The document proposes an app called "Shh..!" that automatically changes a phone's profile based on the user's location to prevent disturbances in places like hospitals, libraries, meetings, and on airplanes. It would use GPS to detect the user's location and switch the phone to silent/vibrate mode, then back again when leaving. User studies found many forget to silence phones in important places. The app could partner with companies and organizations and offer rewards for its use in appropriate locations. It aims to help enforce rules, avert accidents, and be simple for users.
ICT Intervention for Empowerment of Maternal Healthcare in AssamMannu Amrit
The document summarizes a project on developing a gesture-based healthcare system for rural Assam, India. It discusses:
1) The collaboration between IIT Guwahati and IBM Research to explore using Kinect gestures and spoken web technology for maternal healthcare.
2) An experiment conducted with 25 users to test identified gestures for selecting functions, which was analyzed using NASA TLX evaluations and interviews.
3) Key findings that gestures needed to be more specific, cultural factors like saris affected tracking, and quantitive results did not find performance differences but qualitative analysis provided more insights.
The document summarizes research conducted on designing a game-based solution for sex education among university students in India. Surveys and interviews were conducted to understand students' existing knowledge gaps. It was found that most students did not receive sex education and had several misconceptions. A game app was proposed to provide accurate information on topics like relationships, contraception, and STDs in an engaging manner. Wireframes and prototypes of the game levels were created to test the proposed design.
The document discusses various topics related to education and learning, including different types of learners and their characteristics, the importance of understanding how people learn, and strategies for teaching students in ways that appeal to different learning preferences and styles. It emphasizes that a one-size-fits-all approach does not work for all learners and recommends that teachers get to know their students as individuals to help each one learn and succeed.
Project Report, Design Project 2 - ICT Intervention for Improvisation of Mate...Mannu Amrit
The document describes a study conducted at the Indian Institute of Technology Guwahati to design a gesture-based system to improve maternal healthcare in Assam, India. It provides background on the high maternal mortality rate in Assam. The researchers studied previous research on gesture-based systems and developed a methodology for their project. This included identifying key healthcare functions, testing gestures with users, analyzing the results, and validating the gestures. They conducted experiments with 20 pregnant women to find intuitive gestures and developed a gesture vocabulary. The goal was to create a system that used culturally appropriate gestures to help deliver important healthcare information to rural communities via mobile technologies.
The document discusses the future of public speaking and presentations. It envisions a scenario where the speaker has control over ambient lighting, sound, smell, internet connectivity, audience feedback, projections and content, to enhance the presentation experience. Interactive elements like augmented reality simulations and real-time translation are also discussed. The summary concludes that public speaking will no longer just be about speaking, but will be an example of user experience with many interactive and immersive elements.
The document proposes a gaming app called Smaf that aims to raise awareness about food wastage. The app allows users to throw digital food at moving targets and other players to relive the thrill of a food fight. It is intended to be an addictive and engaging arcade game available offline on mobile. A business model is suggested involving free and paid versions with additional features to monetize the game. The proposal concludes that Smaf could be a radically innovative game for a good cause.
This document provides a design brief for a soap dispenser that can also hold a soap bar from Lifebuoy soap company. It includes the company profile which aims to promote health and hygiene through its carbolic red soap. It aims to produce a unique liquid soap dispenser and soap bar holder as a combo pack to increase sales. The brief outlines product requirements, production details, and deadlines for concept sketches, 3D rendering, prototyping, and final submission by December 5th to launch the new product by December 31st.
The document proposes an app called "Shh..!" that automatically changes a phone's profile based on the user's location to prevent disturbances in places like hospitals, libraries, meetings, and on airplanes. It would use GPS to detect the user's location and switch the phone to silent/vibrate mode, then back again when leaving. User studies found many forget to silence phones in important places. The app could partner with companies and organizations and offer rewards for its use in appropriate locations. It aims to help enforce rules, avert accidents, and be simple for users.
ICT Intervention for Empowerment of Maternal Healthcare in AssamMannu Amrit
The document summarizes a project on developing a gesture-based healthcare system for rural Assam, India. It discusses:
1) The collaboration between IIT Guwahati and IBM Research to explore using Kinect gestures and spoken web technology for maternal healthcare.
2) An experiment conducted with 25 users to test identified gestures for selecting functions, which was analyzed using NASA TLX evaluations and interviews.
3) Key findings that gestures needed to be more specific, cultural factors like saris affected tracking, and quantitive results did not find performance differences but qualitative analysis provided more insights.
The document summarizes research conducted on designing a game-based solution for sex education among university students in India. Surveys and interviews were conducted to understand students' existing knowledge gaps. It was found that most students did not receive sex education and had several misconceptions. A game app was proposed to provide accurate information on topics like relationships, contraception, and STDs in an engaging manner. Wireframes and prototypes of the game levels were created to test the proposed design.
The document discusses various topics related to education and learning, including different types of learners and their characteristics, the importance of understanding how people learn, and strategies for teaching students in ways that appeal to different learning preferences and styles. It emphasizes that a one-size-fits-all approach does not work for all learners and recommends that teachers get to know their students as individuals to help each one learn and succeed.
Project Report, Design Project 2 - ICT Intervention for Improvisation of Mate...Mannu Amrit
The document describes a study conducted at the Indian Institute of Technology Guwahati to design a gesture-based system to improve maternal healthcare in Assam, India. It provides background on the high maternal mortality rate in Assam. The researchers studied previous research on gesture-based systems and developed a methodology for their project. This included identifying key healthcare functions, testing gestures with users, analyzing the results, and validating the gestures. They conducted experiments with 20 pregnant women to find intuitive gestures and developed a gesture vocabulary. The goal was to create a system that used culturally appropriate gestures to help deliver important healthcare information to rural communities via mobile technologies.
The document discusses the future of public speaking and presentations. It envisions a scenario where the speaker has control over ambient lighting, sound, smell, internet connectivity, audience feedback, projections and content, to enhance the presentation experience. Interactive elements like augmented reality simulations and real-time translation are also discussed. The summary concludes that public speaking will no longer just be about speaking, but will be an example of user experience with many interactive and immersive elements.
The document proposes a gaming app called Smaf that aims to raise awareness about food wastage. The app allows users to throw digital food at moving targets and other players to relive the thrill of a food fight. It is intended to be an addictive and engaging arcade game available offline on mobile. A business model is suggested involving free and paid versions with additional features to monetize the game. The proposal concludes that Smaf could be a radically innovative game for a good cause.
This document provides a design brief for a soap dispenser that can also hold a soap bar from Lifebuoy soap company. It includes the company profile which aims to promote health and hygiene through its carbolic red soap. It aims to produce a unique liquid soap dispenser and soap bar holder as a combo pack to increase sales. The brief outlines product requirements, production details, and deadlines for concept sketches, 3D rendering, prototyping, and final submission by December 5th to launch the new product by December 31st.
Final year design project report - Studies in application of augmented realit...Mannu Amrit
This document summarizes a design project that studied the application of augmented reality (AR) in e-learning courses for chemistry. The project developed an AR android application using images from chemistry textbooks as markers to augment 3D content about solid state chemistry. An experiment compared the AR app to web-based learning and found that the AR app helped students' content learning and 3D spatial visualization more than web-based systems, and users had more positive behavioral intentions toward the AR system. The project validated AR's potential to improve learning of chemistry concepts requiring spatial skills over current e-learning methods.
Ozchi24 2013 Student Design Challenge Final Presentation, Team Fast FiveMannu Amrit
The document proposes a new structure for email that uses tags and threading to organize emails. It describes a scenario where two people, Martin and Mannu, communicate about results from OzCHI24. Their emails are automatically tagged and added to a threaded conversation. Tags are suggested based on content and can be edited. Threads display all emails on a topic together. The concept was tested on 100 real emails and reduced the number of conversations significantly while keeping them better organized with tags. The new structure provides benefits like decluttering inboxes, better organization, and more efficient navigation of email threads.
Project Clearn: Studies in application of augmented reality in E Learning Cou...Mannu Amrit
The document describes the development of an augmented reality-based e-learning solution for solid state chemistry. It begins by establishing the need for such a solution, as 3D visualization is challenging in traditional 2D formats. Literature review and teacher interviews identify specific solid state chemistry concepts that are difficult to teach and learn. The project scope involves using augmented reality to enhance learning for a section of the NCERT 12th standard textbook. Technical specifications of the Vuforia SDK and Unity platform are presented. Screenshots illustrate the application workflow and interactions. User testing feedback indicates students found it engaging but wanted more advanced interactions. Overall, the document outlines the process of conceptualizing and prototyping an AR e-learning app for solid state chemistry
Project Report, Design Project 3 - Studies in application of augmented realit...Mannu Amrit
This document describes a study exploring the application of augmented reality in E-learning courses. It presents the design of an augmented reality application for teaching solid state chemistry concepts to high school students. The objectives were to identify the scope of AR in E-learning, incorporate guidelines for developing educational material, conduct user interviews on chemistry teaching methods and the existing E-learning model, and develop a prototype AR application. This project aimed to create a functional prototype and test it against conventional methods in a subsequent study.
Project Report, Design Project 1 -ICT Intervention for Empowerment of Materna...Mannu Amrit
This document describes a design project investigating how information and communication technologies (ICT) could help empower maternal health in Assam, India. Researchers conducted interviews and observations with auxiliary nurse midwives, accredited social health activists, pregnant women, and others involved in maternal care. They identified problems like lack of communication between rural health workers and access to medical records. The document outlines opportunities for an ICT intervention to address these issues through a centralized digital system for real-time sharing of patient information and monitoring of the healthcare workflow. This could help improve access to care and support for pregnant women in Assam.
Studies in application of Augmented Reality in E Learning - Design Project 3Mannu Amrit
1. The document describes a study on applying augmented reality in e-learning courses for solid state chemistry.
2. It outlines the objectives, methodology, and timeline of developing an augmented reality-based prototype and conducting a comparative study between the AR solution and conventional e-learning methods.
3. The project aims to explore how augmented reality can potentially revolutionize chemistry education by making 3D visualizations more interactive and engaging for learners.
An Analysis of Social Implications of AdvertisementsMannu Amrit
This document summarizes and analyzes several advertisements that address social issues:
1) A French AIDS campaign features Superman and Wonder Woman to show that even superheroes can get AIDS and everyone should be careful.
2) A Coca-Cola campaign partners with the World Wildlife Fund to turn 1.4 billion cans white to raise awareness about polar bears and climate change threatening their Arctic home.
3) A UNICEF Switzerland campaign features TV spots and prints called "Stop Violence Against Girls" to raise awareness of violence, lack of rights and opportunities girls face in countries like Pakistan, India and Nigeria.
4) A New Zealand agency shows pictures of human rights abuses on one billboard and a
Design Project 2_Maternal Healthcare_Mid Term PresentationMannu Amrit
This document outlines the timeline and team for a project reviewing research papers and conducting user research from January to June. It involves Keyur Sorathia and others including Mannu Amrit, Denny George, and Minal Jain reviewing papers and conducting user research in phases from January to May. Three additional people will join the team and be added accordingly.
messE, MIT Media Lab Design Innovation Workshop IndiaMannu Amrit
The document proposes a system to connect students, mess managers, and NGOs to efficiently manage daily meals and reduce food waste. The system would allow students to cancel meals in advance via a mobile app or SMS, helping mess managers estimate food quantities. Leftover food could then be distributed to NGOs. Usability testing was conducted on prototype designs of the app and SMS interfaces. The team presented their concept through a poster and basic application structure.
The document reports on a field research project conducted by the dustbin group to identify and locate 10 existing dustbin specimens around the campus. For each specimen, the document provides the location, including rooms belonging to various professors, buildings such as the lecture theatre complex, and other campus areas like the admin canteen and dod circle. It concludes by listing the members of the dustbin group who participated in the research.
This document provides an overview of a visualization marathon held in New Delhi. It describes the organizers of the event, provides a brief history, and outlines the activities over two days which included problem sets, infographics, presentations, and submissions, with participation from many individuals. The event concluded with an inauguration ceremony.
The document describes an Android app called "guilt alert" developed in collaboration with Baba Ramdev and Rujuta Diwekar. The app manages diet, yoga, and exercise schedules and provides updates. It displays health product information from Baba Ramdev and myths busted by Rujuta Diwekar. The app includes alarms, reminders, and details on specific yoga poses and their benefits.
The document describes a group's journey to Pan Bazaar in Guwahati, India where they explored the market and visited the Kamakhya Temple. It discusses the shapes, sizes, and patterns they observed in the market and at the temple. The group captured photos and did sketches of their discoveries as part of learning experiences to think outside the box and gain inspiration.
Queensland Number One (Q1) tower in Gold Coast, Australia is the third tallest residential tower in the world. It is the tallest building in Australia and the southern hemisphere standing at 323 meters tall. The postmodern skyscraper was designed by Atelier SDG and completed in 2005 at a cost of $255 million. It has 80 floors and is clad in light green glass curtain walls.
This document proposes a smart Indian calendar app for television. It would integrate standard and localized Indian calendars, providing information about festivals and important dates. Key features would include birthdays from Facebook, monthly movie/sports schedules, weather updates, and daily facts/health tips. The user interface concepts shown include a home screen, calendar view, and app poster. The app aims to leverage the large screen size of televisions to display calendar and additional information in an accessible format for Indian viewers.
Final year design project report - Studies in application of augmented realit...Mannu Amrit
This document summarizes a design project that studied the application of augmented reality (AR) in e-learning courses for chemistry. The project developed an AR android application using images from chemistry textbooks as markers to augment 3D content about solid state chemistry. An experiment compared the AR app to web-based learning and found that the AR app helped students' content learning and 3D spatial visualization more than web-based systems, and users had more positive behavioral intentions toward the AR system. The project validated AR's potential to improve learning of chemistry concepts requiring spatial skills over current e-learning methods.
Ozchi24 2013 Student Design Challenge Final Presentation, Team Fast FiveMannu Amrit
The document proposes a new structure for email that uses tags and threading to organize emails. It describes a scenario where two people, Martin and Mannu, communicate about results from OzCHI24. Their emails are automatically tagged and added to a threaded conversation. Tags are suggested based on content and can be edited. Threads display all emails on a topic together. The concept was tested on 100 real emails and reduced the number of conversations significantly while keeping them better organized with tags. The new structure provides benefits like decluttering inboxes, better organization, and more efficient navigation of email threads.
Project Clearn: Studies in application of augmented reality in E Learning Cou...Mannu Amrit
The document describes the development of an augmented reality-based e-learning solution for solid state chemistry. It begins by establishing the need for such a solution, as 3D visualization is challenging in traditional 2D formats. Literature review and teacher interviews identify specific solid state chemistry concepts that are difficult to teach and learn. The project scope involves using augmented reality to enhance learning for a section of the NCERT 12th standard textbook. Technical specifications of the Vuforia SDK and Unity platform are presented. Screenshots illustrate the application workflow and interactions. User testing feedback indicates students found it engaging but wanted more advanced interactions. Overall, the document outlines the process of conceptualizing and prototyping an AR e-learning app for solid state chemistry
Project Report, Design Project 3 - Studies in application of augmented realit...Mannu Amrit
This document describes a study exploring the application of augmented reality in E-learning courses. It presents the design of an augmented reality application for teaching solid state chemistry concepts to high school students. The objectives were to identify the scope of AR in E-learning, incorporate guidelines for developing educational material, conduct user interviews on chemistry teaching methods and the existing E-learning model, and develop a prototype AR application. This project aimed to create a functional prototype and test it against conventional methods in a subsequent study.
Project Report, Design Project 1 -ICT Intervention for Empowerment of Materna...Mannu Amrit
This document describes a design project investigating how information and communication technologies (ICT) could help empower maternal health in Assam, India. Researchers conducted interviews and observations with auxiliary nurse midwives, accredited social health activists, pregnant women, and others involved in maternal care. They identified problems like lack of communication between rural health workers and access to medical records. The document outlines opportunities for an ICT intervention to address these issues through a centralized digital system for real-time sharing of patient information and monitoring of the healthcare workflow. This could help improve access to care and support for pregnant women in Assam.
Studies in application of Augmented Reality in E Learning - Design Project 3Mannu Amrit
1. The document describes a study on applying augmented reality in e-learning courses for solid state chemistry.
2. It outlines the objectives, methodology, and timeline of developing an augmented reality-based prototype and conducting a comparative study between the AR solution and conventional e-learning methods.
3. The project aims to explore how augmented reality can potentially revolutionize chemistry education by making 3D visualizations more interactive and engaging for learners.
An Analysis of Social Implications of AdvertisementsMannu Amrit
This document summarizes and analyzes several advertisements that address social issues:
1) A French AIDS campaign features Superman and Wonder Woman to show that even superheroes can get AIDS and everyone should be careful.
2) A Coca-Cola campaign partners with the World Wildlife Fund to turn 1.4 billion cans white to raise awareness about polar bears and climate change threatening their Arctic home.
3) A UNICEF Switzerland campaign features TV spots and prints called "Stop Violence Against Girls" to raise awareness of violence, lack of rights and opportunities girls face in countries like Pakistan, India and Nigeria.
4) A New Zealand agency shows pictures of human rights abuses on one billboard and a
Design Project 2_Maternal Healthcare_Mid Term PresentationMannu Amrit
This document outlines the timeline and team for a project reviewing research papers and conducting user research from January to June. It involves Keyur Sorathia and others including Mannu Amrit, Denny George, and Minal Jain reviewing papers and conducting user research in phases from January to May. Three additional people will join the team and be added accordingly.
messE, MIT Media Lab Design Innovation Workshop IndiaMannu Amrit
The document proposes a system to connect students, mess managers, and NGOs to efficiently manage daily meals and reduce food waste. The system would allow students to cancel meals in advance via a mobile app or SMS, helping mess managers estimate food quantities. Leftover food could then be distributed to NGOs. Usability testing was conducted on prototype designs of the app and SMS interfaces. The team presented their concept through a poster and basic application structure.
The document reports on a field research project conducted by the dustbin group to identify and locate 10 existing dustbin specimens around the campus. For each specimen, the document provides the location, including rooms belonging to various professors, buildings such as the lecture theatre complex, and other campus areas like the admin canteen and dod circle. It concludes by listing the members of the dustbin group who participated in the research.
This document provides an overview of a visualization marathon held in New Delhi. It describes the organizers of the event, provides a brief history, and outlines the activities over two days which included problem sets, infographics, presentations, and submissions, with participation from many individuals. The event concluded with an inauguration ceremony.
The document describes an Android app called "guilt alert" developed in collaboration with Baba Ramdev and Rujuta Diwekar. The app manages diet, yoga, and exercise schedules and provides updates. It displays health product information from Baba Ramdev and myths busted by Rujuta Diwekar. The app includes alarms, reminders, and details on specific yoga poses and their benefits.
The document describes a group's journey to Pan Bazaar in Guwahati, India where they explored the market and visited the Kamakhya Temple. It discusses the shapes, sizes, and patterns they observed in the market and at the temple. The group captured photos and did sketches of their discoveries as part of learning experiences to think outside the box and gain inspiration.
Queensland Number One (Q1) tower in Gold Coast, Australia is the third tallest residential tower in the world. It is the tallest building in Australia and the southern hemisphere standing at 323 meters tall. The postmodern skyscraper was designed by Atelier SDG and completed in 2005 at a cost of $255 million. It has 80 floors and is clad in light green glass curtain walls.
This document proposes a smart Indian calendar app for television. It would integrate standard and localized Indian calendars, providing information about festivals and important dates. Key features would include birthdays from Facebook, monthly movie/sports schedules, weather updates, and daily facts/health tips. The user interface concepts shown include a home screen, calendar view, and app poster. The app aims to leverage the large screen size of televisions to display calendar and additional information in an accessible format for Indian viewers.