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=Week One: Case Study=

[|Apple] developed a layered design chain during the early stage creation of the iPod. In other words, [|Apple] worked with different companies in relation to different components of the Ipod device with the aim of creating the best performance in sound and usability. One of the main design chains that [|Apple] formed a relationship with is [|PortalPlayer]. PortalPlayer supplied the Ipod with the highest sound quality and reference to other third party companies that offer other capabilities, which would enhance the performance of the iPod. Also an outside-in perspective when tackling new designs for [|Apple] products results in picking components such as battery, hard drive and circuit board that would work with the imagined look of the product. 1394 interface is a new material that allowed for the development of user-friendly interface that eases the ability for music downloads by consumers. As a result, by using development platforms [|Apple] was able to focus on implementing the form they imagined the iPod to take.
 * 1. Describe the unusual business model used in the iPod's fabrication as developed by Apple.**

Jobs and Ive take an outside-in perspective when tackling new designs for [|Apple] products. As a result, they pick components such as battery, hard drive and circuit board that would work with the imagined look of the product. 1394 interface is a new material that allowed for the development of user-friendly interface that eases the ability for music downloads by consumers. As a result, by using development platforms [|Apple] was able to focus on implementing the form they imagined the iPod to take. Therefore, the obsessive attention to detail by the design team on things like cables or power adapters. For example, the a handle featured in the iMac tells the consumer the product is movable. Hence, the design team are committed to detail that would further enhance the user-friendliness of their products. It is not necessarily new materials that enable different design it is the ability to use existing materials in different ways. For example, the ability to mould metal and plastic together or to mould plastic into different shapes is what enables the unique designs of the [|Apple] Company.
 * 2. 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?**

[|Apple]’s design team is important because it involves members always searching for the next step to take in order to further enhance the performance of the product. Also, the [|Apple] design team is important because it brings together the best of the best to create superior quality in product performance. As a result, [|Apple] designers are able to present the most consumer-friendly products possible. Also, the few designers that make-up the design work with engineers, marketers and outside manfucators in Asia when building products to reach the best efficiency. For example their ability to figiuire out how to put a layer of clear plastic over the core of an iPod and still build each unit in just seconds. Other companies trying to compete with [|Apple] by creating degin teams are [|Bell], [|Hewlett-Packard] and [|Microsoft].
 * 3. Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?**

= = = = =Week Two: Case study on Ergonomics=
 * 1. List the three definitions of 'ergonomics'.**

__Physical ergonomics__ is concerned with the relation of physical activity to human anatomical, physiological, anthropometric and biochemical characteristics. For example, repetitive movements, safety, health, working postures etc. __Cognitive ergonomics__ is concerned with mental processes such as perception, memory, and reasoning and the way they affect interaction between humans and/or other tasks. Fore example, mental workload, decision-making, skilled performance, human-computer interaction etc. __Organizational ergonomics__ is concerned with developing the best sociotechnincal systems (organizational structures, policies and processes). For Example, teamwork, participatory design, community ergonomics, cooperative work, new work paradigms, organizational culture, etc.


 * 2. Choose one of the case studies, and add an additional recommendation to one of them in step two as 'advice'.**

An additional recommendation would be to assign particular waiters paths around the room by assign a combination of tables to each waiter. For example, if a waiter is to serve table 2 he or she has to serve 5, 8 and 9 because they are closest to one another.
 * [|Case Study 2: Hospitality and Serving Food]**

[|Foot rest] at the Office Here is an interesting video on how to remain ergonomic in the office... media type="youtube" key="_DCwKL5hFfM" height="368" width="673"
 * Find an example of a product, which is ergonomically sound, and add a link to an article about this**

=Week Three: Case study= ** Asia **** : **  media type="youtube" key="0VwD8IcWsRo" height="344" width="425"**
 * Affordable technology.
 * Distributed to the masses.
 * Serves a purpose relative to the community.
 * Benefits are ongoing and not momentary.
 * Aims at providing developing countries similar information access as the developed world.
 * Here is a video on the [|One Laptop Per Child] design with images on the actual laptop given for free to children in the developing world

=Week Four: Story of Stuff=  Stuff moves through a system of extraction, production, distribution, consumption and disposal and all make up the material economy. [|Material economy] is a system in crisis because it is a linear system. In every step the system is interacting with the real world (societies, cultures and the environment). All along the way it’s bumping up against limits. People are involved in the system, but some people matter more and have more say than others. The government is supposed to be for the people by the people, but the corporation is more powerful than the government. Due to the increasing power of corporations, the government works more to please corporations than people. In the first step [|extraction], [|Annie Leonard] defines it as trashing the planet because we use up too much and are running out of resources. In some regions like North America, the problem lies in using up more than our share of resources. Since the resources in North America are depleting, resources in other parts of the world known as the third world are being used up. In the material economy, extraction is performed anywhere with no one having control over any resource. Also, people in the third world do not matter when it comes to powerful countries extraction of their resources because anyone who does not consume enough is isolated out of the material economy. In the second step of [|production], chemicals are combined with the extracted resources to create chemically contaminated products. During production Toxic chemicals become induced into the products we eventually use in our daily lives. For example, BFRs( Brominated Flames Retardants) which are found in computers, appliances, couches, mattresses, pillows etc even though BFRs are neurotoxin meaning they are toxic to the brain. These toxins are very ingrained in our food chain that it results to breast milk having the highest component of toxic chemicals. In addition, production causes pollution from factories that are producing toxic materials. In the third step of [|distribution], the main goal is to sell the toxic contaminated products as quickly as possible. During distribution the reason why consumers receive low costs of products is due to externalized costs which means consumers do not pay for the amount of money included in creating the products. As a result, people in the third world pay through loss of natural resource space, factory workers pay through the loss of their clean air, and store workers pay through loss of their work benefits. Following distribution is [|consumption]which is the heart of the material economy. The primary way value is measured is how much we consume. However, ninety-nine percent of the products that flow within system are trashed within six months exemplifying the amount of resources wasted. Victor La Bough is the person who introduced the idea that consumption should be the way we shape our life. Following World War II, the ultimate purpose of economy became the production of consumer goods. Strategies used to keep consumers participating in the material economy are //planned obsolescence// and //perceived obsolescence//. Planned obsolescence consists of design products to be trashed shortly after they are bought. Perceived obsolescence is changing the design of products resulting in the consumer’s belief that buying the newest version will make him or her fit in. For example, the change of heels from fat to skinny heels causes women to keep shopping to remain “trendy”. TV ads are the tools used to reinvigorate the consumer spirit and reinstate perceived obsolescence. Media helps to hide and conceal the entire picture of the materials econonmy and keep the focus on the consumption part of the materials economy. However, Leonard argues that consumption does not make consumers happier In fact, happiness rates declined because of the lack of time spent doing activities with friends and family.
 * __How Annie describes Materials Economy and its interactions? __**

In the last stage of the system, [|Disposal], trash is dumped in landfills or are burned and after thrown in landfills. Disposal methods used in the materials economy pollute the air, water and change the climate. If the trash is burned it results to the excursion of toxic chemicals used during production or even the production of new toxins like Dioxin. A method like recycling is not enough to help because many things have too much chemical or are too complicated to be recycled. In conclusion, there are many [|ways]to intervene and change the linear system of the materials economy into a system based on sustainability and equity .

=Week Five: Bodystorming= Part 1: Bodystorming Characteristics __** Bodystorming similar to brainstorming is a group activity. However, instead of brainstorming ideas in a static are like an office, classroom or meeting room it involves activity. Bodystorming is often used for design ideas related to an interactive environment. Therefore, a design team compiles ideas and at the same time experiences these ideas within the environment. A design team could ensure the listing of solid ideas and proceeding forward once observing the environment and individuals functioning in context ([|Oulasvirta]). Hence, bodystorming benefits the team and the users because the individuals who design the products experienced the user’s situation and tried being in his or her shoes. “Bodystorming should be seen as a way of playing with data in embodied ways, “being there”, to enhance understanding of the problem domain” ([|Oulasvirta]). Therefore, ideas are formed and criticized in context.
 * __

__**Part 2:**__ In the video, //Part 1: Bodystorming Experiencing a Disability // several insights were discovered in regards to three forms of disabilities: [|Blindness], [|ADD](Attention Deficit Disorder), and [|Chronic Arthritis]. In the first case, the participant felt disoriented and experienced heightened reliance on sense to make decisions. Therefore, the researchers suggest creating products with multi-sensory approaches like sound and touch. In the second case of [|ADD] the participant found difficulty in performing tasks and frustration cause negative self-esteem. Therefore use of clear narration to present enjoyable and challenging activities to improve attention.

In the last case of [|chronic arthritis]the participant experienced constant fear of injury and increasing feelings of apprehension. The increase of expended energy caused heightened body temperature which added to anxiety. Ad a result, researchers conclude there needs to be accessible routes, passing space, and tangible objects composed of safe materials. In addition, voice recognition systems would increase and strengthen interaction of individuals with chronic arthritis.  Oulasvirta, Antti. "Human Interactions in Moblie Contexts." __MIL | Mobil Indholds Lab__. 07 Feb. 2009 http://www.milab.dk/dokumentation/public/Artikler%20og%20rapporter/Oulasvirta,%20Antti%20-%20Human%20Computer%20Interaction%20in%20Mobile%20Con.pdf
 * __Sources:__**

= Week Six: Three phases of Technological Development = = =
 * The first stage of adoption is __//Enthusiasts phase//__ involving people who love and appreciate a technology in an aesthetic way. Despite the difficulty of use a technology that is more difficult is considered more fun to discover. For example, the 35 mm camera used by astronauts in the 50s nearly required PhD in optics to operate them. **


 * The second stage of adoption is the __//Professional phase//__. Once enough enthusiasts have their hand on a product technology and one of them will think of how to make them more practical. In the case of 35mm camera it became used by professional and serious photographers causing it to become stabilized. The actions of taking a picture became standardized between all cameras and involved the stabilization of controls allowing a wider variety of people to be able to use it. Business users say look at the productivity of a product. **
 * The third stage of adoption is the __//Consumer phase//__ which occurs after a product has built enough volume during the business phase resulting in a price point where it’s practical for consumer to use. Most of the important controls become automatic. Today, the 35 mm camera reads elements like film speed and flash automatically. Anyone can use the camera! Consumer wants product to say look how I fit in with your style. The product defines the consumer and tells him/her who they are if they use the product. **


 * A consumer product with similar developments as the 35mm camera could possibly be GPS tracking devices that were not available to consumers. However, they began to be incorporated into cars and not into cell phones and any possible hand-held device. **

= Week Seven: Interaction Architecture and Designing a Questionnaire =


 * Description of interaction architecture as defined by Mat Hunter and Rikoka Sakai **

Kodak introduced the idea to the user that “you press button we do the rest”. Working for Kodak meant to question why people take pictures. Often user motivation for photography is as a means of self expression ad a social enterprise of the sharing of ideas. a digital camera involves review image, add voice, and delete images. As a result need an extensible series of rules that would allow not only one camera to be designed but a whole series. Then during the process of interaction architecture development they had to consider how to communicate that interaction architecture. They decided instead of creating a booklet or information kit they would produce something experiential. as a result they created a user experience prototype that is directly linked to a Macintosh computer. It allowed users to take pictures, delete them or send them to televisions in the room. The prototype not only demonstrated how features worked but also how they felt. Kodak took the prototype and incorporated it into the dc210. Rikako points out the importance of considering what users prefer or find productive. For instance, the addition of the animation in the software photo stitch makes the product features and tools more productive for use.

**How does the author define 'leading questions' and 'hypothetical questions'?** **Leading questions:** question that suggests the answer or contains the information the examiner is looking for. It is often in the choice of answers that this mistake occurs because of the constrained options given to the person examined. All answers should be equally likely. Often leading questions could be answered with yes/no responses. If used in a questionnaire, need to consider the degree that separates each choice in the response list.
 * Hypothetical questions:** Questions that cause a person to respond to something never considered before. As a result, the response is not clear and consistent based on real opinion. Therefore, hypothetical questions should be completely eliminated from questionnaires**.**

= Week Eight: Human centered Design Case study of Cellphones in Developing Countrie s =

[|Jan Chipchase], a user anthropologist, integrates with individuals from different nations within context to determine the behavior of people. He photographs evidence of cellphone use like the prostitute ads in Brazil. He photographs instances of communication between individuals to document the different forms and ways of communication. The role he plays in the use and design of cellphones is very important because of his on-the-ground-intelligence-gathering (Corbett, 2008). For example, the Tamil worker who owns a cellphone that the family needs to hang in plastic bag allowed [|Chipchase] to see the importance of adding an accessory like a hook to allow easier storage on hanging devices. Economists believe that cellphones have an “economizing” effect similar to ones used by car manufacturing companies like Toyota. The “Just in time” technology allows for people to communicate as they move (Corbett, 2008). As a result it avoids ay risk of being late, meeting at the wrong place or waiting for someone to arrive.

The importance of designing cellphones to cater to developing countries is linked to the increase of the use of cellphones over landlines (Corbett, 2008). Also, a cellphone is often used to cater to internet needs as well without requiring a higher degree of literacy demanded by personal computers. For example, the vegetable farmers in Nepal sell their products only after consulting a commissioned sales agent who checks market prices and arranges for the most profitable sales price. [|Chipchase] also defines a cellphone as allowing individuals within rapidly growing populations to have a “fixed identity” point (Corbett, 2008). As a result, a person can be easily contacted after applying to a job instead of having to go back to the employer. In terms of fulfilling emergency needs a cellphone allows people living in rural areas to contact others living in the urban region of a country like city doctors. Cellphones [|SMS] (Short Messaging Service) are a benefit socially as well in countries where taboo questions linked to AIDS could be asked anonymously (Corbett, 2008). Cellphones allow people in developing countries to creatively empower their countries economy based on the specific needs of the citizens.

Due to the increasing functions available in cellphones like clocks, camera, video camera, home stereo, television, internet it is more cost effective to buy the single devices instead of separate devices that have singular functions. From the work done by [|Chipchase] Nokia is able to understand the particular functions different people aspire for [|Nokia] to design like GPS to show direction of Mecca for Muslims (Corbett, 2008). The design aspect of a [|Nokia] phone also takes into consideration literacy limits of most developing countries like the inclusion of visual icons, as well as, text to represent different cellular functions. “Eighty percent of the world’s population now lives within range of a cellular network, which is double the level in 2000” (Corbett, 2008). The work done by [|Chipchase] helps [|Nokia] cater to the needs of the eighty percent within the range of a cellular network and also ensure that the remaining 10 percent will eventually become [|Nokia] cellphone users. __**Citations:**__

Sara, Corbett (2008, April, 13). Can the Cellphone Help End Global Poverty? . //The Times Magazine//, Retrieved March, 6, 2009, from []

=Week Nine: Design as a Collaborative Process=

**__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.__** Bill Moggridge begins by explaining that in designing something like sunglasses it important to the physical characteristics of people like shape of head, the ears etc. In addition to physical aspects, it important to examine preferences of individuals in order to consider aesthetics during the design process. If your designing something with a physical behavior associated with it like a comfortable chair you need understanding of the way the body not only measurable physical aspects like height, weight etc. Also, when designing an interface instead of thinking only about physiology it is important to create a narrative of how people think and how the brain works. New design practices consider cognitive psychology, anthropology, cultural differences, and sociology.

When tackling a design problem it is not efficient to work individually but it is necessary to work in diverse groups. Designers within a collaborative process should have different disciplines like design, engineering, advertising, business, and marketing. For a design team to work there must be willingness to share and collaborate within a shared setting to brainstorm.

Involving the people who will use the design is very important because the designers avoid creating a product for themselves but actually addressing the needs of the users. Involvement of the users should continue to the result process in order to observe whether the technology increases user’s capabilities. For example, The American blood donor clinic took the donors opinion on design aspects like including the why I give wall which encourages people to donate more. Also the surgeons who needed to upgrade a device for throat surgery were able to give direct feedback at the time of research and brainstorming. As a result, ensuring the design is relevant to the surgeons own experiences.

**__Online example of a product which utilizes his principles of collaborative design__**

[|Bruce Mau Design] utilizes this method of collaborative design by involving: Game-changers, Adventurers, challengers, innovators, artists, optimists, and entrepreneurs. One of the projects they have undertaken is designing the atmosphere of [|Indigo] Bookstores. By working with [|Kuwabara Payne McKenna Blumberg] they have transformed the bookstore into a book. Therefore as the customer walks into the store he/she can look through the stores table of contents, drop down banners etc. http://www.brucemaudesign.com/work_indigo.html

=Week 10: Janine Benyus and the Biomimicry Institute and Guild=

Product design #1—Skeleton Key ** This design is a biomimcry of the shape of human bones. The [|aluminum chair] is formed through software that copies the way human bones grow with time. The chair is aesthetically unique and at the same time usable and more considerate of the human body shape. As a result, by mimicking the biological structure of the human body the product caters more directly to create comfort and proper support.


 * Product Design #2— **** New Plumage **

[|Bioinspired color displays] adapt the way peacocks display plumage and butterflies reflect color on their wings. Mobile devices reflect natural light on certain wavelengths of color causing the colors within the interface of any device to interact and form vivid colors. As a result, products use less energy due to the elimination of pigmented pixels. Therefore, this demonstrates an instance where the environment shows human beings ways to live without exploiting it

By studying the way [|lotus leaves] repel water a German paint company was able to design self cleaning paint that repels water. Therefore, scientist’s ability to closely examine the structures of the hydrophobic leaves resulted into the production paints that are efficient in our everyday lives. Many of the products produced from biomimicry are more cost efficient to the producers and are sustainable. Therefore, in design by following nature’s way we are able to create products that not only caters to our needs but also implements natural processes.
 * Product Design #3—Leaving No Trace **

=Week 11: Glen Farrelly: Questions on Usability and Accessibility=


 * How would you describe web accessibility? **

Web accessibility refers to the level of convenience people with disabilities experience while using web content. Web accessibility involves the design of websites that consider the four major categories of disability types: Visual (Color blindness, low vision, and blindness), Hearing (Deafness), Motor (inability to use mouse, slow response time, limited fine motor control and Cognitive ( Learning disabilities, distractibility etc) .     The [|Web Content Accessibility Guidelines] provide an international guidelines on how to make web content more accessible based on four principles: [|Perceivable] : web content has to be available to senses like hearing and vision( e.g. screen readers, screen enlargers, etc.), [|Operable] : mouse, keyboard, or an assistive device can be used to ensure interaction between user and elements on page like buttons, [|Understandable] : Content is avoids ambiguity and confusion, and [|Robust] : content is accessible from old or new operating systems. ** Who do you think benefits from accessible websites and how? ** <span style="font-size: 11pt; color: black; font-family: Arial; mso-ansi-language: EN-US; mso-fareast-font-family: 'MS Mincho'; mso-fareast-language: JA; mso-bidi-language: AR-SA; mso-bidi-font-weight: bold;">All internet users benefit from accessible websites because illustrations, content organization and easy navigation all make for a better more usable content. For instance captions on a video are good for deaf people and people with maybe broken speakers. It also ensures that circumstances, environments and conditions are taken into consideration for all web users. <span style="font-size: 120%; font-family: Arial, Helvetica, sans-serif;">**Do you think your website/blog should be accessible? Should all Canadian websites?** Yes, because it ensures a wider variety of people will use the internet and have more access to information. Not only Canadian but almost all popular sites **What do you think is the biggest challenge of making a website accessible** ?
 * <span style="font-weight: normal; font-size: 11pt; color: black; font-family: Arial; mso-bidi-font-weight: bold;">Lack of awareness, leadership not committed to accessibility causes web developers to not design accessible websites, lack of policies nd procedures that back up the commitment to accessibility. Also for the web developer is would be challenging to consider all the disabilities and create a website that caters to all. **