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

Title De report sem 5 (full) (5) (final final)
Author mann patel
Course Design Engineering – 1A
Institution Gujarat Technological University
Pages 31
File Size 2 MB
File Type PDF
Total Downloads 33
Total Views 164

Summary

for desgin enginnering progjet we design the hybrid enerygy genarator...


Description

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 ........................................................................................................ 25 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 5.3Situation/Context/Location ...................................................................................................... 23 Figure 5.4Props/Tools/Object/Equipment ............................................................................................... 23 Figure 5.5Ideation 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 solutionbased 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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