Quality and Usability

Projects summer semester 2020

Save our Plant!

The goal of the project is to realize the care and monitoring of a plant using a Raspberry Pi and a web app. The Raspberry Pi is to be extended with peripherals that measure data (e.g. humidity) and water the plant using a water pump. The web app will summarize available data from the plant and allow users to water the plant by pressing a button. The project can be extended by further peripherals, for example a camera or light control.

Web-based data visualization of current pandemic data

The project gives students a first insight into a complete development process from conception to the online launch of the finished webpage. Furthermore, students learn the basics of data visualization and present them with various tools on the web. Team building enables teamwork in the main areas: Front-end development, back-end development, data visualization and content research. In keeping with the current theme, students learn to deal with the flood of data from the Corona Pandemic and how to visualize it in a meaningful way. The decision process about the tools used for implementation and which data should be visualized is in the focus of the students' free decision. They should be explicitly encouraged to discuss their own ideas and to make decisions internally.

Introduction to project management

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Interactive podcast project about the everyday work of people with visual impairments in knowledge work

What is the everyday working life of blind and visually impaired people like in knowledge work? Where are digital assistance systems used and what challenges do they face between the digital and analog working world? This project is about the production of a podcast series about the everyday working life of people with visual impairment in knowledge work (3 episodes á 15 minutes). The content is based on the results of an occupational science study in which knowledge workers with visual impairments were accompanied through their everyday work and interviewed. In addition to the content design and production of the episodes, an accessible website is to be designed for their publication. For the design of the content, people with expertise in the field or knowledge workers with visual impairments will be actively involved in the conception, which offers an exciting perspective on the participatory design of media.

Imagefilm media technology

The students are given the task of creating an image video for the bachelor's degree program in media technology. The goal is to create an appealing video that encourages prospective students to study media technology. However, the video should not raise false expectations, but rather give a realistic overview of the course. During the project, students will go through all the steps of a video production: conception, creation of a storyboard, recording and post-production. Expected contents of the video are: General information about the location TU Berlin, contents of the study program, (differentiation from other study programs + what you have to be prepared for if you want to study this study program) and career prospects. In addition, interviews should be conducted with the person responsible for the study program and students of the study program, in order to then incorporate original sounds into the video. Students will have the opportunity to try their hand at film production and contribute their own ideas. If there is a lot of interest, the project will be split into two groups, with the second group creating an image video for Faculty IV Mentoring.

Transferprojekt “Digital Citizenship”

The aim of the project is to prepare and present selected research results and research methods on the web in such a way that interested citizens, journalists and politicians can quickly and easily gain an overview of the approach and findings. The basis for this is provided by materials from projects of Research Group 13 "Digital Citizenship" of the Weizenbaum Institute in Berlin. This includes written and recorded "qualitative" interviews, data sets from standardized population surveys, and material on the research methods used (e.g., focus groups, so-called CATI surveys).

Virtual Experience of Visualizing Data

The way data is presented has evolved from simple pie charts and bar graphs to sophisticated interactive visualizations drawing on real-time data sets. For a lot of things, 2D representations on screens are still the best solution. But VR offers a lot of advantages over existing data visualization solutions, especially when dealing with really high dimensional data. It is difficult to keep track of all information with a high amount of 2D screen-based graphics and it becomes a challenge to track them on multiple screens at once. In VR more intuitive ways could be used to process information, that a 2D screen can’t offer. Displaying data also has to follow already established design guidelines for VR. An experience within VR must be believable. That means feeling as though you’re actually there. VR must be interactive so when you extend your arm, the VR world must replicate those movements. A person must be able to explore and move around the environment. All that combined should create an immersive experience for users. Computers nowadays can do mathematical calculations very fast, but they still can not have a human mind to put things into the same perspective as people do. The aim of the proposed project is to investigate how to visualize data as 3D objects in 360° space. Specifically, the focus of the proposed project is on how data can be presented in a virtual environment in an intuitive way.

Smart Light

In this project, the participants design, build and implement a smart light - i.e. a lamp that can be controlled via the network. To do this, they will program the ESP8266 micro-controller and use it to address an RGB LED. The micro-controller will connect to the Internet and can be controlled remotely from there.

MyClub – An app for club communication in sports clubs

Germany has a lively club culture; scoffers also speak of club bureaucracy. But clubs, especially sports clubs, play an important role in society as communities within the community, as places of encounter and exchange that enable integration, participation, development and education. Clubs form the backbone of professional associations, they are the home of popular sports and the breeding grounds of successful athletes in all sports - from archery to yoga, from athletics to the omnipresent soccer. While successful soccer clubs are well equipped with professional communication tools and channels, the majority of clubs - regardless of the sport - struggle because they rely primarily on volunteers rather than professional club and communication management, mostly for financial reasons. However, in order to survive, grow sustainably and fulfill their social mission, they need to communicate well both internally and externally. This is the only way to attract (young) talent and good trainers, attract media attention, find sponsors and lobby for their interests and needs. The question is: how? This project aims to develop an app for internal communication, linked to a dashboard that can be used to prepare content for external communication via website, social media and/or newsletter. The idea is to develop a "foolproof" solution that is easy to use and in the best case scalable, so that even small sports clubs can improve their club life via successful internal communication and professionalize their external image. Project Media Creation - greinacher@tu-berlin.de We start with the identification of needs and problems in club communication and management and then set out to find solutions. There are already a few good examples in the app store, but hardly any are intended for the German market, where digital player passes need to be accessible, summer parties need to be organized and celebrated, where competition among the many small clubs is immense and financial resources are usually quite limited. Those who become part of the team can try their hand at programming and UX design, project management and customer communication, as well as gain insights into communications practice (PR, social media, etc.) and expand their own network in the process.

Fun with Data: Making Sense of SARS-Cov-2

Within the project you have the opportunity to be creative with worldwide data from Covid19. The goal is to get some insights about the development and spreading of Covid-19 throughout the world and to think about ways how to visualize the data in understandable ways. You will learn how to approach basic data related projects, a bit of programming and most important, how to interpret and make sense out of data. We will discuss the state of the project on a regular basis to support your progress. I will give you some guidance regarding project management and task sharing possibilities, and will support you with any implementation related questions. However, the main goal of this project is to have fun with data and to get introduced to the fascinating opportunities of data science.

Graphics revision and prototyping

Projektron GmbH has been developing Projektron BCS, a web-based project management software, since 2001. In the meantime, this solution includes a variety of views, functions and visualizations. The increasing demands regarding user-friendliness and the user experience have to be constantly taken into account and have to find their way into the product development. In this project, two outdated graphics will be questioned and more modern alternatives will be developed. Students will learn which aspects need to be considered when modernizing graphics and how the balancing act between a multitude of functions and a user-friendly presentation can be achieved. For this to succeed, participants must be able to put themselves in the perspective of a BCS user and understand the user story finding a common date for several participants 2 DThe daily process of recording an employee's time and the process of their own booking check at the end of the month. Additionally, all students will receive access to a demo server, documentation, and tutorial videos in addition to another remote tutorial.