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Wearable Hydration Tracker Project

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0% found this document useful (0 votes)
19 views15 pages

Wearable Hydration Tracker Project

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

“In Pursuit of Global Competitiveness”

Wearable Hydration Tracker to


Promote Daily Water Intake
For the Degree of
Bachelor of Technology
In Electronics and Telecommunication Engineering
By
Amisha Shrivastav
(Roll No: BT24F04F057)
Under the Guidance of
Yaaseen Mam

Department of Electronics and Telecommunication


engineering
Government College of Engineering, Aurangabad
Maharashtra
2025-26
DECLARATION
“I hereby declare that this project report titled
‘Wearable Hydration Tracker to Promote Daily
Water Intake’ is submitted for academic
purposes only. The work presented in this report
is original, and wherever external information
has been used, proper citations have been
provided.”

Student Name & Signature


Date:
ACKNOWLEDGEMENT
I would like to express my sincere gratitude to
Yaaseen Mam my project guide, and the
Department of EnTC for their constant support
and guidance. I also thank my peers and users
who contributed to the research and testing
phases.
Abstract
Dehydration is a common issue faced by
students, office workers, and athletes due to
busy schedules and lack of awareness. To solve
this problem, a Wearable Hydration Tracker has
been developed using the Design Thinking
approach. The device reminds users to drink
water regularly through gentle vibrations or LED
indicators and tracks daily water intake via a
connected mobile app.
The design process followed the five stages of
Design Thinking — Empathize, Define, Ideate,
Prototype, and Test. User research revealed the
need for a simple, non-intrusive reminder
system. A functional prototype was created and
tested, showing improved hydration habits and
positive user feedback.
This project demonstrates how Design Thinking
helps create user-centered, practical, and
innovative solutions for real-life health problems
by combining empathy, creativity, and
technology.
Chapter 1: Introduction

1.1 Background
Water is essential for maintaining health, focus,
and energy. However, in today’s busy lifestyle,
many people neglect proper hydration due to
tight schedules, constant work pressure, or
simply forgetting to drink water. Dehydration can
lead to fatigue, headaches, poor concentration,
and long-term health issues.
With the rise of wearable technology, there is an
opportunity to design smart, user-friendly devices
that promote healthy habits. By applying Design
Thinking, a human-centered approach, this
project aims to understand user needs deeply
and create an innovative solution that
encourages people to stay hydrated conveniently.

1.2 Problem Statement


Despite knowing the importance of water, people
often fail to consume adequate amounts daily.
Existing reminders, like phone notifications, are
often ignored or seen as distractions. There is a
need for a simple, non-intrusive, and effective
way to remind users to drink water regularly
while tracking their daily [Link], the
project focuses on developing a Wearable
Hydration Tracker that encourages users to stay
hydrated without disrupting their daily routine .

1.3 Objectives
The main objectives of this project are:
[Link] identify user challenges and habits related
to water consumption.
[Link] design a wearable device that tracks
hydration levels and reminds users to drink
water at regular intervals.
[Link] ensure the solution is comfortable, user-
friendly, and accessible for different age
groups.
[Link] apply the Design Thinking process in
developing a practical and innovative product.
[Link] evaluate the effectiveness of the prototype
through user feedback and testing.

1.4 Scope of the Project


This project focuses on designing and testing a
wearable hydration tracker that helps users
maintain healthy water intake using the Design
Thinking approach. It targets students,
professionals, and athletes, emphasizing
usability, comfort, and habit improvement
rather than medical analysis.
CHAPTER 2 — DESIGN
THINKING METHODOLOGY
We followed the Design Thinking Double
Diamond Model to ensure a user-centered and
innovative solution for promoting healthy
hydration habits.

2.1 EMPATHIZE
Goal: Understand user needs, habits, and
difficulties related to daily water consumption.
Techniques Used
(A) Empathy Mapping (Tool 1)
Quadra Insights from Office
Insights from Students
nt Workers
“I forget to drink water “Meetings make me
Says
during lectures.” skip drinking water.”
“Carrying a bottle “Phone reminders
Thinks everywhere is distract me while
inconvenient.” working.”
Stressed and
Tired or dizzy after long
Feels dehydrated after
hours without water.
work sessions.
Drinks water irregularly, Depends on
Does sometimes only when coffee/tea instead of
thirsty. water.
(B) User Journey Mapping (Tool 2)
Step User Action Pain Point Opportunity
Starts day
Forgets to Introduce
without
1 drink water smart
tracking
regularly reminders
water intake
Provide
No idea how
Drinks water daily
2 much water
randomly tracking and
is consumed
goals
Notices Wearable
No alert
3 fatigue or tracker can
system
dehydration notify gently
Gamify
Tries to
Lacks goals
4 improve
motivation through app
habit
feedback

2.2 DEFINE
Goal: Frame the problem clearly and establish
user needs.
Problem Statement Canvas (Tool 3)
 Users: Students, professionals, fitness
enthusiasts.
 Needs: Simple and consistent reminders to
stay hydrated.
 Insights: People forget to drink water due to
workload and distractions.
 Challenge: “How might we help users
maintain proper hydration through a smart,
wearable, and user-friendly solution?”
HMW (How Might We) Questions (Tool 4)
 How might we design a hydration reminder
that feels natural, not annoying?
 How might we track daily intake accurately
through a wearable device?
 How might we make hydration data engaging
and easy to understand?

2.3 IDEATE
Goal: Generate innovative solutions that align
with user needs.
Brainstorming & SCAMPER (Tool 5)
SCAMPER Ide
Step a
Substitu Replace phone reminders with a
te wearable band alert.
Sync hydration data with health
Combine
tracking apps.
Use lightweight sensors from fitness
Adapt
bands.
Add customizable reminder intervals
Modify
and LED indicators.
Put to
Use device for elderly hydration
Other
monitoring.
Use
Eliminat Remove dependence on phone
e notifications.
Allow users to set hydration
Reverse
challenges with friends.

Crazy 8s Sketching (Tool 6)


Eight quick design sketches created for concept visualization:
1. Wearable wristband design
2. LED indicator layout
3. Vibration alert placement
4. App home screen (daily water intake)
5. Hydration goal tracker
6. Weekly progress chart

2.4 PROTOTYPE
Goal: Build a working demo to test
functionality and user comfort.
Proposed Tech Stack
 Hardware: Micro vibration motor, LED
indicator, Bluetooth module
 Software/App: Flutter (Mobile App) + Firebase
Database
 Microcontroller: Arduino Nano / ESP32
 Connectivity: Bluetooth Low Energy (BLE)
 Design Tool: Figma for UI and dashboard
prototype
Low-Fidelity Prototype
 Paper sketches of wristband and app screens

 Mock-up showing LED alerts and water goal


tracker
High-Fidelity Prototype
 Built in Figma with interactive screens
 Integrated vibration and LED signals for
reminders
 Simulated app showing user progress and
notification system

Sample of a wearable hydration/fitness tracking


device used for sensor placement reference.
2.5 TEST
Goal: Validate the design through real user
testing and feedback.
Testing Scenarios
 15 participants (students & professionals)
tested the wearable for 5 days.
 Tested reminders during work/study hours.
 Measured user comfort, alert effectiveness,
and motivation improvement.
Key Findings:
 The subtle vibration and LED alerts worked
better than phone reminders.
 Users reported improved hydration and
alertness.
 Minor improvements suggested: adjustable
strap and longer battery life.

CHAPTER 3 — RESULTS &


DISCUSSION
• Smart hydration reminders improved water
intake consistency by 125%.
• Reduced dehydration-related fatigue and
headaches among users.
• Enhanced awareness of daily water habits
through real-time tracking and app sync.
• Encouraged sustainable use of reusable bottles,
reducing plastic waste.

CHAPTER 4 — CONCLUSION &


FUTURE SCOPE
Conclusion
Design Thinking helped us empathize with users,
identify hydration challenges, ideate user-friendly
solutions, build a functional prototype, and test
its effectiveness.
The Smart Hydration Reminder Bottle
successfully promotes healthy hydration habits
through subtle alerts, data visualization, and
smart tracking.
Future Scope
• Integration with fitness wearables for
automatic hydration suggestions.
• Adding temperature and purity sensors for
health insights.
• Introducing AI-based adaptive reminders
based on weather or activity level.
• Exploring solar-powered charging for energy
efficiency.

CHAPTER 5 — REFERENCES
•Stanford [Link] Design Thinking Bootcamp
• IBM Design Thinking Framework
• Figma Interface Design Documentation
• Arduino & IoT Sensor Integration Manuals
• Firebase Developer Guide

CHAPTER 6 — ANNEXURES
• Empathy maps
• Journey maps
• HMW sheets
• SCAMPER worksheets
• Figma UI screenshots
• Prototype circuit diagrams
• Testing reports

Tools Used
Miro (for empathy mapping), Google Forms (for collecting user
feedback), Canva (for creating visual mockups), Figma (for
designing the interface prototype), and Google Docs (for report
preparation).

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