0% found this document useful (0 votes)
61 views22 pages

Smart Light Design Using Empathy

The document presents a project report on a smart light system designed using design thinking principles, aimed at helping elderly individuals avoid falls when turning on lights. The system operates through a clap switch mechanism that activates the light, addressing safety concerns for both the elderly and children. The report details the design thinking process, including stages such as empathy, definition, ideation, and prototyping, while also acknowledging the support received from faculty and the institution.

Uploaded by

akshaya180612
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
0% found this document useful (0 votes)
61 views22 pages

Smart Light Design Using Empathy

The document presents a project report on a smart light system designed using design thinking principles, aimed at helping elderly individuals avoid falls when turning on lights. The system operates through a clap switch mechanism that activates the light, addressing safety concerns for both the elderly and children. The report details the design thinking process, including stages such as empathy, definition, ideation, and prototyping, while also acknowledging the support received from faculty and the institution.

Uploaded by

akshaya180612
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

SMART LIGHT USING DESIGN THINKING

By

SASI KRUBALANI R 22CS141

SHIVAHARIHARAN N 22CS146

SURUTHIKA C

22CS158 VARUN BHARATHI C R

22CS165

Submitted to the

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

In partial fulfillment for the award of the degree

of

SNS COLLEGE OF TECHNOLOGY

(AN AUTONOMOUS INSTITUTION)

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

APRIL 2023

i
BONAFIDE CERTIFICATE

Certified that this Mini Project Report titled “SMART LIGHT USING
DESIGN THINKING” is the Bonafide record of work done by the students
“SASIKRUBALANI,SHIVAHARIHARAN,SURUTHIKA,VARUNBHAR
ATHI”had carried out the project work under my supervision during the
academic year 2022-2023.

PROJECT GUIDE HEAD OF THE DEPARTMENT

[Link], [Link],

Assistant professor, Associate Professor & Head,

Department of Computer Science Department of Computer Science & Engg.,


& Engg.,

SNS College of Technology, SNS College of Technology,

Coimbatore-641035. Coimbatore-641035.

Submitted for the Vice-Voce examination held at SNS COLLEGE OF


TECHNOLOGY,held on

Internal Examiner External Examiner

ii
ACKNOWLEDGMENT

First of all, we extend our heart-felt Gratitude to the management of SNS College of Technology,
for providing us with all sorts of supports in completion of this Design Thinking Project.

We record our indebtedness to our Director Dr.V.P. Arunachalam, and our Principal Dr.S.

Chenthur Pandian, for their guidance and sustained encouragement for the successful
completion of this Design Thinking Project.

We are highly grateful to Dr.L.M. Nithya, Professor & Dean/CSE, IT & AIML for her
valuable suggestions and guidance throughout the course of this project, her positive approach had
offered incessant help in all possible ways from the beginning.

We are profoundly grateful to Dr.K. Sangeetha, Associate Professor & Head, Department of
Computer Science & Engineering for her consistent encouragement and directions to improve our
Design Thinking Project and completing the project work in time..

Words are inadequate in offering our thanks to the Project Coordinator,


[Link] , Assistant Professor, Department of Computer Science & Engineering, for her
encouragement and cooperation in carrying out the Design Thinking Project work.

We take immense pleasure in expressing our humble note of gratitude to our project guide,
[Link], Assistant Professor & Head, Department of Computer Science & Engineering,
for her remarkable guidance and useful suggestions, which helped us in completing the project
work in time.

We also extend our thanks to other faculty members, Parents, and our friends for their moral
support in helping us to successfully complete this Design Thinking Project.

iii
CHAPTERNO TITTLE [Link]

LIST OF FIGURES 5

ABSTRACT 6

1 DESIGN THINKING 7

2 EMPATHY 9

2.1 ISSUES OF AGED PEOPLE 10

3 DEFINE 11

3.1 CONCEPT OF WORKING 12

4 IDEATE 13

4.1 IDEATE 14

5 PROTOTYPE 16

5.1 WORKING PRINCIPLE 17

5.2 FLOWDIAGRAM 18

6 CONCLUSION 19

7 REFERENCE 20

iv
TABLE OF CONTENTS

LIST OF FIGURES

[Link] TITTLE [Link]

1.1.1 FALLING OF AGED PEOPLE 10

3.1.1 RELAY 9V 15

3.1.2 VARIABLE RESISTORS 16

4.1.1 CIRCUIT DIAGRAM OF CLAPPING LIGHT

v
ABSTRACT

We all know that aged suffers lot during their illness period in various ways
and one them is falling down during turning on lights etc. Which leads them to
severe injuries and sometimes to [Link] this smart light help them to overcome
these issues. This smart light is just turned on when one claps hand. The system
consists of dynamic microphone which picks up the sound of one clap and
produces a small signal, that is amplified by the succeeding transistor stage. Two
transistors cross-connected as a bi-stable multi vibrator changes state at each signal
and one of these transistors drives a heavier transistor which controls the lamp or
bulb. And underheight children's jump over switches to turn on lights,fans
etc..which leads them to fall down and can cause them injuries [Link] else they
may suffer from electric shocks due to rough methodologies while turning on the
light by jumping etc.

1
CHAPTER 1

DESIGN THINKING

Design thinking is an approach used for practical and creative problem-solving. It is based
heavily on the methods and processes that designers use (hence the name), but it has actually
evolved from a range of different fields — including architecture, engineering and business.
Design thinking can also be applied to any field; it doesn’t necessarily have to be design-
specific.

It’s important to note that design thinking is different from user-centred design.
Learn more about this other approach to design here: Design Thinking vs. User-Centred
Design.

Design thinking is extremely user-centric. It focuses on humans first and foremost,


seeking to understand people’s needs and come up with effective solutions to meet those
needs. It is what we call a solution-based approach to problem-solving.

The Four Principles of Design Thinking

The human rule: No matter what the context, all design activity is social in nature,
and any social innovation will bring us back to the “human-centric point of view”.

The ambiguity rule: Ambiguity is inevitable, and it cannot be removed or


oversimplified. Experimenting at the limits of your knowledge and ability is crucial in
being able to see things differently.

The redesign rule: All design is redesign. While technology and social
circumstances may change and evolve, basic human needs remain unchanged. We
2
essentially only redesign the means of fulfilling these needs or reaching desired
outcomes.

The tangibility rule: Making ideas tangible in the form of prototypes enables
designers to communicate them more effectively.

Design thinking is a process for solving problems by prioritizing the consumer’s needs
above all else. It relies on observing, how people interact with their environments, and
employs an iterative, hands-on approach to creating innovative solutions. It is a human-
cantered approach to innovation.

FIVE STAGES OF DESIGN THINKING:


• EMPATHY
• DEFINE
• IDEATE
• PROTOTYE
• TEST

3
CHAPTER 2

EMPATHY

Empathize is the first stage in the design thinking process. To empathize is to research. So,
you should constantly remind yourself to question everything you observe instead of
judging. You should also listen to others open-mindedly rather than focus on points that
confirm your biases. Because our biases will naturally creep into how we view the world and
the situations we consider, as designers or design thinkers—we must catch and overcome
these before they distort our research. You must become fully objective before you can start
to see through your users’ eyes and interpret their viewpoints optimally. They are the
experts. You must
understand the users’ dimensions of use (e.g., tasks) and their feelings (e.g., motivations)
before you can work towards delighting them through your design.

As a design thinker, the problems you are trying to solve are rarely your own—they
are those of a particular group of people; in order to design for them, you must gain
empathy for who they are and what is important to them. Observing what people do and
how they interact with their environment gives you clues about what they think and feel. It
also helps you learn about what they need. By watching people, you can capture physical
manifestations of their experiences – what they do and speak. This will allow you to infer
the intangible meaning of those experiences in order to uncover insights. These insights
give you direction to create innovative solutions. The best solutions come out of the best
insights into human behaviour. But learning to recognize those insights is harder than you
might think. Why? Because our minds automatically filter out a lot of information without
our even realizing it.

We need to learn to see things “with a fresh set of eyes,” and empathizing is what
gives us those new eyes. Engaging with people directly reveals a tremendous amount about
the way they think and the values they hold. Sometimes these thoughts and values are not
obvious to the people who hold them, and a good conversation can surprise both the
designer and the subject by the unanticipated insights that are revealed. The stories that
people tell and the things that people say they do even if they are different from what they
actually do are strong indicators of their deeply held beliefs about the way the world is.
4
Good designs are built on a solid understanding of these beliefs and values.

5
Observe. View users and their behaviour in the context of their lives. As much as
possible do observations in relevant contexts in addition to interviews. Some of the most
powerful realizations come from noticing a disconnect between what someone says and
what he does. Others come from a work-around someone has created which may be very
surprising to you as the designer, but she may not even think to mention in conversation. -
Engage.

Sometimes we call this technique ‘interviewing’ but it should really feel more like a
conversation. Prepare some questions you’d like to ask, but expect to let the conversation
deviate from them. Keep the conversation only loosely bounded. Elicit stories from the
people you talk to, and always ask “Why?” to uncover deeper meaning. Engagement can
come through both short ‘intercept’ encounters and longer scheduled conversations. Watch
and Listen. Certainly, you can, and should, combine observation and engagement. Ask
someone to show you how they complete a task.

1.1 ISSUES OF AGED PEOPLE

According to the U.S. Centers for Disease Control and Prevention (CDC) and other falls
research: More than one out of four Americans age 65+ falls each year. Falls are the leading cause
of fatal and nonfatal injuries among older adults. Not only in U.S. in maximum number of
countries Elderly people falls during their illness [Link] shown in figure 1.1.1.

FIGURE 1.1.1

FALLING OF AGED PEOPLE

This smart light consists of relay, microphone, transistors, LED’s ,BC547,4017IC etc. And main motto

6
of our project to reduce these issues facing by aged people to overcome their inabilities

7
CHAPTER 3

DEFINE

The Define mode of the design process is all about bringing clarity and focus to the design
space. It is your chance, and responsibility, as a design thinker to define the challenge you
are taking on, based on what you have learned about your user and about the context. After
becoming an instant-expert on the subject and gaining invaluable empathy for the person
you are designing for, this stage is about making sense of the widespread information you
have gathered. The goal of the Define mode is to craft a meaningful and actionable problem
statement – this is what we call a point-of-view. This should be a guiding statement that
focuses on insights and needs of a particular user, or composite character. Insights don’t
often just jump in your lap; rather they emerge from a process of synthesizing information
to discover connections and patterns. In a word, the Define mode is sensemaking

The Define mode is critical to the design process because it results in your point-of-
view (POV): the explicit expression of the problem you are striving to address. More
importantly, your POV defines the right challenge to address, based on your new
understanding of people and the problem space. It may seem counterintuitive but crafting a
more narrowly focused problem statement tends to yield both greater quantity and higher
quality solutions when you are generating ideas. The Define mode is also an endeavour to
synthesize your scattered findings into powerful insights. It is this synthesis of your
empathy work that gives you the advantage that no one else has: discoveries that you can
leverage to tackle the design challenge; that is, INSIGHT

Consider what stood out to you when talking and observing people. What patterns
emerge when you look at the set? If you noticed something interesting ask yourself (and
your team) why that might be. In asking why someone had a certain behaviour or feeling
you are making connections from that person to the larger context. Develop an
understanding of the type of person you are designing for – your USER. Synthesize and
select a limited set of NEEDS that you think are important to fulfil; you may in fact express
a just one single salient need to address. Work to express INSIGHTS you developed
through the synthesis of information you have gathered through empathy and research
work. Then articulate a point- of-view by combining these three elements – user, need, and
insight – as an actionable problem statement that will drive the rest of your design work.
8
2.1 Concept of working

A clap -switch circuit is a sound sensitive circuit. The operation of the circuit is
simple. Clap and the lamp turns on. Clap again and it turns off. The condenser
microphone picks up the sound of your claps, coughs, and the sound of that book
knocked off the table. It produces a small electrical signal which is amplified by the
succeeding transistor stage .Two transistors are connected as a bistable
multivibrator change state at each signal. One of these transistors drives a heavier
transistor which controls a Lamp. This circuit can switch on and off a light. This
working of this circuit is based on amplifying nature of the transistor, switching
nature of transistor, relay as an electronic switch .

9
CHAPTER 4

IDEATE

Ideate is the mode of the design process in which you concentrate on idea
[Link] it represents a process of “going wide” in terms of concepts and
outcomes Ideation provides both the fuel and also the source material for building
prototypes and getting innovative solutions into the hands of your users. You ideate in
order to transition from identifying problems to creating solutions for your users. Ideation is
your chance to combine the understanding you have of the problem space and people you
are designing for with your imagination to generate solution concepts.

Particularly early in a design project, ideation is about pushing for a widest possible range of
ideas from which you can select, not simply finding a single, best solution. The
determination of the best solution will be discovered later, through user testing and
feedback Vanous forms of ideation are leveraged to:- Step beyond obvious solutions and
thus mcrease the innovation potential of your solution set – Harness the collective
perspectives and strengths of your teams – Uncover unexpected areas of exploration Create
fluency (volume) and flexibility (variety) in your innovation options – Get obvious solutions
out of your heads, and drive your team beyond them. You ideate by combining your
conscious and unconscious mind, and rational thoughts with imagination. For example, in a
brainstorm you leverage the synergy of the group to reach new ideas by building on others’
ideas.

Adding constraints, surrounding yourself with inspiring related materials, and embracing
misunderstanding all allow you to reach further than you could by simply thinking about a
problem. Another ideation technique is building- that is, prototyping itself can be an
ideation technique. In physically making something you come to points where decisions
need to be made, this encourages new ideas to come [Link] are other ideation
techniques such as bodystorming, mind mapping and sketching But one theme throughout all
of them is deferring judgment – that is. Separating the generation of ideas from the evaluation

10
3.1 IDEATE

3.1.1. RELAY 9V

Relays are switches controlled by electrical power, like another switch, computer or
control module. The purpose of a relay is to automate this power to switch
electrical circuits on and off at particular times.

FIGURE 3.1.1

RELAY 9V

The above picture is a [Link] are electromechanical devices that use an electromagnet
to operate a pair of movable contacts from an open position to a closed position.

11
3.1.2. VARIABLE RESISTORS

Variable resistors are widely used in electric circuits to adjust the value of current or
voltage, since the resistance of variable resistors can be set to a certain value. Variable
resistors allow you to adjust the value of voltage by changing the resistance and keeping
current constant .

FIGURE.3.1.2

VARIABLE

RESISTORS

The above picture is a resistor of which the electric resistance value can be adjusted. A
variable resistor is in essence an electro-mechanical transducer and normally works
by sliding a contact (wiper) over a resistive element.

12
CHAPTER 5
PROTOTYPE

The Prototype mode is the iterative generation of artifacts intended to answer


questions that get you closer to your final solution. In the early stages of a project that
question may be broad – such as “do my users enjoy cooking in a competitive manner?”
In these early stages, you should create low-resolution prototypes that are quick and cheap
to make (think minutes and cents) but can elicit useful feedback from users and
colleagues. In later stages both your prototype and question may get a little more refined.
For example, you may create a later stage prototype for the cooking project that aims to
find out: “do my users enjoy cooking with voice commands or visual commands”. A
prototype can be anything that a user can interact with – be it a wall of post-it notes, a
gadget you put together, a role-playing activity, or even a storyboard. Ideally you bias
toward something a user can experience.

Walking someone through a scenario with a storyboard is good, but having them role-
play through a physical environment that you have created will likely bring out more
emotions and responses from that person. To ideate and problem-solve. Build to think. To
communicate. If a picture is worth a thousand words, a prototype is worth a thousand
pictures. To start a conversation. Your interactions with users are often richer when centred
around a conversation piece. A prototype is an opportunity to have another, directed
conversation with a user. To fail quickly and cheaply. Committing as few resources as
possible to each idea means less time and money invested up front. To test possibilities.
Staying low-res allows you to pursue many different ideas without committing to a
direction too early on. To manage the solution-building process. Identifying a variable also
encourages you to break a large problem down into smaller, testable chunks.
Even if you aren’t sure what you’re doing, the act of picking up some materials
(post- its, tape, and found objects are a good way to start!) will be enough to get you going.
Don’t spend too long on one prototype. Let go before you find yourself getting too
emotionally attached to any one prototype. ID a variable. Identify what’s being tested with
each prototype.

13
A prototype should answer a particular question when tested. That said, don’t be
blind to the other tangential understanding you can gain as someone responds to a
prototype. Build with the user in mind. What do you hope to test with the user? What sorts
of behaviour do you expect? Answering these questions will help focus your prototyping
and help you receive meaningful feedback in the testing phase.

4.1 WORKING PRINCIPLE

An electronic device that can turn off by clapping is called a clap [Link] condenser mic is one
of the main parts of the circuit that takes input clap sound based on the pitch of the clap. This
article gives an overview of the clap switch. Electrical pulses are the desired input to the clap
switch circuit.A clap switch is an electronic circuit or device that controls electrical appliances like
tube lights, energy savers, and LED bulbs,s, etc with user clapping action. It is mainly useful for a
person who cannot move from one place to other for switching on or off electrical or electronic
appliances. Clap switch circuits can be designed in a variety of ways nowadays electronics students
are designing these circuits by using decade counter ic 4017.

FIGURE 4.1.1
CIRCUIT DIAGRAM OF CLAPPING LIGHT

The above picture is a ciruit diagram of clapping [Link] condenser mic is one of the main
components in the circuit that tracks the input clap sound based on the pitch of clap and
transduces this sound energy into some electric pulses. These electric pulses are the desired
input to the clap switch circuit

14
4.2 FLOW DIAGRAM

The circuit is turned on by just receiving the input sound signal through [Link]
for the first signal it activates the circuit and glows the lamp connected to the [Link] for
the second signal , it deactivates the circuit and turns off the circuit . This is how the sound
energy is processed to electrical energy..

15
6. CONCLUSION

Clapping hands project is a fascinating project that involves the use of sound recognition and
microcontroller programming to control an output device (such as an LED, a motor, or a
display) with claps.

In this project, the sound sensor detects the sound of claps and sends the signals to the
microcontroller, which is programmed to interpret the signals and trigger the output device
accordingly. The programming involves setting the threshold level for detecting claps,
processing the input signals, and controlling the output device based on the input.

Overall, this project combines multiple aspects of electronics and programming, including
sound recognition, microcontroller programming, signal processing, and output control. It
can be an excellent project for beginners to learn about these concepts and get hands-on
experience with practical applications.

16
7. REFERENCE

• Clapper - Joseph Pedott

[Link]

• Clap Switch - Somangshu Bagchi

[Link]

• Clapping lights

[Link]

17

You might also like