A product designer and a passionate change agent, I am a firm believer in the power of science, technology and art in addressing today’s complex socio-economic issues and market needs. With background in Mechanical Engineering as well in integrated product design (Engineering, design and Business) and with eight years of experience in the Energy and Transmission sector, I have been instrumental in promoting continuous innovation and have authored several patents
My Background in engineering and product design has developed in me astute observation skill, Design thinking and ability to look from end users point of view and made me more a doer than a mere thinker; it has equipped me with the knowledge and skill to realize an idea, whether it is solving technical challenges faced during my professional, academic life or developing solutions for societal problem as part of “Manthan” group & “Jagrati Yatra”.
The document discusses prototyping tools for interaction design. It describes the purposes of prototyping as creating early versions of ideas to gain empathy, explore designs, and test with users. A variety of prototyping tools are presented, ranging from low-fidelity sketching and paper prototypes to high-fidelity interactive digital prototypes. Key tools mentioned include UXPin, Axure, Balsamiq, Origami, App Inventor, and Arduino. The document emphasizes that prototypes allow for elaboration and refinement of ideas through repeated testing and user feedback.
1) The document discusses experience prototyping techniques for designing user experiences, including simulating contexts and exploring design ideas through representations that allow users to engage with a proposed experience.
2) Experience prototyping aims to understand existing experiences, simulate experiences, and evaluate design ideas by allowing users and designers to directly experience representations of a proposed product or system.
3) Examples discussed include simulating contexts like being elderly through an "AgeSuit", exploring aircraft interior designs, and communicating new technology concepts to clients through compelling prototypes.
The document describes a group project to design a cell phone called the Silverphone for elderly users. It discusses the challenges of designing phones for elders and existing simplistic elder phones. The project aims to address elders' reluctance to learn new phones by incorporating schedule and record keeping methods they already use into a more technologically advanced but easy to use phone. The phone design features a round, turtle-shaped device and tablet with a fragmented display-keypad and silver-red color scheme inspired by styles from the 1950s-1960s.
This document outlines an agenda for a workshop about exploring iPad apps for creativity. The agenda includes introductions, discussions about creativity and how it relates to innovation, exploring example apps, analyzing apps' affordances and constraints, classifying apps using Bloom's Taxonomy and the SAMR model, and tweaking apps to improve their educational potential. Participants will work individually and in groups to explore apps, discuss how they could be modified, and share their analyses.
Industrial Design Intelligence: Evaluation Supporting Aesthetic and Functiona...BayCHI
1. Ted Selker has conducted research on user interfaces, ergonomics, and context-aware computing at IBM and Stanford University.
2. He teaches courses on industrial design, human-computer interaction, and evaluating products through a cognitive science lens.
3. His work focuses on designing technology that is respectful of human intention through sensors, virtual sensors, and adaptive interfaces across different domains and scenarios.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
The document discusses prototyping tools for interaction design. It describes the purposes of prototyping as creating early versions of ideas to gain empathy, explore designs, and test with users. A variety of prototyping tools are presented, ranging from low-fidelity sketching and paper prototypes to high-fidelity interactive digital prototypes. Key tools mentioned include UXPin, Axure, Balsamiq, Origami, App Inventor, and Arduino. The document emphasizes that prototypes allow for elaboration and refinement of ideas through repeated testing and user feedback.
1) The document discusses experience prototyping techniques for designing user experiences, including simulating contexts and exploring design ideas through representations that allow users to engage with a proposed experience.
2) Experience prototyping aims to understand existing experiences, simulate experiences, and evaluate design ideas by allowing users and designers to directly experience representations of a proposed product or system.
3) Examples discussed include simulating contexts like being elderly through an "AgeSuit", exploring aircraft interior designs, and communicating new technology concepts to clients through compelling prototypes.
The document describes a group project to design a cell phone called the Silverphone for elderly users. It discusses the challenges of designing phones for elders and existing simplistic elder phones. The project aims to address elders' reluctance to learn new phones by incorporating schedule and record keeping methods they already use into a more technologically advanced but easy to use phone. The phone design features a round, turtle-shaped device and tablet with a fragmented display-keypad and silver-red color scheme inspired by styles from the 1950s-1960s.
This document outlines an agenda for a workshop about exploring iPad apps for creativity. The agenda includes introductions, discussions about creativity and how it relates to innovation, exploring example apps, analyzing apps' affordances and constraints, classifying apps using Bloom's Taxonomy and the SAMR model, and tweaking apps to improve their educational potential. Participants will work individually and in groups to explore apps, discuss how they could be modified, and share their analyses.
Industrial Design Intelligence: Evaluation Supporting Aesthetic and Functiona...BayCHI
1. Ted Selker has conducted research on user interfaces, ergonomics, and context-aware computing at IBM and Stanford University.
2. He teaches courses on industrial design, human-computer interaction, and evaluating products through a cognitive science lens.
3. His work focuses on designing technology that is respectful of human intention through sensors, virtual sensors, and adaptive interfaces across different domains and scenarios.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
This document provides an overview of the history and development of wearable computing. It discusses early explorations from the 1960s through commercial uses in the 1990s. Key developments include the MIT Media Lab's work in wearables starting in 1993. Commercial products launched in the late 1990s, including devices from Xybernaut, VIA, and Symbol. More recent generations of wearables target both niche markets like skiing and broader consumer markets like Google Glass. The document covers topics like wearable attributes, enabling technologies, prototype applications, and experience design considerations for wearables.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
The document outlines an agenda for a conference with 10 speakers discussing topics like intuitive automation, open hardware, hardware acceleration programs, and strategies for starting whole-brained startups. It includes slides and information from several of the speakers about their companies and areas of focus.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
The document discusses building low-cost virtual reality (VR) experiences using Google Cardboard. It provides an overview of VR fundamentals and history. It then explains how to build a Cardboard VR viewer and develop basic Cardboard VR applications using tools like Unity. Examples are given of panoramic and 3D VR scenes that can be created. Guidelines are also provided for adding interactivity and following Google's design specifications for Cardboard applications.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Guillaume De Clercq is a product developer and tech enthusiast who has explored many disciplines through university projects, commissioned work, and personal projects. His portfolio highlights his skills in design, prototyping, coding, and more. He is passionate about design and technology and thrives at their intersection, where ideas can be transformed into reality.
Shubham Garg's engineering design portfolio includes projects in mechanical engineering. Some of the projects summarized include designing an all-terrain vehicle for off-road racing as part of a collegiate competition, developing electronic tattoos to help treat mental illness by encouraging positive thought patterns, and creating a low-cost smoke detector to help measure adoption of more efficient cookstoves. The portfolio showcases Shubham's skills in areas like mechanical design, prototyping, programming, and human-centered design.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
This document provides an overview of the history and development of wearable computing. It discusses early explorations from the 1960s through commercial uses in the 1990s. Key developments include the MIT Media Lab's work in wearables starting in 1993. Commercial products launched in the late 1990s, including devices from Xybernaut, VIA, and Symbol. More recent generations of wearables target both niche markets like skiing and broader consumer markets like Google Glass. The document covers topics like wearable attributes, enabling technologies, prototype applications, and experience design considerations for wearables.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
The document outlines an agenda for a conference with 10 speakers discussing topics like intuitive automation, open hardware, hardware acceleration programs, and strategies for starting whole-brained startups. It includes slides and information from several of the speakers about their companies and areas of focus.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
The document discusses building low-cost virtual reality (VR) experiences using Google Cardboard. It provides an overview of VR fundamentals and history. It then explains how to build a Cardboard VR viewer and develop basic Cardboard VR applications using tools like Unity. Examples are given of panoramic and 3D VR scenes that can be created. Guidelines are also provided for adding interactivity and following Google's design specifications for Cardboard applications.
A lecture on VR systems and graphics given as part of the COMP 4026 AR/VR class taught at the University of South Australia. This lecture was taught by Bruce Thomas on August 20th 2029.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Guillaume De Clercq is a product developer and tech enthusiast who has explored many disciplines through university projects, commissioned work, and personal projects. His portfolio highlights his skills in design, prototyping, coding, and more. He is passionate about design and technology and thrives at their intersection, where ideas can be transformed into reality.
Shubham Garg's engineering design portfolio includes projects in mechanical engineering. Some of the projects summarized include designing an all-terrain vehicle for off-road racing as part of a collegiate competition, developing electronic tattoos to help treat mental illness by encouraging positive thought patterns, and creating a low-cost smoke detector to help measure adoption of more efficient cookstoves. The portfolio showcases Shubham's skills in areas like mechanical design, prototyping, programming, and human-centered design.
I am a graduate student at Purdue university. This is a documentation of some of my projects. Hope you enjoy reading it.
Want to know more about my projects or interested in working together, feel free to get in touch on: dvagholk@purdue.edu
This memorandum summarizes the design and building process of a home security system created by Team 23 for an Arduino project. It includes sections on the introduction, backstory providing the design criteria, a decision matrix comparing design ideas, an overview of the building process and challenges faced, a flow chart, circuit schematic, and conclusion. The team's final design incorporated a laser tripwire system with mirrors, siren, temperature sensor, and LED indicators to exceed the project requirements with an impressive system. They carefully planned and tested their design to overcome difficulties like component failures and wiring challenges.
The document provides details about Andrew Moore's background and interests in design and technology. Some key points:
- Andrew has been fascinated by technology from a young age and enjoyed taking things apart to see how they worked.
- He studied graphic design and mechanical systems/CAD design at university where he rediscovered his passion for design.
- His ambition is to design products that improve people's lives and push the boundaries of technology and design.
- He has experience in various areas including AutoCAD, product design, prototyping, and mechanical systems.
Jonathan Levy is an industrial designer with experience in lighting fixtures, consumer products, and medical devices. His work experience includes internships and jobs at Philips Color Kinetics, Proteus Design, Tool Inc., Whirlpool, Ethicon Endosurgery, and LPK. He has skills in CAD software, prototyping, and collaboration. Levy studied industrial design at the University of Cincinnati and has a portfolio of concept work and designs.
This portfolio document summarizes Amanda Ho's work in various areas of design including ergonomics, interiors and space planning, user experience, and universal design. It provides examples of 3 projects: an ergonomic evaluation of sewing machines and workstations where recommendations were made to improve safety and comfort, a programming project for an elementary school cafeteria where goals and recommendations were generated, and a challenge to design an inclusive classroom by Herman Miller and HKS Architects where a concept was developed and realized. In each section, the tasks, methods, insights, and outcomes are briefly outlined. The portfolio showcases Amanda Ho's diverse experience and approach to improving design through research and stakeholder input.
Dylan Courtney's industrial design portfolio showcases 6 projects from 2015-2016. The portfolio includes [1] the Acrobat chair, inspired by the Adirondack chair; [2] Wild Tiles, a chess set with magnetic tiles that alter gameplay; and [3] Fly-By-Light, a luminaire made from recycled frisbees. The portfolio demonstrates Dylan's skills in sketching, modeling, prototyping, and applying sustainable design practices to create innovative product designs.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Scott Stubbs Design Portfolio - 041916Scott Stubbs
The document outlines 9 design skills that are represented in the author's product development portfolio: discovering, creating, representing, modeling, prototyping, experimenting, evaluating, deciding, and conveying. Examples are given for each skill area that show projects the author has worked on for BYU courses, capstone projects, and employment at Sunstone Engineering and TES Equipment Supplier. These include projects developing new products, improving existing designs, creating prototypes, performing experiments and evaluations, using decision tools, and communicating designs.
This document contains Ying Yeung Cheung's resume and portfolio. It outlines her education background in product design technology and lists relevant skills like CAD, 3D printing, and electronics. Projects described include a braille printer called Brint, a business card dispenser called Cyclic, and applying generative design to create origami-inspired plant pots. The portfolio demonstrates Ying's technical skills and experience with product design, prototyping, and integrating electronics.
Product Design in Agile Environments: Making it Work at ProductCamp PittsburghCarol Smith
Can Product Design work in Agile environments? Yes! Balancing people and process can be complicated, and in this talk, Carol will provide you guidance to make it work. You can inform good design with strong user experience (UX) research and support continuous releases in a fast-paced environment. We'll look at ways to achieve a flexible approach that meets the needs of these seemingly conflicting efforts. Participants will come away with the tools they need to successfully integrate design thinking methods, in an Agile environment, one sprint at a time.
Selected for presentation at ProductCamp Pittsburgh in September 2018 at Carnegie Mellon University (CMU).
Chris Kuhaneck led several engineering projects including a Six Sigma fatigue tester, sumobot, and musical glove. For the fatigue tester, he programmed the data acquisition system to measure rotations, force, time, and reset values. The sumobot competed in a robot competition and won gold. His musical glove used flex sensors on the fingers to play different tones. He also proposed a collaborative table called the EDO to promote group work in libraries. Across projects, he utilized skills in programming, electronics, design, and project management.
This document summarizes Stephanie Tomasetta's 2014 design portfolio. It includes projects focused on designing for autonomous vehicles, 3D printed ski pole baskets, an injection molded bitcoin mining robot, ergonomic 4-arm crutches, a portable slit lamp for developing countries, a chevron cutting board, a pop-up hospital room light card, a polycarbonate pinata, a vinyl record carrying case, Spanish-inspired table accessories, and a walking hippogriff robot. The projects utilized various design and prototyping processes like 3D printing, CNC machining, laser cutting, molding, and linkage optimization.
1_Introduction to Interaction Design.pdfOmarShahid15
This document provides information about an IE 435/535 course on Human Centered Design for Interactive Systems taught by Dr. Winnie Chen in Fall 2022. It outlines the course instructor and their research background, course requirements and grading, schedule, and resources. Students will complete a semester-long design project, working in teams to identify user needs, develop prototypes, test designs, and iterate based on evaluations. The goal is to apply human-centered design principles to develop interactive products that support how people communicate and interact.
Development of a Conceptual Space Smart Kitchen MixerMarlene Holm
The authors and designers Marlene Holm and Olof Nordström, have developed a product concept based on the former kitchen mixer Electrolux N15, that fills the gap in the product segment that is referred to as ’Urban Compact Living’, in which there is currently no equivalent product offered.
The focus has been on understanding the market segment and defining the target customer in order to conduct multiple user tests and observations to design a product with high usability and user satisfaction.
Two stand mixers of the wall mounted model Electrolux N15, with all the attachments and manuals, was purchased and forms the base for making the practical tests and studies.
Much of the work consists of usability analyzes in order to understand what users want, both what they consciously seek but also implicit needs; what they do not yet know that they want. User studies are conducted where users are observed and the product’s usability is analyzed with the help of a CW, -Cognitive Walkthrough and a PHEA, -Predicted Human Error Analysis test.
Electrolux's design dna is analyzed to create a product that exudes their visual brand identity and meet the customer expectations. The idea generation is an iterative process where creative tools such as brainstorming, exploratory sketching and clay modelling are used to create the concept, its features and final design. To further develop and visualize, the concept is 3D-modeled in CAD software and finally rendered into photo realistic images. A full scale prototype is made using a 3D printer to evaluate the shape and the size.
The result is an innovative, user friendly and time saving stand mixer that inspires people with an urban lifestyle and a compact living to a true and wholesome cooking experience.
This is a 30 credit Master Thesis for the MSc Industrial Design Engineer program.
This document contains a summary of projects by Josh Larson Konar in industrial design including the development of a more practical glucometer, a wrist-worn "Clique" glucometer that encourages testing and shares results via an app, a disc for disc golf that lights up, products for outdoor brand The North Face, a hanging chair, a stackable chair, a food truck concept called "Nomelette", and a heated street lamp called "Glo". It also includes Konar's education background and work experience.
Christopher Merchant is a Masters student in Industrial Design pursuing a career that combines craft, design research, and advanced tools. His portfolio includes several furniture pieces that won awards, including the Drift Chair which took inspiration from various design styles and evoked natural materials. He also created a curved writing desk and cabinet end table using traditional woodworking techniques. For a class project on social distancing, he proposed a system using computer vision and sound feedback to encourage safe distances between people in public spaces, collaborating with a composer to design auditory cues.
This document provides an overview of the last class for an Information Architecture course. It discusses the upcoming group presentations, career panel, and final assignments. The instructor emphasizes cross-channel design, evaluation heuristics, and ensuring a positive user experience across platforms. Students are reminded to submit their last group assignment and evaluate each other's participation. The career panel will provide real-world perspectives from local user experience professionals.
Apramit Chakraborty has a Bachelor's degree in Design from Symbiosis Institute of Design, Pune. His professional interests include product design, industrial design, and automobile design. Some of his design skills include conceptualizing form and functionality, 3D modeling, prototyping, and product interface design. He has created several design projects including a pointing desk lamp, welding mask, time adapter, rechargeable torch called the "Right Torch", and a concept for a self-balancing unicycle called the "UNIpod". He also participated in a design challenge for Honeywell Aerospace where he conceptualized the private aircraft of the future. Additionally, he has worked as a design intern where he designed
A Guide to a Winning Interview June 2024Bruce Bennett
This webinar is an in-depth review of the interview process. Preparation is a key element to acing an interview. Learn the best approaches from the initial phone screen to the face-to-face meeting with the hiring manager. You will hear great answers to several standard questions, including the dreaded “Tell Me About Yourself”.
Joyce M Sullivan, Founder & CEO of SocMediaFin, Inc. shares her "Five Questions - The Story of You", "Reflections - What Matters to You?" and "The Three Circle Exercise" to guide those evaluating what their next move may be in their careers.
Learnings from Successful Jobs SearchersBruce Bennett
Are you interested to know what actions help in a job search? This webinar is the summary of several individuals who discussed their job search journey for others to follow. You will learn there are common actions that helped them succeed in their quest for gainful employment.
We recently hosted the much-anticipated Community Skill Builders Workshop during our June online meeting. This event was a culmination of six months of listening to your feedback and crafting solutions to better support your PMI journey. Here’s a look back at what happened and the exciting developments that emerged from our collaborative efforts.
A Gathering of Minds
We were thrilled to see a diverse group of attendees, including local certified PMI trainers and both new and experienced members eager to contribute their perspectives. The workshop was structured into three dynamic discussion sessions, each led by our dedicated membership advocates.
Key Takeaways and Future Directions
The insights and feedback gathered from these discussions were invaluable. Here are some of the key takeaways and the steps we are taking to address them:
• Enhanced Resource Accessibility: We are working on a new, user-friendly resource page that will make it easier for members to access training materials and real-world application guides.
• Structured Mentorship Program: Plans are underway to launch a mentorship program that will connect members with experienced professionals for guidance and support.
• Increased Networking Opportunities: Expect to see more frequent and varied networking events, both virtual and in-person, to help you build connections and foster a sense of community.
Moving Forward
We are committed to turning your feedback into actionable solutions that enhance your PMI journey. This workshop was just the beginning. By actively participating and sharing your experiences, you have helped shape the future of our Chapter’s offerings.
Thank you to everyone who attended and contributed to the success of the Community Skill Builders Workshop. Your engagement and enthusiasm are what make our Chapter strong and vibrant. Stay tuned for updates on the new initiatives and opportunities to get involved. Together, we are building a community that supports and empowers each other on our PMI journeys.
Stay connected, stay engaged, and let’s continue to grow together!
About PMI Silver Spring Chapter
We are a branch of the Project Management Institute. We offer a platform for project management professionals in Silver Spring, MD, and the DC/Baltimore metro area. Monthly meetings facilitate networking, knowledge sharing, and professional development. For more, visit pmissc.org.
Success is often not achievable without facing and overcoming obstacles along the way. To reach our goals and achieve success, it is important to understand and resolve the obstacles that come in our way.
In this article, we will discuss the various obstacles that hinder success, strategies to overcome them, and examples of individuals who have successfully surmounted their obstacles.
1. 1
Suneet Sharma
suneet@seas.upenn.edu
www.suneetsharma.in/
http://in.linkedin.com/in/sharmasuneet
http://be.net/suneetsharma
M: +1-215-776-6662
A product designer and a passionate change agent, I am a firm believer in the power of science, technology and art in addressing
today’s complex socio-economic issues and market needs. With background in Mechanical Engineering as well in integrated product
design (Engineering, design and Business) and with eight years of experience in the Energy and Transmission sector, I have been
instrumental in promoting continuous innovation and have authored several patents
My Background in engineering and product design has developed in me astute observation skill, Design thinking and ability to look
from end users point of view and made me more a doer than a mere thinker; it has equipped me with the knowledge and skill to
realize an idea, whether it is solving technical challenges faced during my professional, academic life or developing solutions for
societal problem as part of “Manthan” group & “Jagrati Yatra”.
About Me
2. 2
InspirationDesign Brief
• Design a Cup & a Saucer
• Considered User Interactions with the cup & Saucer I.e. Ways of holding,
Ways of placing it on the table etc.
• Considered interaction between Cup and Saucer, How they complement
each other.
• Optimized size of the cup and Saucer – Based on Ergonomics of the user.
Cup is inspired from traditional Indian pot called “Matka” made of clay and
saucer from “Erundi” made of clothes, Predominantly used in Rural India.
“Matka” – Made of Clay, is Used
as Water Storage
“Kulhad” – Made of Clay, is
used to serve teaIdeation:
1: Tumbler - Cup & Saucer Design
Date: Aug‘14 – Aug’14 @ University of Pennsylvania
Academic work
3. 3
User Interaction / Scenario:
Tumbler - Cup & Saucer Design
Date: Aug‘14 – Aug’14 @ University of Pennsylvania
Academic work
Final Design:Sketch & 3D models:
This cup and saucer has the most natural shape existed – Sphere, Quite the
reason droplet or hail storm tends to become spherical, though not the perfect
ones and here too I have some intended imperfection to give room to new
expression.
Shuttle bend at the top provides room for the lip to rest for gentle shipping.
Spherical bulge at the saucer further complements the cup’s geometry and
smaller size of it doesn’t take away attention from the cup and keep it
prominent as intended.
Handle has been carved from within the sphere hence makes it an integral
part of the cup and spherical geometry gives the feeling of completeness
when one moves ones hand over it.
4. 4
Design Brief
• Design a Chair
• Considered Different users (Age group) and different ways a chair could be
used (Siting, Reclining, stool etc.)
• Looked
• Considered interaction between Cup and Saucer, How they complement
each other.
• Optimized size of the cup and Saucer – Based on Ergonomics of the user.
Inspiration
Ideation:
Various Yoga postures gave the idea of having a chair which can change
shape and each transformation has a meaning.
Protheus - Chair
Date: Sept‘14 – Dec’14 @ University of Pennsylvania
Academic work
Scenario: (Target Users)
The design is in line with standard anthropometry measurements and
ergonomics for optimized user experience.
5. 5
Sketch models: Process Selection:
3D Models:
Experiments with Laser cutting: To get the desired bend
No. Material Process
Complexity
(10 - Highest)
1 Wood Veneer Lamination 7
2 Wood Steam bending 9
3 Wood / Plywood Laser cut + Joining (Parts) 5
4 Wood / Plywood
Laser cut (ends) + Middle (Other
mediums)
5
5 Green wood Bending (Pieces joined) 6
6 MDF Laser cut (whole profile) 8
7 Dense foam Laser cut (whole Profile 5
8
Wood /
Plywood*
Design bent cuts 7
9 Canes Profile bending 5
10 Plastic Injection Moulding 9
11 Bamboo Bending outer structure 8
Wood is a tricky medium to get the desired bend and I was looking for
ways to achieve the wood to flow on a complex contour which was quite
impossible by steam bending and veneer lamination. Optimized laser cut
pattern not only helped the wood (MDF /Plywood) to roll over the contour
smoothly, but also gave the required strength
Protheus - Chair
Date: Sept‘14 – Dec’14 @ University of Pennsylvania
Academic work
6. 6
Protheus
• The Proteus consciously steers clear of requiring moving parts or adjustments to be able to achieve the multiple
transformations that it is capable of – the simplicity of the tumble is an inherent characteristic that makes this design
unique.
• Only 3 flattened Parts Joined together, can be sold as a Modular Design and takes less space.
• Design provides considerable rear and back comfort due to curvature along the body’s contour caused by cantilever
effect.
• Using the MDM /Plywood flat sheet with cut pattern keeps the chair light enough to rotate easily and keeps material
usage low
• The smooth profile of Proteus gives a sense of continuity and in spite of using traditional material, the cut pattern
provides a unique contemporary design impression and enhances overall aesthetic appeal.
7. 7
Mechatronics Project: Glimpse
Date: Sept‘14 – Dec’14 @ University of Pennsylvania
Academic work
Stalker: Responding to IR light -
Individual project
Designed and built to track an infrared beacon over a 180-
degree arc at a distance between 50 and 90 centimeters.
Link to the Project Video >>
Labyrinth: Remote Controlled Robot -
Individual project
Designed and built the mobile which can be remotely
navigated through a labyrinth
Stroboscope: LED strobe light
Individual project
Microcontroller (M2) Programming
Combined general-purpose I/O with the timer subsystem
on the M2 Microcontroller to create a battery-powered,
user-adjustable LED strobe light.
Orchestra: Wirelessly Controlled Speaker
Individual project
Microcontroller (M2) Programming
designed and constructed a battery-powered, GF1004-
based instrument capable of playing a tone for a specified
duration when requested via an mRF wireless command.
Golfer:
Team of 2
Microcontroller (M2) Programming
designed and developed Battery powered golfer
which point and shoots towards the IR beacon.
Robockey: Robb to Play Hockey
Team of 4
Microcontroller (M2) Programming
Robot Participated in Annual Robockey
tournament at University of Pennsylvania.
Acrobat: Self Balancing robot
Team of 4
Microcontroller (M2) Programming
Designed and developed fully self contained
Acrobat, which touch the ground only through
two coaxially-mounted wheels, and have a
center of gravity more than one-half wheel
radius above the wheel axis.
8. 8
Augmented Reality System
Date: Feb’13- Sept’13
Personal Work
About Technology:
Augmented Product visualization:
• A specific promise to “end users” of the
“unique real world experience” offered at
zero price.
• Ability to create and analyze different
scenarios while refurbishing the home.
• Which color product to buy as per the wall
color or you can even change the wall color
to find the adequate color of the product
before deciding.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory
input such as sound, video, graphics or GPS data.
http://www.youtube.com/watch?v=Ikg5nunWkZk (Watch Complete Video)
Augmented Product catalog:
• A specific promise to “installers” of “real
world integration’ offered at zero price
• It helps to create final scenario, what
products and where they will be installed
which leads to no confusion to the
installers what end users wants..
Augmented Product catalog:
• A specific promise to “installers” of “real world
integration’ offered at zero price
• It helps to create final scenario, what products and
where they will be installed which leads to no
confusion to the installers what end users wants..
9. 9
Switched Socket
Date: Jan’12 – Aug’12
Personal Work
Design Brief / Technical Challenges:
Design Available in The market:
As a safety concern it is a need, either to have a separate switch to
activate Socket or to have a well so users don’t get harmed by sparks
produced during switching ON/OFF.
Socket with Separate Switch Socket with Well
• Device could be toggled ON/OFF only when plug remains inserted into the
device.
• By Design always Parallel to the wall, When there is no plug inserted.
• Plug can be removed only when device is OFF. It eliminates the risk of
getting shock while removing plug as device is “OFF”.
• Plug can be inserted only when device is OFF
• Force of inserting plug will never toggle the SO.
• Switched SO doesn’t operate by jerking of the plug wire. (Vacuum cleaner
test doesn’t operate the switch).
• * New design address all the above challenges.
Technical Design:
Final Concept:
10. 10
Gesture Based Switch… e Pad
Date: Sept’14 – Ongoing
Personal Work
Description of the technology:
Idea:
Present
Future
Making a pivot from the thumb and rotating the finger in CW
direction to increase speed (Feels like rotating the knob)
Hi & Bye gesture (Along with sound) to switch On / Off the
mains.
Single tap to switch on/off the concerned device.
Product recognizes user’s gestures (Touch and touch less / Spatial) and
operate the respective devices or perform the desired function.
• Do we really need so many switches to operate different devices..
• Another difficulty - how to recognize which is for what?
• Idea is to actuate different devices by single switch however by making
appropriate more obvious gesture.
• Users gestures could be Touch / Touch less / Spatial.
11. 11
Uneven wall Snap design
http://www.google.com/patents/EP2270941A2
Snaps sitting loose in case
of negative wall irregularity
Part is not snapping
in case of Positive wall irregularity
Patented Work
Date: Aug‘06 – July’14 Schneider Electric India
Professional work
Releasable locking with angular adjustability
Step 1: After coming to step 1, we align the frame correctly then
push the hinge inwards.
Step 2: Snaps locks in its’ position
http://www.google.com/patents/EP2602888A2?cl=en
patent application number (777KOL2013
Angular Adjustable Lugs
12. 12
Exxact Range “Nordic Market”
Date: July‘08 – Oct’10 Schneider Electric Denmark
Professional work
Role & Responsibility:
I Led the design & development of products (Close to 200 product commercial references, 60 new tools), worked in products from
diverse line of business such as wiring devices, Residential Control, Network Connectivity & got supported by contract employee for
modeling and detailing work. Few of the products are shown below.
SELV Push ButtonDimmer Timer Rotary Dimmer Blind Cover Cable Outlet RCD
Lexcom (RJ45 Outlet) Telephone outlet Handicapped RWC
Section Switch
Products (Ingress Protection: IP 20)
Products (Ingress Protection: IP 44)
* Products are already in the market
SELV Push ButtonDimmer Timer Rotary Dimmer Blind
Cover
Section Switch
13. 13
Role & Responsibility:
Rotary Dimmer was part of the EXXACT project. I led the design and
development of the same (Excluding dimmer insert and light module.).
Design Brief / Requirement:
• Designing of Rotary dimmer (Excluding insert and light module).
• Light guide design which can distribute light across from the point source.
• Glow should be uniform across the edges.
Optimizing number of matt surfaces (Blue highlight) as well design of the
light pipe to control the uniformity of the light across.
Initial Design) With Light Glow Final Design) With Light Glow
Solution:
Light Guide Design
Date: July’08 – Oct’10
Professional work
Schneider Electric India