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De report sem 5 (full) (5) (final final)

Design Engineering – 1A (Gujarat Technological University)

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GUJARAT TECHNOLOGICAL UNIVERSITY

Shree Swami AtmanandSaraswatiInstitute of Technology

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:-

Name of Students Enrollment no


Patel Harshil 170760119072
Patel Mann 170760119074
Pathak Yash 170760119078
Sojitra Bhumit 170760119099
Soni Meet 170760119103

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GUJARAT TECHNOLOGICAL UNIVERSITY

SHREE SWAMI ATMANAND SARASWATI INSTITUTE OF


TECHNOLOGY
Opp. Kapodara Police Station,
Varachha Road,
Surat – 395006

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:

Prof.Mayur Gohil Prof.Jignesh Vaghasiya


(Faculty Guide) (Head of Department)

Signature of
External examiner

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ACKNOWLEDGEMENT

While we visited the suvali beach we found that there is no


constant power supply for the shop on the beach so we decided to
To use renewable energy source to generate electricity so we
design the “hybrid energy generator ” to solve that problem .

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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

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6. PRODUCT DEVELOPMENT CANVAS ........................................................................................................


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6.1 PURPOSE ...........................................................................................................................................
25 6.2 PRODUCT EXPERIENCE
...................................................................................................................... 25 6.3 PRODUCT FUNCTION
........................................................................................................................ 26 6.4 PRODUCT
FEATURES ......................................................................................................................... 27 6.5
COMPONENTS ....................................................................................................................................... 27
7. LMN CANVAS……………………………………………………………………………………………………………………………………..28
8. PROTOTYPE .............................................................................................................................................
30 9. CONCLUSION
........................................................................................................................................... 31

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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

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CHAPTER 1.INTRODUCTION

1.1 WHAT IS DESIGE THINKING?


Design Thinking is a methodology used by designers to solve complex problems, and find
desirable solutions for clients.

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.

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CHAPTER 2. AEIOU SUMMARY


The AEIOU stands for,
A – Activities
E – Environment
I – Interaction
O – Objects
U – Users

2.1 ACTIVITIES

We have mentioned all the activities

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Figure 2.1 – Activities

2.2 ENVIRONMENT
All over living condition of the people and environment of the suvali beach mentioned below.

Figure 1.2 - Environment

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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.

Figure 2.2 - Interaction

2.4 OBJECTS
What are the objectives for the suvali beach?

We mentioned our objectives suvali beach.

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Figure 2.3- Objects

2.5 USERS
Who is there? What are their roles and relationships? What are their values and prejudices?

Figure 2.4 - Users

After observing all things and writing in log book, we sticked the sticky notes in canvas.

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Figure 2.5- AEIOU Summary

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CHAPTER 3. MIND MAPPING


Mind mapping is a highly effective way of getting information in and out of your brain. Mind
mapping is a creative and logical means of note-taking and note-making that literally maps out
your ideas.

A mind mapping is a visual representation of hierarchical information that includes a central


idea surrounded by connected branches of associated construction.

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.

Figure 3.1- Mind mapping

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CHAPTER 4. EMPATHY CANVAS

4.1 USERS

The people who use the suvali beach mention here.

Figure 4.1 - User

4.2 STAKEHOLDER
A stakeholder is an individual whose perspective or role is critical to a process.

In suvali beach, stakeholders mention in below.

Figure 4.2 - Stakeholders

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After this, we observed activities of stakeholders who are connected with user. Some of activities
are mentioned as following:

4.3 ACTIVITIES

Figure 4.3 - Activities

Then we thought about happy and sad stories.

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4.4 STORY BOARDING

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.

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Figure 4.4 - Empathy canvas

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CHAPTER 5. IDEATION CANVAS


First of all we mentioned people that interact with suvali beach. We mentioned stakeholders
that used in empathy mapping. New people also we added in that canvas.

5.1 PEOPLE

Figure 5.1 - People

After that we mentioned activities of people.

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5.2 ACTIVITIES

Figure 5.2 - Activities

After writing activities we observed activities based on situation, context, and location.

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5.3 SITUATION/CONTEXT/LOCATION

We list out following situation, context and location.

Figure 5.3 - Situation/Context/Location


After this we list out the props/possible solutions.

5.4 PROPS/ Possible Solution

Figure 5.4- Props/Tools/Object/Equipment

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Figure 5.5 - Ideation Canvas

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CHAPTER 6.PRODUCT DEVELOPMENT CANVAS

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

Figure 6.1 - Propose

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6.2 PRODUCT EXPERIENCE


We ask the people of suvali beach for giving feedback of our topic. We got following feedback
from other teams:

Figure 6.2 - Product Experience

6.3 PRODUCT FUNCTION

Figure 6.3 - Product Experience & Functions

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6.4 PRODUCT FEATURES

Figure 6.4 - Product Features

6.5 COMPONENTS

Figure 6.5 - Components

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Figure 6.6 - Product Development Canvas

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CHAPTER 7.LMN CANVAS


LN – Learning Needs Matrix will help
students to identify the learning requirements at an early stage along with prioritization of
specific learning along with defined time duration/ time allocation for each.

Figure 7.1 - LMN Canvas

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CHAPTER 8. PHOTOTYPE

Fig 8.1

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Fig 8.2

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Fig 8.3

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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.

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