Heae+Young+Chung

**♥ Heaeyoung's PAGE♥ CCT333: CASE STUDY **


 * __Week 1__ **

**3 Articles on the design and designer behind the iPod, Jonathan Ive**
> http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory **1) Describe the unusual business model used in the iPod's fabrication as developed by Apple. **
 * **//Inside the Apple iPod Design Triumph//**
 * Apple used a unique design in developing iPod, by making it simple and comfortable which people can put entire collection of music in their pocket while enjoying the music. From the outside manufacturers (Portal Player), Apple depended on them to manage the whole design process once they became partners. They included many electronic components in order to produce an entirely new product that fits the best quality such as highest quality sound, as well as giving benefit to the consumers with low cost. Also, the other aspects included off-the-shelf components and therefore many customers are interested to purchase them. **

> [|**http://www.designmuseum.org/design/jonathan-ive**]
 * //**Jonathan Ive at the Design Museum**//
 * 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? **

Jobs and Ive are a remarkable team who shows the importance of group collaboration. The design is created significantly by the use of both arts and technology in a simple way. This shows when Jobs helped with the Apple’s core values. In addition, the significance of design was by their goals of producing things that are impossible. For example, they worked with using only “one” piece of plastic for designing. “With the Power Mac G4 Cube, we created a techno-core suspended in a single piece of plastic (Ive).” However, this process was about simplifying by removing clutter.

> [|**http://www.businessweek.com/magazine/content/06_39/b4002414.htm**]
 * **//An in-depth look at the man behind Apple's design magic//**
 * 3) Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams? **

Apple’s design team also known as //The Craft of Design// by Jobs, is a phenomenal key to Apple’s success. The efforts of group collaboration brought them a great power of success. Apple divides the team into a small group so that different people with different backgrounds can work together in an open space and also allows privacy. Jonathan Ive, however, is the leader of the close-knit design team. This team can be referred as the “tightness of family” since they can together explore the ideas and share their mistakes at the same time. “Of course, Apple makes mistakes… These misses are dwarfed by Apple's remarkable consistency as a high-tech hitmaker. And Ive, who recently received the Commander of the Most Excellent Order of the British Empire (CBE), is a major reason why (Burrows, 2006)." 

__**Week 2**__ //Examples of Ergonomics, Task Analysis and Seven Case Studies// **  **Ergonomics** ** :** **<span style="color: rgb(212,89,169);">//<span style="color: rgb(121,127,195); background-color: rgb(255,255,255);">The study of the relationship between people and their working environment, including machinery, computer systems,. // ** __**1, <span style="color: rgb(197,73,166);">Physical ergonomics **__<span style="color: rgb(197,73,166);">: concerned with human characteristics such as anatomical, anthropometric, physiological, and biomechanical characteristics, as they relate to physical activity __<span style="color: rgb(255,6,0);">ex __: working postures, materials handling, repetitive movements, etc
 * <span style="font-size: 18px; color: rgb(255,71,165);">Case Studies on Ergonomics
 * **List the three definitions of 'ergonomics'.**

__**2. <span style="color: rgb(197,73,166); background-color: rgb(255,255,255);">Cognitive ergonomics **__<span style="background-color: rgb(255,255,255);">: concerned with mental processes such as perception, memory, and motor response, as they affect interactions with humans and other system. __<span style="color: rgb(242,7,10);">ex __: computer and human (includes decision making).

__**3. <span style="color: rgb(197,73,166);">Organizational ergonomics **__: concerned with developing sociotechnical systems such as their organizational structures, processes, and policies within design and management. __<span style="color: rgb(250,33,30);">ex __: communication, telework, new work paradigms, etc.

<span style="color: rgb(11,9,9);"> <span style="color: rgb(8,7,8);">//**<span style="color: rgb(5,5,5);">Case Study 2: Hospitality and Serving Food **// __<span style="color: rgb(255,0,3);">ADVICE __: In order to avoid the heavy lifting, allow waiters and waitresses to use the "rolling trays" (or pushing tray), that easily slides the trays onto the table. This would also be helpful in peak hours since they can serve faster and comfortably at the same time. Also, they would not concern about hiring more people.
 * **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.**

"Ergonomic Knoll Life Chair" http://www.geek.com/articles/gadgets/knoll-life-chair-2006026/

<span style="font-size: 18px; color: rgb(255,71,165);"> Design for the Other 90% at** **the Cooper Hewitt Museum** '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.
 * <span style="font-size: 140%; color: rgb(0,0,0);">__ Week 3 __

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.**<span style="font-size: 140%; color: rgb(0,0,0);">
 * Tutorial Question:

<span style="font-size: 140%; color: rgb(0,0,0);">__**Week 4**__

<span style="font-size: 180%; color: rgb(255,0,217);">**<span style="color: rgb(0,0,0);">“Story of Stuff” by Annie Leonard **
<span style="color: rgb(0,0,255);"> [|__http://www.storyofstuff.com/index.html__]


 * <span style="color: rgb(194,98,218);">**<span style="color: rgb(192,65,200);">Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions. **


 * __//Materials Economy//__**

Annie Leonard presents the “material economy” as a system that greatly affects our culture, environment, and society. She explains the flaws of the system by referring to everyday stuff people use today. However, this system would be straightforward, but unfortunately results in a crisis - a system in crisis. This can be seen through the 5 stages: **extraction, production, distribution,** **consumption, and disposal.**

According to extraction, Annie states that “We’re running out of resources”. **Extraction** refers to the raw materials from our planet (in other word, “exploitation“), which concerns our environment with the destroying of forests, poisoning rivers and so on. This stage can be described as “trashing the planet”. Also, extraction can be seen when she mentions that “The USA is 5% of global population, but uses 30% of resources”. In this case, people would need 5 planets if they consumed just like USA did. It is evident that those people are using more than others consume and this would definitely lead to the limitation of our natural resources. From this stage of extraction, the natural resources are moved to the next stage, **production**. Annie also concerns with the toxic chemicals that is used in the creation of toxic-contaminated products. For this process, energy is used to mix the toxic chemicals with the natural resources that may harm people’s body since the products have never been tested. This would certainly lead to serious health problems due to the interaction with chemicals. At the same time, toxins may result affecting the environment.

Once the products are produced, they go through the process of distribution. **Distribution** deals with selling the toxic-contaminated products as soon as possible, keeping people buying with low pricing. While people buy these products at a low price through the exploitation, numerous people (almost 99% of population) would result in trashing their goods in a few months after they purchase them. This would lead to consumerism - “**consumption**”. Annie describes this process by examining the two phenomenon concepts of “planned obsolescence” and “perceived obsolescence”. Planned obsolescence can be defined as “designed for the dump” which the product is successfully made and are constantly changing in order to force the people to buy the next new products. On the other hand, perceived obsolescence makes people to throw away the products that are totally useful. This can be referred to as disposal. **Disposal** is throwing away things that people do not want or need anymore. It may also be harmful for the environment because once people dispose things in a landfill, the toxic chemicals that gets released from the original materials would effect its surroundings such as forest, air, and water. For this reason, people should find an efficient way for producing no more wastes, not only recycle the products.

<span style="font-size: 140%; color: rgb(0,0,0);">__**Week 5**__ <span style="font-size: 10pt; color: rgb(43,77,238); font-family: Arial,Helvetica,sans-serif;"> <span style="color: rgb(170,170,170);"><span style="font-size: 150%; color: rgb(249,0,255);">** Bodystorming ** <span style="color: rgb(0,0,0);">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<span style="color: rgb(0,0,0);"> 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.

<span style="color: rgb(255,0,0);">**Bodystorming** is a physical method of technique or ethnographical research used in interactive design to express creativity. This method is similar to the brainstorming, however, this is done by the designers discussing ideas sitting down at a table using pen and paper. In other words, bodystorming involves examining one’s case into user’s case. It allows the designers to experience the results of their idea. Also, it is to be practiced within the idea to be imagined what it would be like in real life if the product existed.

__**CASE 1: Visual Impairment**__ The participant was blindfolded as she walks the town and was provided with a cane in order to assist her movements. Although she felt disoriented towards others, she depended on the senses to make informed decisions while stepping onto the stairs. By using the walking-stick, she mentally counted her steps to map her body position. She predicted her next move which referred to the multi-sensory approaches (sound and touch) and this was increasingly important to people with blindness disability.

__**CASE 2: Attention Deficit Disorder**__ The participant was required to listen to the phone numbers and then repeat them back while solving the math problems using a device. However, he experienced difficulties as he could not perform the tasks correctly and also this negatively influenced his self-esteem. It was founded that clear narration and enjoyable activities were needed in order to assist the user.

__**CASE 3: Chronic Arthritis**__ The participant had pens taped to his hands and his arms fastened to decrease mobility. Also, gloves were put over his hands. As he performed the tasks in the kitchen (cutting vegetables and putting up dishes), he had a fear of injury that he might cut himself. Since he was scared of this task, the temperature of his body increased and became more anxious. In addition, people with chronic arthritis should be using safe materials, open spaces, and accessible routes. The researchers founded that speech recognition systems should be installed in order to aid the users.

=__Week 6__=

**<span style="color: rgb(249,26,154);">Three Phases for the Adoption of a Technology **
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. **

<span style="color: rgb(255,0,0);">David Liddle provided the __three phases__ for the stages of adaption in camera which is **enthusiast stage, professional stage, and consumer stage.**

__**Enthusiast Stage**__ Enthusiast users love and appreciate the technology in an aesthetic way especially when the new technology is initially introduced and having difficulty using with it. They love exploiting this technology while also having fun. According to Liddle’s camera technology, the phase “exploit me” was used when the camera was first introduced and had troubles operating it. While he is mentioning this phase, he would also want to mention that “Look at my capabilities!” when introducing the product to consumers. In addition, as the camera was difficult to use, Liddle said that it required a PHD in optics to operate it. This also refers to the camera case study when the 35mm camera was first used by astronauts and it was difficult to handle as well.

__**Professional Stage**__ This stage refers to the productivity in a product as the people begin to value the product while using it in their work. However, the main purpose of this stage is to make the user to see the productivity and how it can actually change the user’s activities to make them practical. The camera went from one of the very expensive exotica to being used by professional photographers.

__**Consumer Stage**__ In this stage, it focuses in showing the capabilities to the consumers and allow them to enjoy it. According to Liddle, the phase “enjoy me” was used when the product is practical for them to afford at an accessible price. He also wants the user to see how the product fits in with their style.

Another consumer product that has undergone similar developments is computer. It is similar to Liddle’s camera technology because when the computer was first discovered, people had no idea on how to operate it at the first time. However, as it began to be used in professional stage such as in business through certain academic tasks, it now gradually became popular for everyone to afford and became comfortable using it.

= =

= = = = =__Week 7__= <span style="font-size: 140%; color: rgb(247,59,165);"> **<span style="color: rgb(247,59,165);"> 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.**

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.**

__**Max Hunter**__
Max Hunter describes the phenomenon of digital camera which has developed for new design challenges while also capturing images. These design challenges included the methods of reviewing the images on camera, deleting images, sharing with others, and recording voices as well as video. For this reason, the developers had to go through a “user experience prototype” in order to communicate the results of their work. Also, many steps included for the designing challenges in the creation on series of camera.

__**Rakaiki Sakai**__
Rakaiki Sakai provides the description about stitch assist mode and its development of software for digital cameras. She finds that stitch assist mode is the important process that is used to design the screen behaviors for the software which is done with a clear structure. It allows the users to provide a better alignment of images simply by using the photostitch software such as compiling many stages through the previous images.

> A //leading question// requires a certain type of answer or response that the researchers want to have. A question can be a selection from possible answers or a phrase itself (ex. multiple choice questions). Usually, the mistake occurs in the answer. A closed format question is when the answers supplied do not cover the whole range of responses, but are more equal and general questions. > __Ex__. > 1. Superb > 2. Excellent > 3. Great > 4. Good > 5. Fair > 6. Not so Great
 * Leading Question:

> A //hypothetical question// requires one's fantasy or guesses. This is when the participant is faced to a situation which he/she never had faced before, which would not give him/her the answer. Therefore, the participant's responses are usually unclear and meaningless.
 * Hypothetical Questions:

=__Week 8__= <span style="color: rgb(255,71,165);"> =<span style="color: rgb(255,71,165);">**Human-Centred Design Case Study of Cellphones in Developing Countries** =

[] very carefully.
 * Read the online article 'Can the Cellphone end Global Poverty?**' at

__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.__


 * Jan Chipchase** is a native of Britain who works for the cellphone company //Nokia// as a human behavior researcher. The main goal of his job is to peer into other people’s lives and gain knowledge about human behavior in order to feed some information to the company. He determines the factors about owning the cellphone by going around the world and interacts with people face-to-face, to find out how they use the products. For example, he actually asks certain amount of questions to others on how they find using the cellphone. Also, he takes photographs of things that would help Nokia in design. Once he analyzed the factors, he goes to report back to Nokia so that it gives great effects on their sales.

The benefits of analyzing and defining cellphone use is that the company like Nokia can gain some factors before actually making the products once they get to know the potential customers. They also look for ways to improve their products for a better service to customers. Chipchase examined how people use their cellphones in certain situations and this study helped Nokia to design effective products. For example, he examined the situations such as monsoon season when the cellphone might die, and also the situations when flood is the issue - at home, people had to install the hangers in order to hang their cellphones above water for protection.

“…figures from the International Telecommunications Union show that by the end of 2006, 68 percent of the world’s mobile subscriptions were in developing countries (corbett, 2008). It is proven that in developing countries, the cellphones provided an economizing effect. For example, the cellphones plays an important roll in communicating and used as a business tool - saves more time and planning - which became to be known as the market expansion since it can provide the jobs to people by using their cellphones in business.

=__Week 9__= <span style="color: rgb(255,71,165);">

=
(Hint: Bruce Mau's Massive Change web site also presents examples of these principles of using 'a shared mind'.)
 * View the video of Bill Moggridge**. The founder of IDEO, at PICNIC08: Design as a Collaborative Process at [] **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.**======

In the video of **Bill Moggridge**, he defines ‘design as a collaborative process’ by showing many examples such as design practices (physical objects, digital interactions, etc). A collaborative process, however, can be referred to as a human interaction. Similarly, Bill Moggridge defines this process based on a teamwork (combination) - team of people works together and shares ideas as a team. He also provides an example of how creators involve the people they want to create for their work by using “__Ultra Mobile PC concept for Intel__” that shows a short video clip which a Chinese man interfaces in a car. This allowed the man to simply turn on music, use navigation, preset chair height, steering wheel levels, and make phone calls using advanced Bluetooth technology. Furthermore, Bill Moggride explains that the most successful teams have participants from different backgrounds who all have a sense of ‘shared mind’. For example, the “Ultra Mobile PC concept for Intel” showed that using ergonomics setting allows to preset chair height.

Another example Bill Moggride provided is the use of collaborative design with a service - “__American Red Cross__”. The goal of this was to try to encourage most successful donation to get more people to give blood. However, the research revealed that donating blood was done in a very messy environment which did not encourage blood donations. For this reason, Red Cross helped to clean the environment by providing carts to store equipment, as well as introducing signature automobiles. Also, since those people who donated blood felt like they were not being thanked, Red Cross created a kind of profile that people can attach their own picture on it and give a brief explanation about why they are giving their blood. This allowed people to enjoy sharing with others.

Online example of collaborative design: “__A Bicycle for Life__” In a rural country like Africa, where travel is generally slow and difficult, people often have to transport with their own strength. Also, it is definitely difficult for them to get medical attention when they are injured or unable to walk. The “Bicycle Ambulance” is designed for this purpose which is a “humanitarian” project that responds to the problem of rural isolation during a medical emergency. This is a good way for people who are injured in Africa to transport safely and comfortably.

Reference: []

**<span style="font-size: 12pt; font-family: 'Arial Black',Gadget,sans-serif;">__<span style="font-size: 120%; font-family: Arial, Helvetica, sans-serif;">Week 10 __ **
<span style="color: rgb(255,0,255);">** Biomimicry: Janine Benyus and the Biomimicry Institute and Guild **
 * Read the article 'Using Nature as a Design Guide' at [] about Janine Benyus, creator of the burgeoning "biomimicry" movement.**

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 [] and write a short, one paragraph synopsis for each of your three favourite product designs.**

I find this product very useful and attractive since I wear contact lenses all the time. Many contact lens users experience having infection in their eyes due to harmful bacteria. This film, however, would be a great way to prevent the infection without helping to create super strains of bacteria. “Australian company Biosignal studied a type of seaweed in which natural compounds prevent bacteria from gathering (Benyus).” This product would definitely give the solution to the contact lens users to reduce their concerns on having eye infection.
 * **__Keeping the Bugs Out__** (Antibacterial Film)

For the people with visual disabilities, this product would be a perfect solution for them when they are having difficulties walking on the street. This high-tech device called “UltraCane” also helps those visual impairment people to navigate in the dark, simply by handling the device. It is interesting that “the cane sends out sound waves ahead of the person holding it (Benyus).” However, in order to use this product, the users would have to take some time to be able to learn the sonar indications and know how to translate into the surrounding environment. When the user becomes comfortable with using this product, it will definitely allow them to feel much safer wherever they go.
 * **__Echolocation__** (Sonar-Enabled Cane)

Japan’s 500 Series Shinkansen bullet train, a top speed of 200 mph, is known as the “fastest” and “quietest” train in the world. “By designing small serrations similar to those on owl feathers, they were able to reduce the noise generated by the train’s pantograph (Benyus).” Its design was created through a kingfisher’s beak and this design greatly effected in reducing the noise pollution.
 * **__Avian Elements__** (High-Speed Train)

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

=__Week 11__= ** 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.


 * 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:**

[]- basic introduction to various forms of accessibility in web communications []- integrating accessibility in design

**[The above image illustrates that Internet access is used world-wide in today's lives.]**

I define the web accessibility in terms of an intelligent design, which allows all the people (including disabled people) to freely navigate around the website while also gaining knowledge. The web accessibility is becoming world-wide used in many places such as business or home.
 * 1. How would you describe web accessibility?**

Everyone benefits by accessing to the websites since they gain knowledge through using variety of sites such as Wikipedia, or Google. Also, people can create their own homepages in order to organize their personal contents and features. Similarly, the companies may also benefit from having their own accessible websites by providing benefits to the consumers, especially for the disabled people. For example, it is a good solution for people with visual impairments because the companies can provide them an appropriate website with clear colors and contents that fits all consumer’s needs.
 * 2. Who do you think benefits from accessible websites and how?**

Yes, I definitely think that websites or blogs should be accessible at all times including all Canadian websites. Allowing people to access in every websites would be a convenience way for the people since they can easily find what they want to look up, simply by using the Internet. In these days, the Internet became extremely efficient for people to find what they need - clothing, cooking recipes, online shopping, and so on. For this reason, it is important that people should access conveniently to every websites which would make one’s life easier.
 * 3. Do you think your website/blog should be accessible? Should all Canadian websites?**

I think the biggest challenge for accessing the websites would be the challenge for disabled people that meets their needs. The websites are designed for all the people in a equal manner, which is accessible regardless of the person’s social status or ability. Therefore, the disabled people can conveniently access to the websites without any concerns.
 * 4. What do you think is the biggest challenge of making a website accessible?**


 * <span style="color: rgb(229,16,98);">♥ <span style="font-size: 150%; font-family: Tahoma, Geneva, sans-serif;">THE END <span style="color: rgb(229,16,98);">♥ **