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 * __Week 1__**

The unusual business model focused on the new and latest design of developed by Apple iPod is targeted by the classic Apple fashion. The unique design approach was targeted by Portal Player which Apple chose to become the base platform for a variety of audio systems. Apple continued to focus on the design of highest quality sound and dedicated MP3 decoder and controller from Portal Player, Wolfson Microelectronics, Stereo digital-to-analogue converter, and a flash memory chip from Sharp Electronics Corp. Furthermore a model for a high-quality portable audio player was contributed by Toshiba for the overall design and for the guidance about heat dissipation and shock tolerance. The downfall of Apple’s design was portrayed by their engagement of other chain partners. This led Apple’s overall design to be at risk. However the product of Apple’s first design chain strategy has been a success.
 * Question 1: Describe the unusual business model used in the iPod’s fabrication as developed by Apple. **

The team of Jobs and Ive do not focus on the overall product but rather on the experiments into new tools, materials and production processes His passionate attention towards design detail developed the equally innovative new products such as the Cube, the iPod and the PowerBook G4. The form and color of his design approach was integrated by the perception of the nature of an object which was defined by the historical and cultural context of an object’s design. The success of the team of Jobs and Ive was presented by the ‘ground-braking’ product as the iMac, iBook, the Power Book G4 and the iPod Mp3 player.
 * Question 2: What distinguished the work of the team of jobs and Ive in relation to products designed by Apple? What new materials are enabling different design? **

The success of Apple’s design magic is captured by the passion of working together as a team. The focus of Ive is to continue to create and demonstrate Apple’s unique creativity through the design of beautiful things. The designers at Apple focus on the maintenance of developing a high standard employment environment where they can continue their uniqueness to innovate new things. Furthermore they operate at an extremely high level both individually and as a group. An example of their success is presented by the first computer made out of titanium in 2001. The differentiation of Apple products from other product designers is the ‘fits and finish’ through the process and material news for their production. The importance of Apple design team focus on Ive’s design process which revolves around making and remaking models to visualize new concepts. His team works closely and intensely with engineers, marketers, and outside manufacturing contractors to help them design and build the products. This eventually helped them to become the leading innovators in the use of new materials and production process.
 * Question 3: Describe the importance of Apple’s design team. Are other companies trying to compete with Apple by creating their own design teams? **

__**Week 2**__

** **Examples of Ergonomics, Task Analysis and Seven Case Studies** **1. Physical Ergonomics-** deals with the human anatomical, anthropometric, physiological and biomechanical characteristics that relate to one’s physical activity. Examples of physical ergonomics include working postures, materials handling, repetitive movements, work-related musculoskeletal disorders, workplace layout and safety and health. **Part B: 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'. **  **Case Study 5: Shopping Centre, Car Park and Pedestrian Access **
 * Case Studies on Ergonomics
 * Part A: ****List the three definitions of Ergonomics**
 * 2. Cognitive Ergonomics-** deals with the mental process, perception, memory, reasoning, and motor response. These elements affect interactions among humans and other elements of a system. Examples include metal workload, skilled performances, human-computer interaction and work stress.
 * 3. Organisational Ergonomics-** deals with the sociotechnical systems which includes organizational structures, policies and process. Topics include communication, work design and ream work

**Advice: ** Ensure proper and clear path layouts are done around and within the complex for pedestrian at all times. Have slip resistant mats that are placed within the complex that have proper signage placed around slippery or wet areas to avoid any incidents. The Foot Machine Footrest http://www.ergoware.com/the-foot-machine-footrest-p-694.html
 * <span style="color: rgb(0, 0, 255);">Part C: **<span style="color: rgb(0, 0, 255);">**Find an example of a product which is ergonomically sound, and add a link to an article about this product.**

**__Week 3__** **<span style="color: rgb(0, 0, 255);">List five characteristics of socially responsible product design. **<span style="color: rgb(0, 0, 255);"> **Africa**
 * <span style="color: rgb(0, 0, 255);">Choose a country on the web site's map, and read through the description of the products designed for that country. **<span style="color: rgb(0, 0, 255);">

** One Laptop per Child ** One Laptop per Child is a profitable and an educational tool that promotes learning, information, and communication to children in developing countries. Providing Solar-powered hearing-aid battery recharger is an affordable technology designed to people with hearing disabilities. Personal Internet Communicator provides an affordable price for basic computer functions and Internet access. **Kenya** **Ceramic Jiko** Kenya Ceramic Jiko is a portable stove designed to reduce fuel consumption and leads to better overall heath for the user. Q Drum ** A well designed container that transports clean and portable water that is easy to access when needed.
 * The Solar Aid **
 * AMD Personal Internet Communicator **

**__Week 4__** “The Story of Stuff” is a video composed by Annie Leonard in which it captures the warning against consumerism and global corporations. Annie Leonard describes the system of the ‘material economy’ as a system of crises. It is a linear system with limits and regulations that interacts with every system in the real word that includes society culture and environment. Moreover it is a system that is destroying the earth. The main argument that Leonard proposes in the video is that we have destroyed our futures, our resources and health.
 * <span style="color: rgb(0, 0, 255);">Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions. ** <span style="color: rgb(0, 0, 255);">

In the video the “Story of Stuff” Leonard proposed the term ‘materials economy’ as she refers to humans and the ultimate cause of the destruction due to their shopping habits. Leonard defines the system through a process of extraction, production, distribution, consumption and disposal. Most importantly extraction is referred as trashing the planet by running out of resources. Furthermore she defines production as ‘using energy mix toxic elements with natural resources’ (Leonard). These toxics are being taken in and out of the systems and producing toxic products. An example that Leonard presents in the video is breast milk. These toxic products are mixed into food chain violating the health of human active nurturing.

A key element in the system was quick production which pushes individuals to keep buying. Keeping the prices down, proper advertisement and upgrades on the products’ is always available attracting the consumers to continue buying. The most important factor is determined by continues rise of technology. An example that Leonard presents that proves the rises of technology are computers where new models are being produced. Furthermore women’s fashion is symbolized as a successful element creating a consumer economy and externalizing the true cost of production. 1.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> **Planned Obsolescence:** It is designed for the dump- creating stuff with a limited time span where they become useless and allowing consumers to throw them and buy new ones. 2.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> **Perceived Obsolescence:** To convince individuals to throw their stuff even though they are still useful by creating upgrades to the product. 3.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> **Advertisement:** Television ads inform consumers what they should have and don’t have.
 * Creating the ‘materials economy’: **

<span style="color: rgb(0, 0, 0);">**Part 1: The Characteristics of Bodystorming** Bodystorming is a technique sometimes used in interaction design or as a creativity technique. It is used for design purposes to formulate new product ideas in an interactive environment. Bodystorming refers to the idea of design teams to act out issues and techniques. The purpose of bodystorming transforms ideas and concepts into physical experiences that allow individuals to investigate different qualities n a physical setting. Furthermore bodystorming help demonstrate ideas and situations with groups of people which helps create a collaborative framework towards testing new ideas and technologies.
 * __Week 5__**
 * <span style="color: rgb(0, 0, 255);">As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. ** <span style="color: rgb(0, 0, 255);"> **<span style="color: rgb(0, 0, 255);">Research the definition of 'bodystorming', and write a paragraph describing its characteristics. **<span style="color: rgb(0, 0, 255);">
 * After viewing the video 'Part 1: Bodystorming Experiencing a Disability' at [] ** ** describe the information revealed to the researchers in the three different case studies for one paragraph each. **


 * Part 2: Bodystorming Experiencing of Disability**

The cases presented in the video Body Experiencing of Disability it captured three forms of disabilities: Blindness, ADD (Attention Deficit Disorder) and chronic arthritis. In the first case the participant felt disoriented and when performing tasks she reports high use of other senses and relied on them to make her decision. Therefore it is important to create products with multi-sensory approaches that contain sound and touch.

The second participant had ADD (Attention Deficit Disorder) in which he found difficulty in performing tasks and frustration which caused him to have negative self-esteem. As a result the use of clear narration is important to present enjoyable and challenging activities to improve actions.

The last case mentioned Chronic Arthritis. The participant experienced constant fear of injury and an increasing feeling of apprehension. His body temperature rose adding to his anxiety, As a result there must be passing space, accessible routes, and tangible objects that are composed of safe materials. Moreover there should be further research for speech recognition system that would strengthen interaction for people with arthritis.

// Bodystorming Experience //. __Proboscis: Pioneers of Pie in the Sky.__ 7 Jan 2007. 7 Feb 2009. <span style="background-image: initial; background-repeat: initial; background-attachment: initial; -webkit-background-clip: initial; -webkit-background-origin: initial; background-color: white; background-position: initial initial;">http://proboscis.org.uk/bodystorming/index.html.
 * Sources **


 * __Week 6__**

David Liddle is a project leader for Xerox Star, founder of Metaphor Computer and head of Interval Research. He describes three phases for the adoption if a new technology. The Enthusiast stage focuses on users who enjoy a new technology that is difficult and challenging allowing them to find new ways to improve products that might require for specific qualifications from a user. Most importantly they focus to improve products that might be complicated to use. In the interview Liddle uses and example to explain this stage. He uses a camera as an example where he expresses that when they first arrived they included functions that were complicated to use and only professional photographer can work such cameras. However adopting to new technologies an enthusiast would find a way in which changes can be made on the camera making it more practical and can possible used at a work place. In the Professional stage, the product has been fixed and stabilized. The industry focuses on the rise of technology where it has become easier to operate allowing it to reach a reasonable price point. The camera is still expensive however its operations became easier to use. The buttons become automatic and has easy options. This allows the user to depend on the camera to operate the different functions. After the technology become standardized it becomes cheaper in price. The product is ready to be sold in marketplaces. Therefore in the consumer phase the product is priced based on supply and demand. Through the rise of technology products become more appealing to consumers where they can purchase products that suit the qualifications they are looking for. Furthermore prices of products change due to new innovations and adaption. An example is presented by different brand names that make cameras offering the products in more colours which become more appealing to the consumer.
 * <span style="font-size: 10pt; font-family: 'Times New Roman', Times, serif; color: rgb(0, 0, 255);">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. **<span style="font-size: 10pt; font-family: 'Times New Roman', Times, serif; color: rgb(0, 0, 255);">
 * Enthusiast Stage **
 * Professional Stage **
 * Consumer Stage **

<span style="display: block; font-family: 'Times New Roman', Times, serif; text-align: left; color: rgb(0, 0, 255);">
 * __Week 7__**

**Write a description of interaction architecture as defined by Mat Hunter at**
<span style="font-family: 'Times New Roman', Times, serif; text-align: left; display: block;"> <span style="background-image: initial; background-repeat: initial; background-attachment: initial; -webkit-background-clip: initial; -webkit-background-origin: initial; background-color: white; font-family: 'Times New Roman', Times, serif; text-align: left; display: block; background-position: initial initial;">

****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.**
Part A ** Mat Hunter describes the interaction architecture theory focuses on designing an extensible series of rules that would allow more cameras to be designed. Digital photography was new for consumer cameras. It was all about sharing ideas within photography. They created a ‘user experience’ prototype which allowed the user to take a picture, delete it and share it with others. Moreover they created a big box that connected the camera and cord to a computer. However the deign was integrated into a digital camera where Kodak used the ‘user experience’ prototype and turned it into DC210.

Rikako Sakai involved in the development of creating software called PhotoStitch. It is software that helps users to edit images by using animation that was strictly useful for beginners. Sakai started the development of version 3. However the structure of the older version was not user friendly and there were too many steps to stitch. She came up with the tab interface instead of the instead of step-by-step.
 * Part B: Questionnaire **
 * Leading Question: ** A leading question is one that requires a certain type of answer. In this type of question it is easy to make this mistake not in the question, but rather in the choice of answers. These formats are done in a closed format question where it must supply answers that not only cover the whole range of responses, but that are equally distributed throughout the range. Examples of answers in a leading question are: superb, excellent, great, good, fair, not so great.
 * Hypothetical Questions: ** A hypothetical question is a type of question where it positions the participant in a situation that they may have never considered or faced before. It is a type of question that does not give you an answer. The type of question can be based on a real situation or fantasy.

Can the Cellphone Help End Global Poverty? By Sara Corbett Jan Chipchase is a ‘user anthropologist’, who is interested in research that deals with human behaviour of people. He continues to accumulate the research about human behaviour that he can share with the cellphone company Nokia. His main goal is to capture the different forms and ways of communication to try and promote new technologies that would cater people all over the world. In an increasingly transitory world Chipchase states that the cellphone is becoming one fixed piece of our identity” (Corbett, 2008). He supports new designs that engage people to benefit from the new technology and thus allowing Nokia to make better phones. Moreover economists believe that cellphones have and ‘economizing effect’ that can restructure developing countries. “Just in time” technology allows people to communicate as they move. The importance of this technology helps people connected with one another before meeting at the designated or planned place. Just in time is efficient as it avoids people meeting in the wrong place or having to waiting for the arrival of someone.
 * __Week 8__**
 * <span style="color: rgb(0, 0, 255);">In three paragraphs, describe the role of Jan Chipchase in defining the role of cellphones in the developing world for Nokia, and the benefits of analyzing and defining cellphone use and design in different cultures as part of their market expansion. **<span style="color: rgb(0, 0, 255);">
 * Human-Centred Design Case Study of Cellphones in Developing Countries **

In addition to cater the needs and wants of Nokia consumers its design is important to be accessed world-wide. Cellphones have become important to increase people’s productivity allowing them to be reached. It is presented by the example provided in the article; a live-in housekeeper in China was bond to her job until she got a cellphone where new customers can now call and book her services (Corbett, 2008). Chipchase relates the importance of cellphones as allowing individuals within growing populations to have a ‘fixed identity’ (Corbett, 2008). This allows a person to be in contact. Furthermore cellphones are important as they be used for emergency needs and to connect with people across the world. In addition cellphones have text messaging options SMS (Short Messaging Service) where it allows people to ask anonymous questions that deal with taboo subjects like AIDS (Corbett, 2008). Cellphones come in different designs allowing countries economy that targets the needs and wants of a consumer’s preference. Overall Chipchase’s research has been successful towards Nokia. He has created different elements of designs that combine different technologies into one device (i.e. text messaging, camera, internet, ect) that fits one’s lifestyle and culture. []
 * Citations**


 * __Week 9__**
 * <span style="font-family: 'Times New Roman', Times, serif; color: rgb(0, 0, 255);">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. **<span style="font-family: 'Times New Roman', Times, serif; color: rgb(0, 0, 255);">

**<span style="font-family: 'Times New Roman', Times, serif; color: rgb(0, 0, 255);">Find an online example of a product which utilizes his principles of collaborative design, add its URL, and describe its design in three sentences. **

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. 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 business factors, 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.

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. Bruce Mau Design is a business and cultural design studio. They are a group of experts from different disciplines to design actions that create change by any means necessary. Nokia looked to BMD for help to increase the level of their technology and improve factors to create differentiations between other brands. Working in a collaborative way allowed Nokia to redefine “Nokia-ness” and compose new trends. BMD took everything into consideration; product offering, the tools of communication, social behaviour, and material innovation. The strategic platform covered the company’s mission and made “Nokia-ness” in motion.
 * Example: Bruce Mau Design (Nokia) **

[]
 * Citations**

**__Week 10__** <span style="font-size: 10pt; font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 255);"> **<span style="font-size: 10pt; font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 255);">Look over examples of her biomimetic principles applied to products in the slideshow located at ****<span style="font-size: 10pt; background-image: initial; background-repeat: initial; background-attachment: initial; -webkit-background-clip: initial; -webkit-background-origin: initial; background-color: white; font-family: Arial; background-position: initial initial;">[] ****<span style="font-size: 10pt; font-family: Arial, Helvetica, sans-serif; color: rgb(0, 0, 255);"> and write a short, one paragraph synopsis for each of your three favourite product designs. ** Antibacterial Film The most common antibacterial technologies including antibiotics like penicillin that kills bacterial microbes. It was targeted by an Australian Company Biosignal who researched a type of seawood in would naturally prevent bacteria from gathering. It developed a film that blocks bacteria from occurring by jamming which interferes with the signals used by microbes to interact with one another. An example applies to contact lenses where it prevents bacteria to build which helps to avoid any harmful bacteria from building.
 * Keeping the Bugs Out **

Bone Furniture Joris Laarman in Rotterdam in the Netherlands designed this skeleton key as a line of furniture which is structured the same way as bones. This key forms a strong, almost architectural matrix support. The idea of the chair being a piece of furniture symbolizes he process by which bones grow over time. The design of this project has become a success where for instance allowed General Motors (GM) to develop a series of car parts. These parts are lighter than other components but are just as strong.
 * Skeleton Key **

Sonar-Enabled Cane Sound Foresight, a small company in Barnsley, England that designed the UltraCane. This device aims to focus on people with vision impairment. The UltraCane uses a sonar-like technology that is similar to the way bats travel in the dark. The device sends out waves that sense upcoming objects, such as street signs and people. Furthermore it provides a warning through the canes handle allowing them to be warned of the oncoming obstacle.
 * Echolocation **


 * __Week 11__**
 * <span style="color: rgb(0, 0, 255);">Glen Farrelly: Questions on Usability and Accessibility

1.How would you describe web accessibility? ** Today, technology plays a vital role in society. With the increase rise of web accessibility, people with disabilities can do more things themselves without having to rely on others. A web accessibility is a source that caters all people i.e. people with cognitive disabilities, hearing, vision. Overall we accessibility allows people with disabilities access different kinds of information. People with disabilities benefit from accessible websites, the major categories of the types of disability are visual, hearing, motor, and cognitive. People with vision impairment can access information through screen readers with voice recognition that can read aloud text from the computers. Furthermore people with hearing disabilities, would rely on visual and textual sources along with using video and audio systems. Individuals with motor, or are slow in response time, or limited fine motor control can be assisted by straight forward directions where they can access the information needed. Finally people with cognitive disabilities include learning disabilities, distractibility, short term memory or people who are not able to focus on large amounts of information. Therefore it is important on web accessibility to provide sources that would caater the wide range of cognitive disabilities. Yes I think that website/blog should be accessible so all people would have access to information equally. Furthermore I think that all Canadian websites should be accessible where newer technologies can be designed in other countries to assist people with disabilities. The biggest challenge of making a website accessible is the factor where one must be able to provide a solution that caters people with all different kinds of disabilities. However it is mostly important to focus on the major disabilities which include hearing, visual, motor and cognitive.
 * 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? **
 * 4. What do you think is the biggest challenge of making a website accessible? **