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Mobile App for Finding Empty Classrooms

This document outlines a Design Thinking project focused on creating a mobile app to help students find empty classrooms on campus. It details the five stages of Design Thinking, including problem identification through user research, solution ideation, prototyping, and user testing. The proposed app aims to improve student experience by providing real-time classroom availability, thereby saving time and reducing confusion.

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0% found this document useful (0 votes)
4 views7 pages

Mobile App for Finding Empty Classrooms

This document outlines a Design Thinking project focused on creating a mobile app to help students find empty classrooms on campus. It details the five stages of Design Thinking, including problem identification through user research, solution ideation, prototyping, and user testing. The proposed app aims to improve student experience by providing real-time classroom availability, thereby saving time and reducing confusion.

Uploaded by

lsha26652
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

📘 DESIGN THINKING PROJECT FILE

Topic: Finding Empty Classrooms Using a Mobile App


Subject: Design Thinking
Name: ______RONIT_______
Roll No.: _______230933_________
Course: __________PME___________
Date: __________17/11/2025______

📑 INDEX
Sr.
Content
No.

Introduction to Design
1
Thinking

Empathize – Problem
2
Identification

3 Define – Problem Statement

4 Ideate – Solution Generation

Prototype – Low & High


5
Fidelity

6 Test – User Feedback

7 Conclusion

References &
8
Acknowledgement
1. Introduction to Design Thinking
Design Thinking is a human-centered, iterative approach used to understand user needs,
redefine problems, and create innovative solutions. It encourages creativity, deep observation,
and experimentation.

The Five Stages of Design Thinking:

1. Empathize – Understand users and their problems


2. Define – Convert observations into a clear problem statement
3. Ideate – Generate creative and practical solutions
4. Prototype – Build basic models or representations
5. Test – Try solutions with users and gather feedback

Design Thinking is widely used in product development, education, business innovation, and
service design. It ensures that solutions are not just technically feasible but actually useful for
real users.

2. Empathize – Problem Identification


Problem Chosen:

Students face difficulty in finding empty classrooms on campus. This leads to confusion, time
loss, and overcrowding.

Observation and User Research

To understand the severity of the problem, I conducted:

 Interviews with 10 students


 Observation of classroom usage during free periods
 Feedback collection through short questions

Major Findings:

 8 out of 10 students said they waste 5–10 minutes daily searching


for empty rooms.
 Students often walk across multiple floors unnecessarily.
 Timetables are not displayed or are inconsistent.
 Confusion increases during:
o Free hours between lectures
o Club meetings
o Group discussions
o Exam preparation time

Target Users:

 College students
 Group study members
 Students needing quiet rooms
 Clubs needing temporary spaces

Pain Points Identified:

 No real-time information about room availability


 Frustration due to searching multiple blocks
 Wasted time and energy
 Overcrowding in some rooms while others remain empty

Empathy reveals what students feel: confused, stressed, tired, and frustrated.

3. Define – Problem Statement


After analyzing user insights, I created a clear and focused problem statement:

Problem Statement (HMW):

“How might we help students easily locate empty classrooms on campus to save time and
reduce confusion?”

User Needs Identified:

 Quick access to classroom availability


 Real-time updates
 Simple and clear information
 A portable solution

Insights:

 Students depend heavily on smartphones.


 They need a platform that is faster and more reliable than asking
guards or checking manually.
4. Ideate – Solution Generation
During the ideation stage, multiple creative solutions were considered.

Brainstormed Ideas:
Idea 1: Mobile App

 Shows real-time classroom availability


 Floor-wise map
 Color coding (Red = occupied, Green = empty)
 Notifications when rooms become free

Idea 2: Digital Notice Boards

 Displays classroom usage outside each building


 Updated every 5 minutes

Idea 3: Smart Door Indicator System

 Red/Green LED on each classroom door


 Sensor-based occupancy detection

Selected Idea:

Mobile App

Reasons for Selection:

 Students always carry phones


 Real-time updates can be provided easily
 Can include multiple features
 Low budget and high impact
 Can be scaled across campus
 Requires no physical installation in classrooms
5. Prototype
Prototyping helps convert ideas into visible models.

5.1 Low-Fidelity Prototype (Paper Sketch)


Features shown:

 Login page
 Home screen with building list
 Floor map
 Green/Red indicators for availability
 “Find nearest empty room” button

(You can draw boxes, arrows, and rough designs on paper and paste here.)

5.2 High-Fidelity Prototype (Digital Mockup)


Tools used: Figma

Key Screens Designed:

 Clean login interface


 Interactive campus map
 Clickable rooms showing status
 Search bar for buildings
 Notification popup when a room becomes free

Prototype characteristics:

 More realistic look


 Improved color scheme
 Smooth navigation
 Modern UI for easy usage

(If needed, I can generate realistic Figma-style UI images for you.)


6. Test – User Feedback
The prototype was shown to 5 students for testing.

Feedback Collected:
Positive Responses:

 Interface is simple
 Map is easy to understand
 Color coding is helpful
 Saves time during free periods

Suggestions for Improvement:

 Add a search filter for specific floors


 Mark labs separately from classrooms
 Add accessibility options for color-blind students
 Include a timetable integration option

Modifications Made:

 Added search option


 Improved color contrast
 Included labels for each room
 Added a help/tutorial section

Testing helped refine the design and better align it with real user needs.

7. Conclusion
Through this Design Thinking project, I understood how user-centered innovation works. The
project taught me:

 Importance of empathy in problem-solving


 How to convert observations into insights
 How creative brainstorming leads to multiple solutions
 How prototypes help visualize ideas
 How feedback improves the design

The proposed Mobile App for Classroom Availability can:


 Save students significant time
 Reduce confusion
 Improve campus experience
 Increase efficiency in resource usage

With further development, this app can connect with campus Wi-Fi sensors or timetable
databases for fully automated updates.

8. References and Acknowledgement


References:

 College resources
 Figma documentation guidelines
 Interviews conducted with college students

Acknowledgement:

I would like to thank my classmates and friends for participating in the survey and testing my
prototype. Their insights and feedback were extremely valuable in completing this project.

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