Annabel+Yoon

= = 

=Tutorial Week 1 = 3 Articles on the design and designer behind the iPod, Jonathan Ive

//Inside the Apple iPod Design T riumph// The unusual business model used in the iPod's fabrication includes in the fact that it was performed by outside companies. They used the multiple outside suppliers in the process of producing each different components of the iPod. This lead Apple to specialize in different technological areas. However, most of electronic companies usually design all their compone nts in house. Apple became design chain partners with PortalPlayer, and depended on them to select other design chain members and they also let PortalPlayer to manage the design processes. The reason that Apple chose PortalPlayer is that they have highest quality of sound due to the high level of design expertise. The iPod relid on a reference design not only by PortalPlayer, but also other key members such as Wolfson Microelectronics, TI and Toshiba. According to David Carey, president of Portelligent, this unusual business model gives risk reduction. He said, "To do everything in one part is a complex, risky and potentially costly alternative to integration of available components at the electronic assembly level".
 * Question: Describe the unusual business model used in the ipod's fabrication as developed by Apple.**

//Jonathan Ive at the Design Museum// It is true in a sense that Apple became succcessful with the work of the team of Jobs and Ive in relation to product design. When Jonathan Ive first joined Apple, the company was in confuse. However, Apple found it's core values after Steve Jobs returned. He went back to the beginning and started all over again, with the foundation of clear direction to make differences with other companies. The most important key of his strategies were the design and innovation. Ive realized that many clients working independently with different products is not an obstacles but benefits for Apple. Their design systems were each people working on many different components. Apple is a company which combine the technology and the arts. Their main defining qualities were ease and simplicity. One of the most significant thing that distinguishes the products that Jobs and Ive team develops is taking care of every little details. In relating to polymer advances, Apple developed new materials for the perfection. They increased technological advances with innovated materials like twin shooting materials, joining metals with advanced adhesives, laser welding and so on.
 * 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?**

//Who Is Jonathan Ive? An in-depth look at the man behind Apple's design magic// Apple's design team takes really important part in leading the innovations and success. They each operate at a tremendously high level, both individually and as a group. The team has unique goal and their creativity skill is not something that every corporations have. They also work with engineers, marketers and outside manufacturing contractors in production processes to bringing up the expert knowledge from all significant parts. Apple's design team is speical in a way that they innovate the product again and again until they reach for the perfection. They do not have to feel restricted about the budget constraints, and the designers can use many different forms of materials to innovate products user-friendly and high-quality design. Other companies such as Dell, Sony, Hewlett-Packard, and Microsoft are trying to compete with Apple by creating their own design team. This is because they saw Apple design team's succession and how they can communicate internally with the users. However, those companies do not have the focus, skills, ability to take risk to innovate the products like Apple. They also have difficulty dealing with the budget constraints, so it make them harder to catch up Apple's design team.
 * Question: Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?**

**__//Reference//__**
> http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory > http://www.designmuseum.org/design/jonathan-ive > An in-depth look at the man behind Apple's design magic** > http://www.businessweek.com/magazine/content/06_39/b4002414.htm
 * **Inside the Apple iPod Design T riumph**
 * **Jonathan Ive at the Design Museum**
 * **Who Is Jonathan Ive?



=Tutorial Week 2 = Case Studies on Ergonomics

Erogonomics is the scientific study on abilities, needs, and limitations of human in the relationship to their work demands. This is also called human engineering. There are three different types of ergonomics that ergonomists analyze and evaluate.
 * The three definitions of 'ergonomics'**

1. Physical ergonomics involves the human body's interaction with the physical activities and work loads. This category composes repetitive movements and posture. For example, the repetitive strain injuries from computer use is part of this category.

2. Cognitive ergonomics deals with the human mind, mental processes and capabilities in the work environment. This includes the parts of memory and perception. For example, a person's decision making, work stress, human reliability involves.

3. Organizational ergonomics deals with the sociotechnical systems, which includes the organizational structures, patterns, policies and processes at work. It contains topics such as job satisfaction, motivation, teamwork, and scheduling.

= =

Case Study 2: Hospitality and Serving Food __Additional Recommandation__ 1. Sometimes there are heated crockeries with hot food, so in a crockery design, we can make certain part of a crockery covering with the rubber. Then waiters and waitresses do not have to worry about burning their hands. 2. Making the broader areas between the tables. So waiter and waitresses can move easily and safely even with many plates on a tray. 3. Instead of every waiters and waitresses carry ramdom dishes, stronger people to carry main heavy dishes and weaker people to carry lighter appitizer dishes or drinks.
 * 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'.**

//Ergonomic Mouse// [|**http://www.ohgizmo.com/2006/10/31/ms-natural-ergonomic-mouse-6000-reviewed-verdict-it-loves-your-wrist/**]
 * Find an example of a product which is ergonomically sound, and add a link to an article about this product.**

=Tutorial Week 3 = Design for the Other 90% at the Cooper Hewitt Museum

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.

  I chose India on the web site's map in Asia part. There are many products that were really useful for people to use it everyday lives and bring them convenience. I looked at several products in India, such as AMD Personal Internet Communicator, Bamboo Treadle Pump, Ceramic Water Filter, Internet Village Motoman, and so on. Five characteristics were "simple and easy to use", "Cost affordable and inexpensive, locally available materials", "Lead them to improve education, and knowledge of certain areas", "ergonomic and safe design", and "reduce the medical and health problems".

People can use those tools without any difficulties. They don't need any expert knowledge to understand and use it. Bamboo treadle pump can just operated by a simple walking motion. Most of the materials used are cost-affordable, such as clay in ceramic water filter. Another example can be the Bamboo treadle pump, which is made of bamboo or other inexpensive materials.
 * 1. Simple and easy to use**
 * 2. Cost affordable and inexpensive, locally available materials **

AMD Personal Internet Communicator is really good example of this characteristic. It teaches the basic computing technologies and includes the accessibility of internet. Learning the computing function is significant in this world. Another example can be the "Internet Village Motoman Network".
 * 3. Lead them to improve education, and knowledge of certain areas**

The bamboo treadle pump in India can said to be ergonomically designed, because people do not have to worry about only using their arm muscle. They can use both of their arm and leg to use this tool. So this design creates less strain on the arm muscle. Ceramic water filter is the best example that helps reducing the health problems in certain areas. It has the filtration ability and made of colloidal silver with anti-bacteriological qualities combined. Ceramic water filter has an impact on decreasing diarrhea, certain illnesses, and medical expenses.
 * 4. Ergonomic and safe design **
 * 5. Reduce the medical and health problems **


 * __//Reference//__**

http://other90.cooperhewitt.org/

http://blogs.edweek.org/edweek/speced/2008/07/special_education_in_india_1.html

=Tutorial Week 4 = "Story of Stuff" Annie Leonard defined the “material economy” as a system with the continuous cycle. One of the significant facts in this system is that it is a linear system, so it will bring up the limitations due to the finite resources that people cannot see right now. People are living in a finite planet, and it is impossible to run a linear system indefinitely. What she is trying to say in here is that “material economy” is actually in crisis because of that. It is interacting with the societies, economies, cultures, and environments. People work all along the system, and there is a concern about the fact that the corporation is in the bigger size than the government. There are five stages in terms of the “material economy”. They are extraction, production, distribution, consumption, and disposal. These five stages are really important in understanding the continuous cycle we are living in.
 * Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describe its interactions.**

The very first stage is extraction which can also be referred to “natural resource exploitation” or “trashing the planet”. This occurs while using up of water, cutting down the trees, mountain top removal mining, killing animals, and so on. People face the first limit in this stage. Once they trashing the natural resources they use both energy and toxins to produce. Extraction takes the planet’s resources. We are running out of resources, and everyone does not even notice that they are using more than enough resources. For example, in United States, 40% of water rates became undrinkable. People have to deal with these problems. Basically, there are three problems in this stage. First on is that people are using too much stuff. Secondly, the process while extracting causes more damage in our environment such as pollution. And last one is that people do not share the stuff equitably. Some of the solutions for that is people can extract less stuff from our environment. They can also think of the way to extract not harmful way. Next stage is the production. It occurs when people are using energy to mix toxic chemicals with natural resources. People put the toxics in, and toxics out, so we produce the toxic contaminated products. She mentioned that there are overall 100,000 synthetic chemicals used in commerce today. This means that we are bringing and using those toxics in our daily lives. The biggest problem about the production stage is that people will keep getting toxics in everywhere such as water, food, air, and other stuff. It is also really harmful to a baby who gets breast feeding. The factory workers are massively exposed to those toxics. It is not only about the resources that people use, but also human beings. Third stage is called, “distribution”, and this means selling all the toxic contaminated objects quickly and cheaply. Three aims for distribution is to keep prices down, keep people buying the products, and keep the inventory moving. She also talked about the “externalized costs”. It is the price tags of the products do not fit the real costs of producing and distributing all these stuff.

Next one is consumption. Today’s consumption patterns should be changed. People shop and shop, materials keep flows. According to Annie Leonard, the 99% of the stuff that is consumed by us is trashed within 6months. It is true that people never satisfy of what they already have, and what they purchased before. They always want more and more. People buy into the idea of consumption due to planned obsolescence and perceived obsolescence, which makes us to trashing the stuff that is still useful. Advertisements and the media also take an important role in this stage, because people watch TV and it convinces us to buy more new stuff that looks fashionable. The final stage of the “material economy” is disposal. All the materials that we used up changes to the waste to be disposed somewhere, for example, by dumped, burned, or recovered for recycling. Many of them pollute the air, water, and so on. One of the really harmful part in disposal is that people burning the used materials. It makes super toxics such as dioxin. People can stop burning the resources today. Recycling helpful, but it is not enough. There much of the garbage that cannot be recycled. And also because of the volume of waste grows. If people all think about this “material economy” system just one more time, it will be really helpful for our environment we are living in. It is important to unite the purpose of sustainability and equity.


 * __//Reference//__**

http://www.storyofstuff.com/index.html

=<span style="color: rgb(253,99,184);">Tutorial Week 5 = Bodystorming

Bodystorming is a technique used by people to acting out the issues, techniques, interface and interaction possibilities. A key word in explaining bodystorming is "experience". It is more than a mere brainstorming, because it transforms the particular abstract ideas and concepts into physical interaction and engagement. In terms of the interactive design, people experience social and cultural interactions, with continuous process of trial and error with their body. Then this leads to develop enormous ideas and relationships for them.
 * Question 1: 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. **


 * Question 2: 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. **

Case study one (Visual Impairment): The participant experienced visual impairment with putting a blindfolded on herself. She reported to researchers that while she experienced blindness, she had to rely highly on other senses to make informed decisions, such as auditory and tactile senses. She had adapted skills when approaching landscapes. She used mentally mapping for locations when completing tasks. Her feedback gave researchers the significant ideas of multi-sensory approaches which provide information on the impact of using sound and touch to aid people with visual disabilities.

Case study two (Attention Deficit Disorder): The participant had to recite a phone number while solving math problems with an interactive gaming system. He reported experiencing the difficulties in performing task and concentrating with constant frustration. This led him to getting irritated and negative effect in his self-esteem. Participant’s failing to give correct phone number concludes that clear narration to assist user and present enjoyable yet challenging activities is the most significant key to improve attention.

Case study three (Chronic Arthritis): Participant experienced the immobility and suffering of chronic arthritis with taping his fingers with pens and pencils and wore a glove over top. He reported that he was worried and got constant fear of injury even in undemanding conditions when he was cutting cucumbers. His body temperature also increased and it added more anxiety. Participant demonstrated about the importance in extra usable space and tangible objects with safe materials to decrease the fear, empowering the user, and make them feel more comfortable. There was a recommendation that speech recognition should also be further researched.


 * //__ Reference __//**

http://www.youtube.com/watch?v=nyE5bDqaSwc

=<span style="color: rgb(253,99,184);">Tutorial Week 6 = <span style="color: rgb(253,99,184);"> Three Phases for the Adoption of a 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 Liddle pointed out the three phases for the adoption of a new technology as “enthusiast stage”, “professional stage”, and “consumer stage”. The very first one, enthusiast stage is when the technology is innovated and introduced to group of users who enjoy exploiting it and appreciating technology in esthetic way. They have enthusiasm to learning the new product technology and exploit it. Liddle brought out the great example of this stage, which is the case of 35mm camera. In 1950’s, the camera had been just introduced, and it was used by NASA astronauts. The PHD optics was required to operate them at that time. The enthusiasts want the product to be exploited and see the capabilities.

Second stage is the professional stage. It is when the innovated technology it developed to help group of people work. In this stage, the production increases and makes many users to use technology in a broad way. In the case of 35mm camera, enough enthusiasts started to think how to develop it and how to practical with it. The professional photographers, serious photographers and some others in broad sense used that technology. Although that product technology was really complex and expensive at that time, highly enthusiastic people tried to exploit and learn it. Thus they have made the stabilization of the controls even though those were highly manual. This stage basically finds the practicality of the technology, so high amount number of users can use and control it in better way. The business users look at the productivity which can change its activities.

The last stage is known as the consumer stage. One of the key part here is when the product undergone mass production, consumers meet the price point. The new innovated technology is always expensive at the first time, but the prices goes lower and lower to fit the consumer stage. In relation to 35mm camera, after it has built up enough volumes, one pointed out about the price, because it is practical for consumers to buy. Thus the priorities for the products have dramatically changed. One significant key is the most important controls became automatic. Now, the 35mm camera can do everything automatically, such as reading the film speed, setting the exposure, setting the flash, and so on. The consumers want to use it and enjoy its capabilities.

Another consumer product which has undergone these three stages is a computer. Computers were really rare to use and see at the first time when it has been innovated. It was first used only by military and few other groups of people, such as a government. However after the “enthusiastic stage”, it had been developed and practiced in terms of the productivity. In the last stage, the number of computers undergone mass production, and the priced began to decrease. The consumers finally could use computers without any difficulties and enjoy using it. The diffusion of computers has brought people so many advantages and benefits in broad ways.


 * // Reference //**

http://www.designinginteractions.com/interviews/DavidLiddle

<span style="color: rgb(253,99,184);"> =<span style="color: rgb(253,99,184);">Tutorial Week 7 = Interaction Architecture and Designing a Questionnaire

Mat Hunter specifies the development of interaction architecture in relation to digital camera. Kodak brought out the question of why people take the pictures. The photography is amazing self-expression, recording information, but it significantly builds social capitals and shares ideas. Regular camera captures images, but digital camera can review the images, share with others, delete, e-mail, and even making voice annotation. Thus Kodak had to create information architecture or interaction architecture. According to Mat Hunter, it is some extensible series of rules that will allow not just a single camera, but whole series to be design. It was also important to think how they communicate that. A “user experience prototype” was a big box with a security camera attached to the front, very fat umbilical cord going to a mac computer, and running from macromedia director. This made very experiential for the users.
 * Write a description of interaction architecture as defined by Mat Hunter and Rikako Sakai in relation to their work with Kodak in 1995.**

Rikako Sakai explained about the processes of the Photo Stitch software. Additionally, it was developed by Kenji Hatori who is a software engineer at Canon. Sakai also worked at Canon for 8 years. She started with the version 3, and tested version 2 and also checked version 1. She found that all versions of structure were not visible for the users and really complicated. In terms of the interaction architecture, she tried to make it simpler and easier for the users. The biggest change she made was using interfacing instead of step-by-step. She decided to put the animation to help beginners understand and manage the steps.

The author defined ‘**leading question**’ as forcing a certain type of answers or responses. There is a possibility to making mistakes in the choice of answers. The questions can be a phrase of itself, and also a selection from the possible answers such as a multiple choice question. A closed phrase question must provide answers that do not only cover the whole range responses, but also equally distributed. The multiple choice questions, for example, should all be equally likely. One typical example of a range of possible responses can be like below.
 * How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms.**
 * 1) //Superb//
 * 2) //Excellent//
 * 3) //Great//
 * 4) //Good//
 * 5) //Fair//
 * 6) //Not so Great//

‘**Hypothetical question**’ is a type of question that gives people the impossible and never considered scenarios before. This kind of question would bring the unclear and meaningless responses. The author simply described it as “based, at best, on conjecture and, at worst, on fantasy”. An example like below. //“If you were governor, what would you do to stop crime?”// Thus, it is not an good idea to ask hypothetical questions.


 * //Reference//**

http://www.designinginteractions.com/interviews/MatHunter

http://www.designinginteractions.com/interviews/RikakoSakai

http://www.cc.gatech.edu/classes/cs6751_97_winter/Topics/quest-design/

=<span style="color: rgb(253,99,184);">Tutorial Week 8 = Human-Centred Design Case Study of Cellphones in Developing Countries


 * 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 and defining cellphone use and design in different cultures as part of their market expansion.**

Jan Chipcase, as principal researcher for Nokia, travels around the world in search of behavioral patterns that will inform the design of products. He uses anthropological approach in analyzing different people in different cultural groups, and informs the designers, technologists, and marketing team of Nokia. The goal of his research is to know the potential customers as well as possible before the company makes a product for them. Jan Chipcase travels around third-world countries, which most people do not have ability to afford individual cell-phones. He studies people, culture, environment, and many other factors in that area and informs Nokia. Nokia then conducts research and design a product or marketing strategy based on Chipcase’s research to expand their services to that area. This kind of on-the-ground intelligence-gathering is central to what’s known as human-centered design, and it has became significantly important to highly competitive high-tech industries such as cell-phone market. Therefore, Jan Chipcase’s role is significantly important in developing world for Nokia.

Cell-phones are crucial tool in business and important communication technology in today’s global society. Jan Chipcase’s role in defining cell-phone use can make cell-phone use more accessible to potential customers around the world. By analyzing cell-phone use and the requirement in a specific cultural group, country, and people, companies can set up appropriate equipment, marketing strategies, or products to develop that area. This is effective approach for companies to market in lesser developed countries.

Nokia has achieved great success in their business through out the past, and now tries to expand their market towards the world even more. In developing world for Nokia, Jan Chipcase’s role of analyzing cell-phone use has opened up whole new market for Nokia to make profit from lesser developed countries. Chipcase’s study and analyzes can help company to create cell-phone that are more affordable and accessible to different cultures, people, and countries. This is not only beneficial for the company itself, but it also can help countries to develop by improving their productivity and eliminating poverty. And this phenomenal event could be happened because of those researchers like Jan Chipcase. <span style="font-family: 바탕;">

**//Reference//**

[]

=<span style="color: rgb(253,99,184);">Tutorial Week 9 = <span style="color: rgb(0,0,0);">Design as a Collaborative Process

Bill Moggridge defines ‘design as a collaborative process’ that consists of a team of people. It involves different parts of knowledge and people with diverse expertise. If people have massy and complicated problems, it is hard to design individually. Working together in team is great way to reach the goals. The design tem of people have different backgrounds which means that the actual cultural backgrounds as well as the experiences and ideas that are brought forth. For example, typical team can be with different brand factors, business factors and so on. Designers should have close relationship while working together, and involve people in a project by making them feel as a part of a project through brainstorming process and research. This allows a higher level of collaborative process within the team. Moggridge pointed out that designers’ shared minds are more effective than just one’s individual mind. Also designing in the context of ‘togetherness’ includes understanding how people think. __ Ear/Throat Surgery Equipment __ The design team for this project is based on participatory design system. ** The design was a device which performs ear, nose and throat surgery. The designers included surgeons and they were significantly suggesting things which the design team may not have thought about. **By integrating surgeons into the design team, and by making them to feel it was their project, the design team became much more effective than that those were not included. For example, one of the project designers introduced the ‘brainstorm idea’ such as meshed a thorn canister, marker and a clip. It brought a new way to hold it in the surgeon’s hand instead of the incline cylindrical approach which used before. __ The American Red Cross Personal Board __ The American Red Cross Donor program needed more people to give blood. In terms of research process, this project revealed that by having more professional environment instead of a dreary and mechanical setting, it made the workers and donors feel as they were at an actual blood drive. They were included by providing their profile after donating so it encourages other to do so as well. They also included their pictures with a short summary about themselves. This humanizes and makes people to involve more in the process in more effective way. //Voice Command Appliances for Whirlpool// []
 * Describe how Bill Moggridge defines 'design as a collaborative process' **
 * 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 Bill Moggridge principles of collaborative design, add its URL, and describe its design in three sentences.**

The company asked IDEO to create five working concept prototypes for the voice-activated appliances. They also wanted a common visual language for this product which early adopters can use in their home. It is a speaker-dependent recognition technology which the users say a series of display prompts, so a single command can be established. It is “training” procedure which performed for each appliance. When the system trained, the users read out commands into a microphone. A column of light around the microphone show that the appliance is listening to the users.


 * //Reference//**

[]

=<span style="color: rgb(253,99,184);">Tutorial Week 10 = <span style="color: rgb(255,0,255);"><span style="color: rgb(0,0,0);">CCT333 Week 10 Biomimicry: Janine Benyus and the Biomimicry Institute and Guild **Read the article 'Using Nature as a Design Guide'** **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 **** and write a short, one paragraph synopsis for each of your three favourite product designs. **


 * __Avian Elements__ **

Japan’s 500 Series Shinkansen bullet train, a high-speed train with a top speed of 200 mph, is the world’s one of the fastest train. The reason it is called “Avian element” is that the designers and engineers used birds to build this product for inspiration method. In a Shinkansen case, the designers wanted to make a train run quietly at high speed. In terms of ‘biomimicry’, they emulated quietest birds, owls. First of all, they designed small serration mimicking the owl feathers, for the ability of silence. The train’s nose cone which modeled after a kingfisher’s beak, shows the most accurate biomimetic design. It permits the birds to dive from the air into water with the smallest amount of resistance. They definitely used Janine Benyus’s biomimicry method to redesign better product. ** __Echolocation__ **

Sonar-Enabled Cane is definitely a great redesign for people with the visual impairment who needs a cane to find their way. The sonar emits sound waves in order to warn the users of what is around their environment and also to protect visually disabled people from serious accidents. It is true that there are so many visually impaired people in this society, so this product design is essential now. “Echolocation” is usually the term that describing the biological sonar used by animals like bats or whales. They emit calls out to the environment and listen to the echoes of those calls return, so they can locate the objects. Thus sonar-enabled cane is brilliant redesign especially people with the visually impaired.
 * __Keeping the Bugs Out__ **

Antibacterial film is the major concept in this redesign. For instance, penicillin kills bacterial microbes. In natural environment, seaweed compounds are found to prevent bacteria build ups, and it has a film that prevents bacteria from colonizing. In terms of the contact lenses, this film prevents negative infection without making harmful bacteria. There are designed antibiotics to fight the bacteria, but strains remain resistant to treatment. This biomimicry redesign really helps to build a healthy lifestyle for all, and prevents the bacteria gathering.

** 12 Big Ideas from Biology ** Janine Benyus really building cradle to cradle idea
 * Self-Assembly
 * CO2 as a Feedstock
 * Solar Transformation
 * The Power of Shape
 * Quenching Thirst
 * Metal without Mining
 * Green Chemistry
 * Timed Degradation
 * Resilience and Healing
 * Sensing and Responding
 * Growing Fertility
 * Life Creates Conditions Conducive to Life


 * //Reference//**

[]
 * [] **
 * [] **

=<span style="color: rgb(253,99,184);">Tutorial Week 11 =