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Tutorial Article Week One: Question #1: **Describe the unusual business model used in the iPod's fabrication as developed by Apple.**

Answer #1: The unusual business model used by Apple to create the Ipod, is through use of other companies ideas and input to create the final product. Unlike most companies, who prefer to start up fresh and use their own ideas, Apple worked with companies like Toshiba, Wolson and especially PortalPlayer who “yielded the highest quality of sound, according to industry sources” to create the iPod (Article by: Erik Sherman). This was Apple`s way of taking their ideas such as the iPod and allowing other companies such as PortalPlayer to provide them with the best physical components for the iPod. Apple works hard to create the best design and allows others to help put that design to work.

Question #2: **What distinguishes the work of the team of Jobs and Ive in relation to products designed by Apple? What new materials are enabling different design?**

Answer #2: Jobs and Ive transformed products like the iMac by introducing light and colour into the design, which was never seen before. The team pays great attention to small details, and puts in great amounts of passion and thinking in developing beautiful and successful new products. When Ive joined the team, “Apple was in a decline” and lost its sense of identity (Article:Jonathan Ive). Job’s joined the team helping Apple get its identity back and helped them pursue a direction different from other companies (Article:Jonathan Ive). The ideas that were brought back into Apple was “design and innovation”, which would soon be proven by Ive and Jobs to be the two most important roles in the development of products (Article:Jonathan Ive).

Question #3: **Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?**

Answer #3: The apple team is a small talented design team who works hard both as a group and individually. Most of their ideas come together “in the teams small design studio while eating pizza, or hanging out” (Article: Who Is Jonathan Ive). The team only works with eachother and most of the time is not interested in having outside recognition to avoid sharing too much information with others. They spend a lot of time together both in the large office space where they don’t have a lot of personal space but at the same time have a lot of privacy(Article: Who Is Jonathan Ive). While also doing outside the office field trips or dinner outings. The team works “closely and intensely with engineers, marketers, and even outside manufacturing contractors” to help put the best products together (Article: Who Is Jonathan Ive). Companies like Hewlett-Packard, Microsoft and Dell are looking into design games, with the hope that Apple wont be capable of serving all the markets. But just because other companies are now starting to look more into the design of the products does not mean they will soon catch up to Apple(Article: Who Is Jonathan Ive).

Tutorial Article Week Two: Question #1.There are three types of Ergonomics:

Physical ergonomics: which “is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. The relevant topics include working postures, materials handling, repetitive movements, work-related musculoskeletal disorders, workplace layout, safety and health.” (Human Factors and Ergonomics) Cognitive ergonomics: which “is concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design.” (Human Factors and Ergonomics) Organisational ergonomics: which “is concerned with the optimisation of sociotechnical systems, including their organisational structures, policies, and processes. The relevant topics include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, organisational culture, virtual organisations, telework, and quality management. ” (Human Factors and Ergonomics)

Reference "Definitions." Human Factors and Ergonomics. Australia Inc. 25 Jan. 2009.

Question #2. Advice for Case Study #1: Computer Operator
 * Create a timed exercise for 5 min three times a day. Meaning at certain points of the day everyone will do a team exercise which will require stretching muscles, and repeating It a three different points in the work shift.

Question #3. http://www.usernomics.com/ergonomics-store.html

Tutorial Article Week Three: Five Characteristics of Socially Responsible Product Design of ASIA
 * Expand access to learning and education- Kinkajou Microfilm Projector and Portable Library
 * Mobility: healthy safe water available in a portable container – Life Straw
 * Providing affordable prices on things like Internet- AMD Personal Internet Communicator
 * More effective and longer lasting- Permanet
 * More high-valued production of crops - Drip Irrigation System

TOTORIAL ARTICLE WEEK FOUR : The Story of Stuff In the story of stuff Annie Leonard explains where the stuff we own come from and where they go. She emphasizes on how our stuff interacts with us, our culture, our economy and much more. The government and corporations running at the top of what Annie called the materials economy. The materials economy consists of Extraction, Production, Distribution, Consumption, and Disposal. All which help explain our current system in crisis, and the only people that can transform it are the people themselves. The “material economy” first begins with the **Extraction**, this is where natural resource exploitation, trashing the planet. This is where we kill the trees and wipe out the animals. Then we move on to **Production** where we use energy and it with nature and chemicals in an attempt to make products, creating large amounts of toxins in our ‘stuff’. Then the next step is the **Distribution** where we constantly keep prices down in order to keep the inventory rolling. This is created so that people get into a phase of wanting to shop and buy since it’s cheap. This leads to **Consumption** where we are constantly buying, buying and buying because that’s what we are encouraged to do by the society. This is the “the heart of the system, or the engine that drives it” (The Story of Stuff Video). And last part of the ‘material economy’ is the **Disposal;** this is the part where we are constantly throwing away large amounts of garbage, and constantly adding these toxins to the economy. The Interactions of the ‘material economy’ starts with the EXTRACTION where we are doing so much damage to the economy by killing animals and resources that its forced people to move to the cities and work in factories because they have no choice. This is where PRODUCTION comes into play, where people working at these factories are taking these natural products and are mixing them with harmful chemicals to produce products, which are filled with toxic chemicals. But because these people work in these factories for low prices the DISTRIBUTION of the products is therefore kept low, and people are constantly buying new ‘stuff’ and inventory is rolling in and out of factories quickly. And by constantly polluting and sending more products into the economy more people are constantly consuming the product, which brings us to CONSUMPTION. This is where we are constantly reminded to shop, its part of our daily lives, where we work, make money, watch TV, see advertisements which introduce us to products, and then we go shop for those products. But because the economy is constantly transforming we are constantly reminded to buy the newest things. This is shown by the 99% of things we replace every six months, because we are reminded we need the newest and fastest new products or ‘stuff’. So what does that mean? DISPOSAL, this is where we throw away the 99% of items we replace within six months. Where we are constantly sending more toxins into the economy, most of this stuff which can’t even be recycled back into the economy, therefore it comes back to polluting the economy. Eventually leading to the slow destruction of our economy.

TUTORIAL WEEK 5:

Bodystorming refers to this idea of developing an idea in a physical environment, where people use real objects in order to make the situation more realistic (Fairbrother, 2008). The characteristic of Bodystorming is to help society realize what are the faults and how they can be fixed. This includes "the relationship between location, places and things," which is something we would not notice if we were to only brainstorm (Fairbrother, 2008). The following three articles will express this idea. In the first case study the researched did an experiment on visual impairment or blindness, by blindfolding a participant, and allowing her to do the daily activities of a visually impaired person. The participant felt very disoriented due to her inability to see. She instead had to depend on other senses and highly depend on them to make decisions and complete tasks. The research found that the coping for the blindness she had to count her steps when walking up the stairs, in order to mentally adapt to the particular situation. Her experience has brought attention to multi sensory approaches like sound and touch. The second case study focused on Cognitive- Attention Deficit Disorder (ADD). In this experiment the participant was required to reset a telephone number while solving math equations. The concept resulted in negative impacts on the participant’s self-esteem due to the difficulty of completing a task. What the participant got out of the experience is to get a "clear narration, assist the user and express enjoyable, yet challenging activities to improve attention" (video). And the last case study incorporated a motor activity dealing with Chronic Arthritis. Where the participant had pens attached to his hands to understand the feeling of those with chronic Arthritis. The participant was in fear of injury when working on tasks. It made the participant apprehensive even in undemanding conditions and because he used up so much extra energy, his body temperature had increased. The participants experiences brought insight into what accessible routes should be used, passing space, and intangible objects composed of safe materials.

Fairbrother, Anne. "Bodystorming." __Anne fairbrother__. 26 Mar. 2008. 11 Feb. 2009 []

Tutorial Week 7: According to Mat Hunter Interaction Architecture is a way of redesigning something like a camera to fit our modern world today. When we expect cameras to not only capture an image, but also for the user to be able to review the image, share the image, delete the image, make a voice annotation, e-mail the image or get prints for the camera. This was a way of creating something with extensible series of rules, which would allow a series of cameras to be designed, so instead of creating a booklet with rules they created something more experiential, where the user would be involved. This was done by creating a big box, which allowed a user to capture a picture and then send it across the room to be displayed on a television screen. Kodak took this idea and created a very popular camera DC210, which was the best selling camera, it was a way of recreating a camera and making it better. Kenji Hatori is a software engineer who developed photostich, because it was found that the camera can assist a software. In PhotoStitch the first image would remain on the left part of the screen, and the current image is transparent and can be used to match up with the previous image. It was a step by step process until Rikako Sakai tested the three versions of the camera and found that the biggest problem was that the structure was not visible and that there were too many steps to Stitch. So she changed it and created it using interface instead of step by step. It was not very popular to use interface, so she used animation to test it and found that the animation was very helpful to this design. Leading questions is a question, which implies a certain answer, or forces the subject to answer in a certain way. This manipulation can be done to the answer or the actual question. The way a question can be manipulated is if the question is " how good was the product", the part of the question where it says "good" implies that the product is already good and lead the person to answer how good, when they might have thought it was bad. The actual answer can be leading as well, if a question was asked and the answers include; good, slightly bad, bad, really bad, and terrible. It leads the participant of the survey to answer the question in a negative way since most of the possible answers are negative. This can be changed by allowing the participant to make their own decision by asking " how was the product" or by giving the participant an equal amount of possible options when answering a question. Hypothetical questions are a question, which may be presented to the participant who may have never though of such question ever in the past. At best they are based around judgements that do not have enough evidence to be backed up. Or they are questions based on a fantasy or someone’s imagination. This means that participants are asked questions which they have never though about, and therefore the data being collected will be inconsistent and unclear.

Tutorial Week 8: Jan Chipchase is a human behavior researcher who works for Nokia. He travels around the world researching what types of lifestyles people live and trying to pick up as much knowledge about the locals as possible, which he then reports back to Nokia, who then create cellphones to try too accommodate those particular needs. He defines cellphone, by first showing those who attempt to contact him that the main or even only way they can reach him is by contacting him on his cell phone. He explains how in today’s society cell phones are almost an essential and in some or many developing countries, the phone comes before other needs. The emphasized this idea of a "just in time" cell phone where when Sara wanted to meet with him, Chipchase gave her directions over the phone where to go and she call him when she got there. And since he is a busy man doing his research, he had wasted no time waiting for Sara at a certain location but instead waited for her phone call until actually determining the place to meet, rather then planning ahead and wasting time waiting. This explained how cellphones save time no matter where a person may be in the world, and he emphasizes how cellphones also help increase income in these developing countries. Farmers who make $2 an hour can benefit from a mobile phone even if they don’t own one. The farmers can have someone call and find out the best selling prices for their products, and when they start making better money, they will want to buy a cell phone as a way of finding the price themselves and therefore getting the most out of their investment. And due to this discovery people are spending more money on ICT and this mainly includes cellphones and pre-paid cards for them, then on basic needs. Chipchase is watching as most people are discovering that these cellphones are helping them not only communicate but also helping their business and as well as helping them get the largest amount of their needs by using a mobile phone. Instead of going city to city and pitching marketing pitches, Chipchase listens to what others have to say and listens to their stories. This idea of a "human-centered design" which has become very important in today’s very competitive technological society is his main concept, by putting the consumer first.

Inside a population where we are constantly on the move, a cell phone is a fixed identity which helps people stay in business as well as keeps people in touch. Sms is a great feature, which is cheap but can connect people across large distances. Like doctors sending patients messages in Africa to remind them to take their medication. People are getting answers for health problems, easily. Or using the cell phones for other reasons like transferring money. For example Chipchase discovered a innovation called Sente in Uganda. This is where people from other villages, when wanting to send family money would buy a pre-paid card and call the "phone ladies," and give the phone ladies the code for the money, and then the lady would give the money to the family member excluding a small commission. The mobile phone is a way of empowering individuals by helping them support their families while at the same time giving people the ability to communicate with those in a distance. So what is most important is these peoples ideas as to how they want their phone and what is important to them. Chipchase worked on a project called Future Urban, where he explored what the cities of tomorrow will be like and what they would want. Because by 2020, one forth of the world population are going to be living in slums, therefore they matter and their opinions matter. Working on a project in Buduburam with a crew where they displayed an "open design studio" where people where given the opportunity to draw their ideal mobile phone. When given the opportunity these people put down some crazy ideas, like tracking if their husband is cheating and a cell phone like a water bottle, so that it can also carry water. Sometimes during the interview Chipchase would pick up the phone and in a joking manner pretend to shave his beard with it. Attempting to explain that as ridiculous as that sounds phones are becoming so technologically advanced that these peoples drawings, dreams and ideas as ridiculous as they sound one day might come true.

The benefits of analyzing these phones is mainly to understand what these developing countries cultures consist off, what their basic needs are and how these ideas can be used by Nokia in an attempt to stay competitive in this largely technologically competitive market. First, With a few Nikon cameras Chipchase takes many pictures of things in these developing society, which can help explain what their needs are, and how Nokia can accommodate them. An example of this is a picture inside of a woman’s purse, in which it explains who she is, the size of the bag and how much she is willing to carry. According to photographs of strippers with their names (fake) and number tells us that now in the world the cellphone is becoming the new identification of a person. These ideas help emphasize the importance of making mobile phones unique to a culture and a person and especially their lifestyle. A great example of this concept is a shoe salesman’s home in Dharavi slum of Mumbai. This is where Chipchase found that the man had to carry his phone in a plastic bag, and everything in the home had to be hung up due to the monsoon water and raw sewage that flooded the house at times. And by Chipchase taking 800 picture and by using this newly found information, maybe an accessory can be created which places the cellphone above the ground. A simply design such as this one is so important because this is the last 4% of the world who don’t have a mobile phone, so these are the people that all the companies are competing to encourage to buy a cellphone. And Nokia does this by researching what is most important to these people so that they can be the ones who win them over.

Tutorial Article Week #9 Design as a collaborative process he explained in the sense of the concept of "togetherness". Moggridge explained that there are three main concepts, which explain the collaborative design process. The first part is that there is a new design process, and certain practices are changing. In this section Moggridge explained how, when working with certain designs like sunglasses, all the designer needs to focus on is the actual physical features, but in today’s society everything is changing including the design process. For something like a chair, it’s also important to have knowledge about the body and how it works, and not only focus on the physical side. In today’s society, it has become crucial that today’s designers understand how people think, their culture and what they all want. This brings up another important aspect, which is team work, essentially "sharemind", which represents people from different cultures working together, since in most cases many minds working together, is better then a mind on its own. The second part that Moggridge focuses on is designers working with people that they design for. Using participatory design, where you get people to design the actual new product, by asking the people what they would think of a certain product if it were designed in a different way. And the last concept described by Moggridge Changes in the context that we design around. Today we are moving from a personal product to more of a health and safety product as well. People are creating products with an attempt to change the way that people see things. This is a way of giving the person everything they want, and much more, by looking at the social impact and how a certain product will change how society functions. This shows that design of a product has a lot of impact on today’s society.

There are many examples of how creators involve the people they want to create for in their work. One of the ways as shown by Moggridge in his videos is a design team asking where they wanted to find a more secure way for a surgeon to do nose surgeries. They did this by taking real surgeons and asking them how they would feel if they could hold the nose instrument in a certain way. The designers brainstormed the idea and allowed for a real surgeon to tell them the designers, what was best for them. Another example that Moggridge used was when he discussed about the Red Cross. In order for Red Cross to get more people to donate blood, they made not only the environment more organized so that when people come to donate they feel secure in their environment. But the designers also find a way to make the people feel as if they are recognized, connected and remembered for donating blood. They did this by a promotion where people’s pictures were put up on a "Why I Give" board when they donated, including a small paragraph explaining their reason for donating. What this did was allow people to connect and share their story while at the same time encouraging others to donate. This occurred because people related to these stories, but at the same time they felt better about what they were doing, and proud that someone else will read their story. People felt like they were actually making a difference.

[] Ideo’s design team collects large amounts of information on people about their culture, lifestyle and gets to know people on a personal level in order to find the best way to satisfy their needs. When creating mobility they focus on creating the best product for their customer, and then going above and beyond so that people remember the name, and not just the product. The teams inspirations and the way their design process works, is all based around the people how they work, live and their lifestyles, while the actual design process focusing on a very complex and standard system which is also flexible to each individuals needs.

Tutorial Article Week 10: Avian Element This is where a design team took Japan's 500 Series Shinkansen bullet train and drawing from an owls features, created small serration’s which are used to reduce the noise generated by the train. Then by creating a cone shaped nose on the train, like that of a kingfisher's beak, the train was able to reduce the sonic boom, which happened when the train would drive out of a tunnel. Echolocation By studying bats navigation in the dark, a design team was able to create a high-tech device, where the cane sends out sound waves to determine what is up ahead. This helps a person who is visually impaired avoid collision with other people or objects. The visually impaired person is aware of these objects because a sensor in the cane indicates that there is an object or a person up ahead. Sticking, Naturally Woods used for creating cabinets and other products now also use glue, which was created based on secretion mussels. Secretion mussels usually stick to surfaces underneath the water, therefore based on the way the mussels stuck to these surfaces, designers created an ultra-strong glue used for gluing furniture and flooring and other household items, which stay strong for a long time. WEEK 11

How accessible the web is to most people in the world, more specifically if focuses on the accessible of the web by people with disabilities. With this in mind people with disabilities only want to be treated like everyone else, and web accessibility allows those with disabilities to find their own information, and more importantly working independently without being supervised or having to ask others to find out information. It a way of helping those with disabilities to feel like they can do or achieve their goals.
 * 1. How would you describe web accessibility?**

People with disabilities can do more things then ever without anyone’s help. This includes blind people who require certain software to access information, the Internet provides then with audio information, this allows them to independently find information on the web. Also Quadraplidria who find it difficult to serf the web, therefore they are provided with a stick to help them navigate. Then there is inability to hear, the web provides almost everything in writing, helping those who need particular information, which in other cases could only be heard. People who cannot speak can participate in online chat rooms or through discussions online. These are all people with disabilities who just want to do everyday things and now they can, with the help of the web.
 * 2. Who do you think benefits from accessible websites and how?**

Yes, I think if people were more aware of the situation, then why not make websites and weblogs more accessible. People can go to sleep knowing that they are helping someone else experiencing and appreciate things, which we may not even see as large aspects of our daily lives. And yes, all websites should make web accessibility available, because only if people knew that it wasn’t as difficult to incorporate web accessibility to their web site, I think many would.
 * 3. Do you think your website/blog should be accessible? Should all Canadian websites?**

Getting people to understand web accessibility from the beginning, so that they are able to implement it from the beginning rather then later. This means for people to be aware of people with disabilities and the needs of web accessibility before the actual design
 * 4. What do you think is the biggest challenge of making a website accessible?**