More Projects

E-learning using Interactive Table

In today’s educational system it is quite important to teach students in a practical and application-oriented approach. Studying becomes much more fun and engaging when one can perform the simulations and interact with the system. With this in mind, we thought of developing an interactive tabletop which can be used in schools and universities with the goal of enhancing the learning journey for students, enabling them to grasp complex concepts with ease.

Interactive Table uses Tangible User Interface (TUI) technology, which allowed students to actively engage with the tabletop using physical objects. This hands-on approach aimed to promote experiential learning, where students could learn by doing, thus making the learning process more effective and enjoyable. This project focused on promoting collaborative learning and teaching, faster concept retention among students using gamification and visualised learning. Along with this, we strived to make the tabletop cost-effective and affordable.

The final model cost less than 100 € which was cost-efficient as compared to Interactive tables already introduced in market which costed more than 1000 €. This project was a success and was deployed in 8 schools in Pune, India.

Peek into the future with One-4-All

Affordances help users understand how to interact with an object or interface intuitively. For example, a doorknob affords turning, a button on a website affords clicking, and a handle on a cup affords gripping. As a child, fidgeting with cassette reels was a fun engagement activity for me. I enjoyed playing with it more than traditional toys, from placing the pencil into the circular openings to wrapping myself in the cassette reel.

Now, as a designer, I've noticed that this kind of engaging affordance is missing in modern devices. So, I've been exploring ways to reintroduce this familiar concept into new technology using Design Fiction. Design fiction is telling a story about how things might work in the future, especially when new technology is involved. The lost affordance of fidgeting with the cassette is a part of a design fiction narrative called 'One-4-All,' which combines the functions of a mobile phone, tablet, smartwatch, and laptop, all in a wristband form. This innovation eliminates the need to carry multiple gadgets, reducing e-waste and disposal concerns.

The 'One-4-All' wristband features an extending pencil, much like the antenna on a cassette player. To select the device to be projected (laptop, tablet, or mobile) and adjust the projection size, users simply insert the pencil into a circular opening on the wristband and rotate it. This device not only adds a sense of fun reminiscent of my childhood but also offers the practicality of seamlessly working with various forms of future devices, providing a tangible and enjoyable touch.

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