Ivana+pg

The three design ideas/products which I found the most interesting are: 1.   Echolocation Sonar Enabled Cane: this can helps the visually impaired by sending out sonar signals. When/if the signal approaches an object it bounces back and informs the individual using it of the incoming objects locations through sensations felt in the handle. 2.   Sticking Naturally Toxin Free Glue: this glue was created to model the substances which mussels use underwater to stick to surfaces. The glue is natural and does not contain toxins. 3.   Stanch the Bleeding Self Healing Pipelines: this technology mocks the platelets in our bloodstream that patrol veins and seal cuts and wounds. They use this technology within pipes such as oil pipelines so that their “platelets” will seal off cracks and leaks and use a radiostope technology which will tell engineers where the leaks are.
 * Week 10 Tutorial **

**Week 9 Tutorial** Teams of people with different backgrounds and different design disciplines, such engineering, business, marketing team up together to use their varying expertise for a collaborative design. There must be an intimate relationship where people want to brainstorm together, where they believe that a shared mind is more effective than the individual mind. Practices in design are changing. We need to try to work with the people we design for. We must understand ergonomics and anthropometrics, and also take into account aesthetics. You have to design for human interface, interaction design, connectivity. Designers are always in danger of designing for themselves, but they must remember that mostly they are designing for other people. Ex: involve the people who are designing for with participatory design. By integrating the surgeons into the team the design team became much more effective because they were actually working with the people who were going to use the design.
 * Surgeons:** ear nose and throat surgery

Results led people to feel like they had more of a connection with the actual gift (their blood donation). -  “Why I Give” board. Others who read it will get ideas, and maybe want to make them give. It gives people more reason to donate when they read others reasons for donating. -  Opportunity for the individuals who give to be recognized -  Also those who are thinking they might give – allows them to see others peoples results and thoughts.
 * American Red Cross:** if people feel they are enabled by the design than that is a tremendous progress.

The Dilbert Cubicle project was really interesting and showed how various aspects of design are integrated. The cubicle was made to be more human. Interaction between the user, in this case “Dilbert” and surroundings were the prime consideration when going about the design process. As we see with the finished product the cubicle was made to be “liveable” with storage compartments built right in to save space, areas for personal touches such as the goldfish.

In order to find an example I went onto Bruce Mau’s massive change website. I thought this Youtube clip was the most interesting example of collaborative design. Researchers at Intel teamed up with the academic community to make “programmable matter”. It is physical objects which move like putty upon being touched. The concept is one which in the future could lead to us being able to mutate the size and shape of objects according to our needs instantly, just by touching them. This really blew my mind! http://www.massivechange.com/2009/03/05/the-future-is-here/

Jan Chipchase works for Nokia as a human behaviour researcher. His job is to travel worldwide and literally observe how people live, similar to what anthropologists do. The purpose of his work is to observe various people in different countries, economic, and social states and see how they live, and also importantly how they interact with cell phone technology. He goes to places where those in marketing, design, and technology at Nokia may never step foot. However, with his observations and research they may been able to put out a cell phone geared towards the needs of various types of users. An example of this would be when Chipchase stayed with a family in Mumbai. Through his stay he realized that an user friendly adjustment to a cell phone such as a “hook” or a way to hang it, would be beneficial to this family, as monsoons pla gue their living area. Through Chipchase’s observation marketers can find out how other areas of the world benefit from cell phone use. A great example of this is in Kenya people use text messaging to get answers about subjects which they may not be comfortable seeking out information in person, or subjects which are social taboos such as cancer, aids, and so forth. They send out annonymous messages and recieve prompt responses to their cell phones from experts.
 * Week 8 **

Week 7: Tutorial Interaction Architecture: A series of rules that would allow for Camera design. For Kodak a user experience prototype was designed. It was a Camera prototype with a user interface where the user could take, send and delete pictures. This expressed the features and functions of the prototype digital camera, but also more importantly how the Camera felt. Kodak took the prototype and turned it into the DC2 10.
 * Leading Question: ** a question that suggests, or implies a certain answer or response from a person. The way in which the question is worded guides the question to a certain answer. Leading questions are at time obvious.
 * Hypothetical Question: ** based on opinion or fantasy. It is a question based on an “if”. Such as “If this and this were to happen, what would you do”. They are not based on truth but rather a possible scenario.

Love and appreciate technology in an aesthetic way. Difficulty of use may ad to the appeal. Once enough have their hands on the technology, sooner or later on will put it to practical use at work. They get a clever idea to do something practical with it. 35mm camera went from being very expensive and exotic, to being used by professional photographers, and serious photographers. After it builds up big enough volumes it reaches price points where it is practical for consumers to buy. Camera 35 mm it has film (maybe) reads film speed automatically, set flash automatically etc, and basically a money could use it, its so easy. Ease of use makes it applicable to consumer use, not just enthusiast use. à Another consumer product which has undergone similar developments would be the internet, and internet based applications. At first the internet was used and developed by enthusiasts. After this businesses and professionals adopted it as a way of communicating ideas, and slowly after this consumers began to see the benefits of internet use. It is now used by kids, adults, teenagers, professionals and so forth.
 * __ Week 6 Tutorial: __**
 * Adoption of a new technology **
 * Enthusiast User: **
 * Professional User: ** When the product is put to practical use, a “professional user” is utilizing its abilities. Through professional use the product develops to the point of a business faze. Most of the important controls become automatic which then translates the product to being applicable for consumer use. Price points start to drop.
 * Consumer User: **

Body Storming
 * __ Week 5 Tutorial: Bodystorming __**

Bodystorming is kind of like brainstorming… but not. Bodystorming is the “physical” version. In a sense it is imagining what a product and what it would be like if it existed and was placed in the real world, and then acting as if it is. Bodystorming translates ideas into physical objects and situations, and tests assumptions about ideas and the interaction between people, technology, and objects. // “Bodystorming manifests ideas into objects and situations to reveal the kinds of relationships that occur through social and cultural interactions between people.” // // - // Space and culture // Sources: // // http://www.spaceandculture.org/2004/11/16/play-and-bodystorming/ // Copyright 2004-2009 Space and Culture.

http://en.wikipedia.org/wiki/Bodystorming

http://proboscis.org.uk/bodystorming/

Case 1: Visual Disability Simulation Within case one the individual was blindfolded. This replicated the physical disability of blindness. The participant reported heightened sense and use of other senses, and their sense of sight was eliminated. The researchers also gained insight on using multi-sensory approaches such as sound and touch. Examples of multi-sensory approach objects are: crosswalks which sound when one is allowed to safely cross, brail and so forth.

Case 2: ADD simulation Participant 2 had to recite a telephone number that was being told to him, while attempting to solve math problems. The individual was being asked to repeatedly partake in two tasks (both which require focus, concentration, and attention) at the same time in order to simulate Attention Deficit Disorder. The participant reported a difficulty performing tasks. They would become frustrated and this would impact their self esteem. Researches gained insight as to use clear narration to assist the user and present enjoyable yet challenging activities to improve attention.

Case 3: Chronic Arthritis Simulation Hands and wrists fastened in order to simulate arthritis for the participant. The participant reported constant fear of injury. Fear made the participant apprehensive even in non-threatening conditions. Their body temperature rose from expanding more energy – this added to their anxiety. The researches gained insight on accessible routes, tangible objects made from safe materials and speech recognition systems should be further researched.

**__Tutorial 4: Answer __** Annie Leonard describes the “materials economy” system as one that is extremely flawed. To be put simply the system can be organized in a few steps: 1. Extraction, 2. Production, 3. Distribution, 4. Consumption, 5. Disposal. However the relationship between these steps is a complicated one. We live in a consumer economy and it is catching up with us. Our linear system does not work, and eventually we are going to run into trouble as we will not have any more resources to use, or place to dump our no longer useable materials. The government caters to corporations. Corporations are essentially bigger than the government. In order to produce all the items that we consume we first need resources. The problem with this is that we have used so much of our global resources, that they are running out. 70% of global fisheries are fished at or beyond capacity, the United States currently has less than 4% of its original forests, and in the Amazon 2000 trees are cut down per minute. Our overuse of resources is presenting a problem because eventually we will have no more resources to use within North America, or overseas, as we have also been using and depleting others natural resources. Our natural resources have to be produced into the products we buy an use. Within this production processes we use chemicals in order to enhance certain products and so forth. It is approximated that 100 000 synthetic chemicals are used in production. These chemicals are hazardous to our health, and well being, but yet we use them anyways. Within production we ensure that the product will eventually become obsolete, either through planned obsolescence - intentionally designing products to only be useable for a short period of time (such as plastic bags), or perceived obsolescence- changing the appearance of products so that we always want the newer and better one (cars, fashion, etc). After production, the items need be able to reach us, the buying public, so they are sent to places where they can be sold. As new products appear on store shelves we are told through commercial advertising that we need them. We need them because they are newer, better, shinier, flashier, than the old version that we have, and that or lives just won’t be complete until we have that given product. So this drives us to consume. We buy new T.Vs, new clothes, cars, and so forth, and we discard our old ones. Some items that we discard are re-used, or recycled, and others simply are not, and cannot be. And thus we dispose of them. And we do this at mass amounts – 4.5 bags of garbage per household, per day are disposed of in the U.S. This disposal process is a problem because we eventually will literally run out of space. And also because of the chemicals released into the atmosphere during the disposal process by means of incinerators and so forth.

è I chose to look at products designed for **Africa:**  1. ** Ease of use: ** Items should be simple to use, so that people of all education, and age levels can benefit from them, and use them successfully. An example of this would be the Bamboo Treadle Pump which is operated by a simple walking motion. LifeStraw also looks simple and efficient. It is a thick straw, with a strap so that it can be hung on wrist, neck etc, made to filter any surface water, into drinking water.  2. ** Made of local, environmentally friendly, inexpensive tools whenever possible: ** natural material such as clay, and bamboo are being used for many products such as the Kenya Ceramic Jinko Stove which is made mostly of clay (with metal rungs).  3. ** Improve health and existing medical problems: ** Ceramic water filter made of ceramic clay, colloidal silver, and a plastic container helps to filter drinking water for people in impoverished areas and thus decreases problems such as diarrhoea which can be caused by drinking contaminated water. Also LifeStraw is an amazing product which filters any surface water, into drinking water. Perma-Net is a treated net to fend off mosquitoes. Key in areas where Malaria is a problem.  4. ** Increase Access to Education, and internet communications: ** Items such as the One Lap Top Per Child are helping to give children worldwide access to computer systems and education at low cost. The AMD Personal Internet Communicator is low cost computing system hoping to decrease the gap between those without access to communication for 50% of the world’s population by 2015.  5. ** Aid transportation: ** Many don’t have access to vehicles and other forms of transportation. World Bike, and Big Boda Load Carrying Bicycle were created to give people access to efficient, simple, inexpensive transportation. Both bikes have been designed to increase carrying capacity (in comparison to an average bicycle), and have compartments on the back end of the bikes that can hold items and transport them. è ** Essentially all of the products were created to ensure that people around the world have access to simple daily necessities such as transportation, food, clean water, shelter, communications systems, improve education, and so forth. **
 * __ Week 3: Tutorial Answers __**
 * __ Characteristics of Socially Responsible Product Design __**

Week 2 Tutorial 2: Jan 12th 2008 //à //// The above definitions are directly taken from http://www.ergonomics.org.au/ergonomics/definitions.html //
 * __ Three Definitions of Ergonomics __**
 * __ Physical ergonomics __** is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. The relevant topics include working postures, materials handling, repetitive movements, work-related musculoskeletal disorders, workplace layout, safety and health.
 * __ Cognitive ergonomics __** is concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design.
 * __ Organisational ergonomics __** is concerned with the optimisation of sociotechnical systems, including their organisational structures, policies, and processes. The relevant topics include communication, crew resource management, work design, design of working times, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, organisational culture, virtual organisations, telework, and quality management.

** Issue ** : Frequent user of a personal computer suffers from lower back, neck and right shoulder pain. Step One: Task Analysis After further consultation it was established that:

 * "Frequent" meant up to 8 hours sitting at the computer per day.
 * Software package required use of the mouse nearly as often as the keyboard. Mouse was located on right hand side (RHS) of keyboard.
 * Telephone was used regularly. Tendency to cradle handset into the neck when checking information with the computer.
 * User had a height adjustable chair and a fixed height desk. Chair had been adjusted to provide a comfortable keying posture.
 * As User was relatively short, tended to rest feet on the 5 star base of the chair.

Step Two: Advice
__ My Additional Advice/Steps __ “Evoluent Vertical Mouse” http://www.ergopro.com/Index.cfm?obj=prodDetails&pID=439 “ErgoRest Arm Rest” http://www.ergopro.com/Index.cfm?obj=prodDetails&pID=81
 * 1) Ensure frequent changes of posture occur e.g. stand up, walk around. Avoid sitting for prolonged periods. Frequent short breaks are better than longer breaks taken less often.
 * 2) Train to use the mouse with both hands on the LHS and RHS of the keyboard. In preference, use the "hot keys" on the keyboard as an alternative to frequent use of the mouse.
 * 3) Obtain a telephone headset from the telephone supplier for use on prolonged calls or when interaction is required with the computer.
 * 4) Obtain a foot-rest or equivalent under the desk to stabilise the feet. They should be supported in front of the knee line to enable the back muscles to relax into the chair backrest.
 * 5) Use the backrest angle lever on the chair frequently during the day to suit the activity. For example, when talking on the phone, angle the backrest into a reclined position. Frequent changes of posture are needed to engage a range of muscle groups.
 * 6) Practice some "passive exercises" i.e. gentle stretches of those muscles that feel tired.
 * 7) Relax! Muscle pain can result from feeling stressed and tense. Identify aspects of the job that may cause muscle tension and discuss strategies to address these issues.
 * 1) Purchase and use a Evoluent Vertical mouse, instead of a typical computer mouse as it helps keep the arm and hand in a more natural position, and thus causes less strain. ( Look Below for link as to products information & purchasing information)
 * 2) Purchase an ErgoRest arm rest. The rest provides support for the arm, which then reduces the load put on the back, and thus is likely to decrease back pain for the user.
 * Ergonomically Sound Products: **

Tutorial 1: Jan 5th 2008 Case Study Questions:
 * Week 1 **

Question: Describe the unusual business model used in the ipod's fabrication as developed by Apple.

A: Apple partnered with PortalPlayer for certain elements of Ipod design, and fabrication, because PortalPlayer apparently yielded the greatest sound quality. As opposed to all aspects of design being done by Apple, other work was outsourced to companies such as Linear Technologies of New York because they had the best power management system, which Apple wanted for the Ipod. Wolfson Microelectronics also lent their expertise to Ipod design with their stereo digital-to-analog converter, as did Sharp Electronics Corp with their flash memory chip, and Texas instruments 1394 fire-wire interface controller.

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?

A: When Ive began working for Apple he introduced the concept of colour, and unique design to the world of computing, where beige, and grey, were the sole/dominant design “colours”. Ive focuses on pratical and aesthetic aspects of design, as opposed to the business sector of Apple which Jobs the co-founder of Apple negotiates.

The ability to twin shoot, mould different plastics together, or mould plastics to metal, has opened up new options for Ive regarding Apple designs. Certain functions which were previously deemed impossible are now available to Ive’s to consider when designing products. Metal forming, advanced adhesives and laser welding are currently opening up exciting options for Ive.

Question: Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?

A: Apple products undoubtedly appeal to the public greatly due to their innovative design, and aesthetically pleasing qualities of their smooth, sleek, colourful, functional products. The Apple design team is paid well for a job well done. They work in a cozy private environment, which only they have access to. Their design process revolves around making and remaking models. The members of the design team are intense and referred to as “a cult”, as they operate at high levels individually and as a group. Dell, Hewlett Packard, and IBM constantly try to compete with Apple, however, generally their product designs don’t quite compare. Aside from the article, this can be obviously be seen daily, with Dell’s promotion of their “coloured” laptops that come in Pink, Blue etc (as did the iMac desktop computers, countless years before Dell, for which Ive’s is credited with designing).