Application and Implications

To know in detail about my final project click on the iamge below.

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1. What does it do?

The "Jungle Puzzle Quest" electronic card game introduces children to various animals, their sounds, and characteristics through auditory and tactile experiences. It consists of two modes: Mode 1, where players learn about animals by feeling and scanning embossed cards, and Mode 2, where players reinforce their learning by assembling jigsaw puzzles of the animals.

2. Who is the target audience?

The target audience is children, particularly those who are partially sighted or visually impaired, as well as sighted children. The game is designed to be inclusive and educational for all abilities.

3. Who's done what beforehand?

There are music player which has rfid card in a seperate box which one scans and hear the music but there is no similar game as such. My specific combination of tactile learning through embossed cards, RFID scanning, and jigsaw puzzles appears to be a unique approach.

Juukee Rfid Mini player

In the realm of educational tools, several approaches have been taken to address the learning needs of children, especially for those who are visually impaired. However, most of these tools fall into a few main categories:

Traditional Methods:

Textbooks and Flashcards: The conventional method of learning, involving printed materials. These tools have been the foundation of education for many years but can be unengaging for young children and inaccessible for visually impaired learners.

Books and Tactile Graphics: For visually impaired children, Braille books and tactile graphics have been the primary resources. While effective, these methods can be limited in their ability to engage students interactively.

Digital Solutions:

Educational Apps and YouTube Videos: In recent years, parents and educators have increasingly turned to educational apps and YouTube videos to teach children about animals, fruits, colors, and other basics. While these can be engaging, they often lead to excessive screen time and may not cater to the needs of visually impaired children.

Talking Books and Devices: Devices that read aloud text from books or dedicated talking books have been developed to assist visually impaired children. These tools are helpful but often lack interactive elements that can enhance learning.

Interactive Learning Tools:

Interactive Books: Some publishers have created interactive books with embedded sound modules that play animal sounds or narrate stories when certain buttons are pressed. These books can be more engaging than traditional ones but still rely heavily on pre-recorded audio and lack customization.

Embossed and Textured Books: These books provide tactile feedback to visually impaired children, helping them learn through touch. However, they often do not include auditory feedback or interactive elements to make learning more dynamic.

Assistive Technology:

RFID and NFC-based Systems: Some educational tools have begun to integrate RFID (Radio Frequency Identification) and NFC (Near Field Communication) technologies to create interactive learning experiences. These systems can trigger audio descriptions and other responses when tagged objects are scanned, but their use in a comprehensive educational game format has been limited.

Despite these advancements, there has been a noticeable gap in combining tactile, auditory, and interactive learning into a single, engaging format, especially one that does not rely on screens or traditional printed materials. This gap inspired the development of "The Jungle Puzzle Quest," aiming to integrate the best aspects of these existing methods into a cohesive, interactive educational game. This game provides an inclusive learning experience that is fun, engaging, and accessible to all children, including those who are visually impaired.

4. What did you design?

1. The PCB board of the entire game.
2. The base and enclosure for everything
3. The code to drive thr rfid cards when scanned on the reader and the specific sound of that animal should play.

5. What materials and components were used?

Electronics:

1. esp32s3 seed studio XIAO
2. Rfid Reader
3. Rfid Scanner
4. Puah buttons
5. Potentiometer
6. Header pins 90 degree
7. Resistors

Consumables

1. jumper wires
2. solder or solder paste

Materials :

1. PLA filament
2. Acrylic sheets (3 mm)
3. Copper wire

6. Where did they come from?

Electronics :

1. Robu.in
2. Lamington Road, Mumbai
3. Bombay Electronics
4. Visha World
5. Shanti Electronics

PLA filament :

1. Robu.in

Acrylic Sheets :

1. Arihant Plastics, Mumbai- gathkopar
2. Jay Printers, Mumbai- gathkopar

Copper wire :

1, Lamington Road, Mumbai

7. How much did they cost?

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8. What parts and systems were made?

PCB board with:
push buttons
Potentiometer

rfid reader
Devboard to hold the esp32s3 ssed studio XIAO and connect the subsystems to it easily
3d printed case to hold cards and Electronics
laser cut parts of animal which is embossed on rfid cards

9. What processes were used?

Computer aided design

I designed laser cutting files on illustrator as my 2d design tool.

3d Printing

Case to hold cards and electronics together

Laser Cutting

Laser cut pieces of animal shape to be stucked on rfid cards which one can feel and understand which animal it is.

Electronics design

I designed the pcb file on easyeda

Embedded programming

I did the coding on Arduino IDE

Electronics Production

I milled my PCB on SRM20 Machine.

Soldering Station

Milling of all components on the new pcb which was designed and milled.

What questions need to be answered?

Can one specific rfid play that specific rfid's song?
Can jigsaw puzzle of 4 parts be scanned together? And if yes then how will the result be accurate.

How will it be evaluated?

The evaluation of "The Jungle Puzzle Quest" should be based on several key criteria to ensure it meets its educational and interactive goals effectively.

Firstly, the game should respond immediately and accurately when an RFID card is scanned. Each specific card should trigger the corresponding song or audio description of the animal it represents. This ensures that the feedback is both engaging and informative, helping children associate the sounds with the correct animals. The system should demonstrate reliability and consistency in recognizing the cards, without any lag or errors.

Project Development

This week we were supposed to work on tracking our final projets.

All the details of the final project is on Final Project Page.

What tasks have been completed, and what tasks remain?

This is just 2 weeks away from final presentation I have completed coding, breadboard testing, laser cutting animals, planned out how I want the casing and components on pcb board, did 2 round of pcb design and milling but still it failed.

What remains is milling the new pcb board which is designed and once all components are soldered then 3d printing the case because that is totally dependent on pcb board and finally assembling it together and making a video.

what's working? what's not?

As mentioned above the pcb still need to be milled and tested rest all is working.

what questions need to be resolved?

How can I avoid pressing reset on esp32s3 seed studio xiao chip (so whenever I connect type c connector with the chip and give it apower I need to reset the chip againb and again).

How can the design be less bulky in terms of look.

There was supposed to be a mode 2 of the game which was to make a puzzle of the animal which the device gives you and then you need to select 4 cards of the same set and make a puzzle and scan it, so how can I resolve that the 4 cards if they are in right posistion then only they should be scanned.

What will happen when?

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What have you learned?

Wow, I've gained so much knowledge! This course has significantly enhanced my skills. The final project was particularly crucial as it provided a practical platform to apply what I learned in each weekly assignment.

Skill Development:

I've delved deeply into electronics design and PCB manufacturing, areas where I initially had zero knowledge, and now my confidence has skyrocketed.

I've primarily navigated these challenges (and the rest of the Fab coursework) independently, which has reassured me that despite inevitable setbacks, I can systematically address and resolve them using my knowledge. Learning the technical aspects of the machine and how to adjust settings when issues arise was another vital skill I acquired.

My skills have improved across the board each week. However, I’m especially excited about my progress in electronics, 3D printing, and discovering new materials and techniques. While I could have independently improved my 3D printing or silicone molding skills, it was the structure and challenge of the Fab coursework that pushed me to thoroughly explore electronics and digital applications.

Logistics level

As a student, I usually have access to all necessary materials through our college inventory. However, during the Fab course, some required materials were not available in our inventory, so we had to procure them ourselves.

I am now much more confident and efficient in sourcing materials. I've developed a network of vendor contacts and know exactly where to find specific items in Mumbai. For example, I primarily sourced electronics from Lamington Road and online from Robu.in, hardware from Naagdevi Street,