Maker2020

NUS Makerthon 2020

Participation

61 students in 16 teams

Projects
Maker2020-01

The Family Tree

The Family Tree is a lifestyle & productivity-based app that empowers both the Merdeka Generation & their children to stay in touch with one another by incentivising their interactions. ___________________________________________________________________________________________________ The Family Tree is a lifestyle & productivity-based application to help improve interaction between the Merdeka Generation & their children in preparation for the Merdeka Generation’s transition from a working lifestyle to retirement. The Family Tree clock is the hardware extension of the application & consists of a clock & an LCD screen to display the digital plant. ___________________________________________________________________________________________________ The Merdeka Generation & their children complete family & lifestyle-based activities through the Family Tree application. Active participation in these activities are rewarded with points that can then be exchanged for real-life rewards. Participation is also reflected by the growth of a digital “plant” shown on the Family Tree clock & “Tree” tab of the application. ___________________________________________________________________________________________________ These activities will be multi-generational in theme. The Merdeka Generation will be able to learn from their children about current happenings & trends whilst their children will get to learn topics of interests from their parents from the past generation. ___________________________________________________________________________________________________ The Family Tree aims to serve as a platform for the Merdeka Generation & their children to build on their relationship. Most, if not all of the activities will happen physically in real life & not through the app, encouraging physical interaction between the two parties. Instagram: instagram.com/TheFamilyTree2020

Maker2020-02

JoyMod

JoyMod is an adaptive modular gaming system which is easily installed in existing playgrounds that bring interest and excitement to the kids back to the community playground in the neighborhood.

Maker2020-03

PETAL 花伴

PETal awakens and harnesses the soul of plant-kinds, so that retirees can grow with nature, never leave their family's care and be rooted in their neighbourhood community.

Maker2020-04

The Lifesavers

The Lifesavers aim to re-design the school support environment for children with Asperger's Syndrome and High-Functioning Autism. We are creating a smart wearable device that tracks the anxiety level of users, before alerting nearby 'Lifesavers' whenever the user experiences heightened anxiety.

Maker2020-05

The Gaigai Radio

We are designing a radio that empowers lonely elderly to listen to, reconnect and go out (gaigai) with other more sociable elderly. 🧓🏼👵🏻😊

Maker2020-06

Social Anxiety Helper

A hardware device to track and mitigate the effect of panic attacks and social anxiety

Maker2020-07

More Than One

Introduction: With an ageing population, we aim to target physically disabled elderlies who have trouble socialising with their mobility issues. Our project also aims in bridging inter-generation social gap. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ Description: More Than One is a project that aims to design a series of board games that is easy for the user to utilise. The elderly find it hard to keep up with technology, and most are unable to harness the effectiveness of technology to socialise with their friends as well as millennials do. By designing wireless boards with simple games for the elderly, we can bring them closer together without the obstacle of them understanding technology. ___________________________________________________________________________________________________ Ageing population is a growing pain point for Singapore, with 10.5% of Singaporean’s aged 65 or older in 2013(MSF, 2014) and this percentage is set to increase, with UN projections reaching 47% in 2050(TODAY, 2017). As we grow older, the risk of health complications rises. Medical professionals strongly encourage patients to maintain strong social circles, as a positive mindset and uplifting moods have shown to help the patient recover faster. Suffering from chronic diseases can be daunting to deal with, but being physically disabled can hinder the patient from gaining morale from his or her social circles. Hence, by playing board games at home, the elderly are able to maintain social connections without having to expend too much energy. ___________________________________________________________________________________________________ On top of this, playing simple board games can exercise the mind. This would help dementia patients and even help prevent the onset of dementia. By staying active mentally, the elderly can stave off or even prevent dementia entirely. There are 82,000 people in Singapore suffering from dementia in 2019 (Business Insider,2019). Also, this number is set to increase to 100,000 in 2030(ADA, 2019). Recently, Singapore Management University also conducted a survey and found that 3 out of 4 dementia patients feel rejected and lonely(SMU, 2019). This is risky as strong social support is needed for patients to treat and cope with the disease. Dementia patients might suffer from anger, fear and anxiety, hence emotional support is crucial for these patients for recovery(Stanford Health Care, 2019). By using our boards to obtain the emotional support that these patients need to recover. ___________________________________________________________________________________________________ The elderly need not necessarily play with each other. Our boards can be used by all ages, meaning that they are able to play with their children or grandchildren even if they are thousands of miles apart. This provides inter-generation interaction despite the younger generation having busy schedules. ___________________________________________________________________________________________________ Hence, our project aims to achieve social integration both amongst the elderly and boost inter-generation relations. As our project is easily adaptable to add many other features, we believe that even if the elderly are living alone by themselves, we can make them feel more than one.

Maker2020-08

Litmus Box

A video journaling toy with emotion detecting AI to help people in depression regain and improve social life. Users recount their daily events and express their emotions freely to the soft toy. By articulating how they feel, it helps them become more aware of their emotions, and become more confident. During the vlogs, the AI learns and compiles the user's emotions. With these data, the user's psychotherapist can analyze the video and understand the user's daily pain-points and key issues. Additionally, the AI will display a quote at the end of the journalling based on the dominant emotion shown by the user.

Maker2020-9

The Playbook

Introducing: The Playbook. A communication device for connecting grandparents and young children through the creation of a common platform for grandparents and children to interact by storytelling.

Maker2020-10

#10

Maker2020-11

walk the talk

Supporting the growth of a generation of healthy and socially connected elderly through walking. --- One of the major barriers to the social connectedness of elderly in Singapore is their Instrumental Activities of Daily Living (IADL) limitations. These activities are related to independent living, and include shopping, taking public transportation, managing finances and procuring medication. Upon further investigation, we realize that what primarily hinders elderly from going about these tasks are mobility issues. --- As such, we hope to engender a spirit of both discovery and adventure to promote the very simple but effective and accessible form of exercise, walking, among those aged 55-65. Our solution will be a preventive measure aimed at ensuring that the elderly in Singapore will be well equipped to take charge of their IADLs, and by extension, that they will also become more socially connected.

Maker2020-12

#12

El_Tind

A web application to help seniors connect to local community events in their area, backed by a live registering kiosk! The system will be using mobile applications and a stationary kiosk powered by a Raspberry Pi to allow residents to connect with one another.

Maker2020-13

#13

Maker2020-14

Kaki Circle

Kaki Circle is a virtual platform that aims to avert loneliness and depression among isolated elderlies who live alone. This platform creates opportunities and encourages them to form social connections with other elderlies, hence enhances their self-reliance and long-term mental well-being.

Maker2020-15

BFS

Our team is designing a robot equipped with the technology to self-create events which automatically reminds residents of such events along the corridor of HDB estates. Our goal is to integrate technology to rekindle the kampung spirit among the neighbours through social gatherings and eventually forge strong relations within the neighbourhood.

Maker2020-17

aUSm - bringing US closer

aUSm embodies the spirit of cultivating IT(Information Technology) to bring US closer together as one. It is a social rating app that comes with a wearable monitoring device that helps identify symptoms of a meltdown. It is a comprehensive solution that encourages families of children with special needs, primarily Autism, to step out and interact more. We aim to create a strong previously isolated and divided social community that strives to integrate themselves into society.