Spin It To Win It – Portable Charger And Game Controller

The goal of the project is to improve the existing Spin IT to Win IT device so that it is more complete, durable, reliable, fun, and easy to use, requiring only a short set of instructions. The project uses a hand crank generator to turn mechanical energy into electrical energy, and store it in a battery to charge devices like mobile phones. The crank also serves as the controller for a fishing themed game that is played wirelessly via bluetooth on an android phone, adding an entertainment aspect to the otherwise mundane task of charging a battery by hand.

=Background= The previous Spin IT to Win IT team had the goal of using a hand crank generator to turn mechanical energy into electrical energy, and store it in a battery to charge small devices like cell phones. An additional goal was to use the crank as a controller for a game, which also monitored the power generated. The team created a proof of concept device, which created power with a hand crank, stored it in a battery capable of charging phones, and sent rough crank voltage data to a phone.

=Problem Definition= Our problem was that the prototype was impractical. It was bulky, heavy, fragile, had no enclosure, and lacked a working game. The use of a heavy lead-acid battery and a large bulk of loose wires, PCB’s, and breadboarded circuits made moving and setting up the device difficult.

Design Considerations
Our design decisions were made while taking a number of factors into consideration. These factors were different for each technical role, but generally consisted of the following: Size, Practicality, Durability, Reliability, Cost, Availability, Capacity, Complexity, Ease of use, Entertainment value, and how well it met team goals and existing specifications.

Deliverables
Hand Crank Generator (Doubles As Game Controller) A durable handheld generator was required that could reliably generate enough power to charge a battery. why we needed each? requirements for each?

DC Converters & Battery Power electronics were needed to convert the range of voltages output by the crank to a single voltage level used to charge the battery. When the voltage is lower than the desired charging voltage, a boost converter is needed to increase the voltage. When the voltage is higher than the desired level, a buck converter is needed to drop the voltage. A rechargeable battery with USB outputs and the capacity to fully charge a smart phone at least three times was required.

Communications & Data Transfer Circuitry and a microcontroller were needed to interpret signals from the crank and button, and send useful data wirelessly via Bluetooth to a smart phone.

Game & Data Display An entertaining and functional game was required to display relevant data and make the mundane task of charging fun and engaging.

Durable Packaging & Connections The packaging and connections of the device and its components needed to be much smaller, simpler, and more durable than the previous team's prototype.

Specifications
System: Phone: Android OS Game Style: Fishing Wireless Protocol: Bluetooth Low Energy 4.2 Average Power Produced At Steady State: 7.14W Average Charging Current At Steady State: 1.4A DC System Charging Voltage: 5.1V DC Typical Speed While Charging System: 35 - 45 RPM Total System Weight: 2lb 6oz (1088g) Dimensions of System (Not Including Crank): 157mm x 94mm x 29mm

Generator: Model: Huaban Hand Crank Generator Rated Power: 30W Output Voltage: 0-28V DC Output Current: 0-2A Max Current: 3A Weight: 616g Dimensions: 106mm x 64mm x 39mm Maximum Rated Speed: 120 RPM

Buck-Boost Converter: Model: DROK 200234 Rated Power: 30W Input Voltage: 5-30V DC Input Current: Up to 5A Output Voltage: Adjusted to 5.1V DC Output Current: 3A Maximum Switching Frequency: 180KHZ Dimensions: 68mm x 29mm x 21mm

Battery: Model: Vancely K111 Capacity: 10,000 mAh Cell Type: Lithium Ion Input Voltage: 5V DC Input Current: 2.1A Output Voltage: 5V DC Output Current: 2.4A X 2 Dimensions: 124mm x 67mm x 15mm

Sampling Circuit: Operating Voltage: 3.63V - 4.17V (Directly from battery cell) Current Draw During Operation: 4.4mA Average Power Consumed: 18mW Voltage Divider Resistor Values: 963kOhm & 74.8kOhm Biasing Diodes: 2x 1N4733A In Series Op-Amp Buffer: AD817AN

Microcontroller: Model: Beetle ESP32 Operating Voltage: 3.63V - 4.17V (Directly from battery cell) Current Draw During Operation: 68mA Average Power Consumed: 272mW Programming Via Arduino IDE

=Final Design= The final project design consists of the crank generator connected to the device enclosure with a 4 foot cord, and weighing a total of 1.09kg. The enclosure is made of a durable black ABS plastic, and contains the battery, buck-boost converter, microcontroller, and sampling circuitry. The device is charged by turning the crank in either direction, or via the micro USB input on the front. There are two USB output ports on the device capable of powering or charging USB devices up to 2.4A. Pressing the button on the side activates the USB ports, and pressing twice disables them. The front panel also contains battery status indicator LED’s to show the charging status and current battery charge. Each of the 4 LED’s indicates 25% charge. There is an ON/OFF switch on the side which powers the microcontroller and sampling circuitry. At a maintainable steady speed, the battery is charged at 5.1V DC and 1.4A.

The game is opened on an Android phone. Upon launching, you are brought to a home screen, where the game automatically searches for and connects to the beetle microcontroller. The Bluetooth doesn’t need manually paired, the game handles the entire connection process. Pressing start begins the game, and at this point, the user presses the button on the crank to release the hook. The hook drops to the bottom, where a fish will eventually be caught. Once a fish is on the hook, the crank can be turned to reel it in. The goal is to reach the top without touching any of the sharks. The speed of the crank determines how fast the fish is reeled in. The voltage output by the crank is displayed in the upper left corner along with the score. Reeling a fish all the way to the top earns the player 10 points, and the opportunity to try again for more points. If the fish touches a shark, the game is over, and the user can try again or quit.

=Validation= All aspects of the game and system work as they were designed to, and the team goals were reached. The final device is more complete, durable, reliable, fun, and easy to use. A demonstration video showing the system in operation can be viewed HERE.

=Final Game Appearance=

=Evaluation=

=Team Members=

=Additional Documentation=

Project Schedule

Spring Schedule Rev. Feb 25, 2020

Spring Schedule Rev. April 21, 2020

Fall Schedule Rev. September 15, 2020

Fall Schedule Rev. December 8, 2020

Budget

Final Project Budget

Team Meeting Minutes

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Action Items

Final Action Item Report December 8, 2020