Nancy+Tam

Week 10: 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. **


 * Look over examples of her biomimetic principles applied to products in the slideshow located at** [|**http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm**] **and write a short, one paragraph synopsis for each of your three favourite product designs.**

Janine Benyus' slideshow offers many innovative designs that follow her biometic principles. For instance, the High Speed Train or Shinkasen in Japanese, is modeled after birds. Small serrations similar to an owl's feathers are used on the body of the train to reduce noise. One obvious similarity to a bird is the train's nose which mimics a kingfisher's beck to maximize speed and reduce resistance. This follows Benyus' fourth principle: "power of shape". Sonar-enabled canes for the blind are also another example of biomimcry. It follows the tenth principle: "sensing and responding" by embedding a high-tech sonar device in the cane, mimicking bats' echolocation. Another example of green design is Low Energy Carbon Sequestration where scrubbing bubbles are creating from CO2 waste. This follows the second principle: CO2 as feedback, where plants recycle CO2 into glucose.

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 [] According to Moggridge a collaborative process is one that involves togetherness, where both users and designers help one another understand how the body works, how people work. The collaborative process is also known as the "shared mind". A successful design team includes members from different ethical backgrounds because good design comes from analyzing anthropology, cognitive psychology, ergonomics, sociology, and connectivity. The team initiates the process by building an intimate relationship through brainstorm. The point of the process is to involve users. The research process should make people feel more connected and have power over the outcome. For instance, the American red cross donor program humanized the blood clinic by hanging pictures and responses from donors to encourage others to donate. The Chinese businessman in car example also shows that the car is humanized based on his customizations. (Hint: Bruce Mau's Massive Change web site also presents examples of these principles of using 'a shared mind'.)
 * 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.**

The Bicycle Ambulance: http://www.massivechangeinaction.virtualmuseum.ca/stories/ambulance/index.html Based on the lack of transportation infrastructure in Africa, bicycle ambulances are used to reach people in time to get them medical attention. Sixty five percent of Africans live in villages that are far from any medical centre. Walking, traveling by livestock and carts are uncomfortable and inefficient ways of transporting sick and injured people, hence bicycles are the natural solution to this problem.

Week 8: Human-Centred Design Case Study of Cellphones in Developing Countries

[] very carefully. Jan Chipchase is a human-behaviour researcher for Nokia. He travels to various third world nations and studies how people use their cellphones. With the information he has collected through ethnography, Chipchase reports back to Nokia so that technologists, designers, and marketers can incorporate his findings into their products. In other words, Chipchase is also known as Nokia's user archaeologist. He was trained by the company to study potential customers and markets. His job includes listening to people's "cellphone story" and reporting them back to Nokia with photos and results from prototype testing. Through his experiences, he has witnessed families with low income investing money in a cellphone. Communication and networking is becoming one of the main necessities of life. Hence, Chipchase believes that the cellphone is becoming a part of one's identity.
 * 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.**

Companies like Nokia invest their resources in analyzing the use of their products in different cultures. Their mission is to reach the portion of the world's population that do not own a cellphone yet. Chipchase emphasized the importance of this process. It is never wise to make assumptions about users, especially those from different ethnic backgrounds. A successful design is one that is user-centred and in order to achieve that, one must gather first-hand information from the users. Chipchase has encountered and interviewed people who use their cellphones in ways which an average North-American does not. For instance, a store owner uses a good portion of his income to pay for his cellphone, but he uses it to keep in touch with his business partners and clients. He takes extra care of his cellphone, making sure it is not damaged. Based on such scenarios, Nokia can design applications and functions to cater to people of that region, thus, increasing their market. For instance, a picture address book was designed for illiterate people.

By encouraging "inclusive capitalism" in poor countries, countless possibilities are offered to people. One cellphone connection is gives one person an opportunity to connect to millions of people. The cheap costs for cellphones and expanding mobile network in developing countries are causing a boost in sales for cellphones in those nations. The goal of companies like Nokia is to produce cheap, fast and small technologies to connect the entire world. By investing in studies by Chipchase and other human-behaviour researchers, one's market expands exponentially and that's what separates a good company from a dominant company.

Week 7: 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.**

Interaction architecture is a set of rules that allows a whole series of products, like the digital Kodak to be designed in order to ensure user-friendly consumer products. In in to achieve this, user experience prototypes of cameras were built to explore how user interfaces work with new found technologies, such as deleting photos and sharing them with friends. In a matter of months, one of Kodak's first digital cameras was built and sent onto the market. In the Photostitch example, the software was not successful at first because of its poor user interface. The developer redesigned the software by following the interaction architecture. She included step by step instructions and demo animations to assist beginners.

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.**

The leading question is one that implies a certain type of answer through the choice of answers. The answers much be selected from a range of possible responses, but are equally weighed. Sometimes a comical answer is included. Examples include the "yes/no" question and multiple choice. The choice of words for the question also determines the quality of the leading question. Hypothetical questions should be avoided because it is purely based on the imaginary. It forces the respondent to think of how he/she respond would react in an unrealistic situation. These answers are not reliable for portraying "real opinions."  Week 6: 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.

** There are three stages in adopting a technology. The first is the enthusiast phrase where people appreciate the technology for its aesthetics despite possible difficulties in using its functions. The point is to exploit the technology. For example, in the fifties astronauts used 35mm cameras but they were difficult to use. When enough enthusiasts use the technology, like the camera, some people will begin to experiment with the possibility of applying it to their work; thus, moving onto the professional phrase. The main purpose is to use the technology to improve productivity. For instance, the camera was broadly used for practical purposes and controls were standardized, but functions remain manual. Once the technology has a stable status in the business field, it will move onto the consumer phrase. Priorities shift and most controls become automatic, like in the camera, where anyone can take great photos. The consumer's focus to is fit into society's definition of style and "cool". Another consumer product that went through similar developments was the computer. It went from the hands of its inventors and enthusiasts to armies and universities to consumers who want their cell phones and laptops match.

Week 5: Bodystorming

As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. **R****esearch the definition of 'bodystorming', and write a paragraph describing its characteristics.**

Bodystorming is a method of ethnographical research done in interactive design. Its techniques depart from the traditional meeting sessions where designers discuss ideas sitting down at a table. Instead, bodystorming requires designers to enter an environment where potential users of their products will be situated. Designers are to use their products within the limitations of their users, such as those with physical disabilities. During the bodystorming session, original ideas are called into question, new design ideas are generated, and ideas are evaluated. This method allows for immediate feedback amongst designers, for they are putting themselves in their users' shoes. Bodystorming is an efficient technique for designing for users whose conditions are unfamiliar to the designers.

After viewing the video 'Part 1: Bodystorming Experiencing a Disability' on Youtube. **Describe the information revealed to the researchers in the three different case studies for one paragraph each****.**

Case Study 1: Experiencing a Disability The participant was blindfolded as she walked around town. She felt disoriented and her other senses were suddenly heightened. Thus, she depended on those senses to make informed decisions. When stepping onto a staircase, she mentally mapped out the steps as she counted them with her walking stick. She applied this skill to other landscapes to predict her next move. Her experience showed that multi-sensory approaches, such as sound and touch are crucial for those in blindness to move about.

Case Study 2: Attention Deficit Disorder The participant was required to correctly recite a phone number while solving math problems on a DS. He experienced frustration when he was unable to perform the task, thus producing low self-esteem. The task was reported to be difficult and the participant frequently recited the wrong number. In order to assist those with ADD, clear narration and providing enjoyable activities is essential in order to prevent low self-confidence and to maintain supportive relationships.

The participant had his hands and wrists fastened to decrease mobility. Next, gloves are placed over the hands to reproduce the feeling of chronic arthritis. The participant performed basic kitchen skills, such as cutting vegetables and placing dishes on high shelves. He reported to be in constant fear of injury, thus, he experienced apprehension in even activities where utensils aren't used. More energy and effort was needed to perform the tasks, thus, his body temperature rose and he become more anxious. In order to ensure safety, accessible routes, safe materials, and open space are needed to decrease fear in participation. Automatic systems, such as those that recognize speech, should also be installed and further researched.
 * Case Study 3: Chronic Arthritis**

= = Week 4: The Story of Stuff

'The Story of Stuff' with Annie Leonard at http://www.storyofstuff.com/index.html is a cultural and educational phenomenon and has had over 4 million viewers.
 * Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**

Annie Leonard examines the materials economy and discovers that there was more to it than the basic system of extraction, production, distribution, consumption, and disposal. In the traditional view, the materials economy is a linear system that runs productively without limitations. However in reality, it does not sustain a healthy planet. One of the main missing pieces of this concept is the people. People are affected and involved in every step of the system. The government ideally protects the people, but instead answers to the needs of the corporations. Thus, each step of the materials economy must be re-examined. Extraction, as known as “natural resource exploitation”, has used up most of the planet’s resources, thus, forcing developed countries to consume resources from the third world. As a result, people who live in the third world are not valued because they do not consume or buy products. Resources move on to the production step and are mixed in with toxic chemicals, thus becoming toxic products. These toxins enter the body in concentrated levels and are especially dangerous to those working in the factories. These workers are the same people who lived in exploited environments and are forced to move out to find a living in the city. Both people and resources are wasted. The products move on to distribution and must be sold as quickly as possible. Low prices are the result of externalized costs where workers and the environment are sacrificed. Therefore, consumers do not pay the price because consumption is the top priority and heart of the materials economy. The value of a person is measured by how much one consumes. Most products end up as trash in six months. This system is not a natural way of life. It was designed based on planned obsolescence and perceived obsolescence, where products are designed to be useless quickly and people believe useful products are outdated. People have more stuff, but are unhappy because less time is dedicated to enjoying life. One’s life is centred on work to buy products advertised to us in our spare time. All these products end up at a disposal site, where they are either dumped in a hole or burnt, thus produces more toxins, like dioxin.

The system is in a crisis. Is there a way to solve it? Recycling does help the environment, but it is not enough. Many products are not recyclable and trash still piles up. Many organizations intervene at each step of the system to fight for both people and the environment. People from all stages of the process need to unite to change this linear system and protect all resources. Nature did not create the materials economy. People designed it, thus, they are also the answer to change.

Week 3: 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. 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.

Tutorial Question: 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.**


 * A socially responsible product design must:**


 * be economically friendly
 * minimize environmental impact
 * increase social inclusion
 * improve health care at all levels
 * advance the quality and accessibility of education

Week 2: Case Studies on Ergonomics


 * List the three definitions of 'ergonomics'.**


 * Ergonomics is a scientific discipline that studies human interaction in the working environment. Observational data, theories and methods are used to design a safe environment for humans to work in. There are three types of ergonomics:**


 * Physical Ergonomics** is concerned with the well-being of the human body in relation to the physical activity carried out, such as postures, repetitive movements and workplace layout.
 * Cognitive Ergonomics** studies the mental processes that affect the relationship between human interaction and the working environment, such as stress and decision-making.
 * Organizational Ergonomics** **is concerned with the "sociotechnical systems", such as "organizational structures, policies and processes". Human interaction in team work, management, communication, etc are studied.**

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'.

Advice: Use a keyboard that is slightly tilted towards the user to relief stress in the shoulder muscles.**
 * Case Study 1: Computer Operator

Find an example of a product which is ergonomically sound, and add a link to an article about this product.

The Posture Task Chair http://888ergodir.com/page/ErgoDirect/PROD/ErgonomicOfficeChairs/PostureTask/SESSION_ID/920684de2deb61aa99f80637d6d43291

Week 1: 3 Articles on the design and designer behind the iPod, Jonathan Ive

**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.**

The ipod was created by Apple's unusual business model. Apple did not design the ipod by itself. It enlisted a third party, PortalPlayer to be responsible for the ipod's platform and design. Thus, Apple and PortalPlayer became partners and released the prosperous ipod chain. Unlike some conventional electronics, the ipod is made up of components manufactured by different companies. For example, the planar lithium battery was from Sony and the 1.8 inch hard drive was from Toshiba. The ipod does not use an ASIC or other custom chips because it is much cheaper to assemble parts together versus creating something from scratch. In addition, there is less risk for design flaws. The key to Apple's success is in its ability to choose competent partners. Apple and PortalPlayer formed a network of relationships with other companies, such as Wolfson Microelectronics and TI. This design chain reduces problems with DRAM and logic processes. The ipod is a collaborative project, but Apple is still a major part of the design process. The ipod's success is based on Apple's ability to put together the various components and optimizes them to their fullest potential. There is a risk of mismanaging multiple partners, but Apple's business model proves to be successful thus-far with the ipod.

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?** Ive's work can be distinguished by his attention to details that are often overlooked by other designers. For instance in the iMac, Ive designed cables and power adapters that can be easily managed by the user. The neck of the computer is adjustable so that user can move the monitor to any desirable position. Ive's work is designed to make the user immediately aware of the product's physical properties and its functions. Thus, the design is always simple and easy to use. New materials, such as plastic opens doors to more innovative designs. In the Powerbook, Ive was able to create a laptop from one single piece of plastic. Components, such as the CD drive and circuit boards were simplified and in turn made the product easier to use and assemble. Furthermore, plastic creates a new range of materials by moulding different types of plastic together or by moulding plastic into metal. As a result, new functions and appearances can be integrated into Apple products. For example, the ipod is made from twin-shot plastic, thus it is a single compact product that does not require any fasteners or battery doors. New types of metal joining and laser welding also offers new possibilities for Apple. An in-depth look at the man behind Apple's design magic http://www.businessweek.com/magazine/content/06_39/b4002414.htm **
 * Jonathan Ive at the Design Museum
 * Who Is Jonathan Ive?
 * Question: 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 is lead by Steve Jobs as the innovator and Jonathan Ive as the chief designer. The design team is a closely knit circle of around thirty contributors, who work as intensely as a cult. The team consists of international designers that have worked at Apple long before Ive arrived. They, along with Ive, were able to turn boxy computers into desirable art forms. The team works in an open studio in San Francisco, where other Apple employees are not allowed to in to see the latest designs. One of the team's signature is their design process, where they continuously make and remake prototypes. The point is to discover something new during the process. In addition to designers, the team works closely with engineers, marketers and manufacturers. Other companies, such as Dell, Hp and Microsoft are creating their own design teams. These competitors had hoped that Apple's specialization in a few products would be an advantage for them to tackle the mass market. However, there is too much risk involved in mass-produced products. Thus, these companies began focusing on their design teams to take down Apple. Unfortunately, they are already years behind in the design game.