1st Person :
For part 1 of the Project, we Identified Four Pain points /
Problems among ourselves -
7 CMC Vellore medical students suspended for ragging
juniors. As a student, I am extremely worried on how
ragging is still prevalent in this time at esteemed colleges
too. Its high time concrete measures are taken to protect
students from ragging and break the cycle.
Four major accidents in one month of operation of Vande
Bharat Express. As Vande Bharat project was one of the
most anticipated projects and these accidents shatters the
hope of travelers ,worries me a lot
NEWS:-Delhi’s air quality still ‘very poor’.
As a resident of Delhi this worries me the most because
this is connected to our wellbeing .Here, the pollution is
still prevalent despite several efforts to overcome the
problem. It is important that we protect ourselves from this
toxic air.
News Headline : Mumbai - Measles outbreak Confirmed in
Govandi. This worries me because even though these
diseases have been documented for centuries, we still fall
ill from them and die suggesting a weak hygiene system
2nd Person :
For Part 2 of the project , after a lot of deliberations we
arrived at the major pain point of today's youth, digital
addiction. We were attracted to the topic because this is a
problem we personally suffer from. By tackling this
problem at even a small scale we would be able to
alleviate some pain for ourselves as well as our peers. We
conducted a basic survey on digital addiction in the
campus among our peers (50 people) and found that on
an average students spend 7-9 hours on digital Gadgets
per day. Majority spend the time on surfing the web,
browsing through social media and listening to music.
Therefore, we came up with the problem statement :
Reduce the amount of time wasted online by teenagers.
3rd Person :
Internet - Expert Opinion - Report
A quick search on the Internet defines Digital Addiction as
a harmful dependence on digital media and devices such
as smartphones, video games, and computers. According
to some reports roughly 8-10 % of the world’s population
is addicted to the internet. is a growing problem affecting
people of all ages. Spending too much time on social
media, gaming, or other online activities can lead to
decreased productivity, disrupted sleep patterns, and even
anxiety and depression.
"The impact of social media use on college students"
(Perry & Olmstead, 2013) - This study surveyed college
students to investigate the impact of social media use on
their academic performance, social relationships, and
well-being. The results showed that excessive social
media use was associated with decreased academic
performance and well-being, while moderate use was
associated with positive outcomes.
4th Person
For Part 3 of the project, we explored various soltuions.
Reduce screen time: People have a lot of energy and it
should be invested effectively. Encourage them to do
something active frequently, like taking mini walks and
stretching exercises every 30 minutes. Bodies need to
move, and habits form early. Break up screen time and
encourage movement.
Prioritize other tasks: Ensure people finish work, studying,
and house chores before using their mobile devices. This
helps prioritize their time.
Create a media plan: A family media plan can help people
use media responsibly.
Avoid using phones as rewards/distractions: Phones have
educational value, but moderation is key. Avoid using
phones as rewards or distractions.
Engage in activity-based learning: People use phones for
fun, so engage them in activity-based learning to gain
knowledge while having fun.
Maintain a strict phone schedule: Set a schedule to limit
phone usage and avoid excessive screen time. Keep in
mind: limit usage around others, no phone during
mealtime, no phone/TV before sleep.
Bond with loved ones: Spend time with loved ones doing
activities like playing board games, pursuing hobbies, or
doing family activities.
Active supervision: Monitor phone usage to maintain
proper posture and co-engage with loved ones.
Encourage physical play: Physical play stimulates the
brain and helps develop physical and mental health.
Avoid tech as emotional pacifier: Avoid using tech to
distract or calm down, instead help manage emotions
through other activities.
Encourage face-to-face communication: Two-way
communication with loved ones improves language
development. Schedule time for face-to-face
communication.
Educate on phone effects: Educate people on the harmful
effects of phone use on health.
Set passwords: Set phone passwords to limit usage in
your absence.
Be a role model: Limit your own phone usage and set
rules to follow, as people learn more from actions than
words.
5th Person :
The process of evaluating potential solutions using the
filters of desirability, feasibility, usability, manufacturability,
and viability involves:
Desirability: Does the solution meet the needs and wants
of the target audience (adults/people)?
Feasibility: Is the solution technologically and
economically possible to develop and implement?
Usability: Is the solution easy to use for the target
audience (adults/people)?
Manufacturability: Can the solution be produced efficiently
and at a reasonable cost?
Viability: Will the solution be profitable and sustainable in
the long-term?
By applying these filters, you can identify a solution that is
desirable to the target audience (adults/people), feasible
to develop, usable, manufacturable, and viable. This
solution is likely to be the most promising and best suited
to meet the problem at hand.
Applying this check to the above-mentioned solutions all
of them pass the tests.
Therefore, we should create an app that limits the screen
usage of our devices, keeps track of our physical activities
and reminds us to perform them, keeps us focused on our
work and in our free time suggest healthy activities and
hobbies to perform.