JamesPurdy

=Case Studies=

toc


 * Welcome to James' Page!**


 * ==**Case 1**== ||
 * **Answer 1**: Apple contracted it's design and production line through Portalplayer and other affiliates. "it turns out that much of the underlying iPod design was performed by outside companies" because the market hasn't established standards for MP3 players. The ipod is the predecessor to any mass MP3 player. Apple and Portal player together needed to come up with a effective design that influenced the companies ideologies of able to deliver the 'highest quality sound', utilize 'off the shelf components', 'cost' effective, and is ready for today's market.

Although this business model is odd, without Apple's affiliates, the ipod's original design would be different and probably wouldn't launch a successful product.


 * Answer 2**: The products created by Jobs and Ive gave a new perspective to how the computer 'appeared' to the public. During the launch of apple's first Imac, it replaced the typical image of a computer case (At the time it was ugly beige or grey plastic) and transformed it to a work of art.

Ives and Jobs added new materials such as shiny coloured plastics and metal to give the computer a new outlook. Something that would sit well in the room, look exciting to use, and make it personal by encasing it in whatever colour the user wishes. It added the 'personal' to personal computer (PC).


 * Answer 3**: Apple's design team is extremely important because the design and interface must be unique, yet effective. Other companies are trying to compete with Apple by designing their own products because Apple has set the standard to product design by presenting their products as works of art, rather than just what it is. The team is spoken highly of and present themselves as masters of craft. The importance of apple's design team is to stay creative, yet conservative to apple's values. The team is so effective that other companies often fail to make comparison. The image produced by the team is not only high quality design, but great functionality and user experience to accompany it. ||
 * ==**Case 2**== ||
 * __3 definitions of "ergonomics"__


 * Cognitive Ergonomics**: studies mental constrains in order to optimize well-being, memory, motor response, and interaction and performance. Example: perception, reasoning, skills


 * Organization ergonomics**: Studies organizational structures that breakdown tasks, policies, processes, even communication. Example: schedules, visual breakdowns of tasks


 * Physical Ergonimics**: studies bio mechanical functions in relation to physical tasks. Example: moving objects, sitting

__Recommendation to Advice for case study 5 (car park issue):__

Why don't they boarder off the short cuts or create a bridge like structure tunneling pedestrians keeping them from harms way. This prevents shortcuts and is easily to monitor incidents with cameras because everyone is in the same place. This not only is providing safety from slips, falls, and dangerous equipment but can aid in lost prevention.


 * Ergonomically Sound Product**: Logitech g19 keyboard

Product:

http://www.logitech.com/index.cfm/keyboards/keyboard/devices/4956&cl=us,en

Article Review:

http://www.maximumpc.com/article/news/handson_with_logitechs_g19_keyboard_and_g35_headset

http://www.logitech.com/index.cfm/keyboards/keyboard/devices/4956&cl=us,en ||
 * ==Case 3== ||
 * Country: Africa

-Compact, easy to take on the go. Individuals are very mobile. -cost effective. easy to mass produce- cheap to purchase as well. -reliable, parts are hard to come by and repairs must be made easy. -easy to converge with surroundings -easy to use so everyone can understand and learn. ||
 * ==Case 4== ||
 * The Materials Economy defined by Annie Leonard is divided into several stages. First the **Extraction** and **Production** stages. This involves extracting the earths natural resources usually by great force. After the resources are attained, they are then shipped to factories in which health and safety is not of concern, the workers and the environment are polluted with toxic chemicals. Usually this process is extremely hazardous to our health and the environment, yet no one seems to care.

The **Distribution** and **Consumption** stages focus on externalizing the costs and having the product moving off the shelves. The consumption stage is the key to our economy. It's so heavily thought out and fabricated to protect the industry that the government will do anything to keep the economy flowing. Money seems to be the only thing that's appealing to large industries. Advertising plays a big part in our fabricated lifestyle. We are no longer called people, we are referenced as consumers and we answer to the messages sent by industrialists. The cycle that Annie mentions is we go to work to make money, then we watch tv to make our lives seem incomplete without these products, then we purchase them and they get thrown out 6 months later-and repeat.

Last but not least, **Disposal** interacts harshly with the environment. From the junk we place on the curb every week to the pollution in the air, this is all we actually see from the big picture. The problem with the picture is it is a linear process. Our resources do not replenish and the earth is running out. We need to find an efficient method of production in which we not only recycle our products but produce no waste. Our planet and ourselves depend on it. ||
 * ==Case 5== ||
 * BodyStorming is a creative technique that incorporates the imagination into product design. The idea is to act like the product exists and use it where it would be effective. This explores better product research and understanding by incorporating and implementing a product into a lifestyle. No draw backs or negative effects exist with this method of research because the product doesn't physically exist.

The research discovered by the first case of being blind is that her other senses were heightened in order to assist her. This was done by covering the girls eyes and giving her nothing but a stick. She had to feel her way around relying on her ears and touch.

For the second case revealing Attention Deficit Disorder, the subject failed to give the rehearsed phone number while attacking a series of math problems. The subject had a difficulty preforming the task felt frustrated and negatively affected his self esteem.

For the final case of arthritis, taping the hands with pens prevented movement. the flaw with this is sever pain discourages the movement. Either way, the results are valid. The subject revealed fear of hurting themselves when doing daily activities like cooking and moving objects. This overall made him apprehensive leading him to frustration and anxiety. ||
 * ==Case 6== ||
 * David describes three phases for the adoption of a new technology. The first is the **enthusiast stage**, when the technology is first exploited. The people involved in this stage with technology are the ones who a) can afford it and b) are people who utilize its potential. Often these individuals exploit the products pros and cons, in this case the camera, often driving it to better uses. They are the pioneers of this technology.

Second is the **professional**, when the technology is developed to help people work. Later these enthusiasts find them incorporating cameras into the work places. Though the increased volume of users, stereotypes of cameras are produced often leading to universal designs to fuel user experience.

The Third is the **consumer** phase, when the technology is developed far enough for people to enjoy at an accessible price. As more companies begin to create competition, the availability of cameras increase and the prices begin to drop. That same technology years ago that only professionals could afford becomes the standard in todays consumer market.

Another consumer product that has undergone similar developments are laptop computers. ||
 * ==Case 7== ||
 * **Interaction architecture according to Mat Hunter:**

Rules or principals used to design not one camera but a whole series of cameras designed to be used by the average consumer. This development stemmed from the failure of the VCR. The original intent was to have every american be able to program it, but this was an obvious failure.


 * Interaction architecture according to Rikako Sakai**:

Designing the camera to be helpful, assisting and teaching the user how to easily take photographs by presenting the information in a clear manner. This was tested in house on subjects. The information was recorded by closely observing their interactions with the camera and it's software.


 * Leading questions** are one that forces or implies a certain type of answer. It is easy to make this mistake not in the question, but in the choice of answers. A closed format question must supply answers that not only cover the whole range of responses, but that are also equally distributed throughout the range. All answers should be equally likely.

An example would be a question that supplied these answer choices:

1. Superb 2. Excellent 3. Great 4. Good 5. Fair 6. Not so Great


 * Hypothetical questions** are based, at best, on conjecture and, at worst, on fantasy.

For example:

1. If you were governor, what would you do to stop crime?

This forces the respondent to give thought to something he may have never considered. This does not produce clear and consistent data representing real opinion. Do not ask hypothetical questions. ||
 * ==Case 8== ||
 * Jan Chipchase is an human behavior researcher employed by Nokia. His role requires him to travel to different cities/ towns where he documents his finds through still images. These images provide Nokia information based on purpose, interaction, and life functions to expand their world market. For example, Chipchase photographed a cellphone in a ziplock bag hanging from the ceiling inside a hut. Because of the typhoon season, their valuables must be protected in case it were to wipe out their home. a cellphone can mean life or death.

The benefits for researching and developing for their expanded market is to outreach those who do not have the ability to stay connected. In small poverished towns, a cellphone provides a fixed location for that individual, making them a part of the grid. The consumer benefit is not only the ability to talk to others but rather creates a type of mailing address, since many do not have a fixed residence. An example of this is a cellphone can help employers contact potential applicants, if they were to ever apply for a job.

Chipchase is not only providing research to Nokia in order to design new features. Rather, he is making a difference by making Cellphones affordable for these people, giving them the difference of being someone worth contacting. A fixed address is all one really needs to get off the ground. 80% of the world's population lives in a range of a celluar network. Catering to this untouched market will only benefit both parties. ||
 * ==Case 10== ||
 * My favorite Designs:

"Leaving No Trace"

Designing a surface and paint coating to repel any impurity off it's surface using a non toxic formula. This will also save water from people washing their cars frequently. This paint has self healing abilities where with water it can remove scratches.

"Avian Elements"

Designing the arrow dynamic bullet train in Tokyo Japan is based off a bingfisher's beak. The purpose of this design gives the bird the ability to dive from air into water with minimal resistance. Applying this concept to the train allows it to drive through tunnels and open air silently and resistant free.

"Keeping the Bugs Out"

Seaweed compounds are found to prevent bacteria build ups. Seaweed has a film that prevents bacteria from colonizing. Applying this film to contact lens, maybe even fresh open wounds, could save lives. Although antibiotics are designed to fight and kill bacteria, strains today remain resistant to treatment. Preventing the build up of bacteria ensures a healthy lifestyle leading to less problems down the road. ||