Ka+Ki+Lee

= = = = = = = = =__Week 1__=
 * 3 Articles on the design and designer behind the iPod, Jonathan Ive**

> 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.** > 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?** > 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?**
 * **Inside the Apple iPod Design Triumph
 * **Jonathan Ive at the Design Museum
 * **Who Is Jonathan Ive?
 * Answer: **

=__Week 2__=
 * Case Studies on Ergonomics **

> > =__ Week 3 __=
 * Examples of Ergonomics, Task Analysis and Seven Case Studies**
 * **List the three definitions of 'ergonomics'.**
 * **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'.**
 * **Find an example of a product which is ergonomically sound, and add a link to an article about this product.**
 * Answer: **
 * Physical ergonomics: is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. (Relevant topics include working postures, materials handling, repetitive movements, work related musculoskeletal disorders, workplace layout, safety and health.)
 * Cognitive ergonomics: is concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. (Relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design.)
 * Organizational ergonomics: is concerned with the optimization of sociotechnical systems, including their organizational structures, policies, and processes.(Relevant topics include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, virtual organizations, telework, and quality management.)

http://other90.cooperhewitt.org/ 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. Answer: - concern of the social problem - avoid the environmental problem - provide the higher living quality - products can be re-use or recycle - educate the people about social resonsible ** =__Week 4__ =
 * Design for the Other 90%' at the Cooper Hewitt Museum **
 * Tutorial Question:

'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.
 * "Story of Stuff"**
 * Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.

Answer:** Annie Leonard states the differences between the simple materials production process and the real production process nowadays. She mentions the five based process of material economy, extraction, production, distribution, consumption, disposal or perhaps, recycle. These processes are all we have already known, but Annie said there are lots more than this simple process. But why the world is now become to a material economy?

The term extraction defines as we extract the natural resources from the plant. Annie mentions that when we take the resources from the planet, we are actually harming the planet at the same time. We are now using more resources than it grows, and most of the resources are limited. We have already consumed one third of the world’s natural resources. Some of the countries like U.S., they only have 5% of the population but they use a lot more than their population size. After they spent their whole resources, they will spend the other countries’ resources, such as the third countries. The problem of extraction is straightly related to production. Once the third countries’ resources are all used, those poor residence have no choices to being in their countries, they need to move to the core countries to be a part of them. Production is one of the serious problems that they are not just burning the natural resources, during the production process, they involve toxic to produce the products. And we are using the toxic products everyday. Annie states that some of the producers want to externalizing the cost so that they move the production factories to other countries. Annie mentions an example of the radio price. The price we are paying is not actually equal the cost of the product. The purpose of doing that is to attract the consumers to but their products. They will not lose money because they have externalize the cost.

The most important part is called consumption. The past U.S. president told us to shop, to buy more to simulate the economy but not about health care, education, safe transportation, sustainability and justice. Annie simply states that if we buy more, then we will waste more. She said that nowadays, we are only using 1% of what we bought in a week. So 99% will be go to garbage. The disposal process will also harm the planet. It will burns the toxics out from the wastes.

= __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.

**Answer:** __**Bodystorming**__ Bodystorming is the process of creating a tool or a product by trying out with the body experience. This process needs the human interaction with the re-creation products and then improve it by keep trying it. For example, wheel chair must go though the bodystorming process in order to release to public uses.

__**Case 1 - Visual Impairment - Blindness**__ In the first case, the woman in the video is visual impairment. The bodystorming task is asking her to hold a stick and try to use the stick to feel and to hear the barriers on her way. she can aslo use the stick to estimate the distance to the barriers so that she will not hit the barriers. This task is basically asking her to highly depend on other sensory such as hear and touch. Therefore, the stick can compensate the visual impairment by using a stick. In case two, the participant was given a task that recall the telephone number when he was playing video game. The result is that he couldnt clearly or correctly recall the telephone. This task is helping people to improve the attention while working on other stuffs. From the beginning, it's hard to focus and clearly recall it, however, when people try harder and longer, it can improve the ADD.
 * __Case 2 - Attention Deficit Disorder (ADD)__**

The third participant is trying to simulate to have chronic arthritis. The participant was expanding the energy and so his temperature rise and therefore causes him fear of injury. Also, the task also requires to move the objects around and figure out the spaces need for a chronic arthritis patient. =__Week 6**:**__=
 * __Case 3 - Chronic Arthritis__**
 * Three Phases for the Adoption of a Technology **

In the interview with David Liddle at [], 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. ** **Answer: Enthusiast stage**: This stage are just the little group of people that follow with the inventor's idea. They will try the newest products and exploiting the products. They are the elements that improve the technology and perhaps make the product to become popular to public. In order to relate to the camera, at the enthusiast stage, it is very hard to operate it. And it almost required a PhD in optics to operate it. __**Consumer stage:**__ The final stage is that the products are now become popular and common to the people. The price of the product should be cheaper than before and the skill requirment of using the product is lower. Most functions should be automatically operated. The camera is now being more easily to use by individual. It doesnt require a PhD or professional to operate. The fucntion of the camera is now mostly automatic. The price of camera can be afforded by individual now.
 * __Professional stage:__** Once after the enthusiast stage, people are starting to try the product and then bring it to a consumer product. At the beginning, the 35mm camera eas still very expensive and hard to control by people. It generally can not afford by the individual. Only the group of professional with camera can handle it. Most of the functions are manually control. However, compare to the first stage, there were a lot people are famliar with the camera and start seeking for one they can afford and handle.

=__Week 7:__  =
 * Interaction Architecture and Designing a Questionnaire **


 * Write a description of interaction architecture as defined by Mat Hunter at** [] and Rikako Sakai at [] **in relation to their work with Kodak in 1995.**

In addition, as you will be creating a questionnaire for your major assignment, read the article at [] to help you formulate the question. **How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms.

surveymonkey.com**