ReaganCheong


 * Reagan Cheong's Wiki**

CCT333 Case Study Analysis
Inside the Apple iPod Design Triumph http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory Question: Describe the unusual business model used in the ipod's fabrication as developed by Apple. 1. Apple utilizes a very unique strategy in the production of their flagship mp3 player the iPod. Parts of the iPod's design are done by outside companies, and not Apple itself. PortalPlayer is one of the third parties who's responsible for the iPod's platform and reference design, while other companies such as Portelligent Inc. is involved in the reverse engineering, sony provides the battery, 1.3" hard drive from toshiba, all of which to provide a product that combines the best of all worlds.
 * Week 1**

Through the use of multiple third parties, apple eliminate the cost and time to providing experimental trails with mock models as the parts are provided by their respective companies that are top notched in it's part production. In short, it provides apple with a product that is of highest sound quality, low production cost, efficient production, as well as having parts readily available off the shelve. But of course all of this comes at the efforts of great project management to make sure all of these third parties meet the timeline in the iPod's construction. Jonathan Ive at the Design Museum http://www.designmuseum.org/design/jonathan-ive Question: What distinguishes the work of the team of Jobs and Ive in relation to products designed by Apple? What new materials are enabling different design? 2.Together Jobs and Ive have clear visions and goals with Apple and it's products, this is what sets them apart from the rest of the competition. Their simple designs is what Apple is known for and what makes them as successful as they are. The new materials enabling different designs include: Polymer advances, allows Apple to do things with plastic that they were once told were impossible. Twin Shooting materials, moulding different plastics together or co-moulding plastic to metal also new methods of joining metals with advanced adhesives and laser welding is furthering their innovative designs

Who Is Jonathan Ive? An in-depth look at the man behind Apple's design magic http://www.businessweek.com/magazine/content/06_39/b4002414.htm Question: Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?

3.The design team at Apple, only consisting of a dozen members, is very important for Apple. They are a group who work together and individually to advance Apple, but keep what they do to an absolute secret. So secret, that they do not attend neither industry meetings, nor award ceremonies and speak to nobody about their work. Other companies are attempting to match Apple’s methods, but Apple has many years and experience ahead of them, so matching the skills of Apple will be difficult.

**Examples of Ergonomics, Task Analysis and Seven Case Studies** Physical Ergonomics- relates to the physical activity of humans and is concerned with anatomical, anthropometric, physiological and biomechanical characteristics when using a product
 * Week 2**
 * **List the three definitions of 'ergonomics'.**

Cognitive Ergonomics- concerns with mental processes (perception, memory, reason, motor response, etc.) and how it functions with the rest of your body

Organisational Ergonomics- concerns with optimisation of sociotechnical systems to enhance productivity and quality of work

In the case of the Wet Mopping, another recommendation would be to hire more employees. That way the employees would be working shorter shifts reducing the strain on their body. Also, if they would like to work, more breaks could be given so they could relax the muscles.
 * **Read each of the task analyses and case studies at** [|**http://www.ergonomics.org.au/ergonomics/case_studies.html#case6**]**. Choose one of the case studies, and add an additional recommendation to one of them in step two as 'advice'.**

A example of this can be found with logitech's mx revolution mouse which comforms the hand to a form fit to a natural hand shake, making the grip a very natural position for the hand. http://www.logitech.com/index.cfm/mice_pointers/mice/devices/130&cl=US,EN
 * ** Find an example of a product which is ergonomically sound, and add a link to an article about this product. **


 * Week 3**

Design for the Other 90%' at http://other90.cooperhewitt.org/ is an exhibition showing low-cost design solutions for the 5.8 billion living in poverty, and analyzes thirty humanitarian design projects, which address basic needs in the areas of shelter, health, water, education, energy and transport.

The web site for this exhibition won a Webby - one of the highest honours on the web - for its groundbreaking design and content.

If you would like to see this exhibition in person, it will be on at OCAD, 100 McCaul Street, Level 2 (Subway station St. Patrick) until January 25th. Choose a country on the web site's map, and read through the description of the products designed for that country. List five characteristics of socially responsible product design. **
 * Tutorial Question:


 * Country Chosen: Africa

World Bike**
 * Effective and cheap to manufacture material such as Steel (Cro-Moly steel or high-tensile steel) and woven papyrus passenger cushion
 * Provide substantially lower cost than other forms of human-powered utility vehicles
 * The use of a one speed bicycle eliminate complicated mechanisms that are costly, which only provide marginal assistance. The more use of moving parts also make the design more prone to require repair and maintenance
 * Long Tail frame provides a basic mean of transportation to carry human and stocks for entrepreneurs
 * Simple design leads to cheap and easy mass manufacturing potential


 * Week 4**

**"Story of Stuff"** 'The Story of Stuff' with Annie Leonard at http://www.storyofstuff.com/index.html is a cultural and educational phenomenon and has had over 4 million viewers. Through the video, "material economy", Annie Leonard have provided a important message that deals with world crisis due to the linear consumption society we live in today. She reveals the flaws of the modern society since the 1950s through a the system that can be seen through the 5 stages of; extraction, production, distribution, consumption, and disposal. This system has been in placed since most of our birth, and is the very life we were brought up to worship everyday in order not to stand out as a deviant in society.
 * Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**

Extraction is the beginning process of the material economy where the raw material that is taken from the planet to produce the goods we receive in the shopping districts. The resources that are being extracted greatly exceeds the rate at which our planet can regenerate them, as we clear cut the rain forrest at a rate of 7 football fields per minute. According to Leonard, USA consist of 5% of the world's population but consumes a staggering 30% of the world resource which would require resource from 5 planets if everyone consumed the same way USA does. It is obvious that the North American continent does not contain the resource to sustain this system,which is why third world countries are exploited to fuel this destructive natured society. After the resource are extracted, we move on to the stage of production where they are combined and made into products. The major concerns of this process is the toxic chemicals, and waste that are produced from it. The workers are the frontline of victims where they are continously exposed to these chemical that are used in production, as the byproduct released from the factory also continue to cause air pollution for the environment around it. People are now living with toxins in their body, making even the natural process of breast feeding a hazard.

Distribution is the follow step where our culture have continue to worship the idea that purchasing of such products would lead to a better living through associating them with emotional pleasure. While we receive a cheap product at a store, we fail to realise that the cost of the product came at a much bigger price of pollution, exploitation of human being, and draining of natural resource to sustain mass production. The "golden arrow" of marketing which is stems from distribution eventually leads to the state of consumption. Leonard states that, while numerous people purchase the product being produced, 99% of these product end up in waste. This phenomena are explained through the concept "planned obsolescence", and "perceived obsolescence". Planned obsolescence is where the product is designed for the dump, at which the product is successfully made and are constantly being changed in order to force the people to buy the next new products (usually electronics). Perceived obsolescence on the other hand makes people throw away the products that are totally useful. Disposal is the final stage where the poeple throw away the product they no longer need. This inevitable process is extremely harmful for the environment due to the nature of how landfills leaks out toxins to the soil and into our drinking water. The world needs to stop and provide a new way to sustain our real needs in life, but to reverse the life style we've been accustom to for so many years will take just as many years of transition. Recycling have been of great help in lessening the impact, but we need to change the way to live altogether.


 * Week 5**

**Bodystorming** As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. Research the definition of 'bodystorming', and write a paragraph describing its characteristics.

After viewing the video 'Part 1: Bodystorming Experiencing a Disability' at http://www.youtube.com/watch?v=nyE5bDqaSwc describe the information revealed to the researchers in the three different case studies for one paragraph each. You should have a total of four paragraphs for this tutorial.

Can you think of how you could use bodystorming and video to help you analyze the design of your major project? It is helpful to keep this method in mind as you work to design your group project. Bodystorming is a technique sometimes used in interaction design or as a creativity technique. The idea is to imagine what it would be like if the product existed, and act as though it exists. The person conducting this technique would personally get up and try things out with their own body, rather than discussing the design with other members sitting around the table. The most common critique of bodystorming is that it is not a proper user-centered method, since it is more often carried out by the designers than the end users.

(Space and Culture, 2009)
The participant was blindfolded and given a stick to help her navigate her surroundings. The test participant for the visual impairment test felt disoriented. When executing tasks she reported a heightened use of other senses to make her decisions. The participant mentally counted how many steps she took after she crossed the street until she reached the steps, she did this for other places too, she also relied heavily on sound and touch to complete tasks.
 * Disability 1: Visual Impairment- Blindness **

The participant had to recite a phone number while answering math questions. The participant found it very hard to do the task and got frustrated during the experiment, the frustration negatively impacted his self esteem. Insights gained from participant 2's experiences is how to use clear narration to assist the user and present enjoyable and challenging activities to improve attention.
 * Disability 2: Cognitive - Attention Deficit Disorder (ADD)**

To give the participant and idea of how arthritis felt, the participant had pens taped to his fingers and wrist to prevent him from being able to bend his fingers and gloves were put over his hands. While doing the experiments the participant expressed constant fears of injury, making him apprehensive even in undemanding conditions. His body temperature increased from using more energy, making him more anxious. His experiences provided insight on using accessible routes, passing space, and using objects made of safe materials to decrease the fear of participation.
 * Disability 3: Motor - Chronic Arthritis**


 * Week 6**

In the interview with David Liddle at http://www.designinginteractions.com/interviews/DavidLiddle, he defines three stages for the adoption of a new technology.

What are his definitions for these three stages of adoption, and how did he apply them to his case study of a camera? Write one clear paragraph for each of his definitions, listing their attributes in relation to the development of the camera. Can you think of another consumer product which has undergone similar developments? Name it. The first phase for the adoption of a new technology is the Enthusiast stage, where the technology is first exploited. These early adapters love and appreciate technology in an aesthetic way and also enjoy exploited the product regardless of its complexity. This applies to the camera case study, because when the astronauts first used it, the function were very difficult to comprehend. Once enough enthusiasts have their hands on a product technology, a user is bound will discover the use of the technology and how to incorporate its use in their daily life. In the case of the camera, it went from being very expensive and complex into something that is simple and crucial as a medium of communication. The enthusiast enjoys product that are waiting for its potential to be discovered.

Once the product has built up enough volumes through the first (business) phase, a entrepreneur will begin researching the maximum price point that consumers are willing to pay for the technology. The second phase is known as the Professional phase, where the technology is developed to help people work. During this state, the priorities of the product have drastically changed. Most of the important controls become automatic, thus buying a 35 mm camera will now incorporate all the complex settings (such as white balance, exposure, shutter speed, film, etc) readily programmed for the user. The professional user enjoys product that increase their productivity, and how it benefit their life style.

Finally, the third stage is the Consumer phase where the technology is now manufactured to the majority at a affordable price. The consumer wants product that changes their life style and provide them a different image in life.

Another product that has undergone similar developments is the Internet. It began as ARPANET, which is limited to military and professional use. Now, thanks to applications such as Wikipedia and other user-generated programs, normal folks can use and form content easily via the internet.


 * Week 7**

**Interaction Architecture and Designing a Questionnaire Write a description of interaction architecture as defined by Mat Hunter at** http://www.designinginteractions.com/interviews/MatHunter and Rikako Sakai at http://www.designinginteractions.com/interviews/RikakoSakai **in relation to their work with Kodak in 1995.**

An information architecture is an extensible series of rules for the design of a certain kind of technology. In their work with Kodak, designers Mat Hunter and Rikako Sakai analyzed what exactly users wanted from a camera, and then create a user experience prototype based on that information. In addition, as you will be creating a questionnaire for your major assignment, read the article at http://www.cc.gatech.edu/classes/cs6751_97_winter/Topics/quest-design/ to help you formulate the question. ** How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms. fd

surveymonkey.com ** A //leading question// implies or forces a certain type of answer or response. This can be done in the phrasing of the question itself, or in the selection of possible answers in the case of a multiple choice question. In the former case, questions should not show bias in favour of one answer over the other. In the latter, multiple choice answers should all be equally likely.

Hypothetical questions utilize unlikely or impossible scenarios as the basis for the inquiry. The respondent may be unable to give a meaningful response, having never before considered the situation, and the data produced is often unclear and practically meaningless; as a result, they should be avoided.

[]
 * Week 8**
 * Human Centred Design Case Study of Cellphones in Developing Countries**
 * Read the online article 'Can the Cellphone end Global Property? at **
 * very carefully

In three paragraphs, describe the role of Jan Chipchase in defining the role of cellphones in the developing world for Nokia, and the benfits of analyzing and defining cellphone use and design in different cultures as part of their market expansion. **

Jan Chipchase is a human behavior researcher for Nokia who analyzes life interactions through taking pictures and snap shots of life. Jan brings about the idea that cell phones are a tool for inclusive capitalism, in that it enables people to be included in capitalism. In the developing world, it is important because it enables people to have access and transfer data, as many homes in the developing nations cannot afford or have the infrastructure for landlines. Those who do not have landlines eventually buy cell phones as it is cheaper gives then access and gives them a personal phone number that can be used in multiple markets.

Since cell phones grant access to markets, it then becomes a tool for generating income. Some people who purchase the phone are able to lend the phone to others who will pay the phone owner for its usage. The owner in a sense becomes an operator of the cell phone in the neighborhood. Not only this, cell phones help other low income earners. For example, cell phones enable fishermen to call markets and find the actual value of their catch, therefore when they sell they can attempt to maximize their profit.

Nokia took the time to research the usage of their cell phones in developing countries and in different cultures, which allowed them to tap into a market that will grow. Nokia is world known, the only thing left is for them to find a way to make cellphones more affordable and adaptable for multiple languages. By doing so, they may even be recognized for its efforts in reducing poverty world-wide.

Design as a Collaborative Process **View the video of Bill Moggridge**. The founder of IDEO, at PICNIC08: Design as a Collaborative Process at []
 * Week 9**

**Describe how he defines 'design as a collaborative process', and cite two examples of how creators involve the people they want to create for in their work, according to Bill Moggridge's lecture.**
 * Find an online example of a product which utilizes his principles of collaborative design, add its URL, and describe its design in three sentences.**

(Hint: Bruce Mau's Massive Change web site also presents examples of these principles of using 'a shared mind'.)

Bill Moggridge is the founder of IDEO. He considers the important aspects of design in the world. Moggridge signifies the role of design through the process of design. He mentions through the practices, changes and working with people that are targeted by the design are successful factors towards a design. The example presented by Moggridge examines the factors of designing sunglasses where it is important to consider physical characteristics of people i.e. the shape of the head, the nose and ears. Furthermore designing something that has a physical behaviour associated with it like a comfortable chair values the importance of capturing how the body works. When designing an interface one must consider beyond the aspects of physiology. Through the design interface it is important not only to consider physiology but rather designing how people think and how the brain works. Moreover it is better to consider cultural differences, cognitive psychology, anthropology, and sociology to see how people are connected together towards new design practices. In order for to have an effective design people should work together in teams. It is important to work with teams with different disciplines that include market analyst, advertising, and engineers. The collaborative process examines the significance of sharing different ideas and opinions for an effective design which creates a strong brainstorming sessions that occur within the teams to cover every aspect of its design.

It is important to involve the people that the design is for. This would help the designers to create products that suit the needs of the people rather than designing products that just focus on them. Bill Moggridge refers to ‘participatory design’ (throat surgery) by integrating the surgeons into the team which made them feel that it was their own project. The design team became more effective because it was working with the people that were going to use the design. Therefore it is important to involve people in the research process to the result process in order to observe whether the technology has higher or lower capabilities. ** Example: Liz Lancaster (Design Collaborative) ** Design Collaborative is a company based in Colorado Springs-based public participation, landscape architecture and urban design firm that creates visionary solutions for people-oriented projects.The firm principal Liz Lancaster provide more than 25 years of experience to each design challenge. She recognizes expertise in facilitating the collaborative process emphasizes open communication, trust and flexibility. Her designs reflect a effective outcome that comes from the mind of home owners, material engineers, and other professionals that would provide insight to its design


 * Citations**
 * [] **

Biomimicry: Janine Benyus and the Biomimicry Institute and Guild **Read the article 'Using Nature as a Design Guide' at** [|**http://www.businessweek.com/innovate/content/feb2008/id20080211_074559.htm?campaign_id=rss_innovate**] **about Janine Benyus, creator of the burgeoning "biomimicry" movement.**
 * Week 10**

Janine Benyus heads both the research nonprofit Biomimicry Institute and the for-profit innovation consultancy, the Biomimicry Guild, and her mission is to show engineers and designers how to translate those ideas into a corporate, commercial context. She is the author of 'Biomimicry: Innovation Inspired by Nature', published in 1997, which discusses how to re-design our interaction with nature by showing deep respect for the natural world as a mentor for our design strategies.


 * Look over examples of her biomimetic principles applied to products in the slideshow located at** [|**http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm**] **and write a short, one paragraph synopsis for each of your three favourite product designs.**

More Information: Janine Benyus' TED Talk 12 Sustainable Design Ideas from Nature []


 * //High Speed Train//**
 * The **500 Series Shinkansen bullet train ** in Japan is easily one of the fastest at top speed of 200mph and also one of the most silent trains in the world thanks to its design. The biomimic nose design was inspired by a **kingfisher's beak. This sharp design easily penetrates through air resistance which ultimately reduces noise pollution. To further the silence is the biomimic owl inspired small serrations on the sides of the train, which also help cancels out the sonic boom effect when it enters a tunnel. The natural design of kingfisher have yield a significant advantage as an inspiration for aerodynamic designs.

Columbia Forest Products manufactures makes panels used in high-end cabinetry and furniture as well as various flooring surfaces. The researchers in the company have developed a ultrastrong glue that contains no toxins inspired by the composition of the secretions mussels use to cling to surfaces underwater. This product is one of the most widely use in industrial manufacturing, and can help the environment through both the production of the glue, and also the disposal of products made from them.
 * //Toxin-free Glue//**

The German Company Sto have created a special paint based off the hydrophobic surface structure of lotus leaves in the quest to produce self-cleaning paint. Their scientists studied the microscopic structure of the leaves in its design of repelling water, and produce a paint that not only repels water but also avoid toxic detergents. The paint's characteristic help it to clean itself which lowers the cost of cleaning, and also lower the use of producing chemicals specific to cleaning the walls. This product is perfect in both industrial building and personal houses which is part of everyone's daily life.
 * //Self Clearning Paint//**

Glen Farrelly: Questions on Usability and Accessibility One of my future colleagues at University of Toronto's Faculty of Information is doing research on usability professionals' attention to issues of accessibility in web design. Given that Ontario is considering policy that government communications are accessible to various groups by 2011 and will try to mandate similar accessibility concerns in the private sector in 2013, understanding accessibility concerns will become a key concern for communication professionals in the very near future.
 * Week 11**

[]- basic introduction to various forms of accessibility in web communications []- integrating accessibility in design
 * Glen's asking a series of questions to usability professionals in interviews - his abbreviated list is below. Answer the below questions briefly in consideration of the material on these two websites:**

** 1. How would you describe web accessibility? ** Web accessibility is the basis of design concept that allows a wide range of audience to extract and navigate contents written in the website. The most peculiar part about web accessibility is to incorporate features that provide assistance for people with disability (such as colour blindness, and any other form of visual impairment). Professionally written websites often provide color sheets that allow the user to change the colors of the web page to accomodate their disability, and the simplest form is providing a website with monochrome color scheme or any other color scheme that assist color blind users in reading the contents. Web accessibility also deal with normal people to enhance the effectiveness from their usage of the website.

Everyone can benefit from accessible websites that ranges from people who are experts in gathering contents online to people who have never been exposed to the world of internet. A lot of website nowadays are slowly including features such as magnifying text, color sheets, and help options to assist any difficulties that may encounter with a website. The most used feature nowadays is websites that allows you to pick high resolution or low resolution webpage to accomodate web users who uses different internet service.
 * 2. Who do you think benefits from accessible websites and how? **

**3. Do you think your website/blog should be accessible? Should all Canadian websites?** I believe that website/blog should be made accessible as a foundation for all website design (especially corporate websites), because effective communication should be the foundation in everything we do, or else why bother to communicate at all. At the end, it is up to the creators intention in their website/blog, and they should have the option of not making their web content accessible as an exercise for freedom.

The biggest challenge is to accomodate users with different preference, knowledge, and disability on website accessible. An example of a good feature is google's ability to translate websites of different language to the preference of its user, thus allowing people of different origins to view the content with ease. Cost is also another factor, but should not hinder the development of accessibility for future web designers.
 * 4. What do you think is the biggest challenge of making a website accessible? **