Apoorv Anurag

M.Des/Year 2

Raising Awareness of the Significance of Awadhi Bhasha among Young Adults of Uttar Pradesh through Exhibition Design

Raising Awareness of the Significance of Awadhi Bhasha among Young Adults of Uttar Pradesh through Exhibition Design

Prof. Swati Pal

Awadhi Bhasha, a mother tongue spoken in Uttar Pradesh, India, is facing a decline in usage and status. Particularly among young adults, Awadhi is often seen as unsophisticated and linguistically inferior due to limited awareness, historical information, and formal usage.

To challenge these negative perceptions, we aimed to make an Interactive Language Exhibition Design targeting young adults in Uttar Pradesh colleges. The project aims to raise awareness about Awadhi spoken regions, its famous literary works, and its contribution to the Indian music industry.

Three interactive installations were designed for each area, considering economic affordability, replicability, crowd needs, and maximizing space utilization. The three installations included a piezo-sensor based interactive language floor map, a cue solving activity centered around finding Awadhi poets, and a photo booth where one can create a picture playlist of Awadhi Songs, offering a souvenir to take home.

These installations are meant to be placed in colleges of Uttar Pradesh under Indian Government’s Bhartiya Bhasha Utsav, to be celebrated on 11th December every year.

Designing Fun Activity for Making Indian Senior Citizens Physically Active

Designing Fun Activity for Making Indian Senior Citizens Physically Active

Prof. Anirudha Joshi

Older adults strive for healthy lifestyles but often find regular follow-up tedious. We designed a gameful walking activity, 'गमन' (Gaman), for independent older adults aged 65+. It focused on Hindu pilgrimages in India, utilizing religious motivation.

Participants have step count targets based on their previous averages. When they complete the target, they virtually arrive at a temple on their pilgrimage, receiving a video tour and the chance to take a virtual selfie. The activity uses a tablet for reward video watching and a mobile phone for step tracking. This activity can be done in groups or individually too.

In the pilot evaluation, older adults found 'Gaman' fun and reward motivating, expressing a desire to participate again.

Link to the project