ostil


 * __W1__**

The emergence of the IPod created a whole new style of digital music and a product that became increasingly popular as a music listening device. However, the design of the IPod depended heavily on the help of outside companies. This caused Apple to have an unusual business model. To begin with, Apple relied on a platform called PortalPlayer. This was a third party design used for their high quality sound and devices. Apple therefore became business partners with PortalPlayer and together, they set 4 criteria for other members of their design chain. They were chosen for their highest quality sound, off-the-shelf components, cost and time to market. The work of Jobs and Ive in their products was new when compared to existing designs. Unlike other designs, they paid great attention to small details such as cables and power adapters. One example is the iMac and the handles on the machine. This allows it to be easily moved and is clearly designed for hands. The G4 Cube design was a techno-core created for the Power Mac G4 Cube. It is suspended inside by a single piece of plastic; another new feature compared to other computer designs. This was done to create simplicity in both visual and audio aspects.
 * 1) Describe the unusual business model used in the ipod's fabrication as developed by Apple.**
 * 2) 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? **


 * 3)** The Apple design team is a key part of the company. Unlike other companies, Apple purposely keeps their team small, with individuals who are experts and dedicated to their work. This team is very important because the company understands that without a concrete design process, the success of the project is at risk. There are companies that are trying to compete with Apple such as Dell, Hewlett-Packard, and Microsoft. What these companies lack however, is focus, skills and risks.

**__W2__** a) A science focused on designing for human need in the best possible way  b)  Aims to create designs to suit working conditions to prevent any hindrances c) Contains five aspects: Safety, Comfort, Ease of Use, Productivity and Aesthetics An additional recommendation that could be proposed as a solution to the problem could be a redesigned seat. This seat could help support the neck, back and arms to provide comfort to the operator. It could also help support the forearm, keeping the wrist in a proper position. Ergonomic mouse pad http://www.ergoware.com/revo-keyboard-tray-with-nylon-glide-arm-p-337.html
 * 1) What is Ergonomics? **
 * 2) Case Study 7: Truck Operators. **
 * 3) Ergonomic Product **


 * __W3__**
 * //Design for the other 90% //**** is an exhibition where designs of low-cost inventions are displayed that aim to provide solutions to various areas of life in poverty countries. For example, countries in Africa have such designs targeted for them. The following five items will discuss five characteristics these product designs share: **
 * 1) ** Local Resources: Many of the products are designed with local resources allowing them to be easily created for a low cost. **
 * 2) **Low Cost: All the designs are aimed at using extremely low cost to ensure they are affordable for the people **
 * 3) **Ergonomic: The products are easy and simple to use. They do not require any training and can be used as part of the people’s daily lives. **
 * 4) ** Environmental: Each design is created to be environmental friendly. They do not pollute the environment and can be reused. **
 * 5. Daily/Work Lives: The products help the users complete their daily and work tasks with more efficiency allowing them to accomplish more

**


 * __W4__**

In her video, Annie Leonard examines the concept of “materials economy”. In his study, she describes it as the current economy but specifically on the material goods created and how they are consumed. Leonard points out that the system is not a sustainable one. It is in fact a “linear system in a finite planet”. She states that this linear process cannot continue running indefinably and will end over time. Leonard takes this linear process and divides it into five main categories. These categories are extraction, production, distribution, consumption and disposal. To begin, extraction is the removal of the Earth’s resources in order to create the desired goods. Next, the production step takes the resources collected and through labour, creates the products. This is where the most pollution occurs according to Leonard’s study. Third is the distribution which is the selling of the product to the consumer market. Consumption follows next which is the use of the good by the public. The study looks at the over consumption of products by the consumers. Finally disposal ends the process. This is the removal of old products in order to be replaced by “better” ones. The purpose of Leonard’s study is explain the harmful affects of this process. For example, in the extraction step, many of the resources are taken from third world countries. They are exploited for personal gain, often being wasted. In the production stage, many toxic chemicals pollute the air in order to create the products. Also, many trucks and other vehicles are required to distribute the products. This also wastes away resources. Human efforts are also exploited in order to create the product for a cheap cost. In the end, many efforts and resources are wasted just to satisfy personal (company) gain. However, as Annie Leonard stats in the beginning, this process is not a sustainable one. Over time, the resources will run out and the process will end. 

//**What is Bodystorming? **//  //Bodystormining is a technique used to “brainstorm” ideas. Unlike brainstorming however, bodystorming involves using your own body to test out new things. Moving around and putting the body under certain conditions allows one to experience these situations. This helps provide information in designing products that focus on these body situations such as disabilities. // //**Blindness: **//  //In this test, the participant was blindfolded to simulate blindness disabilities. This forced her to rely on her other senses such as touch and hearing to compensate for the lack of vision. She also compensated by remembering features about similar environments such as the amount of steps certain stairs had. This case helped provide information on multi-touch, textured interfaces for those with visual disabilities. // //**ADD: **// //<span style="font-size: 10pt; color: black; font-style: normal; font-family: Arial; mso-bidi-font-style: italic;"> In this test, the participant was told to narrate phone numbers while trying to do math problems. This was a method to help simulate those with ADD and to create the difficulties and frustrations that occur when dealing with simple tasks. This case helped provide information on creating activities that are user-friendly and that limit quick distraction. //<span style="font-size: 10pt; color: black; font-style: normal; font-family: Arial; mso-bidi-font-style: italic;"> //**<span style="font-size: 10pt; color: black; font-style: normal; font-family: Arial; mso-bidi-font-style: italic;">Chronic Arthritis: **// <span style="font-size: 10pt; color: black; font-family: Arial; mso-tab-count: 1; msobidifontstyle: italic; msotabcount: 1;"> //<span style="font-size: 10pt; color: black; font-style: normal; font-family: Arial; mso-bidi-font-style: italic;">In this test, arthritis was simulated by having the participants’ hands and arms bound with pencils and gloves to restrict their use. The participant reported being afraid of injuring himself because of this restriction. He also reported that increased body temperature increased the anxiety. This case helped provide information on creating safe material objects and spatious areas. //
 * __W5__**

In an interview with David Liddle, he discusses the topic of the adoption of new technology and describes three stages in which this is possible. These three stages are the enthusiast stage, the professional stage and the consumer stage. To begin Liddle discusses the enthusiast stage, stating that this is where there are people who positively accept the object and of those who enjoy exploiting the technology used in the object. Liddle uses the example of the 3mm camera. Here he explains how initially the camera was designed for astronauts, not for the common enthusiast. However, through enthusiasm, the object became used for professional photography. This in turn leads to Liddle’s next stage; the professional stage. This is when people use the technology because it helps equip them better for their work. Also the product becomes easier to use to the point it does not require intense training to understand. Again, Liddle looks to the camera example and discusses how changes to the camera made the object easier to use compared to its use in the “enthusiast stage”. The last step in Liddle’s process is the consumer stage. This is when the product becomes accessible to the common user. The cost decreases and the use of the object becomes more accessible to an untrained user as well. Using the camera as an example again, camera nowadays have automatic settings which calculate picture aspects such as lightning so that the user does not have to worry about it.
 * __W6__**

One major example of a consumer product that follows these stages would be the computer. Initially the computer was for military and science development. It required a lot of training and knowledge to operate. However it pass through these stages that Liddle outlines and now it available to the regular consumer.


 * __W7__**

In his article, Mat Hunter outlines the term interaction architecture. This is essentially designing for simplicity and user friendly functions. Hunter describes his experiences of designing the interface for the Kodak digital cameras. He discusses how when designing the interface, one would need to know about how the camera works. Hunter wanted to be able to allow the camera to be socially friendly as it is a technology for sharing. Thus he aimed to allow the interface the ability to be used in partnership with other devices. Rikako Sakai also worked on the design interface of the Kodak. Her focus photo stitching which allowed for long panorama images. This technology was difficult to use for the common user, and therefore, Sakai aimed at making it a more friendly step-by-step process. A Leading question are questions that imply an answer, usually a biased one. When dealing with a survey, all questions should objective, allowing all answers to have an equal change of being selected. There should not be any influence on the respondent’s answers. A Hypothetical question isn’t based on reality or fact but rather fantastical views. This however causes the respondent to provide their input on something they have never encountered or have no knowledge about. This is problematic because the data collected from such situations is not valid.


 * __W10__**

The high speed train caught my interest because of it’s shape. It is interesting to see how the design was modelled after the kingfisher’s beak. The connection between the two is very abstract that it would be the last thing I would have thought of as an influence. Also using the concept of adding small serrations similar to owl feathers in order to reduce noise also interested me. Again, the connection between two flying animals with a train is very abstract. The bone furniture also caught my attention. People create all sorts of strange furniture, but I really liked this one. The designer based his furniture designs off bone structures and by mimicking the process by which bones develop. This is a very unique design. Finally I also though the bio-inspired color display was very helpful. As we live in a very digital and technological society, anything that helps reduce power consumption in our daily technology is a positive thing. This technology looks to the way butterflies show off their colors or peacocks display their plumage. Using this concept, the visual displays use tiny structures to reflect light rather then showing tiny pigmented pixels. This in turn helps reduce the power expelled by the device.


 * __W11__**

1. How would you describe web accessibility? Web accessibility is essentially designing a website to allow people with various disabilities to navigate and use the website. It is also designing for the common user to be able to access the information easily and in a logical manner.

2. Who do you think benefits from accessible websites and how? Everyone benefits from accessible websites. However, those with disabilities such as vision or hearing impairments would benefit most from accessible websites. Such websites will cater to their needs and allow them to navigate it. For example, making websites navigation without using a mouse (through a keyboard instead), having larger text and using user friendly colors for those who may be color blind. Also having audio to read out the text will also help those who are hard of hearing.

3. Do you think your website/blog should be accessible? Should all Canadian websites? Ideally I believe that all websites should be accessible. The internet is to allow the world to connect no matter who is using it. However I know that this would be impossible. Some websites aim at being creative and adding accessible features may hinder the design of the websites intended look. Also some web designers just don’t have the time or ability to create a fully accessible website. Nonetheless, I believe that they should be, and would be in an ideal world.

4. What do you think is the biggest challenge of making a website accessible? The biggest challenge I think would be making it accessible to all types of disabilities. There are a wide variety of needs when it comes to websites, and incorporating them all into a website would take a lot of work and time. It almost seems that through making a website fully accessible, it would in turn cause it to be confusing and in a sense, less accessible.