Kang+Tae+Kyung

== = __Week 2__ =
 * Case Studies on Ergonomics**


 * Examples of Ergonomics, Task Analysis and Seven Case Studies**
 * **List the three definitions of 'ergonomics'.**
 * **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'.**
 * **Find an example of a product which is ergonomically sound, and add a link to an article about this product.**


 * //__Definitions__//**


 * Physical Ergonomics:**

This is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. (Relevant topics include working postures, materials handling, repetitive movements, work related musculoskeletal disorders, workplace layout, safety and health.) it relates to the physical activity by focusing on the biomechanical and physiological characteristics. It covers topics such as repetitive movements, postures, materials handling, safety and health and workplace layout.


 * Cognitive Ergonomics:**

This is concerned with mental processes such as perception, mind and reasoning and how these affect and impact human interactions and other elements in the system. Work load, stress levels, human computer interaction, human reliability etc are all topics covered under this section.


 * Organizational Ergonomics:**

This is concerned is concerned with the optimization of sociotechnical systems, including their organizational structures, policies, and processes.(Relevant topics include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, virtual organizations, telework, and quality management.)

__//**Case Study**//__ - Hospitality and Serving Food


 * Advice**: Using the automatic ordering system: when waiters get orders from customers, not like taking it on the paper, but an electrical automated ordering device then, he or she can reduce times of going to the kichen giving orders to the chef. When he gets the order in this machine it automatically goes to the chef. Reduce times.


 * __//Example//__**

Ergonomic Keyboard - []


 * __Week 3__ **

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

The design - sugarcane charcol from Haiti

1. Minimize enviromental damage and impact 2. Economically friendly, no expensive 3. Simple 4. Improve heath care at all level 5. Practical

**__Week 4__** __The story of stuff__


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

The **Story of Stuff** exposes the connections between a huge number of environmental and social issues, and calls us together to create a more sustainable and just world. It contains criticism about comsumeristic society. In the film, Annie Leonard defines the 'materials economy' as a linear system interacting enviroment, society and culture that is from extraction to production, production to distribution, distribution to consumption and consumption to disposal. This system is a cycle of life. This system is extended with people, the government, and the corporation. She states that the system is critical and is in serious crisis since it keeps repeating again and again. The consuemer demand and producer supply are constantly growing for products but there is limited resources. The system is runining continuously with limited resources.

The system starts from the extraction. She concerns about the trashng the planet. People use all the natural resources to creat too much stuff. They are using more than our share. The problem is that he exploitation of nature is often done in a unnecessary way as the depletion of natural resources from economic growth and population growth ultimately threatens human existence. The is due to increase in sophistication of technology enabling natural resources to be extracted quickly and efficiently. Moreover, materialistic societies (industrially based) that promote mass consumption and unnecessary use of these resources. Since resources are extracted from our earth, those go to factory to be product. At the production stage, it is easy to use synthetic chemical to producce product, but while producting is also creates toxic chemical gases as well. It contaminating our bodes so call "Brominated Flanme retardants". All the communities can be polluted from the chemical substances and trash from the fatory. Final products are distributed to retailer store. At the distribution stage, company externalized costs. A business maximizes its profits by off loading indirect costs and forcing negative effects to a third party. Real cost are not captured by the cost. Cost is too cheap but all the system actually does not contricute it. To maximizes profict, many corporations somtimes are not paying employees enough and are avoiding necessary benefits or health care. Government should regulate these problems, but they have shifted their attention to the well being of the corporations,

The most important part is the consumption part. People keep shopping materials. These are becuase of two fact "Planned Obsolescence" and "Perceived Obsolecence." People are constantly consuming new things because the thing I bought today becomes tp old one. Although goods are still useful, people buy new one. This is becuase of fast improvement of technology. Advanced product appeals to customers to buy new one like cellphone or computer. Also advertisement make people keep buy new fancy upgraded product. If people want to live with today's fashion, they have to constantly buy new one. This leads to the disposable of old thing. People already have too much thing, so they have to remove it in order to buy new thing. While disposing, burning digging products, it creates even worse toxic waste like dioxin. It even more contaminating planet. Sometimes, people recycle, but it is not enough since there too much trash from production to consumption. In order to solve the problem, government interaction is needed. Government should concern about it more deeply and carefully. All the system need to be changed and it is changing.

** __Week 5__ ** __Bodystorming__

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.** After viewing the video 'Part 1: Bodystorming Experiencing a Disability' at http://www.youtube.com/watch?v=nyE5bDqaSwc **describe the information revealed to the researchers in the three different case studies for one paragraph each**. //You should have a total of four paragraphs for this tutorial.//

__**Definition**__: The **Bodystorming** is a body form of [|//Brainstorming//] during which participants miment solutions that they imagine to be able to bring to a given problem. What: Bodystorming is a participatory method for demonstrating or developing **ideas in a physical setting**. Team members explore ideas and interactions physically, often using props such as maps or photos to give a sense of place. Why: 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. It enables rapid iteration of ideas and relationships through a dynamic process of acting and evaluating. The process reveals how people interact with services, products and each other on a physical, emotional and intuitive level. When: Bodystorming is a method to help build and test ideas, so it is best carried out early in a project lifecycle. It works best after research has been carried out to understand better the issues surrounding a problem or specific needs of service users. It can be used with clients as a way of **making touch points in a service more tangible** or revealing assumptions about ideas, users and technologies. Example: We used bodystorming to test alternative narrative journeys for the **BBC Coast** audio walks. Early story ideas were tried out and routes plotted on large scale maps. Bodystorming gave us the opportunity to interact with each other whilst engaging with the story in its journey context. The method helped highlight interaction challenges as well as logistical issues which could be solved before taking working prototypes out on location.

__**From the video**__

For the first case, it is about visual impairment-blindness. The participant was blindfolded and she used a cane while she was walking. She reported that when she could not see, she felt disoriented and heavly depended on others. When excecuting tasks, she reported a heightened use of other senses, heavly relied on cope with blindness. When she tried to step to the stairs, she first mentally counted how many steps she took after crossed the street until she reach in order to map her position, and then adapted it to forecast moving. She felt that multisensory approaches such as sound and touch were important, and it helped a lot for visually impaired people.

For the second case, for simulated attention deficit disorder, the participants had to correctly recite telephone number while solving math problems. He felt difficulty in performing tasks and and its constant cycle of frustration negatively effected his self-esteem. Insights gained from participant's experiences is that clear narration is needed to assist the user to present enjoyable and challenging activities to improve attensionl

For the last case, the participant's fingers are taped with stick in oreder to decrease his mobility. This activity is to make him feel chronic arthritis. While is choping a vegetables with unflexibile hands, he reported constant fear of injury. It made him completely apprehensive in undemanding condition. It increased his body temperature due to increased exertion and anxiety. The researchers found that accessible routes, and tangible objects composed of safe materials were needed. Moreover, speech recognition system should b further researched in order to help phisically disabled users.

__** Week 6 **__ **Three Phases for the Adoption of a Technology**

In the interview with David Liddle at http://www.designinginteractions.com/interviews/DavidLiddle, he defines three stages for the adoption of a new technology. **

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 describes three phases for the adoption of a new technology. The first is the enthusiast stage, when the technology is first exploited. Second is the professional, when the technology is developed to help people work. Third is the consumer phase, when the technology is developed far enough for people to enjoy at an accessible price.

For the **__enthusiast stage__**, David uses the example of the 35mm camera. Before, the camera was difficult and complicated to use and operate for ordinary people at the early stage of innovation. Initially it is used by astronauts and required them to have a PHD in optics to operate them. Therefore, enthusiast people who love exploiting the technology and those who appreciate the product aesthetically try to find new ways to use the technology in a more practical and useful fashion. As a result, enthusiast tried to make the product practical so it is easily used at the workplace.

For the **__professional stage__**, the 35 mm camera is now being used at the workplaces. Enthusiasts and other advanced users start applying the new technology to the work field. This stage makes it easier for people to use the product because it has a straight forward. For the camera, professionals were only able to use the camera properly, and ordinary individual cannot afford it or they have no knowledge and skill to opperate it. Therefore, people asks professionals for help taking pictures for them. People become more familar with camera and more and more people become familar with camera, camera become more common to them and its function became more universal.

For the **__consumer phase__**, now the camera is become common to ordinary people. It is when the technology is developed far enough for people to enjoy at an accessible price. Also, the product reaches a price level that it becomes practical for consumers to buy it.The technology of camera is developed well that the flash and exposure are set automatically. Controls of camera become automatic. Now people can take great picture easily. Even chimpanzee can take a picture. People can use the camera without any intricate skills. Therefore, camera is now becoming so common and ordinary they can be purchased in disposable form at a relatively low cost.

__**Examples of others**__
 * Data storage devices: Hard drive - Floppy disc - Super disc - CD - Mini disc - USB
 * Film: Video tape - DVD - Blueray
 * Music storage: LP - cassette tape - CD - MP3

= __ Week 7 __ =


 * Interaction Architecture and Designing a Questionnaire**


 * Write a description of interaction architecture as defined by Mat Hunter at** http://www.designinginteractions.com/interviews/MatHunter and Rikako Sakai at http://www.designinginteractions.com/interviews/RikakoSakai **in relation to their work with Kodak in 1995.**

In addition, as you will be creating a questionnaire for your major assignment, read the article at http://www.cc.gatech.edu/classes/cs6751_97_winter/Topics/quest-design/ to help you formulate the question. **How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms.

__//Part 1//__

Mat Hunter** Interaction architecture is a series of rules in the design process. It establishes the bases for every user interface development project. With respect to Kodak, interaction architecture is an extensive series of rules that would allow whole series of cameras to be designed; moreover, it would allow multiple cameras to be designed and how they can communicat with it. Since the camera is intricate as a security camera jammed on the front, they designed a camera that could be communicated though more experimental user experience prototype. Therefore, it allows the users and the designers to understand not only how the system will work, but how it feels to the person operating the device. As a result, Kodak can creat a user friendly interface on the camera that would allow the user to take a picture, and delete it and even sent it across the room.

Rikako Sakai from Canon developed the screen interactions for PhotoStitch, the feature that helps photographers connect images together to form a panorama. Rikako recounts the process used to design the screen behaviors for the PhotoStitch software, with a clear structure indicated by tabs and actions clarified by animations. This software was originally used in a step-by-step method, but it was replaced by tabs accompanied animation to make the experience of photo stitching easier for the customer.Therefore, Rikako ends up with interface instead of step by step. As a result, this program helps users to use tabs, animations and interface to edit their images stitching.
 * Rikako Sakai**


 * //__Part 2__//**


 * Leading Questions:** A leading question is 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 obvious, nearly comical, example would be a question that supplied these answer choices:
 * 1) Superb
 * 2) Excellent
 * 3) Great
 * 4) Good
 * 5) Fair
 * 6) Not so Great

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.
 * Hypothetical Questions** Hypothetical are based, at best, on conjecture and, at worst, on fantasy. I simple question such as:
 * 1) If you were governor, what would you do to stop crime?

= __Week 8__ = Human-Centred Design Case Study of Cellphones in Developing Countrries

[] very carefully.
 * Read the online article 'Can the Cellphone end Global Poverty?**' at


 * 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.**

For the last seven years, **Jan Chipchase** h has worked for the Finnish cellphone company [|Nokia] as a “human-behavior researcher.” He’s also sometimes referred to as a “user anthropologist.” His mission, broadly defined, is to peer into the lives of other people, accumulating as much knowledge as possible about human behavior so that he can feed helpful bits of information back to the company — to the squads of designers and technologists and marketing people who may never have set foot in a Vietnamese barbershop but who would appreciate it greatly if that barber someday were to buy a Nokia. The goal of his research is to understand the ways technology works in different cultures, with a focus on understanding technology 3 to 15 years from now. Chipchase goes around the developing countries investigating, and observing other peoples' lives in order to do on-the-ground intelligence-gathering. This gathering is intended for human-centered design, so a business-world niche that has become especially important to ultracompetitive high-tech companies can try to figure out how to write software, design laptops or build cellphones that people find useful and unintimidating. Chipchase is a patently good listener, acts as an emissary for people like the barber or the shoe-shop owner’s wife, enlightening the company through written reports and presentations on how they live and what they’re likely to need from a cellphone, allowing that to inform its design.

Chipchase's discoveries and insights help inspire the development of the next generations of phones and services at Nokia. The benefits of analyzing cellphone is that by analyzing how people interact with others and their cell phones, investigating their exotic, ethical lifestyls, his gathering of information can improve people's lives in the developing countries. It can improve accessibility of cellphone. He and his user-research colleagues at Nokia insist the cellphone’s ability to increase people’s productivity and well-being, mostly because of the simple fact that they can be reached. For example, the porter who spent his days hanging around outside of department stores and construction sites hoping to be hired to carry other people’s loads but now, with a cellphone, can go only where the jobs are. Chipchase says that **the cellphone is becoming the one fixed piece of our identity.** Many workers, such as rickshaw drivers, prostitutes, shopkeepers, day laborers and farmers say that their income gets increased when they have access to a cellphone. As a result, having cellphone increase people's well-being.

In addition to that, there is another example of benefit for cellphone innovation. With their phones, they can then make purchases and payments or withdraw cash as needed. This is due to the widespread formalized system of mobile banking. Already companies like Wizzit, in South Africa, and GCash, in the Philippines, have started programs that allow customers to use their phones to store cash credits transferred from another phone or purchased through a post office, phone-kiosk operator or other licensed operator. This service is beneficial because, mobile banking will bring huge numbers of previously excluded people into the formal economy quickly, simply because the latent demand for such services is so great, especially among the rural poor. When people sell products to the store they does not get paid right away but maybe a month of later. However, people can be get paid quickly by phone, so they do not have to come to the town to get money. Therefore, this beneficial service results in addition of 200,000 new customers in Kenya because [|Vodafone] rolled out its M-Pesa mobile-banking program.

= __Week 9:__ = Design as a Collaborative Process


 * View the video of Bill Moggridge**. The founder of IDEO, at PICNIC08: Design as a Collaborative Process at []


 * 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.**

(Hint: Bruce Mau's Massive Change web site also presents examples of these principles of using 'a shared mind'.)


 * __Collaborative process__**

Bill Moggridge defines 'design as a collaborative process' as concept of togetherness and with and by. He tries to work with other people, to make people involve in the design process. He says that design is all about connectivit, because working together in team is great way to reach the goals. People have to design for human interface interation, and for connectivity. It is like a telling a story like a movie. For the good design, designers have to know how people think, how they relate to inerface; have to concern about cognitive psycology, anthropology, cultural differences, and sociology in order to think about how people are connected together. The key idea is that when something is messy, it would be very hard for one individual to solve the problem through the individual perspective. However, if people work as a team, the team of people from different background, then they can get more effective solution for the problem for different perspective. To get this connectivity, Moggridge says that people need to have intimate relationship between designers to get this connectivity. For example, by doing brainstorming together, they can get more even and concrete mind for their project. This even mind is more effective than individual mind for the project.


 * __Examples__**

1. __//Ear and throat surgery equipment//__: To make people involve in the design process, Moggridge insists that participatory design is effective. For designing ear and throat surgery equipment, surgeons are introduced to the design team. By integrating surgeon in to the design team,by making them to feel it was their project, the design team became much more effective than that those were not included. Their participation becomes much more effective because they are working with people who really is going use the product. For example, by doing brainstorming together, designers can get new ideas for the product.

2. //__American Red Cross Donor Project__//: Involving people in the research process is also effective as well. By doing this, people feel that they are actually enabled by the design process. Moggridge says that it is a trementorous asset. American Red Cross want more people participate in the donation of blood. In terms of research process, this project shows that by having more professional environment instead of a mechanical setting, it makes the workers and donors feel as they were at an actual blood drive. Red Cross let people who donate blood put ther pictures and write comments about why they donates. This comment cards are held in the board for other people to read. This activity makes people enjoy sharing, make people to be recognized, and show other people's exxperiences. It humanizes them, make people involve in the process much more intimate way.


 * __Other Online Example__**

__//Art Gallery of Ontario//__**:** Organic ideas of texture and tone reimagined the design of art catalogues. Boundaries of exhibition and marketing stretched for a retrospective of Michael Snow, the world’s most recognized avant-garde filmmaker, who in turn recognized the potential and participated every day in reframing the process. Candid analysis of culture, communication and information culminated in the creation of a new visual identity. Twice. First in ’96, then again 12 years later for the launch of the massive renovation by Gehry Partners International. This newest visual expression resonates across all environments, publications, signage, marketing, interpretive installations, donor recognition and on-line experiences. It’s a different look at how Art connects with People.

[]

__Week 10:__
CCT333 Week 10 Biomimicry: Janine Benyus and the Biomimicry Institute and Guild


 * Read the article 'Using Nature as a Design Guide' at [] about Janine Benyus, creator of the burgeoning "biomimicry" movement.**

Janine Benyus heads both the research nonprofit Biomimicry Institute and the for-profit innovation consultancy, the Biomimicry Guild, and her mission is to show engineers and designers how to translate those ideas into a corporate, commercial context. She is the author of 'Biomimicry: Innovation Inspired by Nature', published in 1997, which discusses how to re-design our interaction with nature by showing deep respect for the natural world as a mentor for our design strategies.


 * Look over examples of her biomimetic principles applied to products in the slideshow located at [] and write a short, one paragraph synopsis for each of your three favourite product designs.**

More Information: Janine Benyus' TED Talk 12 Sustainable Design Ideas from Nature []

1. **//__New Plumage - Bio-Inspired Color Displays__//**

This one is designed by Qualcomm. Qualcomm engineers have developed the nature-inspired mirasol display. Examples of biomimetics at work can be observed in everyday life. A butterfly’s shimmering wings. A peacock’s iridescent plumage. These are some of mother nature’s most beautiful color displays. It conveys color in a manner similar to the way a butterfly shows off its brightly colored wings or a peacock displays its plumage. Rather than showing pigmented pixels, these displays contain tiny structures that variably reflect light in such a way that specific wavelengths of light interfere with one another to create vivid colors. The technology could help cell phones and other electronics reduce their power consumption.

2. **//__Sticking, Naturally - Toxin-Free Glue__//**

This is designed by Portland (Ore.)-based Columbia Forest Products company. This company manufactures a broad range of wood products, including panels used in high-end cabinetry and furniture as well as various flooring surfaces. For this company toxic free glue is something that they can use it without harming nature. Therefore, comanpy's researcher developed Sticking, Naturally. It is an ultrastrong glue that contains no toxins by mimicking the composition of the secretions mussels use to cling to surfaces underwater.

3. __//**Echolocation - Sonar-Enabled Cane**//__

It is a sound foresight device. The high-tech device for the vision-impaired uses a sonar-like technology—similar to the way bats navigate in the dark—to prevent collisions. The cane sends out sound waves ahead of the person holding it. These sense upcoming objects, such as street signs or other people, and provide a tactile warning of an oncoming obstacle's location through the cane's handle.

=** __Week 11:__ **= Glen Farrelly: Questions on Usability and Accessibility

One of my future colleagues at University of Toronto's Faculty of Information is doing research on usability professionals' attention to issues of accessibility in web design. Given that Ontario is considering policy that government communications are accessible to various groups by 2011 and will try to mandate similar accessibility concerns in the private sector in 2013, understanding accessibility concerns will become a key concern for communication professionals in the very near future.


 * 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


 * 1. How would you describe web accessibility?

-** Accessibility basically means that people with disabilities can use a product. With accessible websites, people with disabilities can do ordinary things: children can learn, teenagers can flirt, adults can make a living, seniors can read about their grandchildren, and so on. It refers to the practice of making websites usable by people of all abilities and disabilities. When sites are correctly designed, developed and edited, all users can have equal access to information and functionality.


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

-** People who are blind can read the newspaper (through screen readers that read aloud text from the computer), and so can people with cognitive disabilities who have trouble processing written information. People who are deaf can get up-to-the-minute news that was previously available only to those who could hear radio or TV, and so can people who are blind and deaf (through dynamic Braille displays). People with quadriplegia who cannot move their arms or legs can shop online to get groceries, gadgets, and gifts delivered. People who cannot speak can participate in online discussions, such as through blog comments. - Screen reader software, which can read out, using synthesized speech, either selected elements of what is being displayed on the monitor (helpful for users with reading or learning difficulties), or which can read out everything that is happening on the computer (used by blind and vision impaired users). - Keyboard overlays, which can make typing easier and more accurate for those who have motor control difficulties. - Speech recognition software that can accept spoken commands to the computer, or turn dictation into grammatically correct text - useful for those who have difficulty using a mouse or a keyboard.


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

-** Yes, I think that my website as long as all Canadian website should be accessible. I am not physically disabled so web accessiblity is not my issue. However, I do not expect who is going to see and enjoy my website. Web world is broad. There are many different kinds of people using Internet. People with blindness might visit to my blog when they are doing research. Or there is a possibility of me getting accident and being physically disabled. Therefore, for furture, I think that website should be accessible to all users.


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

- **Awareness.** The foundation of any kind of commitment to web accessibility is awareness of the issues. Most web developers are not opposed to the concept of making the internet accessible to people with disabilities. Most accessibility errors on web sites are the result of lack of awareness, rather than malice or apathy.