Andrea+C.

= = =Week 9:= Design as a Collaborative Process


 * View the video of Bill Moggridge**. The founder of IDEO, at PICNIC08: Design as a Collaborative Process at [|__http://vimeo.com/2814939__]


 * 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.

Taking into consideration physical anatomy of bodies and interactive with your users and those who you design for. Moggridge focus on working directly and taking into account what the team itself feels is necessary to improve the product.

Examples were used like giving blood, and what can increase people donating, would be making it personable, showsing peoples pictures of those that gave blood and why they gave blood.**

Bill Moggridge defines "design as a collaborative process by explaining the design of a product by the togetherness with and by the users. He talks about practices of deign changing and he outlines the three principles that go into a shared design. Practices in design are changing, working with people that you are designing for, and the changes in context are all important in a collaborative design.

practices in design changing - now we design for different people, must take different culures into consideration - physical size - how ppl think - psychology, anthropoligy, sociology all imortant -( guy in car)

workign with ppl designing for - involving ppl in design and in results -makign it more personable - giving blood

changes incontext - personal and social and then world - tangible earth

=Week 8:= 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 cellphone use and design in different cultures as part of their market expansion.**

Jan Chipchase's role in difining the role of cellphones in the developing world for Nokia is to find out what people want and what they feel is convenient for thier particular environment and what is accessible in their economic and social condition in order to get access to a cellphone.

Chipchase travels the world, studying people in an anthropological way, examining different developing countries and exploring their communication tools, what they lack and how to imporve them. He assist Nokia in aiming to providing communication to people around the world. He defines the phone as a necessity, as rather a right, not a privlidge like water, or sewage may be. “People once believed that people in other cultures might not benefit from having books either.” (Chipchase) He studies human behaviour and collects feedback that he brings to Nokia designers and technologists around the world to make advancements in technologies, particularily in cell phone,s to make them as univerally attainable as possible.

Analyzing cellphone use and design in different cultures is highly important in Nokia's market expansion because they are able to learn, through the hand on, direct approach form Chipchase, what works, what doesnt, what can be improved, replaced, enhanced, and created in terms of cellphones to imporve world wide communication and the use of cell phones. "This sort of on-the-ground intelligence-gathering is central to what’s known as human-centered design, a business-world niche that has become especially important to ultracompetitive high-tech companies trying to figure out how to write software, design laptops or build cellphones that people find useful and unintimidating and will thus spend money on. " (Chipchase) People in developing countries are willing to spend money on communication technologies as much as they are willing to spend on other life necessities, and Chipchase's annalysis on "cellphone’s ability to increase people’s productivity and well-being, mostly because of the simple fact that they can be reached" (Chipchase) is one of the most imporant factor in cell phone development.

Further the economic promise that comes from the ability to have access to a cellphone, adds to efficiency and productivity of numerous entrepreneurial users in places that rely of others availability and presence to see their product, and more their goods be used and bought.The ability to experience first hand what stands in the way of using a cell phone, and what and how the design can be improved will affect the amount of people investing in the technology which will then have an effect on these small family business developments, which will in turn affect the countries and the world economic growth.

Overall, having the ability to analyze cellphone use and design in countries around the world, increases the feedback and the knowledge of what and why certain elements of cell phone design could be improved to increse the damand of the product, to increase communications and overall, improve growth through commerce.

Cited and sourced from []


 * __Week 7:__** **Interaction Architecture and Designing a Questionnaire **
 * Write a description of interaction architecture as defined by Mat Hunter at** [] and Rikako Sakai at[] **in relation to their work with Kodak in 1995.**

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

surveymonkey.com**

[|Mat Hunter] worked to develop an interaction archetecture with Kodak, while facing challenges of new deign, he then developed a user expereince prototype to influence the already developing camera by making it more effective and memorable.

Kodak wanted to know the future of cameras, and with the film development it begun to turn into a mass market. Photography was taking a important part in peoples lives, it was used for various things; self expression, for recording of info, and social capital. Kodak thus wanted to tackle what a digital camera might look like in the near future. According to Hunter, information architecture or interaction architecture was needed because now the camera had the wide range of possibilities to not only capture an image but now to share, delete, email and even order prints all from your camera. Hunter initiated to make a user experience prototype that he felt was necessary as part of the architectural interaction. This user experience prototype was more effective in influencing a camera that was already in the works, really it was the beginning, a first step toward a new future of new digital cameras. At this point, it was past the question of what it was but how it also felt. Other solution like making a brochure or a booklet would not have been as effective and convincing to potential buyers as we the prototype.

[|Rikako Sakai]defined interaction architecture as a necessary step toward improving already existing technology. In his case, with her human factor department, to design the new version of PhotoStitch, she states that previous version has to be reviewed. A formal testing of the program was needed, and following test subjects trying out the already existing program it was noted that the structure was not visible and to many steps had to be taken; which all had to be improved. She used tabs and interface instead of step by step steps, to improve PhotoStitch. Animation greatly helped along with the text messages when new users and beginners were navigating through the program. Sakai's idea came from observing people and watching them work and learn other programs, which goes to show that anthropological research in new design is very effective.


 * Questions to AVOID!!! **

The author here defines **//leading questions//** as questions that imply and direct a responce to a particular answer desired by the questionnaire. The probelm in leading questions exist in the posible answer choices more so then in the actual uestion being asked. These types of questions should be avoided.


 * //Hypothetical questions//** are questiong that are absed on unlikely situations that people may never anctually be in. These questions are often fantastical and distant from real situations. These types of questiong shoud also be avoided.

Information gathered, from the Week 7 listed links from above. Useful link, see [|www.surveymonkey.com]

WEEK 6
In the interview with David Liddle at [|__http://www.designinginteractions.com/interviews/DavidLiddle__], he defines three stages for the adoption of a new technology.
 * Three Phases for the Adoption of a 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.**

Liddle defines the 3 stage of adoption as follows;
 * 1. the enthusiast stage**
 * 2. the professional stage**
 * 3. the consumer phase**

The firs stage; the **enthusiast** stage is defined as the stage where the technology is first exploited. It is when it comes into the market and those who adapt this new product first embracing their often difficult and innovative ways. Here, in the this case of the 35 mmm camera, the ones who take part in the enthusiast stage are the ones who love and appreciate the technology in an esthetic way, along with embracing the difficulty of the camera's initial usage. This difficulty that comes with a new technology is the fun of it, along with the process of learning to use it is all part of the enthusiast stage. The camera being a difficult tool at first, with many steps being needed to take before being able to take the picture is an example of this, and consequently this difficulty is what made it so adaptive to some new users. Once enough enthusiast embrace the new technology, one will come to the conclusion of being able to use it in their professional work. Which leads to the next stage of adoption; the professional stage.

The second stage, the **professional** stage, "where the technology is developed to help people work" (Liddle) is the stage where it takes shape from being expensive and exotic to accessible to a wider number of people. Thus, in the case of the camera, once it passed the point of being used more broadly by those other then professional and serious photographers its controls get stabilized. the rewind, the focus, the button to take the picture were all in their specific place, and understood by the users. Therefore, once the product builds enough volume through the business stage, it reaches a stage that is practical for consumers to engage and buy the product, and here, the controls of the product technically become often automatic. in the camera example, the 35 mm cameras are much easier to use, are digitized, and the important controls on it are automatic, with little instructions necessary.

Following this professional stage, the 3rd stage emerges; the **consumer** phase. At this point the technology has been adapted and automated to basic simple instructions and is ready for the average consumer. at this stage the technology has been developed so far that people are able to enjoy is at a reasonable price. To conclude, Liddle states that the 3 stages are organized to allow the product to be adopted smoothly, with the enthusiast wanting the product be exploited, the business professionals wants the product to deliver productivity and aid in peoples activities and the consumer expects the product to scream, "look at how I can fit in your style if you use me and enjoy my capabilities" (Liddle)

Another product that went through similar developments would be the **Blackberry**. Originally, it was embraced by those who were interested in new technologies, along with its complicity, it made it appealing for enthusiasts and it was exploited by innovators. But over time, it became smaller, more compact, and easier to use, and it aided business people to be able to interact, and communicate with one another instantly, with Internet access and a full key board for efficient navigation, so much that it was dubbed the 'crackberry'. And now, it has reached the average consumer, where it has significantly dropped in price and its use beyond the corporate world has become widely popular.

SOURCE OF INFORMATION : http://www.designinginteractions.com/interviews/DavidLiddle

=WEEK 5= - //to be completed at a later date.// 

=__WEEK 4__= **Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**

According to Leonard, all of our ‘stuff’ revolves around a system. The materials of economy is defined by this system that consists of
 * **Extraction**
 * **Production**
 * **Distribution**
 * **Consumption**
 * **Disposal**

This a system that she points out is one that is in crisis, because it is a liner system on a finite planate that we live in and the system runs on a liner system does not work in our finite world. This system is interacting, with societies, economy, culture, politics, and many other things and all along the way its bumping into limits. People work and live along the system, some mattering more then others. The government, and the corporation play large parts in this system. Corporations are dominating the economies thus the government needs to make them happy first. Now this is a problem, because the government’s job is to protect the people, to be run by the people, for the people. In the process of **extraction**, we are using up all of our natural resources in the process of making our ‘stuff’. When we start running out of our own resources we take other peoples. If you don’t buy or own a lot of stuff you don’t have value. Now when the materials move to **production**, we end up producing toxic chemicals. Babies get highest toxic chemicals form mothers breast milk. The people who bare the biggest brunt in this are the workers who are exposed to this first hand, most of them are women of reproductive age who have no choice, which is what happens in this system. It forces people who don’t have a lot of stuff, to go out and make money to get stuff, to be accounted for in the system, thus, as these people leave their villages and move to urban areas to work for minimal amount of dollars and live in the slums it sacrifices peoples well beings, for the sake of this system. Thus, not only resources are wasted but people as well. Then in the process of **distribution**, we have to sell all the toxic product for as less as possible, externalizing the cost of production. The real cost of making stuff is not captured in the customers prices. Workers don’t get paid much and to move all the stuff prices have to be kept low, so if we don’t pay the cost, who does? (Leonard) People around the world for resources, in factories, people paid with their polluted air, and people paid by having to cover their own health care in distribution. But these contributions don’t get accounted for. Next, the process of **consumption** takes place, which is the heart of the system that drives the whole system. This part of the system is highly protected by the government and influenced by the corporations. Thus we are encouraged to shop, shop, and keep shopping and not focus or notice the other systematic contributions. And our value as individuals is often determined by the amount of stuff we buy. And 99 % of stuff we run through the system is not used 6 months after we receive it. Stuff is made cheaper, and we consume 2x what we did years ago. This was designed, and it did not just happened.(Leonard) The corporations and the government were able to make us consume more and erserve less, by using two methods: 1. Planned obsolescence – ‘designing for the dump’ ->Which encourages making product to only last a short amount of time, requiring for constant reproduction and consumptions. 2. Perceived obsolescence- convinces us to throw out stuff that is still perfectly useful, by changing the way things look. Media plays a big role in this, by pointing out what we should be buying to be contributing to this arrow, and it shows us that everything we already posses is wrong and by going shopping we can fix it. Media helps by hiding this so the only part of the materials of economy that we see is the one with shopping. Finally, because we buy to much stuff, we make 4.5 pounds of garbage a day. And we have to **dispose** it somewhere. Now, when we do this, we end up polluting the planet, recycling helps but its not enough. Many points of interventions exist. And seeing the big picture of all the connections when people in the system gets united we can make it a less linear system by thinking about sustainability and equity. We as a whole nation need to take more time to do those things that truly make us happy and not surround ourselves with more then our needed share of pure consumption of material objects, things and stuff that doesn’t last, is not remembered, and only hurts us and those in the process of its production.

//Information gathered / paraphrased from Annie Leonard’s// [|//www.thestoryofstuff.com//] = =

=__WEEK 3__=

**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.**

**//Design for the other 90%//**

- **1. easy to use/function ** ; product that doesn’t need much instructions for use o ex. The portable water carrying system called the **//Q Drum//** **. “** Water in adequate quantities is too heavy to carry. The [|Q Drum] is a durable container designed to roll easily, and can transport seventy-five liters of clean and potable water” (copper-hewitt site).

- **2. mobile ** ; having the ability to move the product around and use it at different locations is an important characteristic that doesn’t limit the product use to those who are strong enough to maneuver it; o ex. of this is the **//LifeStraw//** that is used for drinking water, by both adults and children

- **3. cheap ** ; product that is affordable and the ability to access this product as a local citizen is one of the most important things for those in the developing world. o Ex of this is the **//Solar Aid//**. “ The most expensive part of a hearing aid is the battery, which needs to be continually replaced. The [|Solar Aid] solar-powered hearing-aid battery recharger, developed in Botswana, helps those with hearing disabilities afford to continue in school and participate in economy activity” (copper-hewitt site)

- **4. environmentally friendly ;** having product not only make life easier for the consumer but to be able to not damage the environment or even help improve it is a socially responsible characteristic. o **//Kenya Ceramic Jiko//** is an prime example of a product that does just this. **“** The [|Kenya Ceramic Jiko] is a portable charcoal stove which, with proper use and maintenance, can reduce fuel consumption by 30-50%, saving the consumer money, reducing toxic gas and particulate matter, and resulting in better overall heath for the user” (copper-hewitt site).

- **5. efficient ;** reducing the productions time or enabling easier productivity for those that don’t include the 10% of the developed world o an example would be **//MoneyMaker Block Press//** that reduces the time of home building and brick laying significantly. “ Five to eight workers can produce 400 to 800 blocks a day using the press”(copper-hewitt site). = =

= = = = =**__WEEK 2__**=

According to the human factors and ergonomics society of Australia inc there are 3 different types of ergonomics. -physical -cognitive -organizational
 * __1. Definitions__**

This type of ergonomics is “concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity.” This can be related to topics that address working postures, materials handling, repetitive movements, and many other work-related disorders, working environments and safety and health.
 * Physical Ergonomics** :

Is interested in the mental processes, that include “perception, memory, reasoning, and motor response and the way they affect interactions with humans and other elements of a system. The relevant topics include mental workload, decision-making, skilled perfermance, human-computer interaction just to name a few.
 * Cognitive Ergonomics:**

This type of ergonomics is “concerned with the optimization of sociotechnical systems, including their organizational structures, policies, and processes. The related topics to this type of ergonomic include; communication, crew resource management, work design, design of working tdsfimes, teamwork, organizational culture, virtual organizations, telework, and quality management to name a few.”
 * Orgnaizational Ergonomics:**

Info retrieved from http://www.ergonomics.org.au/ergonomics/definitions.html

Case Study 5: Shopping Centre, Car Park and Pedestrian Access
 * 2. Case Study**

Concern with pedestrians having ‘near miss’ accidents when exiting shopping centers. The issues of not being visible to drivers around shopping centers, parking lots and the poor pedestrian access to and from entrances.

//Advice:// Having a crossing guard during busy times, Saturdays, Sundays etc. Also installing traffic lights, or bright flashing lights that indicate crosswalks like ones at school crossings will better alert drivers around shopping centers and provide a greater amount of safety to concerns pedestrians.

a shovel:
 * 3. Product example**


 * Suncast SC5350 20-Inch Snow Shovel/Pusher Combo with Ergonomic Shaped Comfort Grip Handle, No Stick Graphite Blade, And Wear Strip From Suncast **
 * > **Price:** || **$23.87**

||

http://www.usernomics.com/ergonomics-store.html

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=__WEEK 1__= //3 Articles on the design and designer behind the iPod, Jonathan Ive// **1. Inside the Apple iPod Design Triumph  http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory  Question: Describe the unusual business model used in the iPod's fabrication as developed by Apple.**

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1. The unusual business model that is used is one that relies on outsider companies and not solely on the production and design of Apple itself. Apple also uses a platform and reference created by a third party, PortalPlayer. They use this company, as it is the highest in sound quality. Further, the product design is developed from outside in.====== **2. Jonathan Ive at the Design Museum  http://www.designmuseum.org/design/jonathan-ive Question: What distinguishes the work of the team of Jobs and Ive in relation to products designed by Apple? What new materials are enabling different design?**

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2. Apple needed Jobs direction to gear the company in the right direction at the turn of the century, thus Apple begun to form in the new direction as Jobs and Ive geared up together which was in the direction of design and innovation, which was parallel to what Ives, was good at. Ive is a great designer and he and Jobs take great time to perfect details of product that come from Apple. The core of Apple’s design is ease and simplicity, which the two men pioneered well. Also, their work ethic and environment fosters a small close-knit group of people with little personal space, thus the core team is small but the ideas and product is geared toward perfection.======

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The new materials that are now available such as use of plastics to be molded and reshaped in ways that were never before possible. Molding various plastics and co-molding plastic with metal provides a wide “range of functional and formal opportunities that really didn’t exist before. The iPod is made from twin-shot plastic with no fasteners and no battery doors enabling us to create a design which was dense completely sealed” (Ive, 2007).======

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Being able to make a totally sealed and contained product like the iPod is a new phenomenon in design, which increases the consumer expectations in further design development. It is important to Apple to go beyond the function of a product, but still maintain the ease and simplicity aspect.======
 * 3. Who Is Jonathan Ive? An in-depth look at the man behind Apple's design magic  http://www.businessweek.com/magazine/content/06_39/b4002414.htm  Question: Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?**

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3. Ive is “the man who, after Jobs, is most responsible for Apple's amazing ability to dazzle and delight with its famous product” (Burrows, 2008). Ive is who Apple mostly relies on for the new innovative designs and ideas for the next iPod like creation to impress and enlighten the yuppies.======

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Apples design team is the foundation behind the great designs that are developed by the perfectionist small team of individuals that includes Steve Jobs and Jonathan Ives. The focus of one product at a time, developing it and knowing it like the back of your hand is what Apple takes pride in. Making sure the core team is small, and focused is what is highly important in their companies’ objective.======

Companies try to compete with being innovative falsely but they do not focus enough on design like Apple does. The Apple team has been referred to as a cult and many companies nevertheless still underestimate the team tactics. The Apple consists of innovative leaders in the use of new product and new processes that many companies fear to try. Many companies don’t take the time to focus on details and improvements of new designs in ways that Apple does and thus their competition is not very feared by Ives, Jobs or Apple.

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