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| report:intro [2026/04/11 14:05] – [Hanna Linnea Østern] team1 | report:intro [2026/04/21 14:37] (current) – [Report Structure] team1 | ||
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| ===== 1. Introduction ===== | ===== 1. Introduction ===== | ||
| - | Team 1 of the Spring 2026 semester at the Instituto Superior de Engenharia do Porto (ISEP) embarked on a project that connects food production with modern mental health challenges. The team, composed of six students from various cultural and academic backgrounds, | + | Team 1 of the Spring 2026 semester at the Instituto Superior de Engenharia do Porto (ISEP) embarked on a project that connects food production with modern mental health challenges. The team, composed of six students from various cultural and academic backgrounds, |
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| + | I have experience working as IT support in several banks in Belgium, working as full-stack web developer for a non-profit organization in Belgium named BSYA and I have experience in team work, reporting and representing a large group of people as representing student of my study program and secretary in the student council of my college. | ||
| === Kacper Furczynski === | === Kacper Furczynski === | ||
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| I am 6th semester Mechanical Engineering student at the Technical University of Lodz, Poland. Most of the projects I have completed were in collaboration with the Institute of Turbomachinery and concerned wind turbines with both vertical and horizontal axis of rotation. I have work experience in manufacturing environment, | I am 6th semester Mechanical Engineering student at the Technical University of Lodz, Poland. Most of the projects I have completed were in collaboration with the Institute of Turbomachinery and concerned wind turbines with both vertical and horizontal axis of rotation. I have work experience in manufacturing environment, | ||
| === Hanna Linnea Østern === | === Hanna Linnea Østern === | ||
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| I'm an Applied Computer Technology student from Oslo Metropolitan University in Norway. I've previously worked on projects focusing on user experience, digital solutions, and system development. Through this work, I have gained experience with technologies such as HTML, CSS, JavaScript, while also developing an understanding of innovation and business within the technology field. | I'm an Applied Computer Technology student from Oslo Metropolitan University in Norway. I've previously worked on projects focusing on user experience, digital solutions, and system development. Through this work, I have gained experience with technologies such as HTML, CSS, JavaScript, while also developing an understanding of innovation and business within the technology field. | ||
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| + | === Sophie Tanzer === | ||
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| + | I am Sophie, 22 years old and currently studying Media Technology in my sixth semester at the University of Applied Sciences in St. Pölten, Austria. My expertise lies in the creative field, especially in photography, | ||
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| + | === Sunwoo Choi === | ||
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| + | I am studying Convergence Security Engineering at Sungshin Women' | ||
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| + | ===Ymke Roelfien Adema === | ||
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| + | Hi, I’m Ymke, a 21-year-old Industrial Product Design and Engineering student from the Netherlands. I’m passionate about developing products that combine functionality, | ||
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| ==== Motivation ==== | ==== Motivation ==== | ||
| The motivation for this project stems from increasing concerns regarding the psychological effects of excessive smartphone usage, which has become a growing issue in contemporary society. Numerous studies have highlighted the negative consequences of prolonged screen time on attention, stress levels, and overall well-being. While indoor gardening has been widely recognized as a beneficial activity for stress reduction and mental health, the project explores the potential of transforming the act of growing basil from a passive activity into an interactive mechanism that encourages self-regulation. | The motivation for this project stems from increasing concerns regarding the psychological effects of excessive smartphone usage, which has become a growing issue in contemporary society. Numerous studies have highlighted the negative consequences of prolonged screen time on attention, stress levels, and overall well-being. While indoor gardening has been widely recognized as a beneficial activity for stress reduction and mental health, the project explores the potential of transforming the act of growing basil from a passive activity into an interactive mechanism that encourages self-regulation. | ||
| The central objective is to use the visual condition of the basil plant as a form of feedback that reflects the user’s digital behavior. By linking the plant’s state to smartphone usage, the system aims to make users more aware of the relationship between their digital habits and their physical environment. In this way, the basil plant functions as a tangible and living reminder that encourages users to reduce excessive phone use and engage more consciously with their surroundings. | The central objective is to use the visual condition of the basil plant as a form of feedback that reflects the user’s digital behavior. By linking the plant’s state to smartphone usage, the system aims to make users more aware of the relationship between their digital habits and their physical environment. In this way, the basil plant functions as a tangible and living reminder that encourages users to reduce excessive phone use and engage more consciously with their surroundings. | ||
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| ==== Problem ==== | ==== Problem ==== | ||
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| Another challenge is that digital addiction is largely invisible. Unlike physical exhaustion, the negative consequences of excessive screen time develop gradually and are easy to ignore. Existing solutions, such as smartphone screen-time notifications or app usage limits, are often ineffective because users can easily dismiss or bypass them. | Another challenge is that digital addiction is largely invisible. Unlike physical exhaustion, the negative consequences of excessive screen time develop gradually and are easy to ignore. Existing solutions, such as smartphone screen-time notifications or app usage limits, are often ineffective because users can easily dismiss or bypass them. | ||
| - | This project addresses this problem by exploring how digital behavior can be translated into a physical and biological feedback system. The proposed concept is a Smart Pot designed for growing herbs such as basil. The system connects smartphone screen-time data with an automated watering mechanism. When the user exceeds a predefined screen-time limit, the watering system shifts to a suboptimal mode, causing the plant to deteriorate. Conversely, responsible phone usage maintains optimal conditions for plant growth. | + | This project addresses this problem by exploring how digital behavior can be translated into a physical and biological feedback system. The proposed |
| By linking digital habits to the health of a living plant, the system introduces a tangible and emotional feedback loop intended to increase awareness of smartphone overuse and encourage healthier digital behavior. | By linking digital habits to the health of a living plant, the system introduces a tangible and emotional feedback loop intended to increase awareness of smartphone overuse and encourage healthier digital behavior. | ||
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| ==== Report Structure ==== | ==== Report Structure ==== | ||
| - | <WRAP round box 400px> | + | |
| + | <WRAP round box 800px> | ||
| ^ Chapter ^ Description ^ | ^ Chapter ^ Description ^ | ||
| - | | 1 Introduction|...| | + | | 1 Introduction|This chapter introduces the team and presents our project Screen2Green. It outlines the main idea, goals and motivation behind the system, giving an overview of how the project aims to connect digital behavior with plant care.| |
| - | | 2 Background and related work|...| | + | | 2 Background and related work|This chapter reviews existing research and similar products relevant to Screen2Green. It includes topics such as mental health, behavior-influencing technologies and smart farming systems, providing the theoretical and practical context for the project.| |
| - | | 3 Project management|...| | + | | 3 Project management|This chapter describes how the project is planned and organized. It includes the development timeline, task distribution within the team and tools used for efficient collaboration.| |
| - | | 4 Marketing plan|...| | + | | 4 Marketing plan|This chapter outlines how Screen2Green would be positioned and promoted. It identifies the target audience, defines the value proposition and presents strategies for communication, |
| - | | 5 Eco-efficiency measures for sustainability|...| | + | | 5 Eco-efficiency measures for sustainability|This chapter explains how sustainability is integrated into the project. It covers resource efficiency, energy consumption, |
| - | | 6 Ethical and deontological concerns|...| | + | | 6 Ethical and deontological concerns|This chapter discusses the ethical implications of Screen2Green. It addresses topics such as user autonomy, data privacy, responsible behavior influence and the overall impact of the system on users and plant welfare.| |
| - | | 7 Project development|...| | + | | 7 Project development|This chapter shows the technical development of the project. It includes hardware and software components, design decisions, implementation process and challenges encountered during development.| |
| | 8 |...| | | 8 |...| | ||
| </ | </ | ||