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GUJARAT TECHNOLOGICAL

UNIVERSITY
(GTU)

GOVERNMENT ENGINEERING COLLEGE,


BHAVNAGAR

Homey Info
Under subject of

DESIGN ENGINEERING – II A

SUBJECT CODE 3150001

B. E. III. Semester – V
(Computer Engineering)
Submitted by:
Group: 390912

SR NO. STUDENT NAME ENROLLMENT NO.


1 Mandaliya Vansh Kamleshbhai 200210107064
2 Parmar Manthan Harshdbhai 200210107046
3 Momin Kamyab Husain Sadik ali 200210107048
4 Solanki Sunnil Sureshbhai 200210107065

Faculty Guide: Head of Department:

Prof. Prof.
Ashish Nimavat K.P. KANDORIYA
Table of Contents
ABSTRACT................................................................................................................................................................ 1
1 INTRODUCTION...............................................................................................................................................2
1.1 REVERSE ENGINEERING.......................................................................................................................2

2. AEIOU CANVAS...............................................................................................................................................3
2.1 ACTIVITY..................................................................................................................................................3
2.2 ENVIRONMENT........................................................................................................................................3
2.3 INTERACTION..........................................................................................................................................3
2.4 OBJECTS....................................................................................................................................................3
2.5 USERS........................................................................................................................................................4
3. MIND MAPPING CANVAS..............................................................................................................................5
3.1 Users:..........................................................................................................................................................5
3.2 Tools:..........................................................................................................................................................5
3.3 Environments..............................................................................................................................................5
3.4 Activities.....................................................................................................................................................5
3.5 FEATURES........................................................................................................................................................................................ 5

4. EMPATHY CANVAS........................................................................................................................................7
4.1 USER..........................................................................................................................................................7
4.2 STAKEHOLDERS......................................................................................................................................7
4.3 ACTIVITIES...............................................................................................................................................7
4.4 STORY BOARDING..................................................................................................................................8
4.4.1 SAD STORY...........................................................................................................................................8
4.4.2 HAPPY STORY......................................................................................................................................8
5. IDEATION CANVAS......................................................................................................................................10
5.1 People........................................................................................................................................................10
5.2 ACTIVITIES.............................................................................................................................................10

Academic Year (2022-2023)


5.3 SITUATION/CONTEXT/LOCATION.....................................................................................................10
5.4 PROPS/TOOLS/OBJECTS/EQUIPMENT...............................................................................................10
6. PRODUCT DEVELOPMENT CANVAS.........................................................................................................12
6.1 PURPOSE:................................................................................................................................................12
6.2 PEOPLE....................................................................................................................................................12
6.3 PRODUCT EXPERIENCE:......................................................................................................................12
6.4 PRODUCT FUNCTION...........................................................................................................................12
6.5 PRODUCT FEATURE:............................................................................................................................12
6.6 COMPONENTS........................................................................................................................................13
6.7 CUSTOMER REVALIDATION...............................................................................................................13
6.8 REJECT, REDISIGN, RETAIN................................................................................................................13
7. LEARNING NEEDS MATRIX........................................................................................................................14
7.1 THEORIES / METHODS.........................................................................................................................14
7.2 SOFTWARE / TOOLS..............................................................................................................................14
7.3 COMPONENT MATERIAL / STRENGTH.............................................................................................14
7.4 DESIGIN SPECIFICATION.....................................................................................................................15
8. SOFTWARE ENGINEERING DIAGRAMS....................................................................................................16
8.1 USE CASE DIAGRAM:...........................................................................................................................16
8.2 E-R DIAGRAM........................................................................................................................................17
8.3 ACTIVITY DIAGRAM:...........................................................................................................................18
8.4 SEQUENCE DIAGRAM:.........................................................................................................................20
8.5 DATA FLOW DIAGRAM........................................................................................................................20
8.5.1.................................................................................................. : zero level DFD
20

8.5.2............................................................................................: 1 st
level Admin DFD
21

Academic Year (2022-2023)


8.5.3..........................................................................................: 1 st
level member DFD
22
9. Prototype................................................................................................................................................................23
10. CONCLUSION....................................................................................................................................................32

Academic Year (2022-2023)


TEAM ID:390912 Homey Info

ABSTRACT

 A housing society management and billing project that effectively manages and
handles all the functioning of a cooperative housing society.
 The software system can store the data of various flat owners and their family
members along with their images.
 The system also maintains and calculates the society maintenance as well as parking,
cultural funds, emergency funds and other charges and adds them automatically in
individual Maintenance bill.
 The system needs an administrator to input various flat owner data and billing
amounts into it.
 The rest of the work is done by the system on its own. The system consists of
automatic bill generation facility.
 It calculates various associated costs, adds them up and provides a bill accordingly.

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1 INTRODUCTION

1.1 REVERSE ENGINEERING

Reverse engineering, sometimes called back engineering, is a process in which software,


machines, aircraft, architectural structures and other products are deconstructed to extract
design information from them. Often, reverse engineering involves deconstructing individual
components of larger products. The reverse engineering process enables you to determine
how a part was designed so that you can recreate it. Companies often use this approach when
purchasing a replacement part from an original equipment manufacturer (OEM) is not an
option.

The reverse engineering process is named as such because it involves working backward
through the original design process. However, you often have limited knowledge about the
engineering methods that went into creating the product. Therefore, the challenge is to gain a
working knowledge of the original design by disassembling the product piece-by-piece or
layer-by-layer.

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2. AEIOU CANVAS
AEIOU is a heuristic to help interpret observations gathered by ethnographic practice inthe
industry. Its two primary functions are to code data, and to develop building blocks of models
that will ultimately address the objectives and issues of a client

2.1 ACTIVITY:

Activities are goal directed sets of actions paths towards things people want to accomplish.
What are the modes people work in, and the specific activities and processes they go through?
 Maintenance Bills
 Complains
 Meeting Scheduling
 General Notices

2.2 ENVIRONMENT.
 Societies
 Apartments
 Communities
 Housings

2.3 INTERACTION

 Resident to Secretaries
 Secretaries to Resident
 Resident to Resident

2.4 OBJECTS

 Smart phone
 Building
 Electric Wiring
 Water fitting/Tanks
 Parking
 Activity halls
 Play ground
 GYM

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2.5 USERS
The last element of the framework, the Users denoted by U, is self-explanatory, right? It
basically sums up the behavior s, the preferences, the roles, the relationships, and the needs,
of the people who are a part of this entire system.

Direct User Indirect User


1.Members 1.Electrician
2.Secretaries 2.Plumber
3.Tenants 3.Sweeper
4.Gardner
5.Vegetable seller
6.Milkman

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3. MIND MAPPING CANVAS


“A mind map is a visual representation of hierarchical information that includes a central idea
surrounded by connected branches of associated topics.”

3.1 Users:
 Society Members
 Society Secretary

3.2 Tools:
 Flutter for android/ios
 Fire base for database

3.3 Environments:
 Societies
 Apartments
 Communities

3.4 Activities:
 Maintenance Bills
 Complains
 Meeting Scheduling
 General Notice
3.5 FEATURES:
 Less human effort
 Minimal Paperwork
 Online notification

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4. EMPATHY CANVAS
Empathy Canvas is divided into various sections the section which you are seeing over youris
a user section then the stakeholder's, activities, story boarding, and then you have a happy sad
story.

4.1 USER:
User empathy is about trying to see any user’s perspective on the product that you are
working on. It’s about being able to identify with them and represent them when making
decisions that might benefit or hurt them. That really means any user. New users, powerusers,
edge case users, users from different cultures than your own, and any other wayyou might
need to cohort your user base

 Members
 Secretaries
 Tenants

4.2 STAKEHOLDERS:
Stakeholders are those who are going to get a direct or an indirect income because of these
users so write down the number n number of names of these stakeholders in this particular
column of stakeholders
 App Admin
 Secretaries

4.3 ACTIVITIES
the activities which are performed by that user.

 Maintenance Bills
 Complains
 Meeting Scheduling
 General Notices

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4.4 STORY BOARDING:

4.4.1 SAD STORY


 This certainly has some limitations of our application. Daily notices, monthly
meeting, high priority communication and many others which may not be
conveyed properly in current scenario.

 Due to less or no internet connectivity, the user may not be able to get any
notifications or updates from the app and also unable to pay maintenance bills.

4.4.2 HAPPY STORY


 Using this application society secretary has less work and not a paper work, all work are
done in this application.

 Using this application, the management committee can manage the day to day
operation of societies and these are ideal for small, medium societies.

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5. IDEATION CANVAS
This canvas is designed to be used in the creative idealization stage of a design process, when
you're looking to generate ideas for solutions.
Idealization is the process where you generate ideas and solutions through sessions such as
Sketching, Prototyping, Brainstorming, Brain-writing, Worst Possible Idea, and a wealthof
other idealization techniques. Idealization is also the third stage in the Design Thinking
process

5.1 People:
 Society Members
 Society secretary
 Tenants

5.2 ACTIVITIES:
 Maintenance Bills
 Meeting Scheduling
 Complains
 General notices

5.3 SITUATION/CONTEXT/LOCATION:
Morning/Evening Pay Maintenance Bills Office
Evening Meeting Activity Halls
Morning Notice Notice board
Morning/Evening Management Bills Office

5.4 PROPS/TOOLS/OBJECTS/EQUIPMENT
 Mobile notification
 Mobile
 Online payment system
 Complain
 Internet connection
 Feedback

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6. PRODUCT DEVELOPMENT CANVAS


The product development canvas is often abbreviated as PDC. There are several sections that
make up the PDC, including User, Purpose, Experience (User Fee). Imagine and visualize the
feelings, expectations, and experience that users will have after interacting with the developed
product, and think about the Functions, Features, components, and validation/re validation.

6.1 PURPOSE:
Purpose is the foremost topic in design thinking that on what basis the product will be
useful.
 Maintenance Management
 To provide more facilities to society
 Less paper work

6.2 PEOPLE:
 Members
 Secretaries
 Tenants

6.3 PRODUCT EXPERIENCE:


 Authorized Eateries
 Real time updates
 Easy Accessibility

6.4 PRODUCT FUNCTION:


 Managing complex data
 Communication is key
 Optimum usage of facilities

6.5 PRODUCT FEATURE:


 Online maintenance bills
 Complain
 General notices
 Meeting scheduling
 Bill remainders
 Pay bills

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6.6 COMPONENTS:
 Flutter for android/ios
 Fire-base for database
 Smart phone
 Internet connection

6.7 CUSTOMER REVALIDATION

6.8 REJECT, REDISIGN, RETAIN


 Log in issue
 Link account

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7. LEARNING NEEDS MATRIX


Learning Needs Matrix will help students to identify the learning requirements that are much
needed in industry or in their career at an early stage along with prioritization of specific
learning. Identification will be focused with listing out Syllabus based and out of syllabus
learning & skill development. LNM is not necessarily related to their ongoing or future
projects, but the learning needs may be generalized as per the industrial requirements ofskill-
sets. Students can maintain the same LNM sheet till final year (8th sem) and learn the specific
skill sets that they want to pursue.

7.1 THEORIES / METHODS


 Maintenance Management
 Complain management
 Payment management
 Basic knowledge of society maintenance management

7.2 SOFTWARE / TOOLS


 Android studio
 Payment API
 Flutter and dart
 Fire-base

7.3 COMPONENT MATERIAL / STRENGTH


 Testing
 Dummy data
 Designing

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7.4 DESIGIN SPECIFICATION

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8. SOFTWARE ENGINEERING DIAGRAMS

8.1 USE CASE DIAGRAM:

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8.2 E-R DIAGRAM:

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8.3 ACTIVITY DIAGRAM:

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8.4 SEQUENCE DIAGRAM:

8.5 DATA FLOW DIAGRAM:

8.5.1 : zero level DFD:

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8.5.2 : 1st level Admin DFD:

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8.5.3 : 1st level member DFD:

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9.Prototype:

1)Home Page:

2)Announcement:

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3)Dashboard:

4) Events:

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5) Maintenance Bills:

6) Members List:

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6) Neighborhood:

7) Staff List:

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8) Staff Page:

9) Databse:

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9. CONCLUSION

This Society management system is an amazing one which can reduce the time and increase
the convenience of the members to a great extent. They are provided with a lot of features
related to their house. The society members can communicate with the help of this system
and can come together in case of any problem caused. Members will also get notified about
their status of payment to several areas like the maintenance fees, bills, rents, etc.
The entire solution will provide a hassle free, user friendly affordable communication
platform to develop healthy relations between hosing society members and a smarter way of
interconnectivity. Application manages housing society through “Push Notification
Technology” that will assist the society members to play their roles effectively.
Chairman or secretary will play the role of administrator allowing registration of residents so
that they can use these registration details to login and to access the services. This project
may use concepts of data mining and artificial intelligence And economical management for
future work.

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