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Automatic Drain Cleaner

The report details a project on an 'Automatic Drain Cleaner' developed by students at G H Patel College of Engineering and Technology as part of their Bachelor of Engineering in Mechanical Engineering. It discusses design thinking methodologies, including the AEIOU framework and various canvases for empathy mapping, ideation, and product development. The project aims to enhance parking efficiency in crowded areas through sensor technology, ultimately reducing time and fuel consumption.

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Bansil Patel
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0% found this document useful (0 votes)
12 views13 pages

Automatic Drain Cleaner

The report details a project on an 'Automatic Drain Cleaner' developed by students at G H Patel College of Engineering and Technology as part of their Bachelor of Engineering in Mechanical Engineering. It discusses design thinking methodologies, including the AEIOU framework and various canvases for empathy mapping, ideation, and product development. The project aims to enhance parking efficiency in crowded areas through sensor technology, ultimately reducing time and fuel consumption.

Uploaded by

Bansil Patel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Gujarat Technological University

G H Patel College of Engineering and


Technology

A Report On

"Automatic drain cleaner”


B. E. II, Semester – III
(Mechanical Branch)

Submitted by:
Sr. No. Name Enrolment No.
1 Patel Bansil 160110119063
2 Desai Devansh 160110119018
3 Paramdivas Hardik 160110119059
4 Ambhetiya Rushi 160110119003
5 Dalwadi Kaushal 160110119014

Prof. Mites Vegad


(Faculty Guide)

Dr. Darshak Desai


Head of the Department
(Mechanical)

Academic year (2017-2018)


Certificate

This is to certify that the Design Engineering-I project entitled “Atometic drain
clearer” has been carried out by Patel Bansil, Desai Devansh, Parma Hardik,
Ambhetiya Rushi and Dalwadi Kaushal under my guidance in partial fulfilment
for the degree of Bachelor of Engineering in Mechanical Engineering, Semester
III of Gujarat Technological University, Ahmedabad during the academic year
2017-18.

Prof. Mitesh Vegad Dr. Darshak Desai


Guide HOD of Mechanical
Department, GCET
INDEX

Content Pg. No.

Acknowledgement

Chapter 1. Introduction
1.1 What is Design Thinking?
1.2 Its importance, Socio-Economical
Relevance

Chapter 2. AEIOU
2.1 Observation through AEIOU and
other methods
2.2 Snap of AEIOU Canvas and
description of each canvas

Chapter 3. Empathy Mapping Canvas


3.1 Snap of Empathy Canvas
3.2 Analysis towards problem definition

Chapter 4. Ideation Canvas


4.1 Snap of Ideation Canvas

Chapter 5. Product Development


Canvas
5.1 Snap of Production Development
Canvas

Chapter 6. Mind Mapping


6.1 Snap of Mind Mapping
ACKNOWLEDGMENT

This project would not have been possible without the kind support and help of
many individuals and organization. I would like to extend my sincere thanks to
all of them. We want to thank the Department of Mechanical Engineering for
giving us such an opportunity to commence this project in the first instance. We
are highly indebted to Prof. Jvalant Trivedi for his guidance and constant
supervision as well as for providing necessary information regarding the project
& also for his support. Many people, especially our classmates and team
members itself, have made valuable comment suggestions on this proposal
which gave us an inspiration to improve our project. We would also like to
expand our deepest gratitude to all those who have directly and indirectly guided
us in our project.

The Team

Patel Bansil
Desai Devansh
Parmar Hardik
Ambhetiya Rushi
Dalwadi Kaushal
ABSTRACT

 In our daily life we have a high crowded mall in big cities so there is a
parking place as well for this purpose we require various persons who helps
the vehicle holders the space to park their vehicle this requires lots of time.
So to overcome this problem we are making a sensor parking in which if
there is no vehicle parked in a space it shows green light and if the space is
occupied already by a vehicle then it shows a red light, this reduces the the
time for parking which can be valuable for other purposes.
Chapter 1. Introduction
1.1 What is Design Thinking?

• Design thinking refers to design-specific cognitive activities that


designers apply during the process of designing. Design thinking is a
methodology not exclusive for designers that helps people understand
and develop creative ways to solve a specific issue, generally business
oriented. Design thinking is a formal method for practical, creative
resolution of problems and creation of solutions, with the intent of an
improved future result. In this regard it is a form of solution-based, or
solution-focused thinking – starting with a goal (a better future situation)
instead of solving a specific problem. By considering both present and
future conditions and parameters of the problem, alternative solutions
may be explored simultaneously.

1.2 Its Importance and Socio-Economical Relevance

• The value and the nature of relations between people, between people
and things, between people and Design engineering helps a lot to build a
quality to work in team and the coordination between members. This
exercise of working in team builds trust and friendship. Making a log
book develops writing skills and also helps to records achievements,
important notes, figures etc. Design incorporates three main components
– being user centric, collaborative and experimental. To achieve all the
three, one has to encourage maximum participation during ideation,
eliminate fear of failure and think out of the box. With Design Thinking
the innovation in Business is really good and because of it the social and
economical status of a company greatly increases. This helps to
understand organizations, and between people and service

Chapter 2. AEIOU

2.1 Observation through AEIOU and other methods

• Design Thinking Worksheets: AEIOU Design Thinking Worksheets


developed by Mark Basking and Bruce Harington is an interrelated
framework that guides designers in thinking through a problem or
scenario from a variety of perspectives: activities, environments,
interactions, objects, and users. They are useful in organizing thoughts,
observations, and ideas into distinct categories. AEIOU differs from our
Drawing Ideas Quick-Start Worksheets in its formality and strict
adherence to these five dimensions of a design space. The AEIOU is
used to project your views or your idea and understand if their usage will
be useful for the world or whether it is feasible to a certain limit. The
observation method of AEIOU depends upon the feasibility of the
project and the user feedback and objects that are going to be used in it.
AEIOU is a heuristic to help interpret observations gathered by
ethnographic practice in industry. Its two primary functions are to code
data, and to develop building blocks of models that will ultimately
address the objectives and issues of a client.

 The AEIOU is divided into 5 types:


1. A – Activity
2. E – Environment
3. I – Interactions
4. O – Objects
5. U – Users
2.2 Snap of AEIOU canvas and description of each canvas

2.2.1 Activities

• Activities are goal-directed sets of actions. What are the pathways that
people take toward the things they want to accomplish, including
specific actions.

Environment
• Environments include the entire arena where activities take place. For
example, what describes the atmosphere and function of the context,
including individual and shared spaces.

2.2.3 Interactions
• Interactions are between a person and someone or something else, and are
the building blocks of activities. What is the nature of routine and special
interactions between people, between people and objects in their
environment, and across distances?
2.2.4 Objects
• Objects are the building blocks of the environment, key elements
sometimes put to complex or even unintended uses, possibly changing
their function, meaning and context. For example, what are the objects
and devices people have in their environments, and how do these relate
to their a activity.

2.2.5 User
• Users are the people whose behaviours, preferences, and needs are being
observed. Who is present. What are their roles and relationships. What
are their values and prejudices. Such as Normal people, Industries, R &
D Department and many more.

Chapter 3. Empathy Mapping Canvas

3.1 Snap of Empathy Canvas

• The Empathy Map is a great powerful tool that helps putting yourself inside the head
of a person you might be looking at as a prospective customer or product user. It
allows you to quickly grasp their experience and where they are coming from.
Chapter 4. Ideation Canvas

4.1 Snap of Ideation Canvas

• An ideation canvas is a rough whiteboard where ideas can be stretched


into any limits or dimensions. Ideation session is not aimed at finding
solutions to the defined problem. But to define the best possible problem
and stretch out its possible scope. This canvas shows that from where the
idea has came and that idea is shown by this canvas involving the people,
activities, situation, location, context and the props used.
Chapter 5. Product Development Canvas
5.1 Snap of Production Development Canvas
• The Product Canvas is a strategic product planning tool that allows you to quickly
capture, describe, challenge, and pivot your product strategy on just a single
page. It uses the customer feedback to categorize the review of the project and
the functions or features which are to be redesigned or retained or rejected. It
collects the list of components used for the project.
Chapter 6. Mind Mapping
6.1 Snap of Mind Mapping

• This is the over view of our DE project.


Future action plan

 We are developing this project to reduce the time and also for consumption of fuel.
This will definitely be useful in future.

 We are going to introduce sensors in the available parking areas.

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