Interaction Design

Rohan Verma

User centred design of a cyber-physical support solution for production processes

Guided by Prof. G G Ray

Technology has continuously played a vital role in the evolution of the manufacturing industry. Technology has also been pivotal for the last three Industrial revolutions that have shaped the modern manufacturing industry. Internet, smartphones, tablets and technologies like cloud computing have changed the way people communicate, work and play. Such technologies have not been able to penetrate the manufacturing industry up till now. The introduction of Information technologies in the manufacturing industry in Germany marks the start of Industry 4.0 or the fourth Industrial revolution.

Industry 4.0 is a joint initiative by German by the German academic institutes in partnership with private companies like Bosch and BMW. The increasing completion in the global manufacturing industry, demand for highly customised products that are manufactured at a lower cost and in a shorter duration have acted as a very strong influence for the transformation.

As the diversity and intensity of information increases in the manufacturing scenario, the landscape becomes increasingly complex. The project is aimed at providing support to the users in a smart factory that are enabled to use all the advanced technology. The support solution allows the users to augment their potential using technology without getting overwhelmed by the increasing information and control. The project was concluded with the design of a Smart Cockpit that organises all the information and control for the various stakeholders along the value chain.The support solution was designed using a User Centred Design process (ISO 9241). The design iterations and evaluation led the path for the next iteration. Even the requirements of the cockpit evolved phenomenally over the course of the project. What started as a control panel for a factory evolved into a comprehensive organiser that lets the employee take control of the information in a way that suits to their needs.

Dani Kalarikalayil Raju

Khushiyon Ka Ghar: Virtual domestic space to connect immediate families in India

Guided by Prof. Ravi Poovaiah co guided by Prof. Jayesh Pillai

Population ageing is one of the most significant trends of the 21st century. As the current trend of young adults deciding to live in their own nuclear families continues, the underlying structures of Indian society which ensured a safe and inclusive ageing is disappearing. Through this project, we are trying to connect senior citizens with their loved ones. Khushiyon ka Ghar is a project exploring interactions in a virtual domestic space modeled on real living spaces, where grand- parents and grandkids can explore, play, organize, share content and store it for ever. This ongoing project explores different approaches towards creating a virtual environment , sharing and building the experience.

Exploring sculptural works in clay

Guided by Prof. Raja Mohanty

Aim of the project was to explore sculpting within a framework decided in discus- sion with my guide. In this short project, I was able to involve myself in processes ranging from making clay to kiln ring . My explorations started with studies of human anatomy and sculpting human heads. Outcome of this exercise was Farmer’s Family , a collection of realistic human heads. I was also able to work with and learn from sculptor, Subhod Poddar during this project exploring various techniques in different types of clay.

Jayati Bandyopadhyay

Changing Food Waste Behaviours – Studying the effect of Interactive Installations on Behaviour Change

Guided by Prof. Girish Dalvi

Food waste is a chronic problem in India, amounting to a loss of ₹58,000 crores worth of resources per year. This project is an attempt to persuade people to not waste food without being paternalistic or bringing about policy level changes, a coercive approach that often fails to persuade people and bring about a change in their way of thinking. A more non intrusive approach would be to ‘nudge’ people in a way as non-intrusive as possible, thereby raising awareness and trying to achieve a transition from habitual behaviour to a well defined conscious action. Effect of two types of interactive installations, performative and incidental, were studied on students of IIT Bombay and the amount of individual and total food waste was recorded before and after the installation was put up at the mess. The results of the survey and the qualitative feedback reinforce the possibility of using interactive installations in achieving target behaviour.

Interactive Full Body Exercise Experience For People Affected With Ankylosing Spondylitis

Guided by Prof. Girish Dalvi

‘An.’ is an interactive full body exercise experience platform while addressing issues such as accessibility, affordability and motivation issues for patients affected with Ankylosing Spondylitis (AS). The project had two dimensions : An exercise regime with a virtual instructor and Games based on exercises. The virtual instructor demonstrated exercises, followed by the patient performing these exercises with a sensor tracking their movements and giving them necessary feedback. The system also allows patients to play games specially designed to embed exercises important for AS patients.

Visualization of Street Sounds in Kolkata – an immersive virtual experience

Guided by Prof. Ravi Poovaiah

The project that initially started with the aim of visualizing the street sounds of Kolkata turned into the creation of an immersive exploration of the city by means of Virtual Reality. This was done through a series of ideas and design decisions based on the experience, scalability, replicability and in many cases the cost, time and constraints of current technology.  The creators went on 15 day journey of collecting data for various aspects of the city which included ambient and characteristic sounds, images, textual information and 360 degree views. The creators wanted to bring out a feeling of nostalgia for the ones who live or have lived before in Kolkata; even experience parts of the city before visiting them for ‘real’. The creators believe that VR as a medium is yet to develop a lot more before it gives a ‘real experience’ of the real. Yet it is great to give one a partial experience of the place. This experience was created through a Virtual Reality application that enables one to experience certain parts of the city from the comfort of their locale.

Sitara Shah

Exploration of Mumbai heritage

Guided by Prof. Venkatesh R

Mumbai’s history offers many heritage structures and historical precincts. Mumbai has 591 Heritage structures & two World Heritage sites. This project aims to offer information on these important buildings in a visually appealing way. These diverse architectural styles need to be known and appreciated by the locals. This project, targeted at the youth and at enthusiasts of Mumbai touches upon the brief history, styles and locations of the structures. It aspires to educate and to promote through a crowdsourced platform curated by experts. It also attempts to nudge locals to visit these sites and appreciate their history.  without holding cultural biases.

VR Experience of Ajanta Caves

Guided by Prof. Jayesh Pillai co guided by Prof. Sumant Rao

Ajanta is famous for its history, architecture, art, and scenic beauty. It is well-known and heavily touristed. The project aims to cater to the enthusiasts who want access to diverse information in a virtual environment from anywhere. A framework for content distribution and interaction mapping has been designed that can help in creating VR experience of the Ajanta caves. Cave no. 23 has been chosen to implement this framework and create a sample immersive VR experience.

Informative mapping of Indian Street sounds

Guided by Prof. Ravi Poovaiah

Crawford market is one of the busiest, most densely populated and chaotic markets of Mumbai. The activities within it and the surrounding areas, such as mosques, streets, and the railway station contribute to the number and variety of sounds produced and lost in this chaos. This project focuses on bringing out the noisy essence of this market through the variety of sounds encountered within and around it. The motive was to showcase both sounds and emotions that define this space.

Dileep Mohanan

Re – A platform for motor skills rehabilitation through games

Guided by Prof. Grisih Dalvi

This is a DIY platform for motor skills rehabilitation through games, using a smartphone as game controller and a web portal to collect feedback. By gamifying the rehabilitation experience, participants are motivated to continue routines and benefit from them. The system can be assembled without investing and/or acquiring any dedicated devices, enabling accessibility and affordability. Participant data such as length of each gameplay session, frequency of session through a week, and range of motion can be/ is made available to the therapist through a web portal, where the participant’s progress can be reviewed to make informed decisions.

Games for public spaces

Guided by Prof. Grisih Dalvi co guided by Prof. Uday Athavankar

Socialization is the process through which humans learn to become functioning members of society. Cities foster public spaces in an attempt to meet the growing need for social interaction. But now, public spaces compete with technology to sustain face-to-face interaction. Technologies such as mobile phones and their connectivity shifts the human-human interaction into the virtual world, which lacks personal feel and distances emotions. This project establishes the need for people to interact, and ponders why they hold back due to various socio-cultural constraints. The focus of the project is to translate the capability of games to transfer conversations from online to offline modes, and thereby encourage social interaction.

Alive! – A persistent comic world

Guided by Prof. Phani Tetali

“Alive!” attempts to bring a new perspective to motion comics by proposing the design of a persistent comic world. Readers have complete freedom regarding the content they wish to follow. This is different from the current scenario where only such characters as can take a title forward are constantly in the limelight. A sand-box comic world can bring diversity in content as well as create an immersive experience. Readers can live inside the fiction and experience the details of the world, its characters and how they evolved to what they are now.

Akshay Kore

Data Visualization for Mumbai

Guided by Prof. Venkatesh R

With the city of Mumbai as an example, this project offers an easy way to visualize thecity’s spatial data. This is done by means of a web-based application called the Mumbai DataVisualization Tool. The larger goal of the project is to enable faster and better decision-makingby means of data visualization, and to set an example for all city governments in the country andthe world. The project has been made freely available at www.mumbaidata.in

PhonBk  – Design of a smarter context-based phone book visualization for mobile devices

Guided by Prof. Anirudha Joshi

With the advent of smartphones and social media it is common to have over a thousand contacts in one’s phone book. Despite the advances in the computing power of our phones, our phone books have been slow to adapt. They are often based on the same design as a phone book for a feature phone. How does one find the most relevant contacts in this vast sea of contact information? ‘PhonBk’ was designed to help find the most important contact at any moment.

Visualization of Street Sounds of Kolkata, an immersive virtual experience

Guided by Prof. Ravi Poovaiah

The project that initially began with the aim of visualizing the street sounds of Kolkata turnedinto the creation of an immersive exploration of the city by means of Virtual Reality. The creatorswent on 15-day journey of collecting data for various aspects of the city, which included ambientand characteristic sounds, images, textual information and 360-degree views.

Labeeba Kothur

Indoor navigation in hospitals

Guided by Prof. Ravi Poovaiah

Public hospitals in India are a confusing maze even now for patients and bystanders and indoor navigation and way finding plays a significant role in this cause. The project looked at how technology can be used in a simple way to help indoor navigation in the restricted environment with minimum infrastructure. The final design idea, GO, is a handheld application designed for OPD service of KEM Hospital, Parel. The application uses simple photo based navigation with activity based instructions to guide the patients. This concept was developed with further studies on indoor landmark images and the complexities in different indoor spaces like junctions, open lobbies and change in floor levels.

A learning tool for Mole concept

Guided by Prof. Anirudha Joshi

Mole concept is a difficult topic to learn as well as teach due to its abstract nature connecting the micro atomic world to the macro world and the inability to visualize small atoms and large particles. The project identified the hard spots in learning mole concept by analysing the existing research and by teaching students in first-hand. The design solution, ‘molescope’ is an exploratory tool which combines two previous concepts ; mole visualizer which helps children visualise moles of elements and molecules from micro to macro level and mole journey-which is an interactive video that tells a story of a boy reaching a fantasy mole world.

A study on online networking and collaboration among school teachers

Guided by Prof. Girish Dalvi

Public hospitals in India are a confusing maze even now for patients and bystanders and indoor navigation and way finding plays a significant role in this cause. The project looked at how technology can be used in a simple way to help indoor navigation in the restricted environment with minimum infrastructure. The final design idea, GO, is a handheld application designed for OPD service of KEM Hospital, Parel. The application uses simple photo based navigation with activity based instructions to guide the patients. This concept was developed with further studies on indoor landmark images and the complexities in different indoor spaces like junctions, open lobbies and change in floor levels.

Sagar Yende

Tapatap Redesign – Marathi Typing Game

Guided by Prof. Anirudha Joshi

In this project, a text input game is designed to improve typing for the Swarachakra Marathi keyboard. The game focuses helping to overcome learning barriers, and encouraging fast and accurate typing by making typing fun. It starts from the basics of typing, such as memorizing letters positions on a keyboard, then practicing words, and finally whole sentences with increase in typing speed and accuracy. The game contains both single player and multiplayer tracks. Single player tracks have ‘Blindfold’ and ‘Speed’ challenges. Memorizing key positions is the first step to getting used to the keyboard. In ‘Blindfold’, users practice memorizing key positions and the layout of the keyboard. Practice plays an important role in increasing typing speed. In the ‘Speed’ challenge, the user types given sentences within a limited time. They  are given hints if required, which are based on common problems faced while typing on a Swarachakra Marathi keyboard. Multiplayer tracks include gamified chat and multiplayer typing challenge that can be sent to one or more friends. Gamified chat tries to incorporate typing in regional languages in the daily activity of chatting, and bring speed and accuracy to typing.

Platform to show & exhibit students’ work explorations at IDC

Guided by Prof. Ravi Poovaiah

At any design institute like IDC, the sharing of work-in-progress with peers and faculty can helpstudents improve their quality of work. Constructive feedback from faculty and other students onongoing work/projects can ensure better results through iterations. IDC lacks a public platform toexhibit students work and projects. Many students don’t have their portfolios online, and no single platform see all the projects in IDC. Portfolio creation and online exhibition needs time, which is in short supply when working on ongoing projects/assignments. Hesitation to show unpolished work is another reason why students don’t share projects publicly. Documenting projects on IDC’s own platform will create a digital repository that satisfies the need for both documentation and presentation of students work. It will simultaneously build a student’s portfolio too. This project is about creating a platform for sharing ongoing work within the IDC community, and to exhibit projects at IDC.

Documentation of Warli Art

Guided by Prof. Ravi Poovaiah

At any design institute like IDC, the sharing of work-in-progress with peers and faculty can helpstudents improve their quality of work. Constructive feedback from faculty and other students onongoing work/projects can ensure better results through iterations. IDC lacks a public platform toexhibit students work and projects. Many students don’t have their portfolios online, and no single platform see all the projects in IDC. Portfolio creation and online exhibition needs time, which is in short supply when working on ongoing projects/assignments. Hesitation to show unpolished work is another reason why students don’t share projects publicly. Documenting projects on IDC’s own platform will create a digital repository that satisfies the need for both documentation and presentation of students work. It will simultaneously build a student’s portfolio too. This project is about creating a platform for sharing ongoing work within the IDC community, and to exhibit projects at IDC.

Prasad Ghone

Triggering ride-sharing through socialisation

Guided by Prof. Anirudha Joshi

Increasing numbers of private vehicles in metro cities due growth in IT sector has worsened traffic conditions. It was observed that more than 90% of the cars in Hinjewadi IT Park, Pune, were either single- or two-seated. This project tries to motivate people to share their ride by treating socialisation as a medium of motivation. Different motivation strategies were incorporated in a ridesharing mobile application. Through solution, people will be able to find like-minded people with whom they can spend their daily commute time productively.

Design of predictive text input method for Swarachakra

Guided by Prof. Anirudha Joshi

The project attempted to design a mechanism for text prediction for Marathi on Swarachakrakeyboard for smart phones. It was observed that users pay a cognitive toll to use currently availableprediction mechanisms, which slows down their text entry speed. A novel prediction interfacemechanism was designed and developed to test if such an interface improves text entry speed.

Visual Ethnography on Tai Phake Tribe in Namphake village, Assam

Guided by Prof. Nina Sabnani

Tai Phake is an obscure tribe in Assam with a small population of around 2000 globally.They have a glorious culture and tradition. Being small in number, the tribe is trying hard tokeep their legacy and culture alive. They reside in small villages in Dibrugarh district, with amajor population staying in Namphake village. The project aimed to explore the history, culture, tradition and current status of Tai Phakes. It gave us an opportunity to observe closely and live the life of Tai Phakes.

Naveen Rawat

Surprise travel planner

Guided by Prof. Anirudha Joshi

Vacationers often book holidays online through travel websites such as Makemytrip and Cleartrip. But this brings a lot of preplanning and stress of going through numerous options. This project removes this stress of preplanning, and presents a unique solution with a new way of celebrating holidays.

AuVi – Visualisation of sounds

Guided by Prof. Ravi Poovaiah

The project empowers users to identify locations on the basis of sounds. Such systems help to locate areas on the web using audio feed alone. Sounds from various locations across Delhi and Dehradun were collected and mapped to images and locations on the web. This is a way to build immersive audio guides where people can go around in a city collecting audio clues, exploring the city using image suggestions, and then finding those places in the real world.

Indrajeet Roy

Designing Vaccination Monitoring Service

Guided by Prof. Ravi Poovaiah

Immunization is a 5-year-long process for a total of 26 vaccines. Parents often forget about the calendar of vaccines after a part of the immunization is completed. The aim of my project is to reduce the drop-rate of immunization in India.
The project proposes a solution for a centralized system that hospitals and the government could use to monitor vaccination due dates and help parents. The system consists of an application that reminds parents of upcoming vaccines. The application also works as a medium for educating parents about the immunization process and to connect a whole spectrum of stakeholders.

Productivity Application for Food Stalls

Guided by Prof. Anirudha Joshi

This project was an attempt to understand various problems related to the productivity of small food stalls and how smartphones can help overcome them.
The final concept was developed as a mobile application that helps shop owners track multiple orders, create shareable invoices, keep an account of and record insights on daily transactions. It also proposed a system that helped to resolve the awkward scenario between customers and shop owners due to the credits taken by customers.

A Visual Ethnography on Tai Phake Tribe in Namphake village, Assam

Guided by Prof. Nina Sabnani

Tai Phake is a little known tribe from Assam with a small population of around 2000 globally. They have a glorious culture and tradition. Being small in number, the tribe is trying hard to keep their legacy and culture alive. They reside in small villages in Dibrugarh district with a major population staying in the Namphake village.
Insights from secondary research stoked our curiosity about the tribe. The project aimed to explore the history, culture, tradition and current status of Tai Phakes. It gave us an opportunity to observe closely and live the life of Tai Phakes.