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DESIGN PROJECT (PART - I)

(ASSIGNMENT NO.3)

BRAINSTORMING SESSION

DESIGN AREA ASSIGNED: PRODUCT FOR SCHOOLS

GROUP NO. 2
GROUP MEMBERS :- ATHARVA MULEY [109032]
RITVIK MITTAL [109020]
ZEESHAN MUJAWAR [109029]
BRAIN STORMING:

What Is Brainstorming?

Brainstorming is an individual or group method for generating ideas,


increasing creative efficacy, or finding solutions to problems.

The basic procedure for group brainstorming involves:

1. Selecting a group of three to ten participants with different


backgrounds.

2. Posing a clear problem, question, or topic to the group.

3. Asking the group to generate solutions or ideas with no criticism or


attempts to limit the type and number of ideas. This is the “divergent”
phase in which you want as many ideas as possible without any
censorship.

4. Discussing, critiquing, and possibly prioritizing the brainstorming


results for later action. This last step is often called the “convergent”
phase where there is a winnowing of all the ideas into the ones that are
judged as most applicable to a problem.
Three fundamental principles for group brainstorming:

1. Aim for sheer quantity. Quantity, not quality, is the goal of


brainstorming. The primary criterion for the success of brainstorming is
the sheer number of ideas that are generated.

2. Defer judgment about the quality of ideas. Do not criticize the ideas of
others either implicitly (e.g., through facial expressions or other
nonverbal behaviors) or explicitly (saying “Wow! That is a crazy
idea!”).

3. Encourage new and wild ideas. New ideas can be generated by


synthesizing ideas, stretching ideas (bigger, faster, and smaller),
applying metaphors, or improving on existing ideas. Wild ideas that may
not be directly applicable to a brainstorming topic can serve as triggers
for ideas that are potentially useful. Ideas from science fiction stories or
movies, for example, might seem odd, but many existing products are
filled with concepts like teleportation, invisibility, etc.

__________________________________________________________
PROBLEMS:-
1. There is much noise/disturbance in schools.
2. Absence of comfortable and safe environment for children.
3. Lack of storage spaces for students.
4. Lack of motivation and low self-esteem of students.
5. Heavy school backpacks.
6. Inefficient parking space in school.

PROBLEM SELECTION:-
Noise in the classrooms and school libraries cause lack of attention and
concentration in students affecting knowledge they grasp from the lectures
in the school and that is why we chose this problem as we think it needs to
be addressed with utmost importance of all the problems stated above.

PROBLEM STATEMENT:-

Design a product to help control the noise &


disturbance in school classrooms and libraries.
BLACK BOX REPRESENTATION:

Amount of decibels The input will be taken by a sound sensing An alarming sound
of the noise. sensor. Now the highest limit of noise level with red LED light
for silence zones is 45 decibels. Hence the indicating increased
product will produce an alarming beep sound.
sound of 50 decibels which will indicate to
the people in its surrounding that the noise
level is more than it is permitted in this
environment. The default setting of the
product will be 45 decibels but it would be
possible for the consumers to be able reset
the limit as per their wish. But the beep
sound that the device will make will be
always 5 decibels more than the limit set.

Key Bussiness Goals :-



Primary Market:-

 Schools
 Libraries

Secondary market:-

 Hospitals
 Homes with babies and elderly ones

Stakeholders:-

1. Thinkers
2. Inventors
3. Designers
4. Survey team members
5. Survey analysis members
6. Consumers giving reviews in surveys
7. People with stakes in company
8. Manufacturing labour
9. Delivery men
10. Retailers
11. Final consumers
12. People affected by the product in use

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