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Gujarat Technological University

A Project Report On

Hybrid Energy Generator

In partial fulfilment for the award of the degree

Of

BACHELOR OF ENGINEERING

Under subject of

DESIGN ENGINEERING

SEMESTER – V

(MECHANICAL ENGINEERING)

Submitted by:

1. MAHIDA JAYDIPSINH G. (210640119522)


2. RAULJI PARAMJET (210640119527)
3. THAKOR JAYDIP (210640119542)
4. BHOI HARDIK N. (210640119516)

Guided by:
Assist. Prof Mr.prajapati Sushant

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APPROVAL SHEET

At KJ Institute of engineering and technology. For partial fulfilment of


degree in mechanical egg. With specialization awarded by GTU. This research
work has been carried out under my supervision and is a satisfaction of
department. The student has been published accepted for publication.

____________________________
External Examiner
Date: ____________

Place: ___________

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CONTENT
1. INTRODUCTION ........................................................................................................................... 5

1.1 WHAT IS DESIGE THINKING? ................................................................................................. 5


1.2 GENERAL ............................................................................................................................ 5
1.3 OBJECTIVE............................................................................................................................. 5
2. AEIOU SUMMARY....................................................................................................................... 6

2.1 ACTIVITIES............................................................................................................................. 6
2.2 ENVIRONMENT .................................................................................................................................7
2.3 INTERACTIONS............................................................................................................................... …7
2.4 OBJECTS .............................................................................................................................................8
2.5 USERS.. ............................................................................................................................................. 8
3. MIND MAPPING ..................................................................................................................................... 10
4. EMPATHY CANVAS .................................................................................................................................. 12
4.1 USERS ................................................................................................................................................12
4.2 STAKEHOLDER.................................................................................................................................. 12
4.3 ACTIVITIES......................................................................................................................................... 13
4.4 STORY BOARDING ........................................................................ ......................................................19
5. IDEATION CANVAS 21
5.1 PEOPLE .............................................................................................................................................. 16
5. 2 ACTIVITIES ........................................................................................................................................ 16
5.3 SITUATION/CONTEXT/LOCATION..................................................................................................... 17
5.4 PROPS/ TOOLS/ OBJECT/ EQUIPMENT ………………............................................................................. 17
6. PRODUCT DEVELOPMENT CANVAS........................................................................................................ 18
6.1 PURPOSE ......................................................................................................................... 19
6.2 PRODUCT EXPERIENCE ............................................................................................................... 19
6.3 PRODUCT FUNCTION..................................................................................................................... 20
6.4 PRODUCT FEATURES.......................................................................................................................20
6.5 COMPONENTS............................................................................................................................. 20
7. LMN CANVAS……………………………………………………………………………………………………………………………………..21
8. PROTOTYPE (2D)....................................................................................................................................... 22

9. CONCLUSION .................................................................................................................................... 25

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LIST OF FIGURE
Figure 2.1 - Activities.................................................................................................................................. 6
Figure 2.2 - Environment ............................................................................................................................ 7
Figure 2.3 – Interactions………………………………………………………………………………………………………..……………. 7
Figure 2.4 - Objects ..................................................................................................................................... 8
Figure 2.5 - Users ........................................................................................................................................ 8
Figure 2.6 - AEIOU Summary....................................................................................................................... 9
Figure 3.1 - Mind mapping.......................................................................................................................... 11
Figure 4.1 - User .......................................................................................................................................... 17
Figure 4.2 - Stakeholders ............................................................................................................................ 17
Figure 4.3 - Activities................................................................................................................................... 18
Figure 4.4 - Empathy canvas....................................................................................................................... 15
Figure 5.1 - People.................................................................................................................................... 16
Figure 5.2- Activities.................................................................................................................................... 16
Figure 5.3- Situation/Context/Location ...................................................................................................... 17
Figure 5.4- Props/Tools/Object/Equipment............................................................................................... 17
Figure 5.5- Ideation Canvas......................................................................................................................... 17
Figure 6.1 - Propose .................................................................................................................................... 18
Figure 6.2- Product Experience & Functions............................................................................................... 18
Figure 6.3- Product Experience................................................................................................................... 19
Figure 6.4- Product Features....................................................................................................................... 19
Figure 6.5- Components .............................................................................................................................. 19
Figure 6.6- Product Development Canvas.................................................................................................. 20
Figure 7.1- LNM Canvas………………………………………………………………………………………………………………………….21
Figure 8.1- 2D Model ………………………………… ………………………………………………………………………………………….22
Figure 8.2- 2DModel ……………………………………….………………………………………………………………………………………….23

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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

Figure 2.1 – Activities

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

Figure 1.2 - Environment

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 beach.

Figure 2.2 - Interaction

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2.4 OBJECTS
What are the objectives for the beach?

We mentioned our objectives beach.

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 stacked 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, brain
friendly 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.

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Figure 3.1- Mind mapping

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CHAPTER 4. EMPATHY CANVAS

4.1 USERS

The people who use the 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 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.

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 in structure and enjoy.

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Sad Story:
When we went to the beach one boy fall from the camel and cry a lot .he got injured so its
parents were 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.

Figure 4.4 - Empathy canvas

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CHAPTER 5. IDEATION CANVAS
First of all we mentioned people that interact with 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.

5.2 ACTIVITIES

Figure 5.2 - Activities

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

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

6.2 PRODUCT EXPERIENCE


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

Figure 6.2 - Product Experience

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6.3 PRODUCT FUNCTION

Figure 6.3 - Product Experience & Functions

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

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. 2D DESIGN

Fig 8.1

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Fig 8.2

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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 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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