Daniel+Palkowski


 * __Tutorial Article Response – Week 2__**

> b. Cognitive ergonomics is the process of designing to maximize the uses of mental processes in the work place without unnecessary strain on the worker > c. Organizational ergonomics is the process of designing to maximize collaboration and communication within the given area > To encourage the use of hot keys over the mouse provide a sticker to be placed on the side of the monitor to help people become familiar with them.
 * Tutorial Question**
 * 1. List the three definitions of 'ergonomics'.**
 * a. Physical Ergonomics is the process of designing to maximize work efficiency by understanding the effect of tool placement and use on the worker
 * 2. Read each of the task analyses and case studies at** [|**http://www.ergonomics.org.au/ergonomics/case_studies.html#case6**] **. Choose one of the case studies, and add an additional recommendation to one of them in step two as 'advice'.**
 * Computer Operator
 * 3. Find an example of a product which is ergonomically sound, and add a link to an article about this product.**
 * []


 * __Tutorial Article Response - 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. I chose to focus on ** Central America ****. **
 * Tutorial Question: **

1. Economically Feasible --> Providing central america with cost effective designs that enhance the lives of Central Americans and can be marketed to the poor. The AMD Personal Communicator has enabled poorer central American countries to have access to the internet at an affordable price. This will give the people of central america access to educational materials and improve overall communication. 2. Give them marketable skills --> with new designs, people can attain marketable skills and knowledge that can be used to generate income, and get themselves out of poverty. The use of the AMD personal communicator can allow them to seek information to better themselves, advertise, and communicate with clients all over the world. 3. Environmental Friendly --> Products that are friendly to the environment because central america depends on its rural environment more than us. Most importantly, access to clean drinking water. The ceramic Water Filter allows poor rural families to have access to cleaner water, which reduces diarrhea and medical expenses. Overall, the ceramic water filter greatly improved the lives of the poorer citizens of central america. 4. Health Impact --> Designs such as the ceramic water filter and Permanet have decreased medical expenses and missed days of work due to illness. The Permanet helps to fight Malaria and the ceramic water filter provides clean filtered water to Central American rural people, thus helping them live longer and healthier lives. 5. Encourage/advance education --> The One Laptop per-child $100 laptop design has advanced the learning environment in the the participating countries schools. By distributing personal laptops to students in school, it gives them access to educational material found on the world wide web to enhance their learning experience.


 * __ Tutorial Article Response - Week 4 __**


 * Tutorial Question: **
 * Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describes its interactions. **

In “The Story of Stuff” Annie Leonard goes into depth of the “Materials Economy” to explain how we get the things that we own and consume. She describes the Materials Economy as a linear system that includes a series of processes which include Extraction, Production, Distribution, Consumption, and Disposal of the stuff we consume. Annie Leonard informs us that this linear system cannot exist on this planet indefinitely. There are a number of issues such as culture, the economy, and the environment that are being largely affected by this linear system. Annie proposed that a change must be made to the way this system works to save our culture, economy, and planet.

The Materials economy process begins with extracting the materials needed from various natural resources to create a needed product. The main issue with this stage is that we are using way more than our share of natural resources compared to the rest of the world. The U.S. has 5% of the world’s population but uses 30% of the world’s resources and creates 30% of the worlds waste. Once the resources are extracted, they are brought in for production. The resources are made into the stuff we consume by factories using a variety of toxins and synthetic chemicals. Also, the factory workers are exposed to these chemicals and often for low wages (especially in third world countries). After the products have been produced they are then distributed to malls and stores for profit and consumption. The main goal of distribution is to keep the people shopping so the inventory can keep moving. The issue with distribution is that costs are externalized, which means we aren’t actually paying for the cost of the item. The people who are paying are the one whose land has been destroyed and polluted from resource extraction and distribution. Moving onward, the next step is consumption. This stage is described as the heart of the materials economy and is displayed as a golden arrow. A consumer’s value is measured by the amount that they buy/spend on stuff. The issue with this stage is that we only use 1% of the products we buy just six months after the sale date. This is created through two systems: planned obsolescence meaning they plan and make things to be consumed and replaced quickly (e.g. computers, coffee cups). Next, Perceived obsolescence, which involves replacing something that is still functional and perfectly useful by changing the way it looks. After these products are consumed they are put to disposal. These products that we once paid money for are being trashed and burned, thus releasing the toxins and synthetic chemicals into the air. The main issue with this is that other countries are receiving our waste and we are not only harming ourselves but others too. Annie Leonard is not alone when she states that our materials economy system is in dire need of change. We cannot continue to consume at such a rapid rate because soon enough it will get out of hand and we will destroy our planet. A process must be designed to keep the products we consume in circulation so we can scrap the linear system. It seems unattainable to some, but it is necessary because we cannot keep living like this.

Bodystorming is a participatory method for demonstrating or developing ideas in a physical setting. Ideas and situations are explored with groups of people in bodystorming, often using props such as maps or photos to give a sense of place.
 * __ Tutorial Article Response: Week 5 __**
 * Research the definition of 'bodystorming', and write a paragraph describing its characteristics. **

The idea is to imagine what it would be like if a product existed in a physical setting, and act as if it does exist, ideally in the place it would be used. Bodystorming goes beyond brainstorming by giving an idea a physical form and acting it out in different contexts. The process is designed to uncover how the relationships between people, locations and things affect ideas in ways that written scenarios cannot.
 * Describe the information revealed to the researchers in the three different case studies for one paragraph each. **


 * Visual Impairment - Blindness: ** To experience blindness, the subject was blindfolded and given a walker. The participant felt disoriented and abandoned. The subject reported a heightened use of her senses and relied on them heavily to make decisions. The subject also adapted a skill to map out her location by counting the amount of steps she took. Multi-sensory information helped a great deal especially with normal everyday tasks such as getting into an elevator, the sound and the feel of the buttons for example helped the participant complete the task.


 * Cognitive – Attention Deficit Disorder: ** To simulate attention deficit disorder (A.D.D.) the participant had to correctly recite and remember a telephone number being dictated to him while completing math problems and with the television on in the background. The participant found it difficult to concentrate on the task at hand and became frustrated by the continuous failure at this task. These negative feelings impacted the participant by lowering his self esteem. It is best to use clear narration to assist the user and present enjoyable yet challenging activities to improve attention


 * Motor-chronic arthritis: ** To experience the feeling of arthritis, the subjects had pens taped to their fingers to restrict hand and finger movements. The participant reported a constant fear of injury which made the participant apprehensive even if the task at hand was simple and automatic. Also, the subjects body temperature rose from exerting more energy which created more anxiety. From this experiment, the researchers concluded that speech recognition systems should be further researched to improve interactions and empower the user. Also using accessible routes play a key factor in these situations as well as intangible objects composed of safe material’s to decrease feelings of fear among participants.
 * __ Tutorial Article Response - Week 6 __**


 * Tutorial Question: **


 * What are his definitions for these three stages of adoption, and how did he apply them to his case study of a camera? Write one clear paragraph for each of his definitions, listing their attributes in relation to the development of the camera. Can you think of another consumer product which has undergone similar developments? Name it. **

David Liddle described three phases for the adoption of a new technology. The first stage was the enthusiast stage: The enthusiasts love and appreciated the technology in an aesthetic way. They enjoy exploiting it and the difficulty of use adds to the fun. Once they have their hands on the technology they decide to do something practical with it. This leads to the second stage, which is the professional stage. The camera started being used by professionals, such as photographers and then suddenly it becomes stabilized, where its easy to use. This leads to the third stage, which is the consumer phase. After the camera had built up enough volumes in the business phase, it begins to reach a point where consumers can afford it. The priorities in this stage change and the camera’s functions became automatic and very easy to use. Now anyone is capable of taking good photographs.

Another product that has undergone similar developments was the ** computer **. It began as a massive machine that scientists could only use, then it was used for practical reasons, now almost everyone in North America owns and can operate a computer with ease.


 * __ Tutorial Article Response - Week 7 __**


 * Tutorial Questions: **

Interaction architecture is a series of rules in the design process of cameras. In the process of communicating the results to the production is to make something more experiential, user experience prototype, big box with a security camera attached to the front, fat umbilical cord going to a mac comp and running macromedia director, allowed u to take a picture and delete and send it across a room to a TV. In relation to the photostitch design,** they decided to use software to help the camera, by allowing this program to compile the many stages that were used in previous version into an interface **
 * Write a description of interaction architecture as defined by Mat Hunter at ** [] and Rikako Sakai at [] ** in relation to their work with Kodak in 1995. **
 * How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms. **


 * Leading questions **** imply a certain answer that the researcher wants to have. Leading questions are a biased way of asking a question where you make the answers suit or rather support your thoughts. As a result, leading questions are not very ethical or reliable. **
 * Hypothetical questions **** are based on fantasy or on guesses. This may result in distorted answers because the person answering may never have considered such a hypothetical scenario. As a result, the answer will not be relevant especially if they do not intend on that scenario to ever occur. This is not a type of question suited for a questionnaire. **

= = __ **Tutorial Article Response - Week 8** __

**In three paragraphs, describe the role of Jan Chipchase in defining the role of cellphones in the developing world for Nokia, and the benefits of analyzing cellphone use and design in different cultures as part of their market expansion.**
 * Tutorial Questions: **

Jan Chipchase played a major role in defining the role of cell phones in developing countries. Chipchase works for Nokia as a “human-behavior researcher.” Chipchase’s job requires him to observe human-behavior and to pinpoint problems that people in those specific regions deal with. Chipchase then delivers the information he gathers to Nokia to help fix the problems that these areas have experienced. As a result, the research allows Chipchase to help design a cell phone better suited for people in these areas.

The benefits of analyzing cell phone use extend to not only the user but also the service provider as well. Cell phone networks are significantly cheaper to set up and maintain than landlines in developing countries. Most of these countries experience rough weather seasons that destroy their homes and infrastructure. Maintaining one communications tower as opposed to a series of power lines is much easier and cost-effective. A cell phone does not require one to have a permanent address. It allows the user to use the phone anywhere in the range of the signal. This is most effective in developing countries since they consist of large rural populations, which allows them to stay in contact with everyone in their region. Furthermore, people have also been able to discuss health issues such as AIDS with health professionals, through SMS. As a result, it has been found in developing countries the household income rose in families that had a cell phone, thus increasing the countries overall incomes. Cell phone design in different cultures has expanded the market significantly. Now, companies like Nokia are able to sell their products to developing countries and make peoples lives easier. Companies like Nokia are doing developing countries a great service through the work of people like Jan Chipchase. Nokia gets loyal users in return of providing them with reliable communications solutions, which helps develop countries. As a result of globalization, people stay in touch and help them earn more income.


 * __ Tutorial Article Response – Week 9 __**
 * Tutorial Question**

Moggridge defines “design as a collaborative process” as the process of working with various groups of people to design a product. Moggridge believed that it was important to work in teams whose members are comprised of people from different backgrounds. When working with the people you are designing a product for allows the designer to know their needs. As a result, the designer is more likely to be successful in their creation.
 * Describe how he defines 'design as a collaborative process', and cite two examples of how creators involve the people they want to create for in their work, according to Bill Moggridge's lecture.** **Find an online example of a product which utilizes his principles of collaborative design, add its URL, and describe its design in three sentences.**

Examples of how creators involve the people they want to create for in their work include the ergonomically designed chair and the Gyrus. The ergonomically designed chair required the designers to research how the spines works and how their chair fits that model for people at work. The Gyrus is a tool used for nose and throat surgeons. The design team for the Gyrus integrated the surgeons into the design process.

[] “TSA Checkpoint Evolution”

The TSA checkpoint evolution has created a new and improved checkpoint experience while increasing security. Rather than solely focusing on detection, the TSA checkpoint searches for explosives and hostile intent. The idea behind it is to make the checkpoint calm for consumers and to make potential hostiles standout. IDEO involved humans in the design process through observations, interviews, and feedback sessions, the team collected insights about airport lobbies and expanded checkpoint areas. “//In the 300-plus interviews in dozens of airports and other locations, IDEO observed travelers, identifying key emotional characteristics, moods, traveler archetypes, and reactive behaviors typically found in various security situations//.” **__ Tutorial Article Response - Week 10 __**

 Sonar-Enabled Cane Bone Furniture
 * Tutorial Question: **
 * Look over examples of her biomimetic principles applied to products in the slideshow located at [|**http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm**] and write a short, one paragraph synopsis for each of your three favourite product designs. **
 * High-Speed Train **
 * Japan’s 500 series Shinkansen bullet train is modeled after the quietest bird, the owl. The train design uses serrations, which are similar to those on owl feathers. The serrations reduced the noise created by the train’s pantograph. The train reaches a top-speed of 200 mph. At these speeds it was necessary to design a nose that reduces the sonic boom created when the train exits a tunnel into open air. The nose was designed after a kingfisher’s beak, since the Kingfisher has the ability to dive into water beak first and have little amounts of resistance.
 * The Sonar-enabled cane is modeled after how bats move in the dark without colliding with anything. The cane was designed for visually impaired people. The cane sends out soundwaves from the person holding it to detect up coming objects such as signs and people. When an obstacle is detected, the cane handle provides a tactile warning to the user to notify them of the obstacle.
 * Joris Laarman designed bone furniture to mimic the design of bones. The idea behind it is that the bones form a strong matrix of support. The featured design was a chair. It was designed by software to mimic the process of how bones grow over time. Bones supported the main legs of the chair to make the legs even stronger
 * __

Tutorial Article Response – Week 11 __**
 * Tutorial Question **
 * Glen's asking a series of questions to usability professionals in interviews - his abbreviated list is below. Answer the below questions briefly in consideration of the material on these two websites: **

[] - basic introduction to various forms of accessibility in web communications [] - integrating accessibility in design

**3. Do you think your website/blog should be accessible? Should all Canadian websites?**
 * 1. How would you describe web accessibility? **
 * ** Web accessibility can be described as the ability to access the world wide web at anytime and have access to all of its features, which includes e-mail, chat, and entertainment (eg. Music and videos). These features must be accessible to all, including those with disabilities. They must be user friendly and accommodating to users of all abilities and disabilities, which including people with hearing, seeing, motor, and cognitive disabilities. **
 * 2. Who do you think benefits from accessible websites and how? **
 * ** Accessible websites benefit everyone who has internet access. This includes people with or without disabilities. People without disabilities are able to access the website as they normally would and those can access the website with the assistance of disability friendly features. **
 * ** I think all websites and blogs should be accessible to all. This would promote a greater sense of equality not just in **** Canada ****, but world-wide. An application should be created for websites that provide accessible features for disabled users. This way a simple add-on can be added that works the same across all websites so that users don’t have to adjust to different accessibility features. **
 * 4. What do you think is the biggest challenge of making a website accessible? **
 * ** The biggest challenge faced by making a website accessible is to make the creator aware web accessibility for disabled users. Although a number of websites have web accessible features by requirement, a number of personal websites and forums do not. This doesn’t allow all users to have access to the same content available on the web. Once again, a web based application should be applied to all sites to help solve this issue. **

