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GUJARAT TECHNOLOGICAL UNIVERSITY

AHMEDABAD
Affiliated to

SAL College of Engineering


A Report on

PLAYOFF
Under the Subject of

Design Engineering II A (3150001)


B. E. III, Semester-V

Information Technology Engineering


Submitted By:

Sr. No Enrollment No Student


Name
1 221130116024 Kotval Himanshu
2 221130116048 Patel Henil
3 221130116049 Patel Jarmil
4 221130116002 Amreliya Kuldeep
5 221130116034 Panchal Shravan

Prof. Dagli Mikin Kiritkumar


Internal Guide

Prof. Vijaysinh Jadeja


Head of the Department

Academic Year
(2024)
GUJARAT TECHNOLOGICAL UNIVERSITY
AHMEDABAD
Affiliated to

SAL College of Engineering


CERTIFICATE
This is to certify the project report on :PLAYOFF
Submitted by:

Sr. NoName
Student Enrollment No
Kotval Himanshu Patel Henil
1 Amreliya
Patel Jarmil Kuldeep Panchal Shravan
221130116024
2 221130116048
3
As fulfillment of the requirement for the award B.E. in IT Engineering Semester
221130116049
4 221130116002
5th at5Sal College of Engineering is the record of work that has been successfully
221130116034
and satisfactorily completed under supervision and guidance during the
academic year 2024-25.

Prof. Dagli Mikin Kiritkumar Prof. Vijaysinh Jadeja


Internal Guide Head of the Department
CE Department CE/IT Department
ABSTRACT

PLAYOFF
1. User-Friendly Interface: The website features an intuitive design that allows users to easily
navigate through available cricket slots, view schedules, and book pitches with minimal
effort.
2. Real-Time Availability: Users can access real-time updates on pitch availability,
enabling them to make informed decisions when selecting their desired time slots and
ensuring a smooth booking experience.
3. Secure Payment OptionsUser-Friendly Interface: The website features an intuitive design that
allows users to easily navigate through available cricket slots, view schedules, and book
pitches with minimal effort.: The platform offers multiple secure payment methods,
ensuring that transactions are safe and convenient, while also providing
booking confirmations and receipts for user reference.
4. Community Engagement and Features: The site includes features such as user reviews,
player profiles, and team management tools, fostering a vibrant community for cricket
enthusiasts and enhancing the overall experience of organizing games.

I
ACKNOWLEGEMENT

We would like to express our sincere gratitude to all those who contributed to the
successful completion of our project, "PLAYOFF(Slot Booking Website) ."

We extend our heartfelt thanks to our project supervisor, Prof. Dagli Mikin Kiritkumar for
their invaluable guidance and support throughout the project. Their insights and
encouragement were instrumental in navigating the challenges encountered.

We also appreciate the efforts of my colleagues and friends who provided assistance and
shared their knowledge, making this project a collaborative effort. Whose feedback and
suggestions were particularly helpful.

Finally, we would like to acknowledge our institute for their unwavering support
and motivation. Their belief in my abilities inspired me to persevere and complete this
project.

Thank you all for being part of this journey.

II
LIST OF FIGURES

Figure No Figure Description Page No


1 AEIOU Canvas 3
2 Empathy canvas 5
3 Mind Map 7
4 Ideation Canvas 10
5 Product Development Canvas 11
6 Learning Need Matrix 14
7 Prototype 15
8 Home Page 15
9 Login 16
10 Features 17

III
TABLE OF CONTENT
Chapter No Chapter Title Page No
Chapter 1 Introduction 1
1.1 Design Thinking 1
1.2 Importance of design thinking 1
1.3 Learning tools and assignments 1
1.4 The idea to make a project 1

Chapter 2 Empathy Mapping 2


2.1 Why this domain 2
2.2 Observation 2
2.3 AEIOU Canvas 3
2.4 Empathy Canvas 5
2.5 Mind mapping 7
2.6 Conclusion of empathy mapping 8

Chapter 3 Ideation Canvas 9


3.1 Ideation Canvas(people) 9
3.2 Ideation Canvas (Activity) 9
3.3 Ideation Canvas (Situation & location) 9
3.4 Ideation Canvas(Props) 10
3.5 Ideation Canvas(Image) 10

Chapter 4 Product Development Canvas 11


4.1 Final Problem statement 11
4.2 PDC(purpose) 12
4.3 PDC (people) 12
4.4 PDC (Product Experience) 12
4.5 PDC (Product Functions) 12
4.6 PDC (Product Features) 13
4.7 PDC(Components) 13

Chapter 5 Learning Need Matrix 14


5.1 Theory / Methods /Tools 14
5.2 Applicable Standard Principles 14
5.3 Software/ Tools /Skills 14
5.4 Components /Strength 14

Chapter 6 Prototype 15
6.1 Algorithm/Flowchart 15
6.2 Modal/Prototyping 16
| 6.3 | Features/Payment | 17
Chapter 7 Enhancements 18

IV
7.1 Future Enhancements 18

Chapter 8 Conclusion 19
8.1 Conclusion 19

V
Chapter 1
Introduction
1.1 Design Thinking

Design thinking is a human-centric problem-solving approach that emphasizes empathy,


creativity, and collaboration. It involves five key stages: Empathize, Define, Ideate,
Prototype, and Test. By understanding user needs, defining problems, generating ideas,
prototyping solutions, and testing, design thinking fosters innovative, user-centric
solutions in various fields.

1.2 Importance of design thinking


Design thinking is centered on the person behind the problem and solution. It involves
building empathy with users, observing how they interact with products, and ensuring the
user remains the focus.

1.3 Learning tools and assignments


Utilize online courses, books, workshops, and digital tools. Empathize by interviewing
users, define problems, ideate solutions, create prototypes, and test them. Apply design
thinking to real-world projects, case studies, interdisciplinary collaborations, and reflect
on the process.

1.4 The idea to make a project


Design thinking inspires projects by deeply understanding user needs and iterating
through a problem-solving process. It uncovers innovative ideas that directly address user
challenges, ensuring that projects are user-centered, meaningful, and impactful. This
approach guides the project from inception to development, aligning it with user
preferences.

1
Chapter 2
Empathy Mapping
2.1 Why This Domain
Creating a cricket slot booking website can address several key needs: It allows
players and teams to easily book pitches online, saving time compared
to traditional methods.

1. Centralized Information: Users can access details about available slots,


pricing, and facilities in one place, improving transparency.

2. Real-time Availability: A website can provide up-to-date information on pitch


availability, reducing scheduling conflicts.

3. Payment Integration: Online payment options streamline the booking


process and enhance user experience.

4. Promotion of Events: It can serve as a platform to promote tournaments and


events, attracting more participants.

5. User Management: A booking system can maintain user profiles,


track bookings, and offers personalized recommendations.

2.2 Observations

Creating a cricket slot booking website reveals a strong user demand for
efficient booking solutions, emphasizing the need for an intuitive, mobile-
friendly design. It presents technical challenges related to payment and
scheduling integration while offering marketing opportunities
through partnerships with local clubs. The platform can enhance
community engagement among players and underscores the importance of
user feedback for continuous improvement. Overall, these insights are crucial
for effective development and user satisfaction.

2
2.3 AEIOU Canvas

Fig.2.1 AEIOU Canvas

 Activities:
o Flending
o Batting
o Bowling
o Cheering
o Cleaning tarf
o Planning
o Running
o Keeping
 Environment:
o Sunny
o Noisy
o Fresh air
o Bird Chirping 3
o Rainy
 Users:
o Children
o Youngster
o Students
o Workers
o Adults
o Gate keeper
o Care taker
o Umpire

 Interactions:
o Gate keeper with customer
o Captain with player
o Security guard with Gate keeper
o Batsman with Non Striker
o Wicket keeper with Blower
o Captain with Fielder

 Objects:
o Stump
o Bats
o Balls
o Net
o Green grass carpet
o Bean bags
o Cricket glows

4
2.4 Empathy Canvas

Fig.2.2 Empathy Canvas

 User:

o Children
o Students
o Youngster

5
 Stakeholder:

o Gate keeper
o Youngster
o Sweeper

 Activities:

o Fielding
o Running
o Planning
o Sweeping
o Wicket keeping
o Cheering
o Bowling
o Seating
o Discussing


❖ Story Boarding :
HappyStory:
We visited recently opened "Match mingul" tough we are around 15 players among
we make two team of 7 player and one was empire after winning toss my team
choose to ball and opposite team give us a target of 70 runs we achieve this target
by 3 wickets and score 35 runs due to which I was over the moon.

HappyStory:
I went to turf with my friends. Turf was various facilities such as big ground ,clean
drinking water, clean ground also it provides cricket equipment like storms, bat
and ball.It is a combined with neat and healthy food provided by Turf. Best part
was it provides madikit for players

6
Sad Story:

We booked box cricket in two days advance at the time we reach to play cricket we
show already some teams are playing cricket when we talk to management they give us a
very cheap excuse like they give others our slot because they give extra charges.It ruined
our mood.

SadStory:
We are playing cricket with around 12 players six players in each. My team first to choose
to bat and we scored 55 runs in five overs. At the time opposite teams turn suddenly rain
start, so we have to cut three overs with score of 24. So we are not defend the score and
we lost the match which made us glomy.

2.5 Mind Mapping

Fig.2.3 Mind Map

7
2.6 Conclusion of Empathy Mapping

Empathy mapping for the topic of Playoff offers valuable insights into the
thoughts, feelings, and experiences of the various stakeholders involved, including
players, organizers, and spectators. Players are primarily driven by the
excitement and camaraderie that the game fosters. They appreciate the faster pace and
the need for quick decision-making, which creates a more intense experience
compared to traditional cricket. However, some players may feel restricted by the limited
space, which hinders the execution of conventional cricket skills, like long shots.For
organizers, the focus is on delivering an engaging and smoothly run event. Their
concerns revolve around ensuring player safety in the confined playing area, managing
team dynamics, and maintaining the fast-paced excitement that is essential for both
participants and spectators.

8
Chapter 3
Ideation
Canvas
3.1 Ideation Canvas (People)
o Kids
o Youngster
o Sweeper
o Security guard
o Student

3.2 Ideation Canvas (Activity)


o Playing
o Planning
o Running
o Cheering
o Maintaining
o Shouting
o Practicing

3.3 Ideation Canvas (Situation / Location)


o Less players
o Ideal of friendly competition
o Highly engaging
o To promote outdoor games
o Lack of ground
o Small plot
o Commercial area
o Nearby highway

9
3.4 Ideation Canvas (Props/Possible Solution)
o Do not require cricket equipment
o Beneficial for smaller team
o Play with unknown person
o Due primary facility
o Provide safety equipments

3.4 Ideation Canvas (Image)

Fig. 3.1 Ideation Canvas

10
Chapter 4
Product Development Canvas

Fig. 4.1 Product Development Canvas

4.1 Final Problem statement


Playoff centers around the challenge of balancing the fast-paced, condensed nature of the
game with the preservation of key elements from traditional cricket. While Playoff
offers an exciting, quick format that appeals to players and spectators alike, it struggles
with limitations related to space, safety, and skill development. Players often feel restricted
by the confined playing area.Additionally, some fans may find the game lacks the
strategic depth of traditional cricket. Therefore, the problem lies in creating a version of Box
Cricket that maintains its core appeal .

11
4.2 PDC (purpose)

o Improvementof skills
o Friendly competition
o Cheerfulenvironment
o Easy accessibility
o Easter gameplay

4.3 PDC (people)

o Children
o Youngster
o Adults

4.4 PDC (Product Experience)

o Friendly
o Energetic
o Joyful
o Impressive

4.5 PDC (Product Functions)

o Time management
o Player recruitment
o Fewer players
o Friendly matches

12
4.6 PDC (Product Features)

o Simple rule
o Focus on enjoyment
o Smaller playing area
o Smaller team

4.7 PDC (Components)

o Soft grass
o Net
o Sensors light
o Cricket equipment
o First aid box

13
Chapter 5
Learning Need Matrix

Fig. 5.1 Learning Needs Matrix

5.1 Theory / Methods / Tools


o HTML ,CSS
o JavaScript
o Node JS

5.2 Applicable Standard Principles

o SLot booking

5.3 Software/ Tools /Skills

o VS code

14
Chapter 6
Prototype

Fig. 6.1 Prototype

Fig. 6.2 Prototype

15
Fig. 6.3 Prototype

Fig. 6.4 Prototype

16
Fig. 6.5 Prototype

Fig. 6.6 Prototype

17
Chapter 7
Enhancements

The enhancement of Playoff focuses on improving the structure, engagement,


and overall experience of the game for players, organizers, and spectators. To
make Box Cricket playoffs more exciting and competitive, several enhancements
can be implemented:

1. Structured Tournament Format: Introducing tiered playoff systems, such as


round-robin or knockout stages, can create a more competitive
environment. This ensures that teams have multiple opportunities to
prove themselves, leading to more intense, high-stakes matches in the later
stages.
2. Innovative Scoring Systems: Adding special scoring rules, such as bonus runs
for unique shots or exceptional fielding, can raise the stakes during playoffs.
This encourages teams to focus not only on traditional cricket skills but also
on creativity and strategy, making each match more dynamic and
unpredictable.
3. Enhanced Fan Experience: To boost spectator engagement, live
commentary, real-time statistics, and interactive features can be introduced.
Broadcasting playoff matches online or through local channels with added
analytics can provide a more professional feel, drawing in a larger
audience.
4. Player Safety and Fair Play: Ensuring proper safety measures, such
as protective gear and boundary regulations, becomes critical during
playoffs, where competition is intense. Strict enforcement of rules and
fair play regulations ensures that the spirit of the game is
maintained.

In summary, enhancing Box Cricket playoffs involves refining the


competitive structure, integrating innovative rules, ensuring player safety,
and improving the spectator experience, all of which contribute to a more
engaging and memorable tournament.

18
Chapter 8
Conclusion
In conclusion, enhancing Playoffs offers the opportunity to elevate the game's
excitement, competitiveness, and overall experience for players, organizers, and fans
alike. By refining the tournament structure with skill-based divisions, introducing
innovative scoring systems, and ensuring player safety, the playoffs can become more
dynamic and inclusive. Additionally, improving the fan experience through live
commentary and interactive features can help attract a broader audience and increase
engagement. These enhancements not only raise the level of competition but also foster a
sense of community and excitement, making Box Cricket playoffs a more thrilling and
rewarding event for everyone involved.

19

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