Christine+Singh

=Christine's Page =

Tutorial #1
Describe the unusual business model used in the ipod's fabrication as developed by Apple.** Apple’s focus is on in-house fabrications, and has always kept its design details sacred, especially from competitors. The company focuses on an outside-in mentality and the appearance and form of the product is usually created first, and thereafter the essential units, such as the battery, circuit board are added. Apple surprisingly has outsourced certain components to PortalPlayer due to company’s expertise and focus to highest quality sound, cost efficiency, off-the-self components and time to markets. This outside-in philosophy has been used by Apple from original Mac computer to the more current MacBook.
 * //Inside the Apple iPod Design Triumph//

Jobs and Ive are an inevitable duo where group collaboration takes precedence. While most companies are competing amongst themselves with similar schemas the duo goes above and beyond and attain to details that are often overlooked, such as power adapters. The design team work in an open space with an abundance of new technologies and limited personal space. They often set many goals which they prove the impossible, such as ways plastic was told never to mold into before. With polymer advances Apple has been able to form functionality through small dense designs and innovated methods of metal forming that allows joining and sealing.
 * //Jonathan Ive at the Design Museum//**
 * 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?**

//**Who Is Jonathan Ive?**// The Apple design team, or known as “The Craft of Design” by Jobs is a process Apple takes pride in. Apple is often quiet yet passionate on the functionality of a close-knit team working intensely to innovatively develop new uses for different materials and exploration of new designs. Many Apple employees, other than part of the design team, are unable to oversee the group at work. Companies such as Dell and Hewlett Packard do not extensively focus on a small team but rather focus on the cost efficiency, Apple’s main goal is to develop something innovative, compact and piece of art. Apple believes in designing sculptures and other companies are interested in solely the commerce aspect of designing and producing.
 * Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?**



Tutorial #2
**// Physical-  //**  involves human anatomy in relation to physical activity, which includes posture, repetitive movements, work environment layout. (qtd. in "HFESA - ergonomics - definitions." __HFESA - Human Factors and Ergonomics Society of Australia__. 12 Jan. 2009 <http://www.ergonomics.org.au/) **// Cognitive-  //**  Mental processes of memory, perception, reasoning affect on human interactions of decision making, work stress, human reliability. (qtd. in "HFESA - ergonomics - definitions." __HFESA - Human Factors and Ergonomics Society of Australia__. 12 Jan. 2009 <http://www.ergonomics.org.au/) **// Organizational-  //**  The organization of policies, processes that are included in the sociotechnical systems. Notable concerns of work design, teamwork, communication. (qtd. in "HFESA - ergonomics - definitions." __HFESA - Human Factors and Ergonomics Society of Australia__. 12 Jan. 2009 <http://www.ergonomics.org.au/) ** Advice  ** ** Laptop Lifter  ** []
 * Three definitions of ergonomics **
 * // Case Study 1- Computer Operator  //**
 * 1) //  Ensure frequent changes of posture occur e.g. stand up, walk around. Avoid sitting for prolonged periods. Frequent short breaks are better than longer breaks taken less often.  //
 * 2) //  Train to use the mouse with both hands on the LHS and RHS of the keyboard. In preference, use the "hot keys" on the keyboard as an alternative to frequent use of the mouse.  //
 * 3) //  Obtain a telephone headset from the telephone supplier for use on prolonged calls or when interaction is required with the computer.  //
 * 4) //  Obtain a foot-rest or equivalent under the desk to stabilise the feet. They should be supported in front of the knee line to enable the back muscles to relax into the chair backrest.  //
 * 5) //  Use the backrest angle lever on the chair frequently during the day to suit the activity. For example, when talking on the phone, angle the backrest into a reclined position. Frequent changes of posture are needed to engage a range of muscle groups.  //
 * 6) //  Practice some "passive exercises" i.e. gentle stretches of those muscles that feel tired.  //
 * 7) //  Relax! Muscle pain can result from feeling stressed and tense. Identify aspects of the job that may cause muscle tension and discuss strategies to address these issues.  //
 * 8) **  Exert exercises for a healthy back. Stand straight, and relax, deep breaths in and out, slightly lean forward while keeping your stomach in, like you are bowing.  **

Tutorial #3
** P ro ducts Designed for  **  ** SOUTH AMERICA **
 * AMD Personal Internet Communicator
 * AquaStar Plus! and Flow Through
 * Internet Village Motoman Network
 * One Laptop per Child
 * PermaNet
 * Solar Aid
 * Sugarcane charcoal

Five Characteristics of socially responsible product design
 * Environmentally friendly-Not only are solar-powered batteries affordable but as well as eco-friendly
 * Affordable-In countries like Venezuela and Nicaragua //PermaNet// creates a long lasting, affordable mosquito net that prevents the spread of infectious diseases, which diseases such as malaria staggers economic growth.
 * Technological opportunities to be on par with the western world-The //One Laptop per child// program instilled in Brazil and Uruguay allows children to be exposed to laptops as a learning tool in their educational environments.
 * Addresse s basic living necessities-  I n Peru, Nicaragua and Guatemala //AquaStar Plus!// is used to treat and filter unsafe water.
 * Physically feasible-   items such as water filtration or the mosquito nets have large advantages; however they are easily portable from country to country in need of such designs.

Tutorial #4
//**Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**// The materials economy is outlined into stages from extraction to production to distribution to consumption to disposal. This system of materials economy seems fine, however it is a linear system and it is near to impossible to run this linear system on a finite planet. The first stage involves the exploitation of natural resources in order to produce. Out of 100 largest economies 51 are corporations, and the government caters to these corporations and according to them is that you do not have value unless you consume. We have consumed to a point to where in the past few decades one-third of the planet’s resources have been consumed. Once we have completed the cutting and hauling of natural resources we use mass amounts of energy and toxins to produce. There are over 100 000 synthetic chemicals, all of which have not been tested to show neither any health impacts nor how they react with other chemicals into the environment. Therefore, we not only waste our natural resources but as well as our human resources.

What we have finished the production stage of products they are ready to be distributed quickly, cheaply and in large amounts as possible. They keep prices down by externalizing costs and skimping on good work conditions and fair wages. The distribution stages reaches to the heart of the system, consumption. Our identity is based on what we consume and how much we consume. Somehow, the nice car you may drive would associated to the nice person you may be. Advertisements and the media play a big role in consumption; in the US alone they are bombarded with 3000 advertisements a day. We see everything we want and unfortunately, around 99% of the resources we cultivate are thrown out within six months.

Once our products go the garbage they are either buried into the landfills or burned in the incinerator. Both methods of disposal pollute the water, air and land. Leonard points out how this system encounters a lot of limits from harming the planet to trying to fulfill happiness through consumption. When we see the problem people become united and work together to find solutions such as activists for fair labour and conscious consuming. With unity we are able to alter the linear system to one that does not squander people or resources.

**Tutorial #5**
B odystorming is used with interaction design to develop ideas in a physical setting. Rather then brainstorming the use of props to aid in reacting what the end-users would experience. The use of bodystorming allows an idea to be put forth into a physical form. It is a method used to test ideas in the early stages of designing and develops an idea to be more tangible for clients. (Fairbrother, 2008) This experiment simulated a person who was visually impaired. It was down by “blinding” a person with blindfold and allow them to rely on their senses to get around in their environment. People who are visually impaired rely on multi-sensory approaches such as sound and touch. The outcome of this experience prototyping for those researching at Indiana University allows them to enhance the experience for those who are visually impaired such as sounds that notify person of the time they have left to cross the street.
 * Disability #1- Visual impairment**

 **Disability#2- Attention Deficit Disorder ** This experiment place a person in an environment where they had to complete two tasks at the same time, memorizing a telephone number while solving math problems. The participant had a difficult time completing the tasks and got rather frustrated. The insight from the experiment presented that is necessary to have clear instructions to assist the user along with enjoyable and challenging activities to improve attention.

This experiment decreases the mobility of the participant’s hands by placing splits along the finger joints and putting gloves on. The outcome of this experiment showed that the participant in an undemanding environment was fearful of injury. In addition, the body temperature rose due to apprehension. The insight gained was to improve the accessibility of tangible objects composed of safe materials. In addition, to ensure the safety of a person suffering from chronic arthritis speech recognition systems should be further researched.  Fairbrother, Anne. "Bodystorming ." __Anne Fairbrother__. 10 Feb. 2009 .
 * Disability #3- Chronic Arthritis **

Tutorial #6
** //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.// **

3 stages of adoption: //Enthusiasts Stage-// a small group of people that adopt a certain piece of technology because they are aesthetically aroused. Enthusiasts pay little attention to how the technology adopts to its lifestyle but rather exploit its capabilities. For example, when the 35mm camera was first created it fairly difficult to use and only astronauts.

//Professional Stage-// During this stage some sort of uniformity is emerged with the technology interface. There may need to be some training, however it is used to somehow provide productivity with their work. For example, the use of the camera evolved from astronaut users to professional photographers. Even though the camera interface was still expensive and difficult it standardized photography.

//Consumer Stage-// with the ever-expanding realm of technology the piece of technology begins to reach a price point that is affordable for the general public. The key motivators of this stage is affect of the technology on the user's lifestyle. Referring to the example of the camera there are fully automatic to adhere to the mainstream market. In addition, they are more affordable and appeal to a larger group since they range from different sizes and colours to suit different tastes and lifestyles.

**Tutorial #8**
//**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 works as a human behaviour research or referred to as a anthropologist for Nokia. His job is to gather as much knowledge as he can about human behaviour and be able to bring it back to a team of designers, technologists nd marketing. He takes photos of things that ar remote from corporations who yearn for this type of information and aim at turning it into a profit. There are now 3.3 billion mobile subscriptions world wide. Even though who live in the most remote areas making less than $4 a day own a mobile device. Chipchase has visited many cities and regious throughout the world and has seen the many uses of a mobile phone.

Nokia's marketing philosophy is different from most corporations. Rather than sending anthropologists to gather potential customers, like Microsoft and Motorola, Chipchase is sent to see what people would like, a form of participatory design. For example, Chipchase has visited a slum area in Mumbai and visited a Tamil man who owned his own shoe shop and probably earns $88 a month owns a cellphone. This shop owner takes very good of his cell phone and protects it from the monsoon weather. Chipchase sends his abundance of photos and believes it could inherit an idea to the corporation to create phones with some sort of hook in order to keep it lifted from the floor preventing it from getting wet. In addition, you do not need to own a cellphone in order to benefit. In Nepal remote farmers bring their harvested goods to a local person with a cellphone who acts as a sales agent looking around for the most profitable sales. Other cell phone features are on the rise, such as short messaging service (SMS). Where as in rural Uganda a doctor is able to request information via text messages during an emergency. SMS is a cost efficient way to connect unreachable people.

Through the investigations made by Chipchase cellphone are playing the role in a microfinance movement. Cellphones are benefiting both the developed and developing world. A market is a group of people with unsatisfied needs and wants with the necessary resources. Marketing is the ability to provide the necessary needs and wants to a group with unsatisfied needs. Chipchase and Nokia are able to examine different elements in different societies to be able to enhance the cell phone keeping the needs and wants of the individuals.

**Tutorial #9**
//**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.**//

 A collaborative process is based on human interaction. It normally tells a story of interactive design, a story of experience. Design practices are based on digital interactions, physical objects, cognitive psychology, physiology and anthropometrics. One of the examples Bill Moggridge uses to interpret how creators involve people in creative work is //Ultra Mobile PC for Intel.// Collaboration between Microsoft, Samsung and Intel designed a touch interface with endless possibilities. In the short clip Moggridge presented depicted the use of the interface in a car which enabled the driver to preset chair height, steering wheel levels, turn on music, use the navigation tool and implementing advanced Bluetooth technology to make phone calls all without lifting a finger off the steering wheel. This was all done through investigating how people think, how they relate and how the brain works. The collaborative process also entails a team with different backgrounds who share an intimate relationship in a “shared mind” sense. For example, in the //Ultra Mobile PC for Intel// interface showed the use of anthropometrics in an ergonomics setting allowing the preferences to adjust to body in the car.

  Moggridge also illustrated the use of collaborative design with a service. Through involving people the use of participatory design was used with Red Cross and its blood donors. At one point, when a person would donate blood it was in a very unprofessional and messy environment, which definitely did not encourage blood donations. Red Cross cleaned up its act with introducing signature automobiles, carts to store equipment, a form of standardization that allowed cleanliness and organization. In addition, those who did donate blood felt like they were not being thanked. Therefore the Red Cross introduced a system that displayed a photo of a donor along with reasons of why they donated. Enabling the interaction between donors encouraged existing ones to return as well as new donors to participate in the paying it forward process.

__ Product that uses collaborative design- The Virtual Wallet __  []   The virtual wallet- examines the interactive design through investigating how Generation Y understand and manage their finances. Generation Y has embedded technology into their daily lives and with that finding a virtual wallet was designed to ensure seamless banking with direct control of their finances. The use of enticing graphics to visually represent a users available funds and mobile application for those who are digitally savvy.

Tutorial #10

 * 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.

Skeleton Key** The skeleton key is a piece of bone furniture created by Joris Laarman. The artist created a design that mimics the idea of a bones that are hollow but are able to form a strong support. The design approach of creating a lighter object but just as strong has affected the improvements of many products, such as General Motors production of car parts.

The Japanese have created one of the fastest bullet trains in the world. Their design approach was to mimic the kingfisher's beak, long and narrow that allows the bird to fly with little resistance. The aerodynamic design on a train reduces the noise when a train moves from underground into an open space. In addition, the designers attempted to mimic the owl. By creating small serrations on the train similarly to the owls' feathers, it aided in reducing noise.
 * Avian Elements**

We probably have all once had to take such sort antibacterial that aid in killing baterical microbes, anything from tea tree or antibiotics. With the increase of immunity and resistant strains of bacteria there has been more investigation into bacteria itself. Biosignal, an Australian company created a film that stops bacteria from interfering with microbes. The film is composed based on the investigation of seaweed and its ability to prevent bacteria from gathering. This concept has been a breaktrhough for contact lenses, as it prevents the creation of harmful bacteria and prevents infection.
 * Keeping the Bugs Out**

**Tutorial #11**

 * 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:**

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 * 1.How would you describe web accessibility?**
 * I would describe web accessibility to be making a web site that is usable to people with or without disabilities. An appropriate accessible design approach would be one that is easily functional to access information with the use of necessary colour, images and meaningful links. **


 * 2. Who do you think benefits from accessible websites and how?**
 * The internet is one of the powerful information communities. People are able to access information any day and any time of the day. By fully implementing an accessible website it allows users with visual impairments, hearing loss, motor impairments and learning disabilities to be subsumed in the online world of information flows. Right now, most websites are not fully accessible and do not pertain to needs of people with disabilities. As not many streaming videos and motions contain captions for the deaf nor a feature to read the text for the blind. **


 * 3. Do you think your website/blog should be accessible? Should all Canadian websites?**
 * Most definitely, websites should be more accessible, since we are a society that are opening up and accepting people with different abilities and attributes. Studies estimate that 1/5 of the population have some sort of disability. (WebAIM) Therefore a like a large majority Canadian websites should be accessible since it is a democratic nation. It is a shame governmental sites show limited accessibility to those with disabilities. **


 * 4. What do you think is the biggest challenge of making a website accessible?**
 * I think the biggest challenge of making a website accessible is just the lack of knowledge of creating websites suited for those with disabilities. In addition, I would think some websites have a specific target market in mind to cater for and forget about the possibility someone with a hearing loss or vision impairment may also try to visit the website. In addition, since we live in a high pace society there is an issue with time and being able to make a website more accessible. For example, the time it would take to add captions to a video clip. **

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