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GUJARAT TECHNOLOGICAL UNIVERSITY

Chandkheda, Ahmedabad
Affiliated

BHAGWAN MAHAVIR COLLEGE OF


ENGINEERING & TECHNOLOGY
A Report on:
“Social networking site”
Under subject of
DESIGN ENGINEERING – 1B
B. E Semester – 4
(Computer Branch)
Submitted by:
Name Enrollment No.
1.Ravi Agheda 170060107001
2.Jay Fiske 170060107009
3.Zeel Gajrawala 170060107013
4.Nishi Harkawat 170060107015
5.Harshit Kunawat 170060107016

Faculty Guide: - Ms. Nisha Bhandari


Head of the Department: - Mrs. Twinkle Ankleshwaria
Academic Year: - 2018-2019

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Academic Year
2019

BHAGWAN MAHAVIR COLLEGE OF


ENGINEERING & TECHNOLOGY

CERTIFICATE

This is to certify that project report, submitted for the DE-1B project entitled “Social
networking site” has been carried out by Ravi Agheda, Jay Fiske, Zeel Gajrawala, Nishi
Harkawat, Harshit Kunawat at Computer Engineering Department of Bhagwan Mahavir of
Engineering & Technology, Surat for partial fulfillment of DE-1B work to be awarded by
Gujarat Technological University. This DE-1B Project work has been carried out under my
supervision and is to my satisfaction.
Place :

Date :

Internal Guide Head of the Department


Ms. Nisha Bhandari Mrs.Twinkle Ankleshwaria

Signature of External Examiner

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INDEX
Sr. Details Page no.
(1) Introduction 4
(a) What is Design Thinking? 4
(b) Its importance, Socio economical relevance 5
(c) Log Book 5
(d) Learning Tools 5
(2) Empathy Mapping 6
(a) Observation through AEIOU & other methods 6
(b) Role Playing 6
(c) Mind Mapping (Data Analysis) 6
(d) AEIOU Summary frame work 8
(e) Empathy Mapping Canvas 13
(3) Ideation Canvas 16
(4) Product Development Canvas 19
(5) Learning Needs Matrix 23
(6) Prototype 25
(7) Conclusion 26

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INTRODUCTION
A Social networking service (also social networking site, or SNS or social media) is an online
platform, which people use to build social networks or social relation with other people who
share similar personal or career interests, activities, backgrounds or real-life connections.

The social network is distributed across various computer networks. The social networks are
inherently computer networks, linking people, organization, and knowledge.

Social networking services vary in format and the number of features. They can incorporate a
range of new information and communication tools, operating on desktop and on laptop, on
mobile devices such as tablet and Smartphone

They may feature digital photo/video/sharing and "web logging" diary entries online services are
sometimes considered
Social-network services by programmers and users, though in a broader sense, a social-network
service usually provides an individual-centered service whereas online community services are
group-centered.

Defined as "websites that facilitate the building of a network of contacts in order to exchange
various types of content online," social networking sites provide a space for interaction to
continue beyond in person interactions.

These computer mediated interactions link members of various networks and may help to both
maintain and develop new social ties.

Social networking sites allow users to share ideas, digital photos and videos, posts, and to inform
others about online or real-world activities and events with people in their network.

While in-person social networking – such as gathering in a village market to talk about events –
has existed since the earliest development of towns, the web enables people to connect with
others who live in different locations, ranging from across a city to across the world.

Log Book: -A logbook is a record of importance events in the management, operation and
navigation of a ship. Importance of log book is as below…

 It enables a complete reconstruction of the experiment or measurement at a later


date.
 The steps that led to the success or failure of a large project can be extracted.
 It enables the work properly to be repeated for re – evaluation of the reported
results.
 Patent lawyers need properly documented evidence of inventions.

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Learning Tools:
 We choose our domain as “Social Networking”. We have visited at some public areas
and also ask what problem created in this work to them. And also we have observed
that due to some reason there are so many people deaths. So we have think about this
topic and get idea that we easily save people life from the fire disasters.
 In this technological world there are so many agencies that provide fire safety services
so we thought to design a digital platform that provides more critical information
about all agencies with their ratings and reviews of users. So Industrial and
Commercial people can find out which agency is best for them.

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Social Networking Site

 In E-LEARNING topic, we have performed various task and according to these task we
have made following canvases.
 So we plant the tree with the branches of these sheets for our project.

1. AEIOU Canvas.
2. Mind Mapping Canvas.
3. Ideation Canvas.
4. Empathy Canvas.
5. Product development Canvas.
6. LMN canvas.

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1. AEIOU Canvas:
AEIOU is an investigative tools to help interpret observations gathered by
ethnographic practices in the field. It is a frequently used framework for guiding
and structuring observation research. The framework creates taxonomy of
observation under the themes of ….

I. Activities
II. Environment
III. Interactions
IV. Objects
V. Users

I. Activity :
Activities are goal directed sets of action - paths towards things people want
to accomplish. What are the models people work in, and the specific activities
and processes they go through. In this part we go at our domain related place
and we observe different activities happening at that place. In this session We
describe daily routine of users.

a. Log-in
b. Sign-Up
c. Post
d. Likes
e. Comments
f. Chatting
g. Blog
h. Surfing

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II. Environments:

Environments include the entire arena where activities take place.


a. Secure
b. Boring / Fun
c. Interactive
d. Friendly
e. Communicative

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III. Interactions

Interactions play big role to stay connected in any social media


a. User-User
b. Government-Admin
c. Admin-User
d. User-Admin
e. MNC-Organization

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IV. Objects

Objects are buildings blocks of environment, key elements sometimes put to complex or
unintended uses thus changing their functions, meaning and context

a. Server Computers
b. Website
c. Virtual Connection
d. Client Computers
e. Softwares

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V. Users

Users are the people whose behaviors, performance and needs are beings
observed. Here users is who is going to use our solution, research or analysis.

a. Students
b. Advertiser
c. Consumer
d. Business Associates
e. Employee
f. Blogger
g. Gamers
h. Politicians

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AEIOU Canvas

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2. Mind Mapping Canvas
A mind map is often created about around a single concept, drawn as an image in the
center of a blank landscape page, to which associated representation of ideas such as
images, words and parts of words are added.
Major ideas are connected directly to the central concept, and other ideas branch out
from those.
Our topic is social networking site and we can see the mind mapping canvas below.
We have drawn it by using some steps like, where it will help and by which tool it can
be accessed all this condition we have drawn the canvas which is knows as mind
mapping canvas.

Mind mapping canvas is as below.

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3. Research & Diachronic and Synchronic Analysis

I. Synchrony and diachronic are two different and complementary viewpoints in


linguistic analysis :-
II. A diachronic approach considers the development and evolution of a
language through history. The word is built on the ancient Greek
words which means is that ‘Through time ’. Historical linguistics is
typically a diachronic study.
III. A synchronic approach considers a language without taking its history
into account. The word is built on the ancient Greek word which means
is that ‘With time ’. Synchronic linguistics aims at describing language
rules at a specific point of time. School grammar typically uses a
synchronic approach.

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4. Ideation Canvas
In this canvas we mentioned about the People met, activities that we did, and Our thoughts on
possible solutions related to topic and idea.

I. People
II. Activities
III. Situation/Context/Location
IV. Props/Possible Solutions

I. People
In this speedily growing world everyone want to stay connected with their loving
peoples. So we have mentioned those people category vise
a. Advertiser
b. Employee
c. Students
d. Gamers
e. Consumer
f. Politicians
g. Business Associates
h. Blogger

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II. Activities
We listed some activities that user perform to interact with the site.
a. Sign-Up
b. Log-In
c. Comments
d. Likes
e. Post
f. Blogging
g. Surfing
h. Chatting

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III. Situation/Context/Location
a. Data Insecurity
b. Social Connection
c. Social Interaction
d. Application
e. Website
f. Home
g. University
h. Organization
i. Company

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IV. Props/Possible Solutions

After lots of discussions and surveys, we found some applicable solutions for our
projects such as

a. Block Chain
b. Feed Bifurcation
c. Data Encryption
d. Awareness

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Ideation Canvas

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5. Product Development Canvas
In this state we tried to make prototype of our Idea, basically it’s a website which
provide online interaction, some online activities, and workshops and creative interaction

I. Purpose
II. People
III. Product Experience
IV. Product Function
V. Product Features/Key components
VI. Customer Revalidation
VII. Reject, Redesign, and retain

I. Purpose
In this block we mentioned about our purpose of users toward the use of social
media platforms.
a. Advertising
b. Awareness
c. Survey
d. Global Reach
e. Social Connection

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II. People
a. Advertiser
b. Students
c. Gamers
d. Employee
e. Bloggers
f. Business Associates
g. Politicians

III. Product Experience


a. Good
b. Satisfying
c. Smooth

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IV. Product Function
a. Socializing
b. Interacting
c. Advertising

V. Product Features
a. Posting
b. Chatting
c. Anonymity
d. Multi Profile
e. Bifurcation Feeds

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VI. Components
a. PHP
b. HTML/CSS
c. JavaScript
d. Server
e. Devices

VII. Customer Revalidation


a. Can be more interactive
b. Need Improvement in design
c. Anonymity feature is amazing
d. Quick Response
e. Feed Bifurcation is good idea

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VIII. Reject, Redesign and retain
a. Will make UI/UX more attractive
b. Anonymity Feature
c. Design / Interface

Product Development Canvas

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6. Empathizing Canvas
I. Users
a. Advertiser
b. Students
c. Employee
d. Consumers
e. Business Associates
f. Politician
g. Blogger

II. Stakeholders :
a. Board Members
b. Share Holder
c. Founder
d. Invertors

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III. Activities:
a. Log-in
b. Sign-up
c. Post
d. Likes
e. Chatting
f. Comments
g. Blog
h. Surfing

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Empathizing Canvas

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Conclusion
 This report included introduction.
 After introduction we included the AEIOU canvas into this we added activities
done while learning and teaching, what effects on environment, who are
participant in this process, objects, etc.
 After AEIOU canvas we included mind mapping canvas in this topic we drew
chart and included whole idea in chart about our projects
This report included introduction.
 After introduction we included the AEIOU canvas into this we add activities done
while learning and teaching, what effects on environment, who are participant in
this process, objects, etc.
 After AEIOU canvas, we included mind-mapping canvas in this topic we drew
chart and included whole idea in chart about our projects.
 After mind mapping we worked on ideation canvas into this we included those
people who were observed by us on the visit, and also add those people who can
learn with social networking site
 After ideation canvas we worked on Empathizing canvas we included users and
stakeholders who are inter related in this project, and also write our experience
discussion and interaction as happy stories and sad stories.
 After empathizing canvas, we finally worked on product development canvas. In
this we included out purpose of Social networking site , Users, Components of
our product, features and functions of product.

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References
 We got information, ideas and help from

Link: https://www.facebook.com/
Link: https://twitter.com/
Link: https://www.instagram.com/
Link: https://www.tumblr.com/
Link: https://in.linkedin.com/

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