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statistics project


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statistics finals requirement

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statistics project

  2. 2. CHAPTER 1: INTRODUCTIONFor all college students, especially us who practices industrial design need to have ways in somehow make our student life easier. In order to do that, we need to have our very own gadgets. Electronic gadgets such as laptop, cellular phones, tablets, etc. have a big contribution for us students, giving us useful tools for our plates, for communication, for studies and also for work.Electronic gadgets play a strong role for our day-to-day lives. Since the start of this era, gadgets became a necessity for many people. This is similar to students bringing their laptops or tablets to school. Through these gadgets, working became simple and easy.
  3. 3. BACKGROUND OF THE STUDYThe study is about the common electronic device that industrial design students use to help them in their studies and for other applications. The studies will also tell if some students are very brand specific or uses a particular brand for their comfort of use .
  4. 4. OBJECTIVE OF THE STUDY This study will tell us the purpose of gadgets to industrial design students. To know how long or how often industrial design students use their gadgets. To survey whether the students are brand specific when it come to electronic gadgets.
  5. 5. SIGNIFICANCE OF THE STUDYThe study is significant in knowing what is the very common electronic gadget an industrial design student must have. This study will also be beneficial to upcoming industrial design student in giving them ideas on what electronic gadget they should use and what brand is the best.
  6. 6. DEFINITION OF TERMS Gadget - is a small tool such as a machine that has a particular function, but is often thought of as a novelty. Gadgets are sometimes referred to as gizmos. Electronic Gadgets - Electronic gadgets are the instruments which can perform many activities at a time with vast speed & makes the hard work efficient one.
  7. 7. CHAPTER 2: REVIEW OF RELATEDLITERATURE T3 GADGET AWARDS 2012 WINNERSGaming gadget of the year – Sony PS VitaCommuter gadget of the year – Amazon Kindle 4 (tablet)TV of the year – Sony-KDLPhone of the years – Samsung Galaxy s3Digital camera of the year – Panasonic gx1Tech brabd of the year – Asus
  8. 8. Gadget of the year – Google Nexux 7 by Asus (tablet)Computer of the year – Asus Zenbook UX31Music gaedget of the year – B&W p3 (headphones)Working gadget of the year – Apple iPhone 4sTablet of the year - Google Nexux 7 by Asus (tablet)Gadget accessory of the year – Nike Fuelband (digital watch)
  9. 9. CNET.COM TOP PICKS:MUST-HAVE GADGETS(UPDATED OCTOBER 16, 2012 10:00 AM PDT)CNET has a top products list for each of the categories they cover but this list brings the cream of the crop together in one place. New to the list for fall 2012 is the iPhone 5, the Kindle Paperwhite, and the first streaming projector. Rather than trying to compare gadgets across multiple categories, they present them in alphabetical order, because when you get right down to it, they think theyre all must-haves.
  10. 10. 3M Streaming ProjectorBest streaming projectorAmazon Kindle PaperwhiteBest e-ink readerApple iPad (2012)Best tablet overallApple iPhone 5Best iPhone ever
  11. 11. Apple MacBook Air (13-inch, Summer 2012)Best ultrabook/best laptopSamsung Galaxy S3Best overall Android phone you can buyPanasonic TC-ST50 SeriesBest 2012 TV (so far)Sony Cyber-shot DSC-HX30VBest consumer compact camera
  12. 12. APPLE TOPS LIST OF THE WORLDS MOSTPOWERFUL BRANDSTHIS STORY APPEARS IN THE OCTOBER 22, 2012 ISSUE OF FORBES.Apple remains a leader in innovation that is adored by consumers around the world. The brand helped the company generate $40 billion in profits over the past 12-months, second most in the world behind Exxon Mobil. How do you measure the power of a brand? It is the combination of financial value and positive consumer sentiment and Apple has both in abundance, which puts the Apple brand on top of Forbes inaugural list of the World’s Most Powerful Brands.
  13. 13. CHAPTER 3: METHODOLOGYThe methodology of the study is quantitative in nature showing what kind and what brand/s of electronic gadgets thus students of Industrial Design in University of Santo Tomas use at home and/or at school. A survey form/ questionnaire is used to gather data.
  14. 14. OVERVIEW OF THE RESEARCH DATASurveys are conducted with students of University of Santo Tomas, either male or female, that are practicing industrial design. They are asked on what kind of electronic gadget/s are they using, any specific brand they use, how often do they use their gadgets and for what purpose.
  15. 15. RECRUITMENT OF THE RESPONDENTS30 students who are practicing industrial design in University of Santo Tomas are asked to answer a survey form.
  16. 16. SURVEY PROCESSThe survey is conducted inside the Beato Angelico building and inside the premises of University of Santo Tomas. The surveyor made sure that the participants do not have classes so that they do not create any disturbances.
  17. 17. Each survey began with demographic information such as the participant’s name, age, address, ect. Participants are then asked to answer 7 questions regarding the given topic.Each survey ranged from 3 to 5 minutes. After each survey, all of the data are gathered for analysis.
  18. 18. DATA ANALYSISIn addition, notes are made after each survey. Each survey are reviewed and incites were documented for data. Bar graphs are used to present the final output of each survey.
  19. 19. SURVEY QUESTIONNAIRE1. How many gadgets do you have? (state each)2. What brand/s of gadget do you use?3. How does this gadget help you in your academic studies?4. How long do you use your gadgets?5. What is the last gadget you purchased? And for what purpose?
  20. 20. CHAPTER 4: DATA ANALYSIS  Table 1 The table shows that 12 out of 30 respondents only have 3 gadgets. We can say that these 12 respondents are contented with the 3 gadgets that they have and satisfied with their uses.
  21. 21.  Table 2The table shows that 14 out of 30 respondents uses or comfortable in using 3 brand names for their gadgets.
  22. 22.  Table 3The table show that their gadgets are more likely to be used in research and for school work.
  23. 23.  Table 4The table shows the amount of time the respondents use in using their gadgets. Most of the respondents use their gadgets for about 6-12 hours a day.
  24. 24. Number of users Table 5201816 The table shows the brands1412 that the respondents use.10 8 The brand Apple has the 6 Number of 4 users most number of users. 2 0 Canon others Acer Apple HP Nokia Samsung