John+Rego

Here, you will find weekly tutorial exercises. It will be updated weekly, so keep checking back. Enjoy.**
 * Tutorial Discussion:

=Week 1=

Inside the Apple iPod Design Triumph
toc 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 MP3 player industry was still quiet at this time, Apple decided to create a layered design chain, which relied heavily on a platform and reference design produced by an additional partner: PortalPlayer. This design chain was formed due to PortalPlayer's reputable platforms for audio systems includingvarious audio systems, portable digital music playing devices and as well streaming audio receivers- PortalPlayer's design expertise would ultimately supply the highest quality of sound. This was kept under silence as restrictive nondisclosure agreements eliminated any chance for key officials to comment on the Ipod project- which would cause mass speculation and curiosity. Apple could use such attention to their advantage, to perhaps, create a buzz and hype around their innovation in portable music. Four key criteria were derived for the design chain: "highest quality sound, off-the-shelf components, cost, time to market" (Sherman).    

Jonathan Ive at the Design Museum
http://www.designmuseum.org/design/jonathan-ive <span style="color: rgb(0, 0, 238);"> <span style="color: rgb(15, 15, 16);"> What distinguishes the Apple Design team from the rest is solely the passion and attention to all the details, from those known and obscure. By doing this <span style="color: rgb(0, 0, 238);"><span style="color: rgb(15, 15, 16);">the team of Jobs and Ive have also created convenience with the functionality of the product and a relationship between the user and the product that establishes an appreciation and understanding of that product. Not only are the creations of Apple very sleek and sophisticated in design, all aspects of the product focus on its use to the greatest potential; "simplifying" the use of such modern devices. <span style="color: rgb(15, 15, 16);"> The new materials used for distinctions in design include polymer, which will allow the generation of composites that would "meet very specific functional goals and requirements" (Ive, 2007). The use of plastics that were once taboo will create a breakthrough with "functional and formal opportunities that really didn't exist before" (Ive, 2007). Lastly, metal forming and alongside new ways of fusing metals together will contribute to more creative and experimental designs. <span style="color: rgb(255, 123, 5);"> <span style="color: rgb(255, 114, 0);">
 * 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?//

<span style="color: rgb(20, 16, 18);">Who Is Jonathan Ive?
<span style="color: rgb(0, 0, 0);">An in-depth look at the man behind Apple's design magic http://www.businessweek.com/magazine/content/06_39/b4002414.htm The importance of Apple's design team is that they are the leading innovators within the company. The team has one goal and work collaboratively with other departments (i.e marketing). The ergonomics of the environment allows the team to have privacy- as well as no room at all. The team is like a tight -knit family that is able to explore for ideas and make mistakes together due to their understanding of the products, tools, and purpose of the company. These mistakes are what leads them to great products because as Apple's motto says "Think Differently". Another issue that Apple designers do not have to deal with is budget constraints; the designers are able to use various forms of materials in order to make it complete, original and simple for their users.
 * <span style="color: rgb(0, 0, 255);">Question: **<span style="color: rgb(0, 0, 255);"> //<span style="color: rgb(0, 0, 255);">Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams? //

Other companies such as Sony, Microsoft, and Hewliett- Packard are trying to compete with Apple by creating their own design team. This is because they see that Apple designs have hit emotional cords of buyers. However, since many companies are constrained by budgets and sale quotas, it makes it harder for them to catch up to Apple's uniqualy groomed design team.

=Week 2=

<span style="font-size: 10pt; line-height: 115%; font-family: Arial,sans-serif; color: rgb(0, 0, 0);">
<span style="font-size: 10pt; line-height: 115%; font-family: Arial,sans-serif; color: rgb(0, 0, 0);"> <span style="color: rgb(0, 0, 0);">**<span style="font-size: 10pt; font-family: 'Arial','sans-serif';">Physical Ergonomics **<span style="font-size: 10pt; font-family: 'Arial','sans-serif';">- “is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. Some examples are working postures, materials handling, repetitive movements, work-related musculoskeletal disorders, workplace layout, safety and health.” <span style="font-size: 10pt; font-family: Arial,sans-serif; color: rgb(0, 0, 0);"> <span style="color: rgb(0, 0, 0);"><span style="font-size: 10pt; font-family: 'Arial','sans-serif';"> <span style="font-size: 10pt; font-family: 'Arial','sans-serif';"><span style="color: rgb(0, 0, 0);">HFESA. http://www.ergonomics.org.au/ergonomics/definitions.html<span style="color: rgb(0, 0, 0);"> Available Online: Friday, January 16, 2009.
 * <span style="font-size: 10pt; font-family: 'Arial','sans-serif';">Organisational Ergonomics **<span style="font-size: 10pt; font-family: 'Arial','sans-serif';">- “is concerned with the optimisation of sociotechnical systems, including their organisational structures, policies, and processes. Some examples 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.”
 * Cognitive Ergonomics**- “is concerned with mental processes, which consists of perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Some examples include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design.”

Case Study 4:
For this case study the additional advice is that the cleaners should be taught simple stretches to loosen up their muscles so they do not feel any discomfort when using a mop.

A product that is <span style="color: rgb(0, 0, 0); font-size: 10pt; font-family: Arial,sans-serif;">ergonomicly sound is the [|Handshoe Mouse] because it perfectly fits the palm of the persons hand removing any stress from your fingers when using a conventional mouse.

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= = =Week 3= Choose a country on the web site's map, and read through the description of the products designed for that country. List five characteristics of socially responsible product design.

> > > > > <span style="font-family: Tahoma,Geneva,sans-serif;"> <span style="font-family: Tahoma,Geneva,sans-serif;"> <span style="font-family: Tahoma,Geneva,sans-serif;"> <span style="font-size: 120%; font-family: 'Times New Roman',Times,serif;">  <span style="font-size: 120%; font-family: 'Times New Roman',Times,serif;">Another socially innovative designer - [|Sustainable Everyday Projects]
 * 1) **<span style="font-family: Tahoma,Geneva,sans-serif;"> Acess to Essentials: **<span style="font-family: Tahoma,Geneva,sans-serif;"> Design to improve acess to essential's of life, such as food and water, in an efficient way to maximize gain and minimize loss in places where these esstential's are scarce to start of with.
 * 1) <span style="font-family: Tahoma,Geneva,sans-serif;">**Improvment of Health Care:** Design to improve health care in areas where it is not easily and readily available. In doing so the quality of living is improved and individuals can go on to continue their education, go to work, etc.
 * 1) <span style="font-family: Tahoma,Geneva,sans-serif;">**Minimize Negative Effects from Technologies:** Design to minimize the negative effects of existing technologies, materials, deisgns. This can also be included under improving the health of individuals in minimizing their exposure to harmful byproducts of materials or technologies they use.
 * 1) <span style="font-family: Tahoma,Geneva,sans-serif;">**Improvment of Education****:** Design to improve the quality of education in developing countries or in some cases, provide education where it is not possible. One Laptop per Child is the most outstanding example of such a design, it's a brilliant idea and a very useful one for all he children and parents alike.
 * 1) <span style="font-family: Tahoma,Geneva,sans-serif;">**Economical Design****:** Design that is cost effective and economical. In developing countries, income is very limited so designign technologies to minimize as much as possible unnecessary expenses or more affordable useful technologies that are necessary for everyday life is crucial.
 * 1) <span style="font-family: Tahoma,Geneva,sans-serif;">**Environmentaly Friendly**: Design that has the leats possible environmental effects. In developing countries, natural resources and the envionrment are a primary source of many essential's of life so it is very important to keep these resources available in large and healthy quantities.

=Week 4=


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

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

This a system that she points out is one that is in crisis, because it is a liner system on a finite planate that we live in and the system runs on a liner system does not work in our finite world. This system is interacting, with societies, economy, culture, politics, and many other things and all along the way its bumping into limits. People work and live along the system, some mattering more then others. The government, and the corporation play large parts in this system. Corporations are dominating the economies thus the government needs to make them happy first. Now this is a problem, because the government’s job is to protect the people, to be run by the people, for the people. In the process of **extraction**, we are using up all of our natural resources in the process of making our ‘stuff’. When we start running out of our own resources we take other peoples. If you don’t buy or own a lot of stuff you don’t have value. Now when the materials move to **production**, we end up producing toxic chemicals. Babies get highest toxic chemicals form mothers breast milk. The people who bare the biggest brunt in this are the workers who are exposed to this first hand, most of them are women of reproductive age who have no choice, which is what happens in this system. It forces people who don’t have a lot of stuff, to go out and make money to get stuff, to be accounted for in the system, thus, as these people leave their villages and move to urban areas to work for minimal amount of dollars and live in the slums it sacrifices peoples well beings, for the sake of this system. Thus, not only resources are wasted but people as well. Then in the process of **distribution**, we have to sell all the toxic product for as less as possible, externalizing the cost of production. The real cost of making stuff is not captured in the customers prices. Workers don’t get paid much and to move all the stuff prices have to be kept low, so if we don’t pay the cost, who does? (Leonard) People around the world for resources, in factories, people paid with their polluted air, and people paid by having to cover their own health care in distribution. But these contributions don’t get accounted for. Next, the process of **consumption** takes place, which is the heart of the system that drives the whole system. This part of the system is highly protected by the government and influenced by the corporations. Thus we are encouraged to shop, shop, and keep shopping and not focus or notice the other systematic contributions. And our value as individuals is often determined by the amount of stuff we buy. And 99 % of stuff we run through the system is not used 6 months after we receive it. Stuff is made cheaper, and we consume 2x what we did years ago. This was designed, and it did not just happened.(Leonard) The corporations and the government were able to make us consume more and reuse less, by using two methods:

Planned obsolescence vs Perceived obsolescence
1. Planned obsolescence – ‘designing for the dump’ ->Which encourages making product to only last a short amount of time, requiring for constant reproduction and consumptions. 2. Perceived obsolescence- convinces us to throw out stuff that is still perfectly useful, by changing the way things look.

Media plays a big role in this, by pointing out what we should be buying to be contributing to this arrow, and it shows us that everything we already posses is wrong and by going shopping we can fix it. Media helps by hiding this so the only part of the materials of economy that we see is the one with shopping. Finally, because we buy to much stuff, we make 4.5 pounds of garbage a day. And we have to **dispose** it somewhere. Now, when we do this, we end up polluting the planet, recycling helps but its not enough. Many points of interventions exist. And seeing the big picture of all the connections when people in the system gets united we can make it a less linear system by thinking about sustainability and equity. We as a whole nation need to take more time to do those things that truly make us happy and not surround ourselves with more then our needed share of pure consumption of material objects, things and stuff that doesn’t last, is not remembered, and only hurts us and those in the process of its production.



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

=Week 5=

As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. **Research the definition of 'bodystorming', and write a paragraph describing its characteristics.** <span style="color: black; font-family: 'Arial','sans-serif';"><span style="font-family: Arial,Helvetica,sans-serif;">

<span style="color: black; font-family: Arial,Helvetica,sans-serif;">What is Bodystorming ?
<span style="color: black; font-family: 'Arial','sans-serif';"><span style="font-family: Arial,Helvetica,sans-serif;">Bodystorming is the technique of physically moving around (acting, imagining) to work out a scenario/problem. It is like brainstorming, but with physical interaction instead of sitting around a meeting table. This way the participants are not passive and have some interaction with the studied environment.

<span style="font-family: 'Arial','sans-serif'; color: black;">
<span style="font-family: Arial,Helvetica,sans-serif;"><span style="color: black; font-family: 'Arial','sans-serif';"> In this scene, the participant, had to rely on her other senses to orient herself around her surroundings. When walking up the stairs, she would count the number of steps so she could create a mental image of her surroundings to orient herself around. She depended on sound and touch to “read” buttons.

<span style="font-family: 'Arial','sans-serif'; color: black;">
<span style="font-family: Arial,Helvetica,sans-serif;"><span style="color: black; font-family: 'Arial','sans-serif';"> Here the participant had to recite a telephone number while doing math problems. His inability to do said task negatively impacted his self-esteem. To prevent any further disadvantages, it is important to speak clearly, and present fun but challenging activities to practice and improve attention.

<span style="font-family: 'Arial','sans-serif'; color: black;">
<span style="font-family: Arial,Helvetica,sans-serif;"><span style="color: black; font-family: 'Arial','sans-serif';"> In this scenario, the participant constantly feared self-inflicted injury because the lack of mobility in his joints. This and the extra energy he had to use caused his body temperature to warm up and his anxiety levels to rise. His limited movement shows a need for more open space, and things to be made of safe, durable materials to decrease fear of injury and promote more participation. To assist the user, voice-automated devices would be a useful tool as they could reduce the number of actions or tasks a person has to do.

=<span style="font-size: 104%; font-family: Arial,Helvetica,sans-serif;">**Week 6** = The three stages of adoption areas follows:

Enthusiast Stage
These are individuals who enjoy technology in an ‘aesthetic way.’ They find a new way to improve products which may not be user friendly or it may be a product which requires specific qualifications from a user. In the interview, Liddle uses the camera as an example to explain the Enthusiast stage. When the camera first arrived, it was very complicated and could only be used by professional photographers. An enthusiast looked at the camera and found ways in which the camera could be made more practical and possibly used at a work place. At this stage an enthusiast wants the product to say “exploit me and look at my capabilities”

Professional Stage
<span style="font-family: Tahoma,Geneva,sans-serif;">During this stage the technology is developed far enough to help people work. Professional take over this stage, where the technology is seen as one for the elite, or individuals that can afford it. In the context of the case study of a camera, professionals here were ones that adopted to using cameras and individuals who could not afford it or did not have the skills to operate a camera would seek professionals to get their pictures taken. In this stage more and more people started becoming familiar with the camera as it's functions became universal.

Consumer Stage
The camera is now made easy enough to sell to any individuals. It does not require many qualifications for one to use. In the final stage, the product is ready to sell and use by the consumer. The price point is determined at this stage on the basis of supply and demand. Prices also shift due to more adaptations. For instance, last year’s Sony digital camera did not have a touch screen option. The price for the camera without a touch screen option decreased because of the new adaptation. At this stage, the product wants to say “look at how I fit with your style, look at who you are if you use me and my capabilities”

A product that has gone through similar stages of development is a land line to a cell phone.

= =

=Week 7= = =

** Description of Interaction Architecture as defined by Mat Hunter and Rikoka Sakai **
Kodak introduced the idea to the user that “you press button we do the rest”. Working for Kodak meant to question why people take pictures. Often user motivation for photography is as a means of self expression ad a social enterprise of the sharing of ideas. a digital camera involves review image, add voice, and delete images. As a result need an extensible series of rules that would allow not only one camera to be designed but a whole series. Then during the process of interaction architecture development they had to consider how to communicate that interaction architecture. They decided instead of creating a booklet or information kit they would produce something experiential. as a result they created a user experience prototype that is directly linked to a Macintosh computer. It allowed users to take pictures, delete them or send them to televisions in the room. The prototype not only demonstrated how features worked but also how they felt. Kodak took the prototype and incorporated it into the dc210. Rikako points out the importance of considering what users prefer or find productive. For instance, the addition of the animation in the software photo stitch makes the product features and tools more productive for use.


 * Leading questions:** question that suggests the answer or contains the information the examiner is looking for. It is often in the choice of answers that this mistake occurs because of the constrained options given to the person examined. All answers should be equally likely. Often leading questions could be answered with yes or no responses. If used in a questionnaire, need to consider the degree that separates each choice in the response list. An example of a leading question is: //How fast was the red car going when it smashed into the blue car?// The answer implies that the red car is at fault


 * Hypothetical questions:** Questions that cause a person to respond to something never considered before. As a result, the response is not clear and consistent based on real opinion. Hypothetical questions should be completely eliminated from questionnaires**.** An example of a hypothetical question is: Which superpower would you like to have flight or super strength?

= = =Week 8=

** Human-Centered Design Case Study of Cellphones in Developing Countries **
<span style="color: rgb(255, 71, 165); font-family: Times New Roman;"> Can the Cellphone Help End Global Poverty? By Sara Corbett <span style="font-family: Arial,Helvetica,sans-serif; font-size: 90%;">   Jan Chipchase is a ‘user anthropologist’, who is interested in research that deals with human behaviour of people. He continues to accumulate the research about human behaviour that he can share with the cellphone company Nokia. His main goal is to capture the different forms and ways of communication to try and promote new technologies that would cater people all over the world. In an increasingly transitory world Chipchase states that the cellphone is becoming one fixed piece of our identity” (Corbett, 2008). He supports new designs that engage people to benefit from the new technology and thus allowing Nokia to make better phones. Moreover economists believe that cellphones have and ‘economizing effect’ that can restructure developing countries. “Just in time” technology allows people to communicate as they move. The importance of this technology helps people connected with one another before meeting at the designated or planned place. Just in time is efficient as it avoids people meeting in the wrong place or having to waiting for the arrival of someone.

In addition to cater the needs and wants of Nokia consumers its design is important to be accessed world-wide. Cellphones have become important to increase people’s productivity allowing them to be reached. It is presented by the example provided in the article; a live-in housekeeper in  <span style="color: rgb(0, 0, 0); font-size: 110%;">  China was bond to her job until she got a cellphone where new customers can now call and book her services (Corbett, 2008). Chipchase relates the importance of cellphones as allowing individuals within growing populations to have a ‘fixed identity’ (Corbett, 2008). This allows a person to be in contact. Furthermore cellphones are important as they be used for emergency needs and to connect with people across the world. In addition cellphones have text messaging options SMS (Short Messaging Service) where it allows people to ask anonymous questions that deal with taboo subjects like AIDS (Corbett, 2008). Cellphones come in different designs allowing countries economy that targets the needs and wants of a consumer’s preference. <span style="font-size: 120%; font-family: Arial,Helvetica,sans-serif;"> <span style="font-size: 120%; font-family: 'Times New Roman',Times,serif;"> <span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">Nokia is able to better promote their technology is a larger market because after Chipcase’s observations, people who live in less developed countries are able to benefit from pay as you go plans instead of a monthly prescription. Therefore, Nokia is able to focus on a ‘potential customer’ before a product is even made for them. The cell phone is able to increase productivity and well-being because the individual could be easily reached and contacted for a specific job opportunity could be a prime example. Text messaging could also be a cheaper feature used on a cell phone when it comes to distance. One may find Quadir analogy relevant to improving developing countries market expansion. “One resource is time, another is opportunity. Let’s say you can walk over to five people who live in your immediate vicinity, that’s one thing. But if you’re connected to one million people, your possibilities are endless.” It is a really good marketing strategy to promote the need for technology worldwide. Chipchase stresses to “connect the unconnected.” Chipchase was extremely astonished with how a monk had a Nokia and turned on his Bluetooth to data-mine his stored information. **Citations** [] <span style="font-family: Arial,Helvetica,sans-serif; font-size: 90%;"><span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">

=Week 9=

**Design as a Collaborative Process**
<span style="font-family: 'Times New Roman',Times,serif; font-size: 108%;"> **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.** Bill Moggridge is the founder of IDEO. He considers the important aspects of design in the world. Moggridge signifies the role of design through the process of design. He mentions through the practices, changes and working with people that are targeted by the design are successful factors towards a design. The example presented by Moggridge examines the factors of designing sunglasses. It is important to consider physical characteristics of people i.e. the shape of the head, the nose and ears. Furthermore designing something that has a physical behaviour associated with it like a comfortable chair values the importance of capturing how the body works. When designing an interface one must consider beyond the aspects of physiology. Through the design interface it is important not only to consider physiology but rather designing how people think and how the brain works. Moreover it is better to consider cultural differences, cognitive psychology, anthropology, and sociology to see how people are connected together towards new design practices.
 * Find an online example of a product which utilizes his principles of collaborative design, add its URL, and describe its design in three sentences.**

In order for to have an effective design people should work together in teams. It is important to work with teams with different disciplines that include business factors, advertising, and engineers. The collaborative process examines the significance of sharing different ideas and opinions for an effective design which creates a strong brainstorming sessions that occur within the teams.

It is important to involve the people that the design is for. This would help the designers to create products that suit the needs of the people rather than designing products that just focus on them. Bill Moggridge refers to ‘participatory design’ (throat surgery) by integrating the surgeons into the team which made them feel that it was their own project. The design team became more effective because it was working with the people that were going to use the design. Therefore it is important to involve people in the research process to the result process in order to observe whether the technology has higher or lower capabilities. <span style="font-size: 90%; font-family: 'Times New Roman',Times,serif;"> Link: www.ecolean.com

Ecolean successfully convinces consumers to use 'a lighter approach to packaging'. It uses 50 - 60% less materials than traditional cartons and containers, all of which are made from 100% recycled goods such as chalk and binders, and actually squeeze out nearly 100% of the product, as opposed to regular containers that, on average, throw away a deciletre of the product, saving space, energy, transport, and most importantly, the environment.

<span style="font-size: 90%; font-family: 'Times New Roman',Times,serif;"> =Week 10=

<span style="color: rgb(251, 122, 19); font-family: Tahoma,Geneva,sans-serif;">
<span style="color: rgb(23, 22, 24); font-family: 'Arial Black',Gadget,sans-serif;"><span style="color: rgb(0, 0, 0);"> <span style="font-family: Tahoma,Geneva,sans-serif; color: rgb(0, 0, 0);">Question: Look over examples of her biomimetic principles applied to products in the slideshow and write a short, one paragraph synopsis for each of your three favourite product designs. <span style="font-family: Tahoma,Geneva,sans-serif; color: rgb(0, 0, 0);"> [] / [] <span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;">
 * <span style="font-family: Tahoma,Geneva,sans-serif; color: rgb(0, 0, 0);">Reference: **[]

<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;">
<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;"> An Australian company, have dealt with infections and bacteria for years. Due to the strength of modern antibiotics such as acideminophane and penicillin, bacteria has become more hardy and resistant over time, creating an uphill battle for health care professionals all over the world. However, Biosignal have come across and studied a type of seaweed that, through it's natural compounds, prevent bacteria from grouping on it. It develops a thin layer of film that inhibits the signal required for bacteria to thrive and communicate with one another. This type of technology can be used in products such as contact lenses, which would prevent strains of harmful bacteria from entering the body.

<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;">
<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;">In Japan, there is a train called 500 Series Shinkansen Bullet Train. It travels at over 200 miles per hour (One of the fastest trains in the world). Just like the saying 'Art imitates life', they were able to take features of certain birds and implement them into the creation of this train to make it run faster and quieter. They inserted perforations into the sides of the train that closely resemble the feathers on an owl, which quiets the trains pantograph, the part of the train that connects to the overhead electrical wires. The train's other biomemitric design is found at the front, where it's nose is illongated and rounded, similar to that of a kingfisher's beak, which allows the bird to dive from the air into the water with a minimal amount of resistance.

<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;">
<span style="font-family: 'Times New Roman',Times,serif; font-size: 110%;"> The re-design of glue being non-toxic is extremely beneficial for our society. It is useful in cabinetry and flooring surfaces that are placed into your homes. The re-design resembles mussels and how they are able to cling to various underwater surfaces

<span style="color: rgb(0, 0, 0);">