Mechatronics/Robotics projects

  • Forbidden ForestForbidden Forest
Autonomous Board Game
Prof. Ed Carryer
Class project for ME 218A (Smart Product Design Fundamentals) Fall 2011
'The Forbidden Forest' is an automated board game. The concept of the game is similar to a traditional board game -'snakes and ladders'. In this game, a pawn moves as many steps on the board as the number rolled on the dice. Here, instead of rolling the dice a button is pressed and a number is displayed by a row of fast moving LEDs. The reason behind just a row of fast moving LEDs dislaying a number is 'persistence of vision'. If the pawn reaches the destination by overcoming obstacles in limited amount of time it wins. The working model was presented to and played by those that attended the Stanford University Smart Product Design Fundamentals presentation in Autumn 2011. To know more about the project, please click here.
  • Orbital SumoOrbital Sumo
Orbital Sumo
Prof. Ed Carryer
Class project for ME 218B (Smart Product Design Applications) Winter 2012
Orbital Sumo is an automated robot, which collects as many ping pong balls as it can from the arena and drops them into the bins at the corners of the arena. These bins are detected and distinguished by different frequency Infra-Red emitters situated in each of the 4 bins. The working model was presented to those that attended the Stanford University Smart Product Design Applications presentation in Winter 2012. To know more about the project, please click here.
  • Human Zombie VehicleHuman Zombie Vehicle
Boat controlled by Drums
Prof. Ed Carryer
Class project for ME 218C (Smart Product Design Practice) Spring 2012
Alligator HZV (Human-Zombie Vehicle) is a boat that can be remotely controlled. Here unlike the traditional remote controllers, a pair of drums is used to control the direction, speed and attacking mechanism of the HZV. The direction of the boat was controlled by playing the left drum, right drum or both drums to go left, right or straight respectively. The speed is directly proportional to the pace at which the drums are played. The working model was presented to and used by those that attended the Stanford University Smart Product Design Practice presentation near Terman Pond in Spring 2012. To know more about the project, please click here.
  • Mobile HelipadMobile Helipad
Mobile Helipad
Prof.Oussama Khatib
Class project for CS 225A (Experimental Robotics) Spring 2012
Landing a helicopter safely is not a trivial task. It requires many hours of practice for the pilot to make a safe landing. To make the landing process simple for the pilot, this project simulated a compliant helipad for the landing helicopter, hence 'Mo'bile 'H'eli'pad'. A 1 sqft platform made out of styrofoam (end effector) was attached to the robotic arm 'KUKA'. The arm was programmed to track the helicoptor. Tracking was done by using kinect to get the location of the helicopter and the end-effector was moved to that location by moving the appropriate joints of the arm. To view the working video, please click here.

Design Thinking projects

  • Interact with TimeInteract with Time
Redesign the way you experience/ interact with time
Prof. Scott Klemmer
Online Class for CS 147 (Human Computer Interaction) Fall 2012
'Talk to me' is an idea developed to address the need of a user by redesigning the way the user interacts with time. The user I have identified after talking to many people was a 48 year old housewife. When she goes to workout, she likes to have a companion. That way she wouldn't get bored or tired. When she goes alone, she carries a watch just to keep track of time by looking at the watch frequently. For addressing this need and drawn insights, I designed a product which keeps speaking to her based on the topic she selects. The initial prototype of this was built in balsamiq and after testing with users, next version was built as HTML pages to potray the basic concept. To view the prototype, please click here.
  • Nordstrom NavigatorNordstrom Navigator
Redesign the retail shopping experience
Prof. Molly Wilson, Prof.David Janka
Class project for ME 377 (Design Thinking Bootcamp) Fall 2012
Nordstrom Navigator is a product designed by a team of 4 for NORDSTROM. NORDSTROM consulted us to redesign the retail shopping experience to attract more millenial age (25-35) customers. We started off by interviewing shoppers in the store, outside various other stores, in malls and many other places. From these users we selected one millenial user and designed a solution. This user finds asking for help very inconvenient and spends hours and hours in big stores to spot the required item. This need was common to many users and in particular we observed that, it was dominant among male millennial users. A prototype of the product interface Nordstrom Navigator shows the directions to the things the customer wants to pick up. The developed solution 'prototype' was tested in Nordstrom and the response was positive. Finally, the idea was presented to Mr.Eric Nordstrom the CEO of Nordstrom by building a space which simulated the atmosphere of the store at dschool, Stanford. To view a short clip showing this concept, please click here.
  • Omni-POmni-P
Redesign the experience of the museum,without the museum
Prof. Molly Wilson, Prof.David Janka
Class project for ME 377 (Design Thinking Bootcamp) Fall 2012
OMNI-P is an idea developed by a team of 4 while working with a non-profit organization SFMOMA (San Francisco museum of moder art). SFMOMA would be closed for two and a half years starting June'13. During this period they did not want their customers to be disappointed. They consulted us to suggest a solution. OMNI-P was designed to create the experience of a museum without a museum. After inteviewing people in and out of SFMOMA, we designed a solution for a user's need. The user was an art student, for whom SFMOMA was an experience. Our solution OMNI-P(omni present) is a biweekly presentation of art in a digital form by projecting art on to huge buildings all along a street of San Francisco. To view the prototype and its testing phase, please click here.
  • Pet AdoptionPet Adoption
Redesign the experience of pet adoption
Prof. Molly Wilson, Prof.David Janka
Class project for ME 377 (Design Thinking Bootcamp) Fall 2012
Pet Adoption requires not only a lot of commitment but many more qualities. This is an individual project to understand the pet adoption experience and to design a product to make the experience better. The need was identified after talking to various people with pets, from small kids to people above 60 years of age. After brainstorning over the inputs obtained from the empathy a particular user's need was chosen and a product was designed for him. The need was to be able to take care of the pet even when his work hours are long or he is travelling. To address this I designed a chain with a special locket made of a material which felt like that of the pet's fur. This locket when rubbed will give the pet a sense of patting, and a mobile app showing the position of the pet with respect to the house coordinates. To view the prototypes and the empathy work, please click here.

Programming projects

Named Entity Recognition (NER)
Prof. Chris Manning
Class Project for CS 224N (Natural Language Processing) Fall 2012
This project implements a 3 layer neural network for named entity recognition using Java. For the given input the aim of this project was to classify if it was a Person or not. The model was trained with the given train data and was later tested on the test data. The F1 score obtained for this was 0.74.
  • QuizBookQuizBook
QuizBook website
Prof. Patrick Young
Class project for CS 108 (Object Oriented System Design) Fall 2012
QuizBook website is a combination of a facebook and a quiz website. A person can creater his/her own proife, add friends, challenge friends to take a quiz, take and create quizzes. Back-end design is based on Model View Controller. Java is used to develop the website. To see the flow of the website please click here.
  • SudokuSudoku
Prof. Patrick Young
Class project for CS 108 (Object Oriented System Design) Fall 2012
Sudoko project solves a given sudoku game. The solved sudoku and the given sudoku are displayed using swing GUI. You can see this happen, by clicking here.
SiMPLE(student initiative for making peer lending easy)
Prof. Yossi Feinberg
Stanford Ignite project on a new venture at Stanford GSB Summer 2012
SiMPLE is an online platform to connect students and lenders with an aim to decrease the default rate of students in STEM fields. The platform was built using Python and Google App engine. To go to the online platform, please click here.

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