University Freshers' Fairs can be overwhelming for new students, especially those who struggle with social anxiety. The fear of not fitting in or missing out on meaningful connections often leads to isolation. Our team wanted to create a solution that empowers freshers to navigate these events with confidence. We were inspired by the idea of using technology to foster real, face-to-face connections in a way that's fun and accessible for all personality types. The Interactive Social Bracelet helps students find others with shared interests during Freshers' Fairs. Each bracelet has color-coded lights representing different hobbies or passions. When two students with the same interest come close, their bracelets vibrate, signaling a match. The bracelet also includes gamified challenges and voice-activated icebreakers, making it easier to start conversations. For those who may be shy, different confidence levels—beginner to advanced—help tailor interactions to their comfort zone. We built the bracelet using proximity sensors, Bluetooth for connectivity, and LED lights for the color-coded system. The matching algorithm was developed using an app that syncs with the bracelet, collecting data from user profiles. We added gamification features to encourage more social interaction, and voice-activated features were integrated to help with icebreakers. One major challenge was ensuring the accuracy of proximity detection. We had to fine-tune the sensors to avoid false matches when students were too far away from each other. Another challenge was designing a system that balanced social engagement without overwhelming introverted users. We successfully developed a user-friendly wearable that encourages students to break out of their comfort zones. The customizable confidence modes and gamified challenges were well-received during testing, showing that the bracelet could adapt to different social interaction styles. The real accomplishment is seeing students who struggle with social anxiety feel more at ease in group settings. Through this project, we learned the importance of inclusive design. Not all students feel comfortable with the same level of social interaction, so offering flexible options is key. We also discovered that gamifying the experience increases engagement and makes the process of meeting new people more enjoyable. Our next step is to refine the bracelet for large-scale university use. We're looking into adding more social challenges, expanding the hobby categories, and improving the battery life of the device. Additionally, we plan to integrate the bracelet into more university events beyond Freshers' Fair, creating a year-round social tool for students.

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