Development of an IoT-Enabled Android Dashboard for Smart Trainer and Solar Energy Visualization at Meteoria
Hamza, Muhammad (2025)
Hamza, Muhammad
2025
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025060621090
https://urn.fi/URN:NBN:fi:amk-2025060621090
Tiivistelmä
This thesis presents the design and development of an interactive Android application to enhance public understanding of power and energy by “doing it yourself” at the Meteoria Visitor Centre, located within Finland’s unique Söderfjärden meteorite crater. The goal was to create an engaging and attractive gamified tool that explains energy generation into an interactive experience suitable for visitors of all ages.
The project links with two real-world energy sources: a Wahoo smart cycling trainer and solar panels installed on location. These inputs are integrated into a gamified Android application using Bluetooth Low Energy (BLE) for the trainer and Message Queuing Telemetry Transport (MQTT) for solar data. The app was initially prototyped as a web-based interface to validate communication protocols and later developed into a Kotlin-based Android application for tablets and smartphones.
The application delivers real-time data visualization by displaying energy generated via cycling and solar input. It converts pedal power readings into relatable food equivalents and offers session summaries, energy output, and interactive rewards. The user interface is tailored to be intuitive and visually appealing, encouraging active participation, especially from children and non-technical audiences.
This thesis demonstrates how integrating IoT technologies, gamification, and user-centered design can promote sustainability education through accessible digital media. The final application effectively combines technical accuracy with informative value, offering a functional and entertaining learning experience for visitors to Meteoria.
The project links with two real-world energy sources: a Wahoo smart cycling trainer and solar panels installed on location. These inputs are integrated into a gamified Android application using Bluetooth Low Energy (BLE) for the trainer and Message Queuing Telemetry Transport (MQTT) for solar data. The app was initially prototyped as a web-based interface to validate communication protocols and later developed into a Kotlin-based Android application for tablets and smartphones.
The application delivers real-time data visualization by displaying energy generated via cycling and solar input. It converts pedal power readings into relatable food equivalents and offers session summaries, energy output, and interactive rewards. The user interface is tailored to be intuitive and visually appealing, encouraging active participation, especially from children and non-technical audiences.
This thesis demonstrates how integrating IoT technologies, gamification, and user-centered design can promote sustainability education through accessible digital media. The final application effectively combines technical accuracy with informative value, offering a functional and entertaining learning experience for visitors to Meteoria.