abhijith KR

Over 30 million children in India attend classes 7 and 8, with 6.7 million teachers teaching up to secondary (classes 5–7) schools. Of these, art, craft, dance, and theatre teachers are called specialists. Many Indian states have cut down on the number of specialist teachers appointed to fill the vacancies left by retiring teachers as well as new appointments. For example, in Kerala, where new appointments hadn’t been made since the Right to Education Act in 2009, fresh art teacher appointments were made in 2016. The state provides teachers with a comprehensive syllabus, lesson plan, and evaluation criteria. The syllabus is outlined in separate source books for primary (classes 1st to 7th) and high school (classes 8th to 10th). A state resource group (SRG) of teachers, aided by artists and content creators, curates and prepares this material. The state of Maharashtra instituted elementary and intermediate drawing exams in 1880 to help children interested in art take it up professionally. Qualifying these exams helps children pursue careers in art education.

The interviews reveal that art teachers in schools often cater only to the syllabus of such examinations by tailoring class lessons according to the syllabus. The well-performing students are advised and coached separately to appear for the exams. Almost all art teachers we interviewed in Maharashtra taught the exam syllabus in classrooms and conducted private lessons for students preparing for the exams. We realised that the artwork produced by children was a direct consequence of the evaluation-focused instruction provided by teachers; hence, a study of the teachers’ perspective on art education was necessary.

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Summer Internship at Kerala Jaiva Karshaka Samiti(KJKS)
by Abhijith KR

An organisation founded in 1991, Kerala Jaiva Karshaka Samithi is a forum of organic farmers in Kerala. This association has units in almost all districts in the state. Each unit conducts monthly meetings in the field for organic farmers and shares ideas and suggestions for improving their agricultural activities.

In addition to farming, planning meet-ups, and engaging with governing bodies in activism, KJKS publishes a journal called Ore Bhoomi Ore Jeevan (translated as One Earth, One Life, or OEOL), which details new practises in organic farming, features stories from members, provides news of the organisation’s activities, and hosts farm visits across the country, serving as inspiration to the community. I had read some issues of the magazine back in 2012 and felt what they were doing was commendable and worth volunteering my time to improve their design language and streamline the typographic delivery of their sections and stories. My then-job prevented me from devoting any time to the project. When the chance of an opportunity to work in Kerala arose, I decided to see if they were open to letting me work with them in exchange for learning how such intentional communities work and meeting interesting people.

Over email, I proposed a revamp of the KJKS website, building an archive of articles from OEOL and creating a seed database for Kerala based on insights and information from KJKS members. We agreed to meet during their annual state committee meeting.

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Shaking the Foundations of an Empire: An Interactive Data Visualisation of the Dandi Salt March
by Abhijith KR

In an act of civil disobedience against the British rule of India and their misappropriation of power, Mahatma Gandhi and 81 fellow satyagrahis marched from Sabarmati to Dandi in Gujarat, breaking the salt law that criminalised domestic manufacture of salt.

The event is often presented as a textual and other media-rich narrative (documentaries, films, and books). The wealth of data available in March has so far not been presented as a narrative. This project has an exploratory focus on such a data-centric narrative, aspiring to enable a fresh perspective on March.

Through an interactive data visualisation employing numerical and other data (a historical timeline on salt taxes, distances covered, halts, crowds attending meetings, number of women, donations from various groups, and analysis of the content of Gandhi’s speeches along the way), the project proposes a retelling of this historic event in a data-centric narrative to communicate the feelings of nationalistic pride and highlight the significance and rich historical context of the March.

The project, deployed as an interactive website, is shared online, and people are invited to interact with the data. The evaluation takes into account observations, feedback, and suggestions for improvement from the visitors, gauging the impact and fine-tuning the experience.

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Teaching Aid for Art Teachers
by Abhijith KR

Primary art education in India is troubled by a lack of infrastructure and insufficient teachers. The syllabus loses its effectiveness while being translated into classroom instruction. Children produce artwork that lacks character and is monotonous. This dearth of variety can be attributed to an absence of divergent thinking and ineffective systems supporting such thinking. We propose a design-led intervention in the form of a prompt generation tool as a step towards building better support systems and affecting change in teachers outlook. The prompts present familiar objects in unfamiliar situations. These help children think beyond the obvious, trying to deal with the situations presented. Our focus was on achieving rich variety in the art produced by children. The preliminary evaluation of our tool shows promise.

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Methodology of Selecting Fonts
by Ajinkyaraj More

Over the last decade, significance and awareness for typefaces and typography have evolved as an expertise and have become a part of mainstream culture. But why have designers started caring so much about typography and fonts? Communication design, especially visual communication, has been an integral part of the human race since the age of primitive man.

Today, it has become an inseparable part of our social and individual lives. The design gives us the visual instantiation of the communication. For any communication to stand out, it needs to have a unique personality that identifies with its purpose, its content, its medium, and its audience.



Importance of typography: -• It attracts and holds the audience’s attention.
-• It is reader friendly.
-• It establishes an information hierarchy.
-• It helps to create harmony.
-• It creates and builds recognition.

Bad Typography:

Mismatching font style and brand image can cause confusion. Improper letter spacing and alignment can frustrate the user. A good typography can do great things for your design. But bad typography can ruin the entire graphic design. This is because people identify your idea as a combination of all design elements. Typography, if not done properly, can make the whole design look murky. Bad typography can make your design useless for conveying the message.

Typography is one element of graphic design that can never be left out. Poor typography can have disastrous effects. Graphic designs can fail because of a single misplaced dot. Such is the significance of typography in designing. So, make sure your innovative design ideas include some great typographical decisions too.

Hence Designers give equal importance to typography and the use of colour, images, or abstract graphics. This study aims to observe the various methods that designers adopt while selecting a font.

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Summer Internship at B Connect
by Ajinkyaraj More
During my summer internship 2016, I worked for ‘B Connect, an e-government agency in the field of servicing. B Connect provides the e-government services. The use of the Internet and the World Wide Web for delivering government information and services to the citizens E-government promotes and improves broad stakeholder’s contribution to national and community development, as well as deepening the governance process.
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Guiding Tool for RTO Applicants
by Ajinkyaraj More

The government sectors in India have an exhaustive procedure for obtaining various essential government documents like driving licences, marriage certificates, birth certificates, etc. To assist with all these complex processes, the common people do not have an online platform where they can get all the information at once. The lack of proper guidelines causes an overuse of time and energy for a common man who is in search of these procedures. Hence, a large amount of money is spent on mediators, further worsening the situation. Information architecture is not structured properly on the existing portals, and because of this, people think there is a lack of information.

This project aims to handle this general scenario by troubleshooting the problems with the acquisition of driving licences. The instructions and procedures given by the RTO are not clear and are extremely time-consuming in most cases. There is a need for awareness about the specific duration and prerequisites required for each of these steps. Organising all the necessary information in one place will help people understand the process of getting a driving licence from the RTO. This is achieved by creating a web app where clear instructions are given through text and graphical icons, FAQs for every step are available, and relevant status information is provided at every point. Hence, people can use the online portal and apply for the driving licence themselves instead of using the mediators, which in turn saves both time and money.

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An Interactive Data Visualization of Crime In India
by Ajinkyaraj More

Indian government records and releases vast quantities of data about us and our surroundings by means of the census, crime, budgets, population, human development reports, etc.

The national crime record bureau under the ministry of home affairs is sharing the crime data at different levels, which can be used to find insight about the crime rate in India and can prove to be very helpful to analyse the cause of crime up to a certain extent.

This project aims to enable an easy way to visualise the crime data in India. This is done by means of a web-based application of the open data visualisation tool provided by the OGD platform. The higher goal is to enable faster and better decision-making by means of data visualisation.

The series of interactive visualisations will help people understand the crime data from India. Interacting with and observing the crime data visualisation will help the user find correlations, causes, effects, and trends.

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Cinematic Virtual Reality experience of The Kumbh Mela
by Akvil Sakhare

Cinematic VR experiences consist of 360-degree video and ambisonic audio, where the video and audio each account for 50% of the experience. 360-degree cameras capture the visual spherical field of human awareness. Ambisonic microphones record a sound field that can be decoded into binaural audio. Many cameras and sound systems are being developed in the field, but as of now, most 360-degree cameras record in 2D and don’t have spatial audio. The basic idea of cinematic VR is to capture more senses for more presence.

Simhasth-Kumbh Mela is a reunion of Sdhus from all sects of India. It happens every twelve years in Ujjain, Madhya Pradesh, and we captured it in the summer of 2016. It is the largest gathering of people on Earth.

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The Allegory: Virtual Reality Experience of the Journey from the Allegory of Cave
by Akvil Sakhare

The Allegory of the Cave is a theory concerning human perception that claims that knowledge gained through the senses is no more than an opinion and that, in order to have real knowledge, we must gain it.

It describes a group of people who have lived chained to the wall of a cave all of their lives, facing a blank wall. The people watch shadows projected on the wall from objects passing in front of a fire behind them and give names to these shadows. The shadows are the prisoner's reality. One of the prisoners escapes the reality of the cave and witnesses the reality outside. He begins to understand his new world, sees that the sun is the source of life, and goes on an intellectual journey where he discovers beauty and meaning.

This story has been narrated and interpreted in many forms over the years. This project is focused on creating a version of the journey of this story in virtual reality. The project proposes a retelling of the story in a subjective manner so that the person experiencing it feels like he is going through the events in the story.

The project is deployed as a virtual reality experience, which people are invited to experience. The evaluation takes into account observations, feedback, and suggestions for improvement from the visitors, measuring the impact and fine-tuning the experience.

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Memento Mori : VR Data Visualization of Un-natural Deaths in India
by Akvil Sakhare

In the last few years, virtual reality (VR) has experienced advancement after years of hibernation. As compared to traditional mediums of data visualisation, VR as a medium is significantly different, and the use of VR in data visualisation has not been explored much.

This report explores the process of visualising data in virtual reality by creating a data story by drawing upon various visualisation and design principles in two dimensions (2D) and extending them in three dimensions (3D). By using government data on unnatural deaths, the design process includes exploring the data, generating design ideas, and iterating prototypes to come up with the final design.

The project, deployed as a VR application, is multiplatform and can run as a standalone application or in a web browser. The evaluation takes into account observations, feedback, and suggestions for improvement while measuring the impact and fine-tuning the experience.

The project is an example of what is possible. It shows that VR data visualisations aren’t inherently intuitive but can make more sense if delivered through storytelling.

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Study of social relationships among students on Whatsapp. A comparative study between India and Germany
by Anjana S

The aim of this research is to understand how the communication medium allows for the development of particular patterns in the construction of social bonds among students pursuing technical education. After reviewing some of the current research, we rely on empirical studies of the uses of the mobile phone and mobile instant messaging applications in India to discuss how this particular repertoire of instant messaging relationships has gradually solidified as these technologies have become more widespread and as each additional communication resource has been made available to users. The major purpose of this study is to understand how communication technologies relate to face-to-face interactions from a coexistence and substitutionary angle.

Goffman (1969) makes a distinction between expression and communication. Expression consists of the gestures, signs, vocalisations, noises, and movements produced by individuals, usually involuntarily. These acts remain connected to their sources and have meaning only in their original context. Their meaning is relative to the person who produced them. In opposition, Goffman limits the notion of communication to the use of linguistic signs. In this particular and narrow sense, `communication' is related to symbolic and intentional utterances concerning things, events, or ideas.

In a country like India, students are bound by many social norms and stigmas. This highly influences face-to-face communications, whereas screen-based communication has already broken down huge issues like the opposite gender being able to communicate freely when there is a screen in front of them rather than an actual human [6]. Though this medium was mainly to bridge gaps, students have found their own ways to use it to form social bonds, and this also varies highly with respect to personal friend groups, class groups, family groups, and so on.

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Summer Internship at Shanti Ashram, Coimbatore
by Anjana S

An intern is a student or a trainee who works without pay in the form of a stipend to usually gain work experience or satisfy requirements for a qualification.

Internships are for a temporary period and generally fall into specific categories. Internship opportunities in India are career-specific. College students often choose internships based on their field of study. Students often perceive it as a way to develop their capabilities by practically applying their degree while learning in a professional work environment.

Most students apply for internships during their summer and winter breaks. In some universities, internships during college breaks are mandatory and part of the curriculum. It is common for previous interns to become employees of the organisation once they have acquired the necessary skills and experience.

Generally an internship consists of an exchange of experiences between the student and the organisation. The organisation makes use of the student’s skills, while the student can determine if he or she has interest in a particular career, would like to continue, or wants to create a network of contacts.

In a research internship, a student does research for a particular company or organisation. The company can have something that they feel they need to improve, or the student can choose a topic within the company themselves. The results of the research study will be put in a report, which often has to be presented.

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Samay Lekha: A tool for collecting Time Use Data
by Anjana S

Time-use studies rely on either participants keeping track of their activities or on data collectors observing and interviewing participants. This is effort-intensive relative to the quality of the data thus collected.

In this project, I attempt to create a time-use data collection tool that is context-aware, effortless for the respondent, and saves data in a research-convenient format. Samay Lekha is a smartphone application that attempts to make entering data as easy as any daily routine for the respondent. The researcher gets an activity data sheet along with the context of the occurrence of the activity and the entries in the form of tags, consequently solving the problem for both the researcher and the participant.

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Experimental investigation into micro-navigation and localization of binaural audio for visually impaired people
by Anjana S

This project conducted two experiments,

1. An experiment was conducted to investigate micronavigation for the visually impaired. To investigate this, a prototype was created using instructions from a visually impaired volunteer and compared with Google Maps. We found that visually impaired participants navigated with fewer errors, recovered by themselves, and reported less work load while using the prototype with instructions from a visually impaired person than Google Maps.

2. Spatial accuracy in the perception of binaural audio by visually impaired people was investigated. 3D audio recordings were made in the bus stand using binaural microphones at 12 locations. Participants localised sound with respect to angle and depth. Sound sources at 45° and 90° had higher localization accuracy as compared to other angles. Participants could not differentiate between sound sources located directly in the front and back. It was also found that visually impaired participants could differentiate between front and back angles better than their sighted counterparts.

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Packaging Design and Visual Impairment
by Chandni Rajendran
From the point of view of packaging design, there is very little we know from literature about how blind people relate to everyday packaging and consumer products in India (Mumbai). As part of a design research project At IDC, we attempt to get answers and insights into how visually impaired people access various products (especially FMCG) on a daily basis. Are there no standards set up by the government or the food industry to aid people? If not, how are people currently accessing products? These are some of the key questions to which we tried to look for answers. There are also issues like how visually impaired people currently identify, locate, and find information about the products and the shopping stores. In most cases, people are accompanied by a family member or a friend, but if a person lives alone and is independent for most of the daily chores, what are the problems faced by them (if any) and what are the workaround solutions? They have devised ways to tackle these daily problems.
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Production Technique of Tactile Graphics for Educational Purposes
by Chandni Rajendran
My summer internship project was with XRCVC. The Xavier’s Resource Centre for the Visually Challenged (XRCVC) is an integral part and department of St. Xavier's College, Autonomous, Mumbai. The Beacon project with Next Byte Wave Tech is currently being built for the Mumbai International Airport. When ready, XRCVC will help with testing, evaluation, and feedback to make the app accessible. Tactile graphics are for blind and low-vision students.
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Affordable Interactive Tactile Graphics: Design of Interaction Primitives
by Chandni Rajendran

The effectiveness and necessity of interactive tactile graphics have been well established in the field of education for blind children. Developments in production technology are making tactile graphics (TGs) more affordable, but specialised hardware for interactivity is usually unaffordable for many blind students in India.

This design project uses an inexpensive webcam or a camera phone to make TGs interactive. A camera is mounted at a fixed height above the TG, and the forefinger of the dominant hand is marked with a blue-coloured sticker or sleeve. As a user explores the TG with their hands, the marked finger’s motion is tracked and is used to interact with the voice system.

Basic content primitives and interactions are designed based on the unique constraints, affordances, and potential of this novel interactive medium, which serve as building blocks for more complex content. The usability of the medium is studied using simple tasks designed to demonstrate the possibilities.

Many examples of assistive technology developed in the past have been found to be useful for a broader audience as well. Similarly, this medium of interaction can be used to enhance the learning experience for sighted children and for children with learning disabilities.

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Understanding the Indian Government ? Through Narratives
by Chandni Rajendran
The objective of this project is to present information about the government in such a way that it enables a layperson to understand its complex mechanics and develop informed opinions. In the first phase, the data focused on organisational structure in considerable detail, which did not prove useful beyond a browseable directory. In order to truly understand the workings of a government, one must be able to trace the flow of decisions and track their impact. Here is the project, which pivots from the "what it is" approach to "what it does, using case studies. Focusing on decision-making processes, four stories have been selected that each involve the interplay of the legislative, judiciary, and executive These narratives are represented over an illustrated map of New Delhi as animated clips, which are evaluated over semi-structured interviews with their intended users.
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Understanding social enterprise in India through Jagriti Yatra
by P.C. Herold

Social responsibility is the one thing that every individual needs to have for the well-being of people in a society. But when it comes to business, many tend to forget those values in the name of profit. There have been many non-profit organisations like NGOs that have tried to focus on this purpose for many years now. But recently, there has been a growing trend of developing sustainable non-profit organisations that do not depend on charity to run the organisation but rather reinvest their own profit for the social cause and are termed social enterprises." According to the Social Enterprise Alliance USA, social enterprise is defined as follows: "A social enterprise is an organisation or initiative that marries the social mission of a non-profit or government programme with the market-driven approach of a business."

The term can be challenging to define as the concept has been rapidly evolving over the years. According to Social Enterprise UK, they have stated it as follows:

"Social enterprises trade to tackle social problems, improve communities, people’s life chances, or the environment." They make their money by selling goods and services on the open market, but they reinvest their profits back into the business or the local community. And so when they profit, society profits."

Some of the existing examples of social enterprise around the world are as follows: -Grameen Bank, which makes small loans to the poor for small business development and other uses. -D.Light designs affordable solar-powered devices that provide an option to people who lack access to reliable energy sources.
-Thistle Farms is a social enterprise that treats, supports, and employs women who have survived prostitution, trafficking, and addiction.

To explore the social enterprises in India, I took the Jagriti Yatra train journey to various parts of the country with a goal to understand their values and the business model using which they operate in India.

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‘Play & Learn’ Ball for Kids
by P.C. Herold
My summer internship project was a Play & Learn’ ball for kids. The idea behind ‘Play & Learn’ Ball for Kids are;

-• Play and learn the alphabets of English or any native language using the ball.
-• For each bounce of the ball or while catching the ball, it says out loud the alphabets in sequential order.
-• One can also change the language preference or numbers through an Android mobile app.
-• Kids of the age group 2–6 years who are yet to learn basic alphabets or numbers could play with this ball.
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Voting System Re-design
by P.C. Herold
The Indian voting system, upholding the largest democracy in the world, gives every single citizen of our country the right to choose their own leader. But with a population in the billions, the prime task of collecting the vote becomes a huge effort, which has been handled over the years by different kinds of voting systems, each with their own set of problems too. The goal of this project is to explore the problems and gaps in the current Indian voting system and propose improvements to design a new voting system. The solution to the project was focused on a single section of the newly proposed voting system, namely the ballot unit interface. A touch-screen device with a 15-inch display in portrait mode was used to design and develop the interface for the ballot unit, using which people could cast their votes in a mock election. The votes get recorded in the device, and it could also declare the results at the end. The improvements were realised more towards the usability and accessibility of the ballot unit by evaluating three sets of design options in comparison to arrive at the results.
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An activity to learn exponents and powers for middle school students
by P.C. Herold

In the middle school years, the period when mathematics concepts become harder, the dropout rate of students increases in India. The goal of the project is to develop ways in which students could learn abstract concepts in mathematics in a concrete, interactive manner with the real world. To realise this, the middle school topic of "Exponents and Powers" was chosen for study.

A study on the content of the topic and current teaching methods revealed interesting user needs in the areas of visualising, remembering, and using the concepts, as well as a need to have a better connection with the real world. The solution of this project is an in-home activity using an augmented reality-enabled smart-phone application along with common physical objects like erasers, ice-cream sticks, etc. The application has the capability to augment duplicates of the objects detected in the real world with the smart-phone camera and use those visualisations to perform various tasks with respect to exponents and powers. These visualisations, which are augmented with real-world objects, help students better connect with abstract concepts by enriching memory recall and improving their emotional connection with the subject. The application has a small video window where the instructor walks you through the content and associated physical tasks. The solution was evaluated for its effectiveness in helping the students gain cognitive abilities as follows: remembering facts, remembering concepts, using concepts, remembering procedures, and using procedures. The evaluation results ascertaining the improvements in memory recall and emotional connection with mathematics were used to conclude the effectiveness of this solution.

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Visualization of Sounds
by Naveen Rawat

The project started with the idea of stitching audio and visuals together in a way to explore locations with the help of both sound and images. To visualise the information or the sounds, the first attempt was to capture the places, both through a camera and a recorder.

For one month across three cities, images and audio were collected. The aim was to capture the essence of different places across Delhi, Mumbai, and Dehradun, for example, the famous markets of Delhi, the local cuisine of Mumbai, and the temples of Dehradun. These places keep within themselves the essence of these regions.

The attempt is to empower users in a way where they can identify the locations on the basis of the sounds. Thus, they will be able to map these sounds in a better way. In the future, such systems can help locate areas on the web when only audio feed is available. This would give way to research in areas of geotagging, where anyone can upload a local sound and tag it to a specific location on the map. This would help to create immersive audio guides where people can go around a city collecting audio clues and thus exploring the city using the image suggestions and then finding those places in the real world.

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Summer Internship at Latika Roy Foundation, Dehradun
by Naveen Rawat

The objective of this project was to gain experience in a special education environment and learn about the dynamics between educators and children with developmental disorders. It was aimed at understanding the difficulties faced by children and how those are addressed by the special teachers and assistants.

This opportunity helped me form a mindset and generate empathy for the people involved in this ecosystem. From the first semester, when we had the user studies module, I was deeply interested in going among the users and knowing the difficulties at ground level. I learned that talking face-to-face with people reveals so much about the issue at hand. This is why I chose this NGO for this objective, so I can learn how assistance is provided to the young ones through intervention and effective, tailored teaching methods. It helped me understand how creativity and fun can provide children with opportunities for free expression, creative thought, and problem-solving skills.

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RouteBay: Wayfinding in India
by Naveen Rawat

Wayfinding relates to the decision-making process while going from one place to another and making important decisions along the way that help to traverse the path. We constantly confirm our position while approaching a destination or a nearby location. This is an integral part of our day-to-day lives.

Indian cities are laid out in a very different way than the grid-like structures of western cities. We have an organic growth of infrastructure in most of the cities. The reliance on maps for navigation has always been low; rather, asking around is the norm. What makes us comfortable with this way of navigating? One of the reasons is cultural. People are not used to maps. Giving directions in India is an idiomatic art, well-rehearsed but rarely done following formal strictures.

Nobody says, "Head south." Rather than oral directions, use a series of routes and familiar landmarks with additional information in the vicinity of the landmark to better guide the user.

Using this knowledge, a hypothesis was created revolving around the concept that if the existing way of moving people is used rather than pushing a solution that works well in grid-based cities, a simple yet familiar concept of wayfinding can be created with a focus on landmarks and the spatial distances between them.

The final concept focuses on implementing subjective wayfinding. Simply understand the user's mental model and offer a meaningful understanding of the environment that can be easily comprehended. This combines context-aware information about local landmarks with simple schematic maps imitating user behaviours in real life. Each upcoming landmark in the journey is combined with sound, image, and other data that makes the process more subjective and makes identifying and remembering landmarks easier. The solution helps the user to utilise local information that is available within a community and finally create a shared database of familiar routes.

In a simple schematic map, landmarks are used as guiding points from one checkpoint to another. Landmarks are points where a user can get oriented through visual and audio help. Each landmark has a corresponding image and other data associated with it. Users create routes and share them with the community. This collective effect makes available a larger depository of easy-to-follow maps that anyone can use and update.

For evaluation, users will be asked to reach destinations on selected routes using the design and other existing solutions. The aim is to know how comfortable users are finding destinations with the given interface and identifying landmarks to take turns and make routing decisions. How easily one can remember the route and create their own landmarks.

The design gives way to future work, including more rich data that can be kept up-to-date in a changing environment. Such designs can leverage our existing ways of problem solving and enhance them with technological intervention. We don’t need to change what already works well; rather, we should find a technological solution that can coexist with and complement what we already have.

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Learning aid for Dyslexic Children
by Naveen Rawat

As of January 22, 2013, there were 228,994,454 students enrolled in recognised schools in India, and it is believed that 15% of the total enrolled students are dyslexics, which brings our count of dyslexic Indian children to nearly 35 million. Dyslexia is the most common type of learning disability that affects one in every five children and creates major difficulties in learning to read, spell, and write correctly. Struggle in distinguishing alphabets, words, and learning the connections between written letter patterns and their sounds leads to poor reading and learning at school. Such children try to avoid school time and any confrontation that involves reading. They are labelled as ‘dumb‘ or ‘stupid’ when they actually have average or above-average IQs, and some are even gifted.

The social stigma of a learning disability often prevents parents from seeking appropriate remedies for children with dyslexia that can actually help their children. Struggling to keep up with the progress of the class, such children are labelled as slow learners or dumb. This is where the first strike of dyslexia starts having a major negative impact that continues to unfold for a long time. Such children are promoted without special attention until their first public exam, in the 10th grade, and the issues start snowballing. This is especially troubling as early childhood and primary education are crucial to long-term success. A properly directed education for such children in these early years helps build foundational skills to cope with the difficulties that affect the rest of their learning and lives.

Here I have attempted to deal with these learning issues considering the barriers the child has due to low confidence and direct instruction-based teaching at school. I have put together a system to develop interactive applications that direct focus on the phonological deficit in dyslexics. I have followed the approach to building letter-sound relationships through engagement and positive reinforcement.

Key insights were derived from long interviews and sessions with educators, children, and psychologists at multiple locations in Mumbai as a part of extensive user studies.

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Study of social relationships among students on Whatsapp. A comparative study between India and Germany
by Nazreen O Nizam

The aim of this research is to understand how the communication medium allows for the development of particular patterns in the construction of social bonds among students pursuing technical education. After reviewing some of the current research, we rely on empirical studies of the uses of the mobile phone and mobile instant messaging applications in India to discuss how this particular repertoire of instant messaging relationships has gradually solidified as these technologies have become more widespread and as each additional communication resource has been made available to users. The major purpose of this study is to understand how communication technologies relate to face-to-face interactions from a coexistence and substitutionary angle.

Goffman (1969) makes a distinction between expression and communication. Expression consists of the gestures, signs, vocalisations, noises, and movements produced by individuals, usually involuntarily. These acts remain connected to their sources and have meaning only in their original context. Their meaning is relative to the person who produced them. In opposition, Goffman limits the notion of communication to the use of linguistic signs. In this particular and narrow sense, `communication' is related to symbolic and intentional utterances concerning things, events, or ideas.

In a country like India, students are bound by many social norms and stigmas. This highly influences face-to-face communications, whereas screen-based communication has already broken down huge issues like the opposite gender being able to communicate freely when there is a screen in front of them rather than an actual human [6]. Though this medium was mainly to bridge gaps, students have found their own ways to use it to form social bonds, and this also varies highly with respect to personal friend groups, class groups, family groups, and so on.

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Summer Internship at Farming Colors
by Nazreen O Nizam

It was one of our biggest dreams to set up our own farm and produce everything we needed, so that we could eat safe and fresh food daily. We soon realised that this is what a lot of people want these days. On one side, most of the farmers are getting exploited, while on the other side, consumers are unable to find fresh, safe-to-eat organic food. Being technologists by profession and farmers at heart, we thought of connecting farmers with consumers.

The model that we build is like a farm-sharing model. The farmers plan their production based on our customers preferences. Whatever is produced on the farm during that specific season will be shared among our customers. This gives customers the feeling of having food produced on their own farms.

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Sakhi Pre Childbirth Monitoring Application
by Nazreen O Nizam

Access to healthcare facility is a fundamental problem with the vulnerable communities living in urban India. The rise in urban population below poverty line has caused alarming concerns in the last decade. One of the main concerns being access to healthcare facility in India. The access to healthcare is confined to the local knowledge of health center or being a resident in a area. With high rise in urban migratory population, existing ecosystem is not able to cater to the needs of the patients.

Among the vulnerable population in the country maternal well being suffer severe health risks. India is one of the countries which show significantly high rates of maternal and newborn deaths. The project aims to investigate the possibilities of a design intervention to improve maternal well being among the vulnerable communities in the country.

There are three different stages in maternal well being: Pre Birth Child Care, Institutional Delivery Care and Post Birth Child Care. Studies have proved that proved that improvement in pre birth care can improve the other stages of maternal wellbeing. The project aims to understand the healthcare ecosystem of ANC in India. And how mobile health (a term used for the practice of medicine and public health supported by mobile devices.) can contribute to the pre birth care services in maternal healthcare.

The project focuses to demonstrate that the mobile health intervention (in the form of decision support, reminders, educational messages and report) will have positive impact on delivery and ANC practices in health facilities possibly through the monitoring of health workers.

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Digital Tools for Assessment of History Learning
by Nazreen O Nizam

History education in India is still dependent on a bookish way of learning. Syllabus-based learning is not effective enough to validate historical thinking among students. Hence, a design-led intervention through which a digital assessment system could promote better historical understanding and learning among students in middle school is the goal of the project.

The assessment system on a digital platform aims at creating better historical thinking within the framework of existing textbook chapters. For this, the potential knowledge bank of the textbooks was evaluated on the basis of existing learning strategies and frameworks in historical learning. From this, possible question types were identified that could be looked at through a digital platform. After this, the additional or supporting tools for the questions were designed. The assessment system aims at creating better classroom interaction among teachers and students to promote history as more than just a hypothetical and non-concrete subject. Furthermore, the tool intends to create an answering space using visual, textual, and timeline components. This is to grasp how better historical thinking can be inculcated in a classroom over the existing practises, which are mainly from textbooks.

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Himroo Fabric
by Nupur Aggarwal

Farmers in the Indus Valley were the first to spin and weave cotton. In 1929, archaeologists recovered fragments of cotton tepees at Mohenjo-Daro, in what is now Pakistan, dating to between 3250 and 2750 BCE. Cottonseed finds at nearby Mehrgarh have been dated to 5000 BCE. A terracotta fragment with fabric impressions was discovered from that era and provides clues on the types of weaving carried out by the ancient Harappans. Literary references further point to the ancient nature of the subcontinent’s cotton industry. The Vedic scriptures, composed between 1500 and 1200 BCE, allude to cotton spinning and weaving.

In ancient times, Paithan was a prosperous trade centre called ‘Pratisthan’ (the city of progress) that exported rich fabrics and precious stones to faraway lands as it fell on the Silk Road. It was a good medium for the exchange of goods like the richly woven textiles. Historians have noted fine paithani sarees with delicate gold and silver thread work being sold in Greece in exchange for gold between 200 and 400 BC.

During the 15th century in Kashmir, Zain-ul-Abedin encouraged the exchange of weavers with Iran, Turkey, and other lands. The weavers who came to India immigrated to Delhi, Agra, Benares, and other parts of the country. During the 17th and 18th centuries, brocades continued to be in extensive use for regal costumes as well as for making temple canopies, as evidenced by the contemporary Mughal paintings.

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What motivates online learning? A comparative study of online and offline motivations
by Nupur Aggarwal

E-learning is fast becoming a choice for learners in various domains. E-learning as a choice, especially in developing countries, has potential for the users and an opportunity for the HCI designers. In order to capitalise on this opportunity, it will be helpful for HCI designers to look at the attitudes and motivations that make online learning preferable, along with the attitudes and motivations that make offline learning preferable. This research paper reports both quantitative and qualitative methods used to understand attitudes and motivations. While attitudes have been measured using the semantic differential technique, motivations have been dug into using deep probing with unstructured and open-ended qualitative interviews.

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Conceptualization of an Automotive Interface for Self-controlled Privacy in a Connected Car
by Nupur Aggarwal

Automotive technology is increasingly advanced, and along with these advancements come major privacy concerns for drivers. This is especially true for modern, connected cars equipped with infotainment and telematics systems that can collect substantial amounts of sensitive information. As cars begin to communicate wirelessly, the market for vehicle data is on the horizon. There is a rush to control this data, and many vehicle manufacturers, who control this data at present, aim to become the service provider for all your car-related needs.

Connected cars on the market that are equipped with internet access are able to send and receive data, enable tracking, and communicate private information about consumers. Various smartphone applications as well as manufacturers and service providers have access to a huge pool of data that can be transmitted from a car, and there is a clear disconnect between what is being tracked and what citizens are willing to accept when it comes to car data.

This not only needs strong data protection, but consumers also have a right to know what data they are sharing in order to make informed decisions. Several user studies reveal that consumers feel the need to control their data and the service provider they choose to share it with. They also must have the possibility to shut off communication when possible. Along with the user needs and technical requirements, this project aims at formulating a concept for an interface for self-controlled privacy in connected cars.

A catalogue of requirements for the concept is presented after studying the available literature and the user studies, which examine the user's intentions and expectations from privacy in a car. Based on the requirements listed in the catalogue, a concept for step-wise privacy settings is suggested, which walks the user through the possible changes they can make to ensure privacy. A user-centred approach is followed while creating an interface for the vehicle and an accompanying mobile phone application. The final results are presented along with an analysis of the requirements that are being fulfilled or not by the suggested concept.

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Evaluation of Visual Representations in Class 6 NCERT Science Textbook
by Saloni Mehta

Visual representations such as photographs, diagrams, illustrations, and even textual formatting are essential for supporting student comprehension, retention, and application in education.

Visual representations are not only used to fill up space and to look pretty; they also help in better learning because they stimulate the student’s spatial intelligence, increase the motivation to learn, and improve the scope for dialogue and teacher-student and student-student discussions.

The purpose of images varies slightly with what subject is being taught. In science, especially, one of the primary purposes is to help clarify and build an accurate conceptual model of the concepts being taught.

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Facilitating Menstrual Sanitary Waste Disposal
by Saloni Mehta
I interned with Saral Designs Pvt. Ltd. on facilitating the segregation and disposal of menstrual sanitary waste. They manufacture machines that manufacture sanitary pads. More about them later. In the female body, ovulation, i.e., the release of the egg, happens once every 28 days. To prepare for a possible pregnancy, the uterus is lined with tissues and blood vessels. If a fertilised egg does not successfully embed onto the uterus’s lining, this lining is shed. This monthly menstrual bleeding is what we call periods.
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Nudging Pedestrians to use Foot-Over- Bridges
by Saloni Mehta

Traffic accidents involving pedestrians have become a major problem across regions with high population density and rapid urbanisation. To deal with the increasing number of pedestrian–vehicle conflict points, many foot-over-bridges (FoBs) have been constructed. However, instead of using the available FoBs, people jaywalking (crossing busy roads, ignoring running vehicles), is now a common phenomenon.

To make everyone use the bridge, a change in pedestrian behaviour is needed.

In this project, we influence behaviour by studying and understanding current behaviour patterns and then using social influence as a behaviour nudge. Using the junction opposite IIT Bombay’s main gate as the site for intervention and by means of a community spotfix event, an attempt is made to persuade pedestrians to not jaywalk without being paternalistic or introducing rules and policies.

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Interactive Tool to Aid Conceptual Learning of Light in Rural Children
by Saloni Mehta

Several million rural first-generation learners are now a part of India’s massive education system. They get negligible help at home and often have less-than-motivated teachers at school. Moreover, the curriculum is largely designed by urban natives to enable people to live in an urban society. This disconnects the rural student’s classroom learning from their real-life experiences and raises questions about the relevance and utility of learning.

In this project, I work on developing a learning tool to supplement school education by enabling self-learning. The tool is an aggregator of concept-wise interactives that take an application-first approach. Each interactive would incorporate local context to improve relevance and add interactivity for increased engagement with content, which provides conceptual clarity.

Using the context derived from primary field studies, I developed a sample application for teaching ‘lenses in the human eye'. It uses a guided discovery approach that combines both direct instruction using animated audio-visuals and experiential learning via manipulatable interactive screens that simulate a locally relevant real-world application.

The prototype was evaluated for usability and engagement using think-aloud tests with students from villages in Rajasthan. After that, they were asked applicative questions in the form of a real-life scenario. This preliminary testing indicated a positive impact of interactivity on improving engagement with content. The self-paced learning style also allowed them to refer back to and replay the content till the student perceived conceptual clarity. The testing also uncovered some issues with the content, presentation, and interactivity. Design ideas to overcome them were identified and implemented.

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Ethnographic Study of a Labour Room
by Shreya Gupta

Healthcare is one of the most challenging issues the country faces today. Primary, secondary, and tertiary healthcare centres are all buckled under the pressure of too many patients and too little staff. The government allocates, arguably, a poor share of financial resources to the health budget each year. Consequently, the functioning of health centres has always been a source of curiosity for researchers and policymakers as to where precisely it is lagging. It is interesting to understand the functioning of a tertiary health centre, i.e., a hospital, in order to know how such budget allocation actually affects the patients and other stakeholders in the health sector.

Narrowing down to gynaecology, the country has one of the worst maternal mortality rates in the world. It was 174 per every 100,000 live births in 2015. As a result of poor maternal health, the child mortality rate is also one of the lowest in the world and is comparable to those of sub-Saharan countries. As per the 2016 census, it is 40.5 per 1,000 live births.

The major result of such poor statistics is the rampant sexism that is practised across the country. States like Uttar Pradesh and Bihar, which are poor and also house people with retrogressive mindsets, fare especially poorly because they do not feed and take care of the girl child properly. Resultantly, the mothers as well as the infant girls pay the price in health due to poor social setups.

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Learning to Make a Documentary Film
by Shreya Gupta

The aim of the project was to handle the pre-production for a documentary film on the theme of "Autowallahs in Mumbai".

My task was to hunt for interesting characters that captured the essence of the issues and problems faced by this demographic and extract interesting stories from the people selected.

The aim of the project was to tell the untold story of a group of immigrants in Mumbai who are visible to everyone and are an essential part of the transportation sector but are rarely acknowledged for their efforts and sacrifices.

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Persuading People to Eat Healthy
by Shreya Gupta

Non-communicable diseases would become the leading cause of death in the world by 2030. Most of these diseases are caused by poor dietary habits, addictions to tobacco and alcohol, and a sedentary lifestyle. The aim of the project is to focus on people's dietary habits. What people eat in their 20s determines the likelihood of them contracting lifestyle diseases in the subsequent decades.

The idea is to persuade people to eat healthy. The target group is IIT students, who are young adults in their 20s. They have the opportunity to get into a healthier lifestyle before they enter the working phase. The design solution focused on making healthy food more visible.

While most students believe that the mess food is healthy, a lot of them confess to having unhealthy lifestyles due to erratic routines, skipping meals, etc. Some believe that there is a dearth of healthy food on campus. As a matter of fact, the mess councils in all the messes have to abide by certain nutritional standards while designing their menus. This implies that the messed-up food is predominantly healthy and balanced.

So what could be done in order to promote a healthy diet? The design solution focused on charting a merit list of food items during each meal as per the user’s BMI. This means that for an underweight user, the menu would look different from that for an overweight user. The healthiest food suggestions occupied the green spot, while the unhealthiest ones occupied the red spot. The healthiness of the food items is defined by calculating the protein, carbohydrate, and fat content of each.

While research shows that people modify their food consumption if they are exposed to the caloric or nutritional content right before they make purchase decisions, it is ambiguous as to where the appropriate trigger lies in the case of food that is not directly purchased, such as in a hostel mess. The project attempts to solve the problem of the visibility of healthy foods as well as the viability of the health prompts so that the user can be persuaded into making healthy food choices.

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Interactive Retelling of Midnight’s Children
by Shreya Gupta
The project aims at retelling the story of Salman Rushdie’s Midnight’s Children in an interactive medium by translating the events described in the book into spaces. The intention was to immerse the reader in the life of Saleem, the protagonist, so that the story could evoke empathy and nostalgia. Thus, virtual reality was chosen as the form. A mansion was designed that is an abstraction of Saleem’s mind. Each room in it is an event or a memory that shaped his life. Artefacts from the book were recognised as connecting these events and rooms with each other. The user experiences the VR mansion from Saleem’s perspective and travels from one room to another using these artefacts as teleporting devices.
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The Challenges of Transitioning Navigation Habits into Systems: Case of the Mumbai Rail Network
by Varun Mevada

Crowded platforms, long queues, noisy compartments, busy bridges, and a never-ending spirit are the most common visuals at any station in Mumbai and its local trains. EMUs, or electrical multiple units, which are otherwise known as the lifeline of Mumbai—Mumbai Local, carry about 7 million people daily.

The density makes these bridges, ticket counters, platforms, train compartments, etc. unique threshold spaces. The density forces the population to behave in a certain manner; over a course of time, these behaviours transform into habits and then into unsaid rules or norms after being accepted by the masses.

The process by which new behaviours become automatic is called habit formation. Old habits are hard to break and new habits are hard to form because the behavioural patterns we repeat are imprinted in our neural pathways, but it is possible to form new habits through repetition (habits, wikipedia).

One of the countries that faces a similar problem with density in local transport is Japan. The Tokyo Metro transports 8.7 million people daily. They manage the punctuality by assigning official pushers, who push the passengers to squeeze in so that the doors of the train can be shut. The other city with high public transport use is London. One rule that has been developed over time is that when you use the escalators to enter or exit the station, the right lane is the ‘fast lane'. You cannot stand in the lane if you are not willing to climb along with the movement of the escalators.

People usually want an easy way out of anything. If the bridges are too crowded, why not jump the tracks (as seen in India)? Infrastructure planning plays a crucial role in determining these habits. The moment you allow people to jump onto tracks and move to another platform, you give them the leeway to perform such tasks. On seeing this habit, the railway authorities erected fences between the tracks,dissuading commuters from jumping tracks. This did work for a while, but then people started to jump over them through the train gates on the other side of the platform.

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Summer Internship at Thatz it
by Varun Mevada
“Summer Internship at Thatz it” is an interaction design project by Varun Mevada (Batch 2015-17) carried out at IDC, IIT Bombay. The work is a P1-level project in which Varun reflects on his internship experience at Thatz It, exploring how design principles are applied in a real-world tech/service environment. The presentation documents how tasks, challenges, insights, and design thinking during the internship contributed to Varun’s learning—showing the interface between academic learning and industry practice.
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Design Intervention in the Ticketing System of the Mumbai Local Train
by Varun Mevada
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The current population of Mumbai stands at 12 million people. The density of the city stands at 20,637 sq/km, making it one of the most densely populated cities in the world. For a city with these statistics to function efficiently, it needs enormous effort from the civic authorities. The city’s lifeline—Mumbai’s local train—is the crucial mode of public transport. It aids 7.4 million people per day [social cops]. Considering the amount of traffic that uses this service, ticketing is a core aspect of the entire operation. Today, the modes of ticketing have expanded, but there is still a huge amount of load on the traditional ticket windows.

Currently, there are five different methods to book an unreserved travel ticket for the Mumbai local, but most of them remain unexplored by the audiences due to various reasons such as lack of knowledge, intimidation by technology, and the low standards of the automatic ticket vending machines. The project focuses on exploring these modes of ticketing and their impact in the real world and intervening in the ticketing system, trying to improve it and reduce the user's effort.

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Strategy Support System for Maharashtra Police
by Varun Mevada

In today’s digital age, data is considered to be prime information. Huge data sets can provide immeasurable insights in terms of visualising trends.

In a populous country like India, crime has been one of the major matters of concern. The traditional methods to collect and store data prove to be time-consuming given today’s age and amount of information. Various mediums and methods of storing and retrieving data can save the day for the governing bodies.

There are huge benefits of data visualisation technology to the police force as well as the community. These visualisations help them see trends over the years in no time, and they can see the bigger picture. Without the ability to see the bigger picture, critical information can be missed, which can lead to incorrect or no action at all. This helps them prepare for any suspicious activity or crime. Strategic reports, tactical reports, and visual analytics can be swiftly created and viewed across multiple platforms.

When a single channel of information is layered across other layers such as traffic, geospatial, and weather, it can lead to deeper insights and co-relations between events.

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Documentation of Mainstream VR Interactions
by Vivek Paul Joseph

Today, there are a variety of devices or platforms that are capable of providing virtual reality (VR) experiences. Some examples are: Google VR (cardboard and Daydream), MS Hololens, Oculus Rift, HTC Vive, etc. Each device presents an opportunity for a unique way of interaction between the user and the system. This largely depends on the hardware capabilities and limitations of the device itself and, of course, the imagination of the designers or developers developing applications for these devices.

This study aims to explore the different kinds of interactions that are currently being employed by designers or developers across a variety of applications across different platforms.

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Design of Testing Tool to Study Text Input for Soft Keypads
by Vivek Paul Joseph
Smartphone text input methods have been augmented by features like adaptive keypads and error correction, which could potentially fix errors that a user makes while typing, thereby improving the overall efficiency of text input. Such methods need to be evaluated for performance before they can be deemed fit for deployment.
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Gamification of Corpus Cleaning
by Vivek Paul Joseph

Swarachakra Malayalam is an open-source keyboard for Android. It generates a steadily growing database of Malayalam words. This word database could be a resource that can be used to fuel the development of new tools for the language. But the database (corpus) contains incorrect or unusable words (for certain contexts). Tagging these words becomes an important task to make this corpus usable by ‘cleaning’ the corpus.

Due to the complexity of the language's grammar paired with its agglutinative property, it is challenging to programmatically categorise the words. But while this may be challenging for a computer, it is easier and even enjoyable for a person who knows the language. But due to the large number of words in the corpus, it becomes a huge task. The aim of this project is to crowdsource, through gamification, the cleaning of the corpus.

During the course of the project, the corpus cleaning activity was broken down into multiple steps and turned into minitasks. Then multiple possible ways of gamifying these tasks were looked into. After weighing the pros and cons of each, one of the ideas was designed, detailed, and developed into functioning prototypes. The prototype version 1 had minimal gamification elements (only level scores and player levels). The prototype version 2 has more gamification elements like scores, player levels, achievements and badges, leaderboards, etc. The proto V1 acts as a benchmark against which player engagement levels of proto V2.

While the proto-V2 doesn’t have all the gamification elements that were explored, it lays a foundation upon which the others can also be added. The effectiveness of the game in cleaning the corpus and the effect of these gamification elements on player engagement were evaluated using a functioning prototype. Out of the gamification elements that were tried out in the prototype, the tutorial levels, game stats, achievements, and leaderboards seemed to have a direct positive impact on the players’ engagement levels. Identifying the impact of the other gamification elements will require a longer evaluation with a larger user base. In the bigger picture, the outcome of this project would be one of the several layers of filters that can be used to clean up the existing database and create a comprehensive database of words.

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Managing Smartphone Interruptions through a Smart Notification System
by Vivek Paul Joseph

Smartphones have become an integral part of the lives of a major section of the population. Smartphones help their users get a lot of work done on the go and stay connected to people and information. But this sometimes comes at the cost of some nagging issues. One such issue is that of numerous and often useless notifications. These could range from promotional messages to group chats to app notifications. Research suggests that such interruptions have the potential to adversely affect the productivity of the users as well as raise their anxiety levels. While there are methods by which the user can block or silence such notifications, it requires the user to actively tune the settings to meet their requirements. But there are users who lack the knowledge or patience to do so. This is also due to the fact that they don’t realise how these notifications are disrupting their work or lives.

In this project, an attempt is made to develop a framework that can reduce the number of low-priority smartphone-generated interruptions. This system would be personalised to each user since it would learn from the individual’s behaviour. This framework includes the interactions through which the user can communicate their opinion about a notification, an underlying algorithm that would learn from the user input and identify low-priority notifications, and finally, methods through which the user can interact with the low-priority notifications. This framework is being proposed as an expansion to the Android OS. The primary research was done in the form of semi-structured interviews and a data collection tool to collect notification data from users.

Separate prototypes were developed to demonstrate the working of the UI elements and the working of the algorithm. The prototype was used to collect data from eight users and was evaluated for accuracy in the identification of low-priority notifications in both long-term and short-term use cases.

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Understanding the Technological Trends of Past and Present
by 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 Children
by 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 Industry
by 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 Patients
by 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 Areas
by 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 Implementation
by 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 Alphabet
by 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 System
by 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 Project
by 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 deaf
by 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 Women
by 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 Product
by 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 Students
by 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 Products
by 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 Satyam
by 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 Railways
by 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 Children
by 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., Hyderabad
by 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 collaboratively
by 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 Pradesh
by 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 products
by 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 Children
by 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 group
by 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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AR/VR in the area of healthcare
by Angela Riang Simon
This project was done in Philips Innovation Campus, Bangalore, along with the Philips Design Team led by Abhimanyu Kulkarni, Design Manager-Director. The history of AR/VR begins with the first actual VR head-mounted display created by computer scientist Ivan Sutherland. But the technology stayed dormant until recent years with the development of the Oculus Rift and other pioneers of the modern era of AR/VR. With the HMD becoming more portable and infused with the benefits of mobile technology, new innovative ideas have started to come alive – mostly driven by our ideas of the future in various science fiction novels and literature. Currently the AR/VR industry has expanded enormously, spreading itself over various sectors, to name a few – advertising/marketing, art/design, health/fitness, entertainment, smart wearables, medical devices solutions/services, etc.
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Smartphone based exercise game for finger dexterity - an adjunctive therapy app for stroke patients
by Angela Riang Simon
Stroke is a medical condition that can leave a person physically and cognitively impaired. It is possible to regain the lost functionality through repetitive exercises that help in retraining the brain. Post-stroke rehabilitation can extend from months to years, and it demands motivation and a disciplined exercise routine to achieve the recovery goals. Games have been used to transform these repetitive exercises into fun engaging activities during therapy. This project is focused on the use of smartphones for delivering exercise routines in a low-cost and accessible manner. We present the design of an exercise game for finger dexterity that can be played by stroke patients on a smartphone as an adjunct to treatment, alongside visits to the therapist. Apart from converting finger exercises into game controls, the design of the game also helps patients maintain an exercise routine as well as motivates them to take charge of their recovery pace. The primary game mechanic was prototyped and evaluated for its feasibility by an expert therapist. The feedback received was used to develop the game further. The final design has been presented in this report.
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EMG biofeedback device for Brachial Plexus Injury Rehabilitation
by Angela Riang Simon
Biofeedback devices are used commonly by physiotherapists for the rehabilitation treatment of a wide range of neuromuscular and musculoskeletal problems. Physiotherapy centres in India purchase imported biofeedback units which come packed with multiple features for electrostimulation, EMG biofeedback, pressure biofeedback, etc. This makes the devices multi-purpose and expensive. The cost of such devices and their complex usability limit their usage to therapy centres and trained therapists. In this design project, we looked into the use of biofeedback for Brachial Plexus Injury (BPI) rehabilitation. Biofeedback is used primarily for muscle re-education after nerve transfer surgery in BPI treatment. Considering the ecosystem of a govt physiotherapy centre that specialises in BPI rehabilitation, we identified the challenges they face in providing the best results to their BPI patients. This design project presents a cost-effective sEMG biofeedback solution that is simple to use and specific to BPI rehabilitation. Eliminating use of dedicated hardware for displaying biofeedback signals and using a smartphone app instead reduces the cost of the system. The solution includes sEMG sensor units along with an accompanying mobile application that can be used by both physiotherapists and BPI patients. Expert evaluation of the design of the system and the mobile app was carried out at the end of the project.
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Identification and Prototyping of tools for design
by Annu
The report presents a detailed study and identifications of tools and toolkits available online to facilitate documentation, process tracking and structured outlines for the design community to use for their design process. There are various tools available on D’Source tools which help a designer with resources and outputs to be used in their projects. In this report, the focus has been on the overall design thinking and how one can use the methods and resources in a step-by-step guided manner in order to achieve their desired design intervention. The aim is to create a one-stop source and information library rather than having multiple such platforms so that a crucial amount of time can be managed. Along with the research, the report also presents the creation of downloadable items which can be used for checklists, guidelines and prototyping using the learnings I have received during my stay at IDC School of Design, IIT Bombay. This is an attempt to make the whole process of design thinking an entertaining and engaging experience. The submission here includes this report and a link to the webpage, which is a design toolkit library with items which can be downloaded.
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Peer to Peer IT Broker
by Annu
Organisations working in the IT sector require multiple machines (infrastructure) and IT services for their software or applications to be deployed upon. There are multiple cloud providers in the market, like Amazon Cloud AWS, Microsoft’s Cloud Azure and IBM’s Cloud provider called Softlayer. These cloud providers provide machines which are cost-optimised and are also effective in terms of their working and health. For a workload owner to differentiate between multiple cloud providers is a task, as he/she does not possess the ability to select a machine as per his/her requirements; hence, they opt for IT brokers, which also helps them with additional services on their cloud machines. The current functionalities of the IT broker are as follows: 1. Broker access to multiple clouds from a single provider 2. Automatically provision cloud resources to speed up the development. 3. Complete visibility and governance over your cloud use 4. Optimise cost; take actions to cut the costs. A traditional IT broker will give you services to manage your public and private clouds. But in a traditional IT broking system, there is a dependency on a middleman to get the provisioning done, which in turn brings the question of trust between two parties. With this project, we aimed to create a solution where there is no dependency on a middleman to get any services. Also, the system becomes transparent such that all the participants are able to trust each other with the cost and performance.
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Service Design to enable peer to peer sharing of owned goods and services
by Annu
The report presents the analysis and design of a collaborative system which implements a peer-to-peer economy-based solution for people to share the assets which they require only for a few times of use. With an increase in migration of millennials away from their homes for higher studies or new jobs, new individual requirements of household items pop up and are usually fulfilled by making new expenditures. These expenditures extend the product-dominant market, which essentially is about manufacturing with the need. An increase in manufacturing increases the competition and hence the demand for better products and creates more and more waste. With the boom in shared-economy-based applications and its acceptance amongst people, it provides a positive outlook towards extending it to small-scale assets as well.
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Depiction of Natyashastra using a playful interactive wall
by Annu
When we talk about interactive media, we are often referring to the digital world, but interactions aren't just limited to the digital platform, especially when the digital world has fully immersed itself in the physical realm. We have often come across interactive touch button options present in paper magazine advertisements, physical informative or artistic panels cropping up in front of any landmark, and 3D content which is physically rendered so that users can interact with digital information in a tangible manner. This medium of interaction, which people are now labelling as 'phygital', is ever more apparent. For this project, I am using the same medium to tell a story that can impact people and be a takeaway as well. We are primarily narrative beings, and we like telling stories. For centuries we have relied on storytelling mediums to convey expressions and feelings or to propagate the history to the masses. One such medium of storytelling is the dance. Indian epics have been passed on to the generations through stories told by dances, so much so that these stories depict God's creation of the world as a dance with Lord Shiva being the performer himself.
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A low cost wearable device for visualizing altered gate patterns from different footwear
by Enlin Quental
Footwear of a particular type has to be worn for the activity it is designed for. Wearing ill-fitting footwear leads to blisters, injury and altered gait patterns. Capturing and visualising gait patterns has been used by researchers for testing the reliability of different gait capturing sensors; by doctors and physiotherapists for early identification of pathological gait and rehabilitation; and by footwear companies, physical trainers and coaches for preventing injuries in joints and muscles and for improving the physicality and technique of professional players. There are many articles on the effects of high-heeled and ill-fitting footwear that have been written on health websites and in magazines, but there is no visual data on the variations of the altered gait patterns. It is expensive to visually analyse the changes in the gait pattern using gold standard devices. One of the methods for detecting gait events is through an Inertial Measurement Unit (IMU) sensor. It is a cheap, reliable and portable sensor when compared to other devices for capturing gait data. In this paper, we discuss the initial development of a gait sensing device and a tool to visualise the changes in the gait pattern when different footwear were used; the preliminary user evaluation of this device; and the analysis. Our evaluation shows that all the participants reported the visualised data of the gait patterns was informative, their footwear caused alterations in their gait pattern and they will be considering comfortable footwear so as to maintain their normal barefoot walking gait pattern.
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Summer Internship at Merck
by Enlin Quental
When you have huge data and put it in a table, it will be difficult to understand what is going on, the positives and negatives. So if you visualise your gathered data, it will be clearer and help you understand the data. Too much data and its data visualisation will cause problems to understand. You have organised it according to the needs of the end user. Merck Limited, a pharmaceutical company in Mumbai, India, uses their dashboard system, MIDAS (Merck India Data Analytics System), to visualise their marketing, sales trends, growth and achievement rate. Their dashboard is too cluttered with data and not properly organised, and users of MIDAS are the company’s employees themselves. The dashboard is not designed for the user and their needs. So here, I am assigned as a UX intern in the Strategy Department at Merck Limited to redesign their dashboard according to the user needs and improve its user experience. The new look of the desktop version of the dashboard was given to the vendor/developer after I had a user evaluation of my proposed dashboard with the users of MIDAS.
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A smart security device for bicycles
by Enlin Quental
The bicycle is the prime means of transportation that is learnt during our childhood days. It is cheap, reliable, altered, and environmentally friendly and does not require a licence to drive. With the advancement in modern technology and materials, cycles are now lighter, faster and more expensive. Today cycles are classified by their function, sport, material, propulsion, etc. So one type of cycle is different from another type, and therefore it has its own trade-offs; e.g., to give more aesthetic appeal to a bicycle, features like carriers, mudguards, mounted locks, etc., are removed. People of the current generation ride sports bikes more than classic bikes, and they often face problems using sports bikes, as they need to be well maintained and secured. Security is one of the problems faced by many people who use these cycles, and the locking system is poor and not met with the current trend in cycles. Here, we studied the problems faced by people while cycling and in their cycles. Among the problems, we chose to redesign bicycle locks. We also discuss the design exploration.
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A low-cost wearable device to improve the performance and technique of a running athlete
by Enlin Quental
Advancement of technology has reduced the sizes of the electronic components, which made it possible to create smaller devices, especially wearable devices. The best examples of wearable devices are fitbands and smartwatches. These devices became popular because of the demand for sports and fitness tracking and communicating with the connected smartphone. These devices have an Inertial Measurement Unit (IMU) embedded inside the product for tracking the exercise and sleep. When compared to other devices for capturing gait data, IMUs are a cost-effective, dependable, and portable option for gait analysis. Fitness trackers are not using this potential, and they are not improving the performance and technique of a running athlete through gait parameters. Calculation of steps according to gait analysis is calculated from foot and not from wrist, which otherwise renders the related fitness parameters inaccurate. Therefore, we develop a low-cost wearable for the foot to improve the performance and technique of a running athlete through the runner’s kinematic features. In this project, we also discuss the unique features—integration of a running technique and fatigue alertness—that are not present in existing fitness trackers, the design exploration of our product and our evaluation of the product.
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Understanding Mockumentary as a medium for storytelling
by Jonathan Mathew
This work talks about the relevance of mockumentary as a medium to communicate. We try to look into the general perception that many students fail to introspect and find their own calling while skimming through rigorous academic guidelines within the design field. We believe mockumentary is an ideal format to address this story by standing objectively on the sideline while trying to portray serious issues in the plot through the ‘mockumentary treatment’. Initially, we studied classic mockumentaries to identify treatments and approaches towards the plot and scene. We have used the format of interactive storytelling with a choice-based narrative. Followed by a short study into interactive films and the possibility of integrating mockumentary through this interactive medium. Which brings about the question of the approach: emergent narratives or the traditional storytelling ways? In the later part of our work, we elaborate on the process followed while outlining the plot and pre-production planning while working with the Text RPG approach to identify possible problem areas while conveying our story to the audience. Finally, we talk about challenges while working with interactive mockumentary as a medium and its ability to persuade compared to the traditional narrative median path we choose to stick to.
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Comprehending Chronic Pain through Evocative Mediums
by Jonathan Mathew
This design exploration beings to address the idea or the notion of evoking thought and provoking action through evocative objects. This centered around chronic pain; revolves around two challenges: first, to express chronic pain where the interaction is pliable through evocation and second, the possibility to communicate the same to a caregiver through embodiment. This exploration seeks to probe into these questions, can we design objects to evoke thought? Or even provoke action? What might the characteristics of these be? How do we design for evocation? Could evocative objects be used as a medium to better understand, communicate and express chronic pain? While we start to experience these objects, we realize that there is a certain level of intensity and similarity that we share with them; in-turn they could offer us a way to relate our connections to the world through them. This experimental approach does not seek to validate the use of these objects as substitutes for any medical purpose, but to shed light on new possibilities to approach chronic pain.
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Designing interventions to help Engage parents and children with special needs
by Jonathan Mathew
Parents and carers of children with special needs do not solely seek developmental goals that are too high or those that require a longer duration to be accomplished. They would also prefer to engage in activities with the child where small levels of accomplishments are seen or felt. At special centres, the parents and child have developed a sense of a safe haven where they can let their child play, explore and engage in activities in any way they wish to. Few teachers at these centres have developed adaptive ways to integrate learning into the repetitive task by stimulating their senses, but these activities in the centres have become monotonous. While there are a number of sensory toys, less work is explored in the area of sensory stimulation through digital mediums for children with special needs. There exists a possibility to explore an intervention in this area, where it could help motivate the children to participate and engage longer in such activities. This project seeks to explore activities for engagement between the relationships (parent-child-carer) that are affordable and have a low cognitive load. The two final designed prototypes, (1) Talk and walk and (2) Tosco blocks, were tested and evaluated. The designed prototypes promoted positive participation and engagement from the children.
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Transitions- Elements and Principles
by Kiran Prasanth Rajan
Transitions is the process of changing from one state to another. We see transitions everywhere around us; they can be in an environment, a storybook, movies, or web and mobile applications. Transitions play an important role in web and mobile applications because transitions are not just about changing from one state to another but also have to take care of many other things, such as maintaining the context while changing views, explaining to the user what just happened, showing the relation between objects, and focusing attention. Improve perceived performance, create an illusion of virtual space, etc. The research is done mainly on the two areas of transitions. One is “Elements of transitions”, and the other is “Principles of transitions”. The elements of transition have three categories, which are the primary, secondary, and tertiary. The primary elements are the initial or the basic features which come while triggering an action or along with the cause. The secondary elements are the elements which start functioning after the triggered action. The tertiary element can act as a bridge between the elements and principles of transition because tertiary elements are elements which overlap with the other two categories and also are very close to the principles of transition. The principles of transitions are the output and outcomes formed by the elements which are actions, narrative, beliefs, meanings, logics, expectations, continuity, narrative, relationship, causality, etc.
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Summer Internship at Genial Nous Media Pvt. Ltd.
by Kiran Prasanth Rajan
Future Love 2050 also known as FL2050 is an upcoming Game Strategy Design company that creates, produces, and publishes digital entertainment content across multiple game consoles, PC broadband and mobile units.
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Redesigning InstiApp
by Kiran Prasanth Rajan
The project is about the redesigning of a web & mobile application called the InstiApp. This application is for the people on the IIT Bombay campus. It can be a student, staff member or a visitor. The application is designed and developed by students from different departments of IIT Bombay as part of an initiation from ‘The Web & Coding Club’. The InstiApp is providing a service where the users get notifications and updates from different departments, portals and other major bodies in the institute on one platform. Currently, the app is using default application development templates for its design. It was realised that redesigning is needed for this application because the content is not organised properly according to the priority and requirements. Another reason was that the templates used for developing the application are not appropriately used for the content. This is resulting in many user interaction discomforts. Redesigning the app includes fixing the existing problems, introducing new branding & identity with a new visual language, creating a new personality for the InstiApp and providing the users with a better experience.
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Digital Companion for School Students
by Kiran Prasanth Rajan
The project is about the redesigning of a web & mobile application called the InstiApp. This application is for the people on the IIT Bombay campus. It can be a student, staff member or a visitor. The application is designed and developed by students from different departments of IIT Bombay as part of an initiation from ‘The Web & Coding Club’. The InstiApp is providing a service where the users get notifications and updates from different departments, portals and other major bodies in the institute on one platform. Currently, the app is using default application development templates for its design. It was realised that redesigning is needed for this application because the content is not organised properly according to the priority and requirements. Another reason was that the templates used for developing the application are not appropriately used for the content. This is resulting in many user interaction discomforts. Redesigning the app includes fixing the existing problems, introducing new branding & identity with a new visual language, creating a new personality for the InstiApp and providing the users with a better experience.
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Documenting the Celebration of Makar Sankranti across India
by Kuldeep Singh Rathod
This project study was undertaken to document the different ways of celebrating the festival of Makar Sankranti across the country. The festival has layered concepts and significance as we move from state to state. The ways to celebrate also change along with food, music and dances. Even after so many significant differences, the common thing to observe is that all the cultures celebrate this festival to honour and worship the Sun God called Surya Dev, Agni Dev or so many other names as they use to describe it. Since it revolves around the Sun God, fire is the key element in the celebration. The day also denotes the closing of harvest season and is used to develop bonding between families and communities.
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Defining gestures for basic word processing tasks in wearable augmented reality
by Kuldeep Singh Rathod
Augmented reality has taken the reins from existing technology by integrating digital data in real time and providing an interactive experience for users. There have been a lot of research and technological advancements on hardware and software fronts to make these interactions easy and intrinsic. If we look at the wearable devices for augmented reality, hardware developments have not been able to keep pace with software developments. This acts as a limiting factor for the user experience of these devices. Most of the basic activities of users on any technology devices include tasks like internet surfing, reading and writing emails, which require text input. The technology used by existing AR devices uses the point-and-click method, which has been adopted from traditional GUI systems. This method to provide text input tends to be tedious and time-consuming. This study has been conducted to identify and define the elements of appropriate gestures which will act as input for AR devices. The scope of the study is limited to word processing for specific tasks chosen beforehand. The experiment undertaken for this study is in the form of a user elicitation study which is taken as the base to define guidelines for designing the specified gestures.
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Mass Migration During COVID-19- Storytelling through Data
by Kuldeep Singh Rathod
The emergence of COVID-19 has been the biggest challenge faced by health and economic infrastructure in the 21st century. India had taken measures to curb down the loss of life, but the socio-economic crisis has mostly hit migrant workers, who make up the backbone of the Indian economy. Migrant populations already face a lot of challenges due to lack of proper documentation. This sudden loss of income added difficulties in their survival. Billions of workers lost their jobs, and with no income and savings, it became impossible to survive in cities. Many of them attempted to walk back home only to get stuffed into quarantine centres and shelters arranged by various state governments as a last-minute response to the scenario. This project was about understanding the plight of the migrants by looking at available data. An attempt was made to collect, curate and present data related to migration. The final product is an interactive web-based infographic. The user can go through various visualisations in the infographic to derive insights and develop their own understanding of the events.
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Designing cognitive and physical therapeutic activities for elderly living with Dementia
by Parth Kapadia
Increased life expectancy and the population trends indicate a steady rise in the elderly population. Demographic ageing is becoming a global phenomenon, and correspondingly, there is a rise in age-related conditions associated with impaired cognitive status, such as dementia. As per the report by WHO, with a steady rise in the ageing population, dementia is going to be an epidemic in the coming decades. Dementia is a syndrome, usually of a chronic or progressive nature, caused by a variety of brain illnesses that affect memory, thinking, behaviour and ability to perform everyday activities. Dementia not only affects the cognitive capabilities, especially memory and orientation, but also physical capabilities, which are associated with a decrease of physical activities. To date, the research to find the cure for dementia is ongoing, and no satisfactory and reliable cure has been discovered. There are therapies to influence symptomatic dementia beneficially and to improve the abilities remaining with the elderly living with dementia. These therapies provide a way to alleviate the quality of life and well-being of people with dementia. This report aims at documenting the experiences of field study and developing various therapeutic activities. An attempt was made to add elements of game design into the various activities developed, hoping to achieve more voluntary and enthusiastic participation and motivation of patients to perform various activities. This report holds rich insights for other designers who would be looking to build more inclusive activities to support elder people with cognitive disabilities.
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Summer Internship at Toddler’s Den
by Parth Kapadia
Educational technology is “the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources”. Educational technology is the use of both physical hardware and educational theoretics. It encompasses several domains, including learning theory, computer-based training, online learning, and, where mobile technologies are used, m-learning. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology: •  Educational technology as the theory and practice of educational approaches to learning. • Educational technology as technological tools and media that assist in the communication of knowledge and its development and exchange. • Educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS). •Educational technology as back-office management, such as training management systems for logistics and budget management and Learning Record Store (LRS) for learning data storage and analysis. • Educational technology itself as an educational subject; such courses may be called “Computer Studies” or “Information and Communications Technology (ICT)”. An educational technologist is someone who is trained in the field of educational technology. Educational technologists try to analyse, design, develop, implement, and evaluate processes and tools to enhance learning.
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Creating a methodological tool to aid learning of basics of data visualization
by Parth Kapadia
Data visualisation is a general term used to describe any attempt made to help people understand the significance of data by placing it in visual context. Creating an effective visualisation is a challenging task which requires the designer of the visualisation to take mindful decisions at various phases of the process of creation. Through this project I attempt to make a methodological tool to help students understand the basics of data visualisation. The tool developed is in the form of a deck of cards (VizSuit) designed to guide students through the linear-multi-iterative process of creation of any data visualisation.
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Designing interventions to facilitate the activity of hiking in the trails of Sahyadris
by Parth Kapadia
The biophilia hypothesis (also called BET) suggests that humans possess an innate tendency to seek connections with nature and other forms of life. 1) Humans happen to feel a sense of relief when they are in surroundings which are abundant with resources. Owing to our city-dwelling lives and technological advancements, we end up spending a large amount of time within the bounds of a concrete jungle, and therefore there is a rising need to reconnect with nature. Hiking is one form of leisure trip which gets people closer to nature. It typically involves long walks through forests, or into mountain areas or any such place where signs of human influence are minimal. 2) This project explores how exploring the wilderness and connecting with nature is made simpler and safer, with a primary focus on how the activity of hiking can be facilitated in the trails of the Sahyadris. The final deliverable of this project is a community-based social platform where hikers can connect with other hikers to plan their hikes, explore new trails and document their hikes.
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Developing CWA models for mobile maintenance in India
by Ridhima Tapia
There has been an increase in the number of mobile phone users in India by 300 million in the past 6 years, according to the statistics portal. With an increase in the number of handsets owned by people, the number of defective handsets has also increased. To cater to the needs of customers, a market of mobile phone repairers has also emerged. Through our study we found that mobile phone repairers come from different backgrounds and have different levels of skill. There is a lack of a framework or guidelines that address the knowledge that mobile repairers should have to enter the mobile repairing domain. Hence, in this paper we have tried to understand the work of mobile repair using a Cognitive Work Analysis (CWA). CWA is a framework for understanding how complex work is conducted. The CWA analysis helped us to identify various processes and knowledge bases used by the mobile repairers in their work.
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An online platform to connect the Artisans to team lal10
by Ridhima Tapia
This report details the design process from research to prototyping an eponymous application for lal10. This application aims to connect the artisans to LAL10. The app is not only a communication platform but also an ecosystem where artisans can get information about the current market, market demands, and best practices. The artisans can also set up their own shops online, create a catalogue of their products and download it. The primary research was conducted over a period of two weeks with different clusters of artisans belonging to different areas and backgrounds. The same users were also consulted for user testing and studies. The development of the app reached the prototyping stage, starting with paper prototypes used for testing, and then was further developed to hi-fidelity clickable wireframes. This report contains in detail the process involved in the formulation and development of the app till its later stages of prototyping.
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Designing an Online mobile repairing course for AALA an e-learning platform
by Ridhima Tapia
There are many school dropouts in the country who are sitting in their homes and not employed yet, especially in rural parts of India. The reason being a lack of confidence in studies and not much awareness of the livelihood options they could have around them. An NGO, Yuva Parivartan, provides vocational training to this economically weaker section of society and helps them grow. To scale their reach, they are planning to create an online platform for such people to learn skills online and find the livelihood options. The project is about designing and building the e-learning platform for some of the vocational courses provided by the NGO. The platform will be more of an ecosystem of learners, trainers and job providers. It will train users, develop their skills, provide them assistance when needed, connect to nearby centres for advanced courses and help users find livelihood options near the area they are living in.
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Cultural Mapping- A platform to map tangible and intangible elements of thathera culure
by Ridhima Tapia
India is one of the ancient civilisations of the world and has a rich, diversified cultural heritage. Unlike most other countries of the world that have homogenous communities, India is a mixture of many cultures. With the passage of time our cultural artefacts, like languages, crafts, beliefs, etc., are dying. Many of them are on the verge of extinction, and many of the existing ones are still not known to the world outside the community. So, there is a strong need to preserve our dying culture and make our existing culture more visible to people in the country. The long-term goal of the project is to come up with a sustainable design solution to preserve and promote popularise India’s diverse culture, which can further be scaled to map different types of cultures. And the short-term goal of the project is to explore one particular culture and design a solution to map all the cultural aspects of that community. The community chosen for the project is the thathera community. Thatheras are the metal craftsmen who make brass utensils by hand. The aim of the project is to map the tangible and intangible aspects of thathera community and make it more visible to the world. It will not only help preserve the thathera culture but will also fetch them recognition for their work.
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Analyzing the sequence of social interactions in multiplayer board games for children
by Shikha Verma
Several studies have aimed to improve player experience in multiplayer games. Social interaction between players is one such parameter that impacts player engagement and experience. Studying social interactions in the context of board games is particularly relevant, as they allow for more processes such as awareness, monitoring, mimicry, reinforcement, and verbal and non-verbal communication to take place between players. Several studies in the past have attempted to capture and analyse social interactions; these studies primarily focused on different themes such as cooperation and competition within digital games. Our study attempted to analyse temporality-based social interactions through the sequence of interactions. We playtested two educational board games with two groups of children in a school setting. For this, we created observation metrics to categorise and analyse social interactions and validated them through user responses. Our observations show that the sequence of social interactions influences player experiences. We also identified game mechanics in both games that influenced interactions between players.
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Improving Search in Admin Console
by Shikha Verma
G Suite (formerly Google Apps for Work and Google Apps for Your Domain) is a brand of cloud computing, productivity and collaboration tools, software and products developed by Google, first launched on August 28, 2006, as “Google Apps for Your Domain”. G Suite comprises Gmail, Hangouts, Calendar, and Google+ for communication; Drive for storage; Docs, Sheets, Slides, Forms, and Sites for collaboration; and, depending on the plan, an admin panel and Vault for managing users and the services. Admin Console as part of GSuite provides a centralised management interface for enterprise customers to securely manage the people, apps and devices in their company. Launched in 2008, Admin Console is one of Google’s legacy products. The Admin Console broadly comprises several modules within it; these could be entities and settings. Entities include users, groups, devices and apps. Settings are generally performed on these entities.
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Service Design for Wild Vegetables as a source of livelihood generation
by Shikha Verma
Agriculture is one of India’s primary occupations. As per the 2011 census, about 54.6% of India’s population is engaged in agriculture and allied activities. As of 2014, the contribution of agriculture to the country’s GDP stands at 17.9%. Yet agriculture alone has been unable to be a viable source of livelihood for one third of the farming households in the country. This is especially high amongst subsistence farmers with small or no land holdings. There is hence a need to look at supplementary employment opportunities to improve livelihoods for the rural population. Wild foods are those that are naturally occurring in the environment. Wild edible plants like fruits, flowers, leaves, tubers, and roots are high in nutritional content, some of them even possessing medicinal properties. Over the years, wild foods have been used by indigenous tribes to meet their dietary and nutritional needs. These foods are not only consumed for their nutritional content but also due to food shortages, as they are abundant and freely available. Some of these wild vegetables are also sold by farmers in nearby towns and villages, providing them with a temporary source of income.
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Designing a purposeful game for gender sensitization for children
by Shikha Verma
Gender socialisation starts at an early age whereby individuals internalise gender norms from their family, social networks and other social institutions. These internalised gender roles and norms reinforce themselves in many ways and can have larger implications on an individual’s choice of career & opportunities and attitudes and behaviours and can even lead to violence. In India, the Right to Education Act 2009, Sarva Sikhshan Abhiyaan, has emphasised a gender-sensitive curriculum and making children aware of gender issues. However, despite such recommendations, gender sensitisation remains to be made compulsory in the school curriculums. Present design interventions in this space have a high saturation of activities and toolkits. Serious games that are intrinsically motivating and provide a complexity that allows for learning opportunities. Hence, serious games can be a promising medium over existing tools and activities to communicate complex subjects within gender sensitisation. An analysis of existing design interventions also presents an opportunity to design content in local languages relevant to the Indian context, which can be more accessible and inclusive for children from lower socio-economic backgrounds. The school setting provides a safe and gender-equitable setting for these children to learn about concepts of gender sensitisation. Hence, in this project, we propose a serious game design intervention for gender sensitisation for children to be used in a classroom setting.
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Introduction of folk musical instruments through different medium and their effectiveness
by Supriya Dutta
Lack of awareness and practitioners of the folk musical instruments are identified as the major reasons for their decreasing popularity among the masses. From the insights received from the user interviews, we tried to look for opportunities for the introduction of the same to a younger generation of audience. We took the help of three different mediums: a book, a slide presentation and a game, and tried to check their effectiveness in introducing attributes, properties and the method of construction of these instruments. The aim of these prototypes was to help children identify various instruments and create a knowledge base about the same. We tested the learning outcomes of these prototypes with 4th standard students. Students tested with multimedia feedback (game and slide presentation) showed better learning outcomes. Engagement with the former resources was more than the latter.
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Mukha Shilpa- The art of mask making at Majuli, Assam
by Supriya Dutta
Mukha or masks are the expression of mythological characters of the epics, Mahabharata and Ramayana. The art of mask making in Assam was conceptualised by Srimanta Shankardev, a Neo Vaishnavait saint during the mediaeval period. He, also known by the name “Mahapurusha” was the pioneer who brought about revolutionary changes in literature as well as in socio-cultural life of the region. He established a new era of educating the common people through Bhakti movement. He created dramas, composed songs, poetry and paintings based on the great epics of Ramayana and Mahabharata. The dramas composed by Shankardeva, called Ankiya Bhaona were based on the epics of Ramayana and Mahabharata. According to Birinchi Kumar Barua, a renowned Assamese writer, “Shankardeva realized that the appeal of his kavyas is oracular rather than visual. So with a master -stroke he transformed and elevated this rudimentary play into a kind of drama built on classical concept and grandeur.” Bhaona is a unique style of drama, composed by the saint to educate common people through their active participation in portraying the different characters of the epics. The performers in bhaona(drama) were called bhaoriya. Certain characters such as Lord Shiva, Lord Brahma, Jatayu, etc. were difficult to portray using make-up or clothes. To accentuate such characters Srimanta Shankardev created their images through masks (Mukha).
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Visualizing 600 years of Ahom Kingdom
by Supriya Dutta
The Ahom dynasty was the most celebrated in Assamese history. With a successful reign of 600 years, they were able to enrich Assam with agriculture, architecture, cultural richness and different scientific interventions. Historical records of the Ahom dynasty are available in very rich textual formats. However, these texts are designed primarily for historians and don't inspire a casual read. The aim of this project is to transform the textual accounts of history into a more accessible medium. An exploratory approach was made to convert the data available into a data-driven story narrative and help the audience derive their own inputs from the visualisations. The project in the form of an interactive website is expected to reach more audiences. The users will be able to interact with the data and derive their own inferences about the kingdom. The output designed is launched as a desktop-based interactive website, where people are invited to interact with the data and draw inferences from it. The prototype is evaluated through an evaluation plan prepared; feedback received is used in further improvement of the project through various stages.
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Understanding Folk Musical Instruments through Game Design
by Supriya Dutta
Folk music and instruments are an integral part of one's community. It is what binds the people together. Over the years many of the traditional and folk musical instruments have gone extinct. Various dedicated approaches have been going on to save and popularise different traditional and folk musical instruments of India. This is an exploratory project aimed at helping users understand folk musical instruments through their attributes and properties and helping them identify and develop interest in the same. To cater to this problem, we decided to adopt game design as an approach. The aim of the prototype is to help users understand various folk musical instruments through an interactive game-based environment.
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Analysis of Interactive narrative media for non-fictional narratives
by Thuli N Chishi
Interactive narratives present a novel way of storytelling where the user is engaged in the dynamism of the narration, sometimes influencing it by being a performer or by simply executing controls while observing the story. In this paper, we try to analyse non-fictional narratives using a theoretical model framework, while trying to best understand what media could be best appropriate for a non-fictional interactive narrative and the parameters that define it.
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Using Nudges to prompt positive actions among children in schools
by Thuli N Chishi
Investing in children from a very young age can help to nurture them into responsible, healthy adults. A child’s experience and learning can have little to huge impact on their lives; their character development, interpersonal relationships and sometimes can carve out their future. With our own experiences, it is not difficult to pinpoint some childhood learnings or incidents that stuck with us as we grew up. A child’s experiences can inform their identity. In this project, using the Nudge theory, children will be gently prodded and pushed towards favourable options which will be beneficial to them in the long run. How do we inculcate healthy habits and positive thoughts into children without being overbearing adults, or without having to force children to follow strict instructions? In simpler terms by changing the way in which we present options, we can gently push people towards making decisions. Employing a variety of nudges in schools for children of lower economic status, solutions to everyday behavioural issues like running in the halls, washing hands and keeping quiet in class is tested out.
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Understanding Naga Culture through Interactive Narratives
by Thuli N Chishi
The Naga cultural identity is obscured by speculations, assumptions, and lack of proper records and literature. While there are quite a handful of books written on the history, the political scenes, and some anthropological books on a few tribes, they fall short in conveying to those who are curious what the Naga cultural identity is. This is due to the lack of indigenous written accounts and lack of insight from the people within the tribal communities. This is attributed to the Nagas lacking a written script and having passed down most of their knowledge orally. In this project, using an interactive narrative, there will be an attempt to help the general people understand some parts of the Naga culture while preserving some of it in a novel way. The resulting design is a digital tool that acts as a repository for dozens of stories that aid in experiencing and understanding Naga culture through a variety of narratives.
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Diffusion of Service Innovation in India
by Vishnu K
As new companies which leverage smartphones to provide innovative services are becoming more and more common, there is a need to understand what leads to the adoption of these services. Diffusion of Innovation (DOI) Theory proposed by Everett M. Rogers provides a framework to understand various factors involved in the diffusion of innovations. In this study, we analyse the diffusion of new service innovations by looking at two services, PayTM and Swiggy. The study focused on postgraduate students of IIT Bombay who would fit into the user category of innovators and early adopters, as defined by DOI theory. We conducted interviews with the students to understand their experience with PayTM and Swiggy and identified important factors that led to the adoption of these service innovations. This data was mapped to the variables that affect the rate of adoption of innovations, as defined by DOI theory. The study finds that some variables have more importance in the diffusion of the two service innovations considered among students of IIT Bombay. The study suggests that the DOI framework still holds as a good framework to understand the diffusion of innovations, but it has to be modified to incorporate factors as demanded by the context.
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Internship @ Active Ai
by Vishnu K
As part of my Project 1, I worked at Active Ai, a FinTech company working in creating AI-based conversational solutions for banking, insurance and capital markets. My internship period was from May 7, 2018, to June 30, 2018. During my internship tenure, my profile was Intern – Customer Experience Design. I was reporting to Michael Wee, Senior Experience Designer at Active Ai, and worked along with Paolo Rodriguez. My work involved creating flows, wireframes, concept videos and video prototypes for conversational systems made by Active Ai for its clients. With my discussions with the design and AI team, I was able to gain an understanding of conversational systems and their design. The culture at the company encouraged me to explore and research my areas of interest in the topic and have discussions with the team.
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Service Design to Connect Rural School Students with Educational Opportunities
by Vishnu K
Admission to college education in India is skewed towards rich, urban populations and towards certain education boards. Both government and non-government organisations work towards bridging this gap and making higher education in India inclusive. The Companies Act 2013, by the Govt. of India, has made it mandatory for companies above a certain revenue slab to spend two per percent of their profits towards CSR activities. This has increased the inflow of capital towards development activities, and the education sector has seen a large fraction of investment by companies. But the investments are skewed towards more developed districts and cities, and the backward districts where there is more need for support are getting lesser funds. NGOs are an important vehicle in the delivery of CSR initiatives, but their reach is limited to the geographies in which they operate. Several services try to connect CSR funds with the education of underprivileged students, but they operate by providing funds to non-governmental organisations. Rural populations are left out from such services because NGOs are majorly clustered around urban and semi-urban areas.
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Visualizing Khasak: An Interactive Spatial Narrative based on the novel Khasakkinte Ithihasam
by Vishnu K
Khasakkinte Ithihasam is considered one of the most important works of fiction in Malayalam literature. The novel was written by O.V. Vijayan and published in 1969. Khasak, the fictional village in which the novel is set, is inspired by a real village named Thasrak and holds a pivotal position in Vijayan’s narration. Literary cartography works are not new, but most of the work in the domain is based on Western literary works. The development of geo-technologies and visualisation techniques has created increased interest in the domain of literary cartography, as it creates opportunities for new ways of analysis and interpretation of literature and takes the domain to a larger group of audiences and practitioners. The project visualises the fictional village of Khasak and designs an interactive spatial narrative based on the novel Khasakkinte Ithihasam. The project focuses on a relatively unexplored theme in the novel, the ecology of Khasak, to create the spatial narrative. The outcome of the project is a network of interactive 360-degree illustrations, which visualises important settings in Khasak and tells the story of Khasak’s ecology. The design will be evaluated for its usability and the narrative experience, and the results will inform the final design.
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VR Experience for Ajanta Caves
by Sitara Shah
Virtual reality helps in seeing things that can only be imagined in real life. VR has been explored extensively in the field of education and has been used for experiencing many famous historical sites. This project attempts to design an immersive, interactive VR experience for one of the Ajanta Caves to let users interact with the caves from anywhere. Ajanta is famous for its history, architecture, art, and scenic beauty. Thus it has a variety of tourists visiting each day. A well defined structure for its content distribution and interaction mapping has also been created to cater to diverse audience who want to access diverse and different information
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