Priya+Verma.



**Week 11: Questions on Usability and Accessibility **

**1. How would you describe web accessibility?**

A website that is accessible by someone who has some form of disability. The website is also designed to suit those who have disabilities.


 * 2. Who do you think benefits from accessible websites and how?**

Everyone benefits from accessible websites. Although the design may be focused on someone with a disability, these advancements may provide efficiency, usability and simplicity to any user.


 * 3. Do you think your website/blog should be accessible? Should all Canadian websites?**

Yes. I don't think it's fair to deny someone the right of accessing a website/blog. With technology progressing rapidly, it would be ignorant not to address accessibility issues.


 * 4. What do you think is the biggest challenge of making a website accessible?**

The biggest challenge of making a website accessible may be addressing all/most accessibility issues. Many disabilities focus on different areas, and it may be difficult to provide a website that addresses them all.

**Week 10: Janine Benyus and the Biomimicry Institute and Guild **

**1. Look over examples of her biomimetic principles applied to products in the slideshow and write a short paragraph synopsis for each of your three favorite product designs.

Leaving No Trace

** Self-cleaning paint was inspired from the hydrophobic surface structure of a lotus leaves. By studying the microscopic structure of leaves, Sto. Seeking was able to develop paints that repel water and essentially allows rainwater to wash away dirt.


 * Echolocation**

The Ultracane was inspired by the navigation of bats in the dark. The Ultracane focuses on sending out sound waves and can sense upcoming objects in order to navigate someone who is visually impaired.


 * New Plumage**

Marisol Displays were inspired by the way butterflies and peacocks convey their colors. The displays contain tiny stuctures that reflect light crating more vivid colors. Ideally, this helps cell phone companies reduce thier power consumption. The displays have also been acquired in Bluetooth stereo headsets.

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

 **1. 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 Chipcase's job as a "user anthropologist" is one sure to be envious of. Not only is his profession unique, but also one that has changed the role of cellphone use in the developing world as well as the design for future cultures. More specfically, Chipchase can really understand cellphone needs according to cultural behavior. For example, he took a picture of a woman's handbag in order to determine how much weight she is willing to carry around. This information is valuable to Nokia because they can design a cellphone that suits this trend. Chipchase also researched a family during monsoon season and noticed that the father carried his phone in a plastic bag to protect it from the rain. They also hung many of their belongings to protect it from the raw sewage that would sometimes come into the house. This information provided insight on design elements for cellphone usage in moonsoon season. This unique type of research allows Nokia to really understand their potential consumers before they actually provide them with the product.

Roles of cellphones in the developing world have been changing radically. Cellphones have dramatically impacted many business processes and become a vital player among the limited resources within developing countries. For example, farmers in Nepal can bring their vegetables to a local person who owns a cellphone that could act as a comissioned sales agent, utilizing the cellphone to check market prices and arranging for sales. This process would dramtically increase a farmer's sales. Cellphones are a direct aid in productivity. According to Chipchase, a live-in housekeeper in China recently acquired a cellphone and customers could call and book appointments. More examples include a porter who waited outside department stores and construction sites in hopes that someone would hire him to carry loads now can go where the jobs are. Text messages is also a new phenonmenon that could drastically change communication. Public health workers in South Africa can send messages to their patients to remind them to take their medication.

Cellphones are also changing the way people in developing coutries can send money. In the Philippines, cellphones can be used to to store cash credits transferred from another phone. They can make purchases and payments or withdraw cash. All these revolutionary cellphone concepts can give these countries a push in positive development. From a business perspective, cellphones can help increase sales. Cellphones can aid in healthcare. Cellphones can also aid in helping people get paid faster through mobile banking. These revoluntionary concepts can give developing economies the right shift. Such research and advancements will ultimately transform the way people in developing countries live.

**Week 7: Interaction Architecture and Designing a Questionnaire **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. Write a description of interaction architecture as defined by Mat Hunter and Rikako Sakai at in relation to their work in Kodak in 1995.**

According to Mat Hunter interaction architecture is an extensible set of rules governing design. By creating a User Experience Prototype, this allowed to understand the experiential side of a camera, and lead to the production of Kodaks digital camera.

According to Rikako Sikai, interaction architecture is learning from observing. In the development of Kodak's Photostich, Sikai was able to understand that Photostich required too many steps. Sikai understood the product and how address key issues mainly by observing users interact with the product.


 * 2. How does the author define 'leading questions' and 'hypothetical questions'?**

Leading question: A question that forces of implies a certain type of answer.

Hypothetical Questions: Are based, at best, on conjecture and, at worst, on fantasy.

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 6: <span style="color: rgb(128,128,128);">Three Phases for the Adoption of a Technology **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. What are his definitions for these three stages of adoption, and how did he apply them to his case study of a camera?**

The //Enthusiast Stage// is where the person loves and appreciates the technology. The difficulty using the product, creates excitement in the user. With regards to a camera, although it may be difficult to use, only a small number of people will adopt the technology.

The //Professional Stage// is where the product can become a tool useful for someone in a work environment. Once many people have begun to understand the value of the camera, it can be applied in other areas (i.e., professional photography). Once applied in the work force, the innovation drives productivity. If enough adoption occurs within this area, it can then drive stabilization.

The //Consumer Stage// is when stabilization has reached a point where it can provide value to consumers. Most of the more complicated features of a camera become automatic. For example, cameras now only require a push of a button. The flash is automatic, and most features become so easy to use, that it can be virtually accessed by anyone. The product then become a lifestyle choice and is marketing to suit consumer "personalities".

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**2. Can you think of another consumer product which has undergone similar developments?**

Computers have undergone similar developments. ([|Designing Interactions])

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 5: <span style="color: rgb(128,128,128);">Bodystorming **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. Research the definition of 'bodystorming', and write a paragraph describing its characteristics.**

Bodystorming is a technique used in interaction design or as a creativity technique. More specifically, bodystorming involves imagining what it would be like if the product existed, acting as if it already exists and in the place it would be used ([|Wiki]).

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**2. Describe the information revealed to the researchers in the three different case studies.**

a.) Visual Impairment - Blindness The Participant was blindfolded, and had to walk to a particular location. The participant had to count her steps, in order to determine her location. She also relied on other senses in order to make up for the loss of vision. She also relied on multi-sensory approaches such as, sound and touch.

b.) Cognitive - Attention Deficit Disorder The participant had to correctly repeat a phone number, while solving math problems at the same time. This experiement made the participant frustrated, and lowered his self-esteem.

c.)Motor - Chronic Arthritis The participant taped pens to his hands, and then covered it with gloves. The participant then had to carry out a series of tasks. The participant had a constant fear of injury and was apprehensive in undemanding conditions. Because the participant felt fearful of injury, his body temperature was a lot higher due to the anxiety.

([|Video: Bodystorming])

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 4: <span style="color: rgb(128,128,128);">Story of Stuff **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**

According to Annie Leonard, our materials economy is based on a linear system derived from extraction, production, distribution, consumption and disposal. Unfortunately, this linear process is not sustainable on a finite planet. Through extraction, corporations are exploiting natural resources in order to provide people with "stuff". As a result we are running out of resources, undermining the planet's ability to sustain human survival. After the resources have been acquired, they reach the production phase. Another part of the system that poses major issues for the world. Energy is used to convert natural resources into products, many of which have harmful added chemicals that are detrimental to the evironment, and our bodies. Many factory workers, specfically women are directly connected to this cycle. They are the primarily exposed to the chemicals added in the production of these products, and hence, will effect their biological make-up. As Leonard mentioned, human breast milk is the most highly contaminated in the food chain. This will then have a direct effect on the children.

Distribution is the next phase in this viscious cycle. Products are sent to retailers with the goal to sell lots of products, for as cheap as possible. Externalized costs have allowed companies to do this. Unfortunately, the cheap cost of products have resulted in higher costs for others (environment, factory workers, etc). This process also ensures that we are always consuming. The products are readily available the public, and as consumers, we keep these materials flowing. Consumption is the heart of the system, and fuels overconsumption. Leonard explains that only 1% of products bought, are used after 6 months. Not only are materials being consumed, and then dumped, more products are being consumed then ever before. An average U.S. person consumes twice as much as they did 50 years ago. Our economy has become so dependent on this process, because products are designed to feul this system. Planned obsolescense and perceived obsolescence are the main reasons. Planned obslescense, or "designed for the dump", means that products are designed with the intention that they will be discarded shortly. This means products like coffee cups, plastic bags, mops, dvds, camera, bbq's etc. are all designed so they will be useless in a short time frame. People will then discard the product, and just replace it with a new one. Perceived obsolescense encourages us to dispose of things, even though they are completely useful. Since our value in society is dependent on how much we consume, our value is decreased when we fail to update ourselves with newer products. A good example Leonard uses is in regards to fashion. Women's shoe heel's are always switching from fat to skinny, so it is obvious when someone isn't keeping up with the "trend". This perception is what causes people to dispose of things that are still perfectly usable. Media is the number one driver to this factor. Finally, we reach the disposal phase. Often, many of the things we throw out are sent to a landfill, or burned into our air. Although we can recycle much of our waste, it is still not enough to help the damage it is doing to our society, and our environment. Consumers will have to change the way they consume, in order to curve the linear process of the materials economy. More importantly, the whole system will have make a shift in order to ensure we are creating a more sustainable environment.

([|Video: Story of Stuff])

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 3: <span style="color: rgb(128,128,128);">Design for the other 90% at the Cooper Hewitt Museum **

One Laptop Per Child
 * <span style="color: rgb(0,0,0); font-family: Georgia,serif;">1. Choose a country on the website's map, and read through the description of the products designed for that country. **
 * An affordable laptop aiming at educating and communicating with children. Governments can purchase these laptops and distribute them to schools in the country.


 * 2. List five characteristics of socially responsibile product design. **
 * Rugged
 * Low-Power
 * Low Cost
 * Software already available on laptop
 * Functions to suit different languages

<span style="font-family: Georgia,serif;">([|One Laptop Per Child])

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 2: <span style="color: rgb(128,128,128);">Case Studies in Ergonomics **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. List three definitions of 'ergonomics'**

a.) __Physical Ergonomics__ <span style="font-family: Georgia,serif;">b.) __Cognitive Ergonomics__ <span style="font-family: Georgia,serif;">c.) __Organizational Ergonomics__
 * <span style="font-family: Georgia,serif;">Concerned with human anatomical, anthropometric, physiological and bio-mechanical characteristics relating to physical activity.
 * <span style="font-family: Georgia,serif;">Examples:
 * <span style="font-family: Georgia,serif;">Working posture
 * <span style="font-family: Georgia,serif;">Materials handling
 * <span style="font-family: Georgia,serif;">Repetitive movements
 * <span style="font-family: Georgia,serif;">Work-related musculoskeletal disorders
 * <span style="font-family: Georgia,serif;">Workplace layout
 * <span style="font-family: Georgia,serif;">Safety and health
 * <span style="font-family: Georgia,serif;">Concerned with mental processes (perception, memory, reasoning, and motor response) as they affect interactions among humans and other elements of a system.
 * <span style="font-family: Georgia,serif;">Examples:
 * <span style="font-family: Georgia,serif;">Mental workload
 * <span style="font-family: Georgia,serif;">Decision-making
 * <span style="font-family: Georgia,serif;">Skilled performance
 * <span style="font-family: Georgia,serif;">Human-computer interaction
 * <span style="font-family: Georgia,serif;">Human reliability
 * <span style="font-family: Georgia,serif;">Work stress
 * <span style="font-family: Georgia,serif;">Training
 * <span style="font-family: Georgia,serif;">Concerned with optimization of sociotechnical systems, including their organization structures, policies and processes.
 * <span style="font-family: Georgia,serif;">Examples includes
 * <span style="font-family: Georgia,serif;">Communication
 * <span style="font-family: Georgia,serif;">Crew resource management
 * <span style="font-family: Georgia,serif;">Work design
 * <span style="font-family: Georgia,serif;">Design of working times
 * <span style="font-family: Georgia,serif;">Teamwork
 * <span style="font-family: Georgia,serif;">Participatory Design
 * <span style="font-family: Georgia,serif;">Community Ergonomics
 * <span style="font-family: Georgia,serif;">Cooperative Works
 * <span style="font-family: Georgia,serif;">New work paradigms
 * <span style="font-family: Georgia,serif;">Organizational culture
 * <span style="font-family: Georgia,serif;">Virtual Organization
 * <span style="font-family: Georgia,serif;">Telework
 * <span style="font-family: Georgia,serif;">Quality management

<span style="font-family: Georgia,serif;">**2. Choose one of the case studies, and add additional recommendations to one of them in step two as 'advice'.**

Case Study #1: Computer Operator Advice <span style="color: rgb(0,0,0); font-family: Georgia,serif;">
 * <span style="font-family: Georgia,serif;">Use an extra cushion on top of the chair to support a comfortable and apropriate posture. This will provide more comfort when sitting for longer periods of time.
 * <span style="font-family: Georgia,serif;">Use a mouse mad that has a cushion support.
 * 3. Find an example of a product which is ergonomically sound, and add a link to an article about this product**

<span style="font-family: Georgia,serif;"> Ergonomic Laptop Arm

([|Examples of Ergonomics, Task Analysis and Seven Case Studies])

<span style="font-size: 150%; font-family: Georgia,serif;">**<span style="color: rgb(0,0,128);">Week 1: <span style="color: rgb(128,128,128);">Design and Designer Behind the iPod, Jonathon Ive **

<span style="color: rgb(0,0,0); font-family: Georgia,serif;">**1. Describe the unusual business model used the iPod's fabrication as developed by Apple.**

iPod's unusual business model developed by Apple was highly dependent on a platform and reference design from a third party. By utilizing PortalPlayer, a company that "yields the highest quality of sound", Apple created a competitive advantage within the MP3 industry. They could sucessfull create an MP3 player, that defied the traditional design of music players. The criteria behind the design process focused on (1) highest quality of sound, (2) off-the-shelf components, (3) cost, and (4) time to market. This process led them to unique components that currently exist in the music player including a planar lithium battery and 1.8-inch hard drive.

([|Inside the Apple iPod Design Triumph])

<span style="font-family: Georgia,serif;">The distinction between the work of the team Jobs and Ive, in relation to products designed by Apple is their complete attention to detail. By applying design processes that defy traditional technologies, the Apple team have created a passion that drives their unique innovation.
 * 2. What distinguishes the work of the team Jobs and Ive in relation to products designed by Apple? What new materials are enabling different design?**

The new materials Apple uses that enables different designs include Polymer (create composites to meet very specific goals), Twin-shooting materials (moulding or co-moulding different plastics together create more opportunities for new designs), and metal forming (new methods of joining metal together).

([|Jonathon Ive at the Design Museum])
 * 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 are the brains behind the unique Apple products. The unqiue talents each individual brings to the design team, as well as the understanding of Apple's focus, has ideally maintained the team's synergy. Apple's unconventional business environment is also what drives their design innovations. According to Ive, "many of the Apple products were dreamed up while eating pizza in the small kitchen at the team's design studio".

Other companies are trying to compete with Apple by creating their own design teams, but because Apple focuses on a small niche of products and on few individuals, they face limitations within markets to target. Other competitors focus on design models that scale and focus on a much larger audience. Applying apple's design team approach may be too risky for most competitors.

([|Who is Jonathon Ive?])