oksana+cpin

toc = = =Tutorial Articles Week One: Apple and Jonathan Ive=  1. Apple has an unusual business model for its ipod because it works from the “inside out”. (David Carey) The ipod is assembled and manufactured with various partners such as Toshiba and PortalPlayer so that the audio player has the greatest sound quality and efficient interface. Apple formed these partnerships chains to piece the ipod because one wanted the product to consist of quality sound, off-the-shelf components, cost and time to market. (Apple and PortalPlayer’s) Apple wanted to have the most successful chips and electronic devices because its business expertise focuses on “a friendly user interface.”(Hayes) Therefore, the outside partners that had assembled the ipod had created a product for Apple that had taken the digital music player to another level. Even though the product is costly, it does have some inefficiency with its battery life.

2. Jobs had developed the iMac and Ive had always a passion for design, but was not familiar with computers and owning a business. After graduating, Apple searched for a design consultant and a brand new team was formed for Apple. Ive found it frustrating that one could not work independently externally because it decreased innovation Since Jobs and Ive’s worked together, Apple had committed itself to re-create its goals and values for the company and its products. Creating a team had allowed Apple to design a system of technologies for its broad products. Great attention is paid toward detail and accessibility of its products such as the iMac. Colour and lights are new techniques of design because before the iMac, the products were in opaque gray or beige plastic. Air circulation is made more effectively when plastics are moulded together. Apple is investing in efficient resources that will create a dynamic new design for its products.

3. Steve Jobs, demonstrated the process of "the craft of design" and he spoke passionately about his small team and how they work together. He talked about focusing on only what was important and limited the number of projects. He spoke about having a deep understanding of how a product is made: its materials, its tooling, and its purpose. Mostly, he focused on the need to care deeply about the work. (Steve Jobs) In the company, Jobs is the business man and Ive is his second hand in design and integration with art and science. Rile states that “Apples design team is a small cult” that works in comfort at a diverse level of mixed cultures. The team is built together internally privately, but externally one is not lured to fame and public curiosity. Other companies such as Dell, Hewlett-Packard and Microsoft are competitive with Apple but one believes that having a small team with limited projects does not reach the niche market. Therefore, the scale of their consumers is respectively small compared to its competitors. These companies are not competing with Apples designs because according to sources, “Apple's current visual vibe -- white boxes -- is now five years old and getting predictable.” (Sam Lucente, HP)

Sources from:

[|**http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory**] [|**http://www.designmuseum.org/design/jonathan-ive**] [|**http://www.businessweek.com/magazine/content/06_39/b4002414.htm**]

=Tutorial Article Week Two: Ergonomics=

Ergonomics are defined as: **Physical Ergonomics **- “is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. Some examples are working postures, materials handling, repetitive movements, work-related musculoskeletal disorders, workplace layout, safety and health.” **Cognitive ergonomics**- “is concerned with mental processes, which consists of perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Some examples include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design.” **Organisational ergonomics **- “is concerned with the optimisation of sociotechnical systems, including their organisational structures, policies, and processes. Some examples include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, organisational culture, virtual organisations, telework, and quality management.” HFESA. http://www.ergonomics.org.au/ergonomics/definitions.html<span style="color: rgb(0,0,0);"> Available Online: Friday, January 16, 2009 <span style="font-size: 10pt; color: rgb(0,0,0); font-family: 'Arial','sans-serif';">Another recommendation I would add to case Study 1: Computer Operator is to place a massage cushion on top of the chair that will allow the employee to feel more comfortable, relaxed and decrease muscle tension while working an eight hour shift.

An example of a product that is ergonomically sound is the new Nokia mini speakers MD-8. One is able to play music from their mobile but as well from other sources. For further information one may visit the [|Nokia] Website. =Tutorial Article Week Three: Social Responsible Design=

The five characteristics of a socially responsible product design are: (Europe)

1. ** Environmentally –Friendly ** : The sugarcane charcoal form of fuelling the economy has environmentally protected forestry by decreasing the amount of pollution to wood burning. Corn on the cob is another example of “food for fuel” which allows third world countries to use natural resources to consume food using environmentally safe equipments. 2. ** Cost efficient ** : Solar Aid hearing aids created batteries that lasted longer and used efficient technology to create a durable piece of equipment. The hearing-impaired have access to the technology so that one may perform daily tasks with a rechargeable battery. Another example of being cost-efficient is seen in the water storage system design, where agriculturalists are able to have clean water during dry seasons because water is stored in plastic bags in large dug pits instead of expensive watering filtration machinery. 3. ** Available education ** : the AMD personal internet communicator is designed so that third world countries would have access to the internet. A formal concept of digital divide allows the gap between developed and undeveloped countries to be ceased because children are given the opportunity to use the internet to gain information and knowledge through a highly sophisticated piece of technology. 4. ** Increase healthcare knowledge ** : by creating products that allows people to live longer, has allowed the other 90% of the world to live from disease and infection. An example is clearly stated when children are less resistant to respiratory infection because sugarcane burns more healthier. 5. ** Durable ** : Technology needs to be made from durable materials which give hearing aids a longer battery life. The AMD personal internet is made with plastic and aluminum equipment which allows the technology to be sturdy. Bibliography from: [|http://other90.cooperhewitt.org]

=Tutorial Week Four: Story for Suff= Annie Leonard’s describes the ‘material economy’ as a linear system consisting of extraction, production, distribution, consumption and disposal. (Leonard, Annie) The linear approach to run the economy has many disadvantages according to Leonard. Corporation and the government is consuming natural resources from third world countries because people, the consumers have exploited their natural resources in their home country. Leonard portrays the linear system as a crisis because one lives on a “finite planet, where the interaction with the world ranges socially, culturally and economically depending on the degree and limits each individual and corporation uses(Leonard, Annie) The government plays a major role on running the economy on its monetary and fiscal policies. One would believe that the economy would run more smoothly if the government was “for the people, by the people” (Leonard, Annie) According to Leonard, the United States over consumes, so the extraction process is taken from third world countries where the people have no value of their land or the means of production. Employees have to be constantly mobile because rural areas have been exploited by large corporations, so people have no choice but to move toward urban areas. Workers then move towards the production economy so that one may obtain a source of living. The production system also has a negative influence on the planet and the people because many products are produced with various chemicals that are then distributed to the mass market. The government stresses that its citizens should consume more goods in order to improve the economical chaos. An abundance of products are consumed by the people and the disposal process of these goods increases pollution and releases more toxins. The corporations and advertisements increase consumer consumption because of the strategic theory of planned obsolescence and perceived obsolescence. (Leonard, Annie) These marketing strategies have left customers satisfied with the product even though shortly, one needs to upgrade the product. The niche market has reliable customers because companies are able to advertise their products and still create a “distraction factor.” Consumers will be egotistic because their mentality on life is to consume as much as possible. The society has brainwashed consumers to believe that their social status depends on the amount of consumption and what you have to show for it. Leonard states that new mindset for the economy should be “equity and sustainability” because everyone should be thinking about being more environmentally friendly because their actions affect the future. bibliography from:

http://www.storyofstuff.com/index.html

= Tutorial Week Five: Bodystorming =

As stated by Proboscis, “bodystorming <span style="font-size: 10pt; line-height: 115%; font-family: 'Verdana','sans-serif';">is the transformation of abstract ideas and concepts into physical experiences” [i] This allows individuals to brainstorm unique ways a person with disabilities performs daily tasks and chores. The individual should be placed “in the persons shoes” to fully understand the difficulties that the person with needs faces each day. Through trial and error, one can have a better understanding how the human body functions. By creating projects and experiments, “people are able to learn more about how people interact with ideas and situations on physical, emotional, intuitive and intellectual levels.” [ii] In the UK, “bodystorming experience is designed and created by Proboscis to suit a client's particular request – a custom solution designed to best resolve the particular issues posed by a design problem or research questions.” [iii] Each idea consists of a purpose and process to get a new innovation.

In the first case, a woman was blind folded to see what it would be like to walk down the street with visual impairment. The woman had a difficult time getting around and walking up the stairs. She walked slowly and with caution because she feared falling or tripping. She was able to focus more with her other senses like sound and touch. For example, when she entered the elevator, it was difficult to recognize which floor one wanted to visit. The girl was able to rely on texture and differentiate the floor numbers. [iv]] The second case study bodystorm s a male who has ADD (Attention Deficit Disorder) who tries to recite a telephone number with solving math problems. The patient was frustrated because one was not able to multitask. By building a stronger self-esteem with simple narratives, the individual is able to trigger its brain to concentrate on a simple task. Mini games should be created to increase short-term memory and speed up motor skills so people would feel more comfortable with daily tasks. [v] The third case demonstrated bodystorming because a male had his hands taped tightly with pens to try to resemble a person with chronic arthritis. The individual was not able to move any of his joints, so it was difficult to hold items in the kitchen and cut vegetables because his hands were too stiff and immobile. He had constant fear or injury and anxiety when it came to performing simple tasks. The use of space was something unique that he learned because he had difficulty placing a bowl on a full shelf. [vi] Overall, when designing any kind of technological device or tool to be used by society, individuals and corporations should make it accessible to everyone. Experiments should be tested in order for the mass market to use the tools and be satisfied with the product or design technique of a building, bus, entrance to a store etc... [i] http://proboscis.org.uk/bodystorming/ [ii] http://proboscis.org.uk/bodystorming/ [iii] http://proboscis.org.uk/bodystorming/ [iv] <span style="color: black; font-family: 'Arial','sans-serif';">http://www.youtube.com/watch?v=nyE5bDqaSwc [v] <span style="color: black; font-family: 'Arial','sans-serif';">http://www.youtube.com/watch?v=nyE5bDqaSwc [vi] <span style="color: black; font-family: 'Arial','sans-serif';">http://www.youtube.com/watch?v=nyE5bDqaSwc

=<span style="color: black; font-family: 'Arial','sans-serif';">Tutorial Week Six: Adoption Stages = According to David Liddle, the three stages of adoption are: An example of a product that has gone through the three stages of adoption is a cell phone. The enthusiast users are those who appreciated the technology and used it to keep contacts for business transactions. The cell phone became popularized because society portrayed the telephone as a substitution for face-to-face communication. Those who adapted to a wireless talking device found that the technology is capable to combine music and the internet as other features. Consumers now feel compelled to a phone at all times because it had become a part of the present. People now cannot live without there cell phone because of the technology and the market has persuaded the society that this device is mandatory.
 * 1) Enthusiast user- is an individual who appreciates the technology and the more one adapts to the technology the individual will use on a daily basis. The technology is practical so the cost of the technology is affordable. The perspective is seen at a business level where profits increase when the camera is stabilized by the society.
 * 2) Professional user- the individual who exploits technology and it’s capabilities. The perspective is seen at an esthetic level where individual who can afford the camera are willing to purchase and operate the technology.
 * 3) Consumer user wants to demonstrate how efficient and essential it is to have the camera. Once the camera is affordable, the public finds it more user-friendly and a larger amount of the public feel the need to have the camera on a daily basis.

=Tutorial Week Seven: Questionaires=

Matt Hunter’s main focus on a digital camera was it’s affect on social capital. When camera’s reached the market, the user could not manipulate the pictures until it went digital. The information architecture was created so that the camera could have optional features like to preview, delete and not just capture the image. The digital camera also now obtained the option to communicate itself through the television to preview pictures.

Rikako Sakai’s perspective on the digital camera was to upgrade the version to Photostitch an image. The information architecture could assist the camera to match a current image to tag another image so that the product could be more user-friendly. It was much easier to drag photos together.

The author describes ‘leading questions” as answers that should have some bias and answer a precise question. There should be an even amount from a range of possibilities to choose from so that the answer describes an overall use of the question and not just a yes/no answer. “Hypothetical questions” are difficult to get hard evidence/data from the audience because the answer is usually a fantasy and outward from reality. Thus, the questions asked in the questionnaire are something that the audience has not really considered.

=Tutorial Week Eight: Nokia: Jan Chipchase=

<span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">Jan Chipchase works for Nokia in the “human behaviour research” department. His mission “is to peer into the lives of other people, accumulating as much knowledge as possible about human behaviour so that he can feed helpful bits of information back to the company. [i] Chipcase takes various different pictures of situations where communication occurs so that Nokia could create a new design to reach out to the greater public. For instance, Chipchase focuses on women and their purse size so that Nokia could better market their product toward women in relations to height and weight of a cell phone. [ii] Other situations that Jan observed was in Mumbai where a shoe maker had a cell phone and needed to carry it in a plastic bag because of over flooding in the town. [iii] Jan makes photographic observations and is able to analyze different cultural atmospheres that people live in and their main form of communication. Nokia is able to benefit from Jan’s observations because one representative from the company is able to be such a reliable source of data collection to upgrade Nokia products. The cell phone is able to eliminate the middle man between small businesses. When cell phones are made available, the device is novel to us and one feels empowered. Jan’s article discusses the concept of inclusive capitalism where one no longer gives aid but empowers the developing countries a fixed identity when people are displaced. For instance, in hurricane Katrina, it was much easier to reach out to people and fix the problem through the communication of a cellular device. <span style="font-size: 12pt; font-family: 'Times New Roman','serif';">Nokia is able to better promote their technology at a larger market because after Chipcase’s observations, people who live in less developed countries are able to benefit from pay as you go plans instead of a monthly prescription. Therefore, Nokia is able to focus on a ‘potential customer’ before a product is even made for them. [iv] The cell phone is able to increase productivity and well-being because the individual could be easily reached and contacted for a specific job opportunity could be a prime example. [v] Text messaging could also be a cheaper feature used on a cell phone when it comes to distance. [vi] One may find Quadir analogy relevant to improving developing countries market expansion. “One resource is time, another is opportunity. Let’s say you can walk over to five people who live in your immediate vicinity, that’s one thing. But if you’re connected to one million people, your possibilities are endless.” [vii] It is a really good marketing strategy to promote the need for technology worldwide. Chipchase stresses to “connect the unconnected.” [viii] Chipchase was extremely astonished with how a monk had a Nokia and turned on his Bluetooth to data-mine his stored information. [ix]

[i] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.2 [ii] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.2 [iii] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.2 [iv] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.3 [v] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.6 [vi] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.7 [vii] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.9 [viii] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.10 [ix] <span style="color: black; font-family: 'Arial','sans-serif';">[] P.11

<span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';"> =<span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">Tutorial Week Nine: Bill Moggridge- Design as a Collaborative Process =

<span style="font-size: 12pt; color: windowtext; font-family: 'Times New Roman','serif';">[] <span style="font-family: 'Times New Roman','serif';">This website examines how `` a virtual world builder called CLOVES (Construction of Layer Oriented Virtual Environment for Science inquiry learning). CLOVES `focuses on enabling world designers to create data-rich virtual reality environments and simulated instruments for helping children's science inquiry learning.`` [i] CLOVES serves as a medium for collaborative design among educators, programmers, and modelers to increase a shared understanding of the construction process. `` [ii] <span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">
 * According to Bill Moggridge, design as a collaborative process resembles ``togetherness.” Design practices three ideas that consist of design change,, must involve people for who you are designing for and must know the context that you are designing around. Bill Moggridge goes into further detail about the design of sunglasses. One discusses the qualitative issues of design. For instance, one must keep in mind different head sizes and comfortable for all to wear the accessory in the light. Therefore, designers must design with ``physical behaviour.`` Another example is when scientists and doctors examine the human body, the spine and physiology so that a chair could be made for comfort. **
 * Secondly, people should be involved in the design process since the final product will be used by them. The author demonstrates this example with Red Cross. The process of donating blood was redesigned to attract a more personal experience with an emotional appeal. The carts were redesigned to work more efficiently and the environment was made more sterile. A biography was created about the individual`s personal experience so that the process would be more humanized. **
 * Lastly, the context must be changed around the design to create a different circumstance for the final product. Bill Moggridge spoke about the social impact in the workplace with a redesign of a cubicle. The change of space really makes a difference for the workers` productivity. The walls were made mobile and the room had a portable microwave and ironing board. It was humanizing because the walls were able to hug the worker. Therefore, trial and error allows for a breakthrough in the product because time and money was spent for its development. It is mandatory to have a face-to-face communication experience while designing the product. **<span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">
 * <span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">An example of a collaborative design is in a virtual environment where children are able to obtain science inquiry. **

[i] <span style="font-size: 8pt; color: windowtext; font-family: 'Times New Roman','serif';">[] [ii] <span style="font-size: 8pt; color: windowtext; font-family: 'Times New Roman','serif';">[]

=Tutorial Ten: Biomimicry=

The three designs that I found appealing were:

1.Skeleton Key- the design of the chair mimics the human backbone. The aluminum chair shows how bones grow and develop overtime. Janine Benyus looks at ideas from organisms and applies their biological concepts to build a product. From this re-design, General Motors is able to redesign their car parts that are more reliable, comfortable and light weight but still very sturdy.[i]

2. Look at Prairies to see how food grows sustainably- there has been a change in the way farmers produce their agriculture. Scientists are able to look at prairies and resemble them as a natural ecosystem for food production. By planting perennial plants that are more deep-rooted they are able to mimic a natural ecosystem because presently, farmers use weeded crops. By re-designing a more natural ecosystem, more food could be produced, grains could be maintained, and water and soil resources would be improved.[ii]

3. Toxin-free glue- the re-design of glue being non-toxic is extremely beneficial for our society. It is useful in cabinetry and flooring surfaces that are placed into your homes. The re-design resembles mussels and how they are able to cling to various underwater surfaces. [iii]

[i] http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm

[ii] http://www.biomimicryinstitute.org/case-studies/case-studies/#

[iii] http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm

<span style="color: rgb(0,0,0); font-family: Times New Roman;">