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DE Report ...
DE Report ...
A Project Report on
hybrid energy generator
Under Subject of
DESIGN ENGINEERING – 2A
B.E.3, Semester-5
(Mechanical Branch)
Guided by - Prof.Mayur Gohil
Submitted By:-
CERTIFICATE
This is to certify that project entitled Hybrid energy generator been carried out Patel
harshil (72) ,PatelMann (74) ,Pathak Yash (78) ,Sojitra Bhumit (99) ,Soni meet (103) under
myguidance in partial fulfilment for the degree of Bachelor of Engineering in Mechanical
Engineering 5th Semester of Gujarat Technological University, Ahmadabad during the academic
year 2019.
Date:
Signature of
External examiner
ACKNOWLEDGEMENT
CONTENT
1. INTRODUCTION ........................................................................................................................... 9
1.1 WHAT IS DESIGE THINKING? ................................................................................................. 9
1.2 GENERAL ............................................................................................................................ 9
1.3 OBJECTIVE ........................................................................................................................... 10
1.4 OVERVIEW ON SOLAR WATER DISTILLATION IN INDIA ................................................. 10
2. AEIOU SUMMARY ..................................................................................................................... 11
2.1 ACTIVITIES ........................................................................................................................... 11
2.2 ENVIRONMENT .................................................................................................................................12
2.3 INTERACTIONS ..................................................................................................................................
12 2.4 OBJECTS
........................................................................................................................................14 2.5 USERS
................................................................................................................................................ 14
3. MIND MAPPING ......................................................................................................................................
16 4. EMPATHY CANVAS
.................................................................................................................................. 17
4.1 USERS ................................................................................................................................................
17 4.2 STAKEHOLDER
................................................................................................................................... 17 4.3 ACTIVITIES
......................................................................................................................................... 19 4.4 STORY
BOARDING ............................................................................................................................. 19
5. IDEATION CANVAS ..................................................................................................................................
21
5.1 PEOPLE ..............................................................................................................................................
21
5. 2 ACTIVITIES ........................................................................................................................................
22
5.3 SITUATION/CONTEXT/LOCATION .....................................................................................................
22 5.4 PROPS/ TOOLS/ OBJECT/ EQUIPMENT
............................................................................................. 23
LIST OF FIGURE
Figure 2.1 - Activities ...................................................................................................................................
11 Figure 2.2 - Environment ............................................................................................................................
12 Figure 2.3 - Interactions
.............................................................................................................................. 13 Figure 2.4 - Objects
..................................................................................................................................... 13 Figure 2.5 - Users
........................................................................................................................................ 14 Figure 2.6 -
AEIOU Summary ....................................................................................................................... 15 Figure 3.1
- Mind mapping .......................................................................................................................... 16 Figure
4.1 - User .......................................................................................................................................... 17
Figure 4.2 - Stakeholders ............................................................................................................................ 17
Figure 4.3 - Activities ...................................................................................................................................
18 Figure 4.4 - Empathy canvas .......................................................................................................................
20 Figure 5.1 - People
...................................................................................................................................... 21
Figure 5.2- Activities....................................................................................................................................
22 Figure 5.3- Situation/Context/Location
...................................................................................................... 23 Figure 5.4-
Props/Tools/Object/Equipment ............................................................................................... 23 Figure 5.5-
Ideation Canvas......................................................................................................................... 24 Figure 6.1
- Propose .................................................................................................................................... 25 Figure
6.2- Product Experience & Functions ............................................................................................... 26
Figure 6.3- Product Experience ...................................................................................................................
26
Figure 6.4- Product Features....................................................................................................................... 27
Figure 6.5- Components ..............................................................................................................................
28 Figure 6.6- Product Development Canvas ..................................................................................................
28
Figure 7.1- Lmn Canvas………………………………………………………………………………………………………………………….29
Figure 8.1- Model ……………………………………………………………………………………………………………………………….30
Figure 8.2- Model ……………………………………………………………………………………………………………………………….30
Figure 8.3- model…….………………………………………………………………………………………………………………………….30
CHAPTER 1.INTRODUCTION
Design Thinking draws upon logic, imagination, intuition, and systemic reasoning, to
explore possibilities of what could be, and to create desired outcomes that benefit the end user (the
customer). A design mind-set is not problem-focused; its solution focused, and action oriented. It
involves both analysis and imagination.
Design think in 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.
1.2 GENERAL
Hybrid energy generator is device which use energy of both wind and waves simultaneously to
produce electricity which is 100% pollution free .
1.3 OBJECTIVE
1. To use renewable energy efficiently
2. To produce electricity.
3. To help people.
2.1 ACTIVITIES
2.2 ENVIRONMENT
All over living condition of the people and environment of the suvali beach mentioned below.
2.3 INTERACTIONS
What is the nature of routine and special interactions between people and objects in their
environment, and across distances?
We have mentioned the interaction between people related to the suvali beach.
2.4 OBJECTS
What are the objectives for the suvali beach?
10
2.5 USERS
Who is there? What are their roles and relationships? What are their values and prejudices?
After observing all things and writing in log book, we sticked the sticky notes in canvas.
11
12
All mind maps have some things in common. They have a natural organizational structure
that radiates from center use line, symbols, words, color and images according to simple,
brainfriendly concepts. Mind mapping converts long list of information into a colorful, memorable
and highly organized diagram that works in line with your brain’s natural way of doing things.
13
4.1 USERS
4.2 STAKEHOLDER
A stakeholder is an individual whose perspective or role is critical to a process.
14
After this, we observed activities of stakeholders who are connected with user. Some of activities
are mentioned as following:
4.3 ACTIVITIES
15
Happy story:
There is so peace at beach ,all the people are enjoying and meditating and the cold air
of the sea is just mesmerizing people enjoying various activity such as dancing singing
and jogging in the early morning.
Happy story:
People love to eat food on the beach and there is also activity such as horse riding and
Camel riding .which really attract the people on the beach and for children there is bike
riding so they can drive bike under age with instructure and enjoy.
Sad Story:
When we went to the beach one boy fall from the camel and cry a lot .he got injured so
it’s parents where searching for first aid but there is no facility at beach.
Sad Story:
When we were on the beach my friends were hungry so we went to the food shop
to eat some food after eating when we talk to the owner he told us one problem that
there is constant power cut offs from G.E.B .so they always have problem to to cook
there food.
16
17
5.1 PEOPLE
18
5.2 ACTIVITIES
After writing activities we observed activities based on situation, context, and location.
19
5.3 SITUATION/CONTEXT/LOCATION
20
21
Now arrive the important part of design process. We have to design a product based on a
key solution. A key solution accordingly to our understanding was a solution which solves a key
problem. Out of many possible solution for multiple problems that was list down in the ideation
phase, we recognize some problems that if solve would be very easily and quickly.
In this canvas, we mentioned purpose of our domain, product function and features, product
experience, components.
6.1 PURPOSE
22
23
6.5 COMPONENTS
24
25
26
CHAPTER 8. PHOTOTYPE
Fig 8.1
27
Fig 8.2
28
Fig 8.3
29
9. CONCLUSION
By performing this tasks and sheets we conclude that there are many problems faced by the people
living in suvali beach and there are also possible solutions for it. But there is lack of provision of
proper funds and proper planning.
30
31