Pranav Mistry
M.des. Visual communication
B.E. Computer science
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Areas of interest –
Social computing, Interaction design, HCI, Social robotics


invent - design of a programming language for children  
A conceptual gap exists between the representations that people use in their minds when thinking about a problem and the representations that Computers will accept when they are programmed. For most people learning programming, this gap is as wide as the Grand Canyon . invent is my research project under the guidance of Prof. Ravi Poovaiah initiated with the vision to help solve the same. I have taken children as my users. The initial goal of invent is to design an intuitive programming environment for children. The key ideas are to use representations in the computer that are analogous to the real world objects being represented or letting children create them and to allow those representations to be directly manipulated in the process of programming. The child can create objects, give them properties and attributes & use those objects to create their world creating challenges & solutions to them. invent is an attempt to make programming more like thinking. In brief, invent = ‘Imagine...Explore...&...Learn'  



VET - Visual aids to scheduling and decision making

New technologies have created new opportunities to look forward the vision of 'Technology to Masses' from different perspectives. Not technology, technology in 'meaningful manner', only will help solve the current problems. Lack of proper scheduling, decision making support, planning and resource management seems the driving force for the inefficiency in veterinary services provided by Amul in Gujarat . The inefficiency in existing scheduling system ends in inefficient use of system resources and improper handling of emergencies. With the proposal of a revised system based on decentralization of visit request registering and a map-based interface of VET for scheduling, the project aims to solve the problems to a level. With the help of a story based design approach throughout the project and evaluations at various stages helped define the efficacy of the suggested solution.




Ghost in the machine

“Can machines be creative?” “It is by logic we solve, but it is by intuition we create!” Creativity: the ability to make or bring into existence something new, whether solution, or new artistic object or form. Creativity is one of those things which make humans so special. But could there ever be a day when machines are composers, theoretical physicists, or artists?

Questioning the nature of creativity and experimenting with the desktop computer to create pieces of art ended with the discovery of a Ghost in the machine. “Can machines be creative?” From studying drawings done by children to the robots playing chess and painting on canvas the project is the result of an experimental formative approach. The idea was to generate pieces of so called art or creativity in collaboration with machines. Project suggests that there may be more fundamental notions of purpose, and a more fundamental view of what the machine can accomplish, than we have seen so far. The project ‘Ghost in the machine' is a kind attempt to question the nature of creativity or so called ‘art'.




‘A tool is not the task, and often the invisible, social, non-physical aspects of a technological regime make all the difference'. VEDa is a conceptual design of ‘the' home device for Indian market. Deep understanding of need of common man of India led to the wonderful product VEDa during my summer internship at Microsoft. With the exploration of all possible aspects, not only technology, but also social aspects, market, people and their need, their likings, understanding ....all collectively acted as a good base on which I could come up with VEDa. The project gave me a broad perspective to the digital industry as a good platform to have business and product research along with exploring hardware technologies, to form design.