Esposto,+David

Articles on the design and designer behind the iPod, Jonathan Ive David Esposto
 * CCT333: Week One Tutorial

Inside the Apple iPod Design Triumph** []


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

A. While the Apple has revolutionized the way we listen to music and, in some cases, live our lives; their business model is one which is tried, tested and true. Apple’s unusual business model used in the fabrication of the iPod is based upon the outsourcing of components to third-party companies working in tandem with Apple. This outsourcing otherwise allowed for the very best quality technology to be implemented into this revolutionary music player. Their unusual business model could also be attributed to Apple’s unique ‘outside-in’ perspective to the design under the hood. This perspective allowed them to ‘determine a number of components, including the planar lithium battery from Sony and the 1.8-inch Toshiba hard drive, which is the only company presently manufacturing that form factor.’ (Sherman,1). This ‘outside-in’ perspective allowed Apple the opportunity to maximize efficiency and volume, while providing a cutting-edge and unique look to the iPod which transformed the device into more than just a music player, but a fashion statement.

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 * Jonathan Ive at the Design Museum**


 * Q. 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. What distinguishes the work of Jobs and Ive in relation to products designed by Apple is the obsessive attention to details which are often overlooked, or deemed minute, such as cables or power adaptors. Another aspect which sets Jobs and Ive’s work in accordance with Apple design is the importance of solid working relationships. By using small core teams and investing in tools and processes which involve levels of collaboration allowing for bonds to be forged, creating a sense of camaraderie and trust between one another.

Another aspect that plays onto the relation of Jobs, Ive and the products designed by Apple is their working environment. As Ive’s himself states in the interview: “Our physical environment reflects and enables that collaborative approach. The large open studio and massive sound system support a number of communal design areas.” By keeping things small, concise, well-organized while forging friendships and bonds with a core group of individuals it no surprise why their products have such a loyal following.

The new materials, which are enabling different designs, are advances in such things as Polymer and Plastic; allowing the team at Apple to revolutionize the end-user experience. Another characteristic is that of twin shooting materials which allows different plastics to be moulded together or co-moulding plastic to metal to give a range of functional and formal opportunities. Finally, Ive mentions metal forming and new methods of joining metals with advanced adhesives and laser welding as other tools which continue to lead the Apple revolution.

An in-depth look at the man behind Apple's design magic** []
 * Who Is Jonathan Ive?


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

A. The importance of Apple’s design team to the success of the company as a whole work hand-in-hand. They remain humble and loyal to Apple as a whole and to each other as a team, realizing that camaraderie and hard work surpasses all.

“They rarely attend industry events or awards ceremonies. It's as though they don't require outside recognition because there isn't any higher authority on design excellence than each other, and because sharing too much information only risks helping others close the gap.” (Businessweek Magazine). By working closely with one another and keeping a close eye on the competition while remaining sensibly, the design team at Apple represents the true aura of the technological giant itself. “They personally reflect the design sensibilities of Apple's products -- casually chic, elitist and with a definite Euro bent.” (Businessweek Magazine.)

Like Steve Jobs, the design teams focus on perfection is another important aspect of the individuals who make the product as chic and sleek as it is effective and powerful. Ive and his teams design process revolves around prototyping and perfection. By making and remaking models and continually improving on all their aspects of design, the teams work ethic is the exact same as the man who started the company decades earlier. Finally, the importance of the design team to work with all aspects of Apple employees from the marketers and designers to the engineers provides a greater sense of camaraderie and innovation. By collaborating with one another, ideas will be shaped, moulded and put into place to ensure that Apple continues to create products as unique as the team which puts it all together.

Other companies are trying to compete with Apple, specifically because Apple only concentrates on few products at once, only being able to address so many markets. But while many companies, such as Dell, HP and Microsoft have exploited this weakness; they are still unable to capitalize on the design success of Apple. As stated in the article: “Yet most big corporations have neither the focus, the skills, nor the appetite for risk to build mass-produced products. The fact that rivals are now talking about design is not proof they're catching up -- but of how far they have to go.” In the end, while companies try and emulate the innovation and team-building ethos of Apple’s successful but silent design team, many have tried but continue to lurk in the shadows for the next idea which could rival this technological giant.

Sources: [] [] []

Case Studies on Ergonomics David Esposto
 * CCT333: Week Two Tutorial Questions

Three Definitions of Ergonomics: **


 * Physical Ergonomics:** This aspect of ergonomics is concerned with various factors connected to physical activity. By looking at the human anatomical, antropometric, physiological and biomechanical characteristics related to physical activity, it allows for topics such as working postures, material handlings, repetitive movements, work-related musculoskeletal disorders, workplace layout, safety and health issues to be studied, understood to further optimize results, and increase competencies to further the development of products which will benefit all individuals.


 * Cognitive Ergonomics:** This aspect of ergonomics is concerned with mental processes which include: perception, memory, reasoning and motor responses, as they affect interactions among humans and other elements of a classification. Relevant topics include: mental workload, decision-making, skilled performance, human computer interaction, human reliability, work stress and training.


 * Organisational Ergonomics:** This aspect of ergonomics is concerned with the optimisaton of sociotechnical systems which include: organisational 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, organizational culture, virtual organizations, telework, and quality management.

**Additional Recommendation: **


 * Scenario:** Computer Operator (Case Study One)


 * Issue:** Frequent user of a personal computer suffers from lower back, neck and right shoulder pain


 * Step Two: Additional Recommendation/Advice**:

Have an adjustable keyboard base for extra comfort of computer operators o If there is a short individual they can adjust the chair to be at eye level of the monitor and adjust the keyboard to a more comfortable position. o One could also use a “swing-arm” flat panel display which allows for more flexibility of computer screen, reducing strain on the eyes, neck, lower back and shoulders, while ensuring all can be visible, and minimizing computer-related injuries. Also, because the person is short, by adjusting the monitor, it can ease comfort and workability.


 * Ergonomically Sound Product & Article**

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 * Product:**

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 * Article:**


 * Sources:**

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Design for the other 90% David Esposto**
 * CCT333: Tutorial Three Questions


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


 * A.** The country I have chosen for this particular analysis is Brazil. Specifically, when looking at the country and their use of D-lab manufactured Sugarcane Charcoal, the five characteristics which make this product great from a socially responsible product design perspective is that:

- By using a product which is constantly available for alternate means, especially since the idea of the charcoal uses scraps from the sugarcane, it will allow the citizens of the country the ability to not only have their sugarcane but also reuse it as a renewable resource. - By using sugarcane over wood, it ensures that cost effective measures are taken. In a country where many of the people are impoverished, the ability for this design to save money and promote the use of homegrown products into further expansion is a great compliment to the power of design and innovation. - By eliminating the need for binders and briquetting equipment and supplanting them with some simple do-it-yourself techniques to obtain quality charcoal, this design is also socially responsible because anyone can do it from young children to adults, curving the need to spend money on equipment. - The ability for this design to transcend borders and bring in new countries from an importing/exporting perspective can also add to the economy of nations whose situations are not as developed. - Final characteristic of sugarcane charcoal being a socially responsible product design is that the dimensions ensure that not a lot of space is taken up and not a lot of harm is being done to the planet in regards to deforestation and environmental degradation, remaining environmental and economically friendly on the basis of many factors.

Week Four - The Story of Stuff with Annie Leonard David Esposto
 * CCCT333

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

The materials economy, as defined by Annie Leonard, is made up of a plethora of various elements, which coexist in a ‘linear system.’ From extraction to production to distribution to consumption and finally disposal, the world’s resources are used to create the ‘stuff’ we consume everyday. But while this linear system encompasses these five steps and continues to churn out the materials we consume, it is a system in crisis. We live in a finite planet, one that is consistently being interacted with all things in society. From people to the communities they inhabit, everyone is effected by the materials economy. The chopping down of trees, or those individuals within the distribution figure, we are undermining the entire planet, with consistent overhauling of resources from the corporations, while both the conglomerates and government turn a blind-eye to the situation.

This blind-eye approach causes an erosion of local environments and economies, and when we can no longer sustain the brunt of our resource use, we turn to much weaker and depleted third world nations as a means for continuing to supply our materials. But it is not only the third world economy which is eroding, it is also the constant supply of people who keep these resources afloat who are feeling the pinch of the corporations and the laissez-faire (leave it be) approach by the government, who decides to not doing anything and in the end turn the blind-eye. Among this linear system of these five steps, from production all the way down the line to disposal, we are bound to hit limits. From the undermining of our entire planet, to the undermining of the people on the other side of the world, another limit in this endless game of stuff-creation is that of pollution. But because our system is one praised for value, riches and how much one owns, those individuals in the third world are helpless pawns in this vicious game of profit and financial gain.

While the extraction and production takes its toll on materials economy, the final three steps in this linear system also generate further limits and cause for crisis within a system that has now become commonplace. In the distribution phase, there is a set of goals atop the already familiar one – selling the stuff as quickly as possible. The three goals in the step are: to keep the prices down, to keep the people buying and finally to keep the inventory moving. Each of these goals has a simple way of coming to fruition. By externalizing the costs, it makes it easier for the goods to be sold at a reduced price, which keeps the market moving and newer materials to continually replace the older stuff. As Leonard states in the film: ‘19% of the materials we consume within this system are trashed within six months. The average person now consumes twice as much as they did fifty years ago.’ This overwhelming statistic plays on the final step in this so-called ‘beauty’ system – disposal.

The mass amounts of ‘stuff’ we are consuming must be disposed of it is no secret. But as Leonard asks rhetorically, ‘where does it all go?’ Whether in a landfill or incinerated and then placed in a landfill, the more stuff we consume, the more we must dispose of. Our consumer habits further produce more disposed goods than ones, which can be salvaged and reused. Whether its planned obsolescence or perceived obsolescence we the consumers are disposing of things at a freakishly high rate. This mass increase in this final step of this linear system can be due to the massive amounts of media exposure we bare witness to each day – over 3,000 advertisements a day. “Watch TV & Shop” has become the adage of our current society and one, which continues to spur on the materials economy. Whether it’s the cheap labour or the degradation of communities and individuals in the third world for mass gain by their much richer, wealthier and more powerful counterparts in the developed nation, this ‘blind-eye’ approach has become too literal a statement for a society which should be based by the freedom of ideas and equality and not by value. As Leonard states: “in this system, if you don’t own or buy a lot of stuff, you don’t have value.” On a planet obsessed with consumer perfection and the flawless identity, value must become a trait, which depends more on good nature than good fashion sense or good buying power.

Week Five: Bodystorming David Esposto**
 * CCT333 Tutorial Questions


 * Q**. 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' describe the information revealed to the researchers in the three different case studies for one paragraph each. Can you think of how you could use bodystorming and video to help you analyze the design of your major project? It is helpful to keep this method in mind as you work to design your group project.


 * A.**
 * Bodystorming:** This innovative technique is often used in interaction design or as a creativity technique ([|Wikipedia]). The discipline of interaction design defines behaviour of products and systems which the user can interact with. The characteristics of this method of enquiry are to ‘manifest ideas into objects and situations to reveal the kinds of relationships that occur through both social and cultural interactions between people.’ This concept transforms abstract ideas and concepts into physical experiences, to help the user, and more importantly the interactive designer to identify qualities and ideas, which could be compiled in order to, make their designs more universal so that all individuals can use them equally. Bodystorming enables ‘rapid development of ideas and relationships through dynamic processes of trial and error.’ ([|Proboscis]). By rapidly developing ideas and relationships through these processes, the most vital characteristic of bodystorming is its ability to allow the designer to also be apart of the entire process, with the ability to live while learning about the specific issue. The designer can see for himself or herself, using this methodology how the product or service they are designing needs to be improved or designed to better facilitate the individual in society.

In the first instance of visual impairment and blindness, the participant revealed feelings of disorientation and dependency, when performing tasks. The participant also reported a heightened use of other senses and heavily relied on them to make decisions. After careful observation and experimentation, the experiences by this visually impaired- blind participant provided insight on using multi-sensory approaches such as sound and touch to familiarize herself with the world around her.

In the second instance that of Cognitive Attention Deficit Disorder (ADD), the participant was instructed to correctly recite a telephone number while solving math problems, on a Nintendo Wii handheld video game system and the television playing in the background. The participant reported difficulties in performing the task correctly, which led to a negative impact in his self esteem. In the end, the insights revealed within this case are to use clear narration to assist the user and present material which is enjoyable, and fun to improve attention and cognitive skill sets,

The final instance explored the disability of chronic arthritis. The participant in this bodystorming technique had his hands and wrists fastened, while gloves were placed over the hands to mimic feelings of chronic arthritis. During the experiment, the participant reported constant fear of injury, which, in turn made him increasingly hesitant even when performing undemanding duties. Because the participant expanded more energy, due to increasingly monitoring his actions for fear of personal injury, this caused his body temperature to rise, further accumulating fears of anxiety. The experiences within this instance provided insight into using accessible routes and safe materials to decrease fear of participation. This experiment also concluded that more must be done to empower the user and to enhance interactions and to further research methods of speech recognition research.

Bodystorming and video can be used when analyzing the design of the final project because it provides an aide when attempting to discover evidence on how disabilities affect individuals. Bodystorming allows for a greater practical sense of investigation over traditional methods of theories and interviews with doctors whom have studied the specific disability for years. By implementing video as another element within bodystorming, one has the power and control to obtain a first-person look into how the disability truly affects the individual in question. It can be formatted and moulded into a variety of different situations, it can be slowed down, analyzed, rewinded and could even provide further insight into the disability itself. This method helps the individual ‘live and learn’ with the disability at hand – providing a glimpse into the life of someone who suffers through the debilitating issue each day.


 * Sources:**

Bodystorming: []

Bodystorming: Additional Information/Characteristics – []

Week 6: Three Phases for the Adoption of a Technology David Esposto**
 * CCT333 Tutorial Questions

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 Liddle defines three stages for the adoption of a new technology as: The Enthusiast Stage – when the technology is first exploited. The Professional Stage when the technology is developed to help people work. The Consumer Stage when the technology is developed far enough for people to enjoy it at a reasonable/accessible price.

Using the 35mm camera as an example. Liddle applies the aspects of all three stages of technological adoption to show the interaction between product/object and the end user. The initial stage is defined as the enthusiast stage, where, the individual actually loves and appreciates the technology in an aesthetic way. The enthusiast stage wants the product to say, “exploit us. Look at my capabilities.” While the earliest of cameras were difficult to use, this aspect played to the advantage of the individual at this stage – knowing that the fact that it may be complex to use just added to the overall end user enjoyment and experience of the technology as a whole. Once the individual at the enthusiast stage mastered and figured out the new technology and exploited the use of it for more than just leisure time activities individuals in the professional stage soon developed ideas on how to use the technology to do something practical with it.

In the case of the 35mm camera from a professional perspective, the technology became more stabilized. The components and attributes of the camera became commonplace. When looking back, as Liddle states in the interview, “The 35mm cameras used in the 50s, nearly required a PhD in optics to operate them.” Now, the technology has gone from being ‘very expensive erotica’ to being more ‘broadly used.’ The professional stage wants the product to say, “look at the productivity I can give you, here is how I will change your activities.” The influx of the 35mm camera being more broadly used led to the stabilization of the controls. Everything was in one place, everything, with that particular technology then became second nature at this stage – it was no longer just a tool for professional photographers. The final stage, as mentioned above is the consumer stage.

The adoption of technology not only hinders upon how well a technology can first be exploited for its functionality and practicality but also on the appeal and response from the outsider in terms of volume. This stage, as is referred to by Liddle, is otherwise known as the consumer stage. Once the stabilization of controls, usage and multi-tier levels of use have been discovered, the product, in this case, the 35mm camera is then ready for the consumer. By reaching a price-point, the product is now accessible for consumers to buy. During this stage, the aspects of the product have changed. From early exploitation to finding a greater, more practical use the focus has shifted to the end-user, in regards to the camera, the controls have gone from being manually set to automatic. As Liddle states, “everything is done and actually a Chimpanzee can take some pretty good photographs with today’s 35mm camera.” During this stage, the consumer wants this product to say “look at how I fit in with your style, here is who you are if you use me and enjoy my capabilities. When looking back at all three stages it is easy to see how the message has dramatically shifted from exploitation to productivity to finally individual appeal. The adoption of technology has a plethora of attributes attached to it, by looking at these three stages, it not only allows for manufactures to better contemplate ideas for future products, but it also allows the end user the ability to make that product truly theirs.

Another technology, which has undergone similar developments, is that of the personal computer. During the enthusiast stage, when academic researchers at institutions solely used the computer, these individuals took on the unenviable task of using it. MS-DOS mode, for example, was difficult to figure out and adapt, but sooner or later, much like the camera analogy above, these enthusiasts began to use the personal computer and MS-DOS code to allow people to do something practical with it. From early web pages, to programming, MS-DOS allowed for a broader use of the technology and a program affiliated with it. Now-a-days, the MS-DOS mode has adapted to the revolutionary application of Web 2.0 and user generated content. Once the personal computer became more broadly used and the controls became more stabilized and commonplace, the consumer stage began to develop PC’s for consumption. By allowing the consumer to enjoy the capabilities and functions of the PC, while being able to mould their own style on the technology, the transformation of the computer has revolutionized the way we not only adopt technology, but also how technology has transformed our society as whole from a camera to a computer.

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 * Source:**

Week #7: Interaction Architecture and Designing a Questionnaire David Esposto**
 * CCT333 Tutorial Questions

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.


 * Mat Hunter:**

Interaction architecture, as defined by Mat Hunter in regards to Kodak in 1995, and more specifically the advent of the digital camera, looks into how the product itself lives within a product and service ecology. In regards to the camera and Kodak, the product itself is user motivated. Photographs are a means of self-expression, means of recording information, and more than anything a social enterprise. With design architecture, the goal within this field is that while there is an extensible set of rules attached to the camera, it is important to allow not just one camera to be designed but also a whole series. The challenges, faced by Hunter and the team at Kodak, when developing one of the company’s first digital cameras was that of capturing images, reviewing them on the camera, and deleting some and sharing them with friends and family. Interaction architecture, in other words, play on the aspects of the end user and how they can interact with the product to construct an experience which is unique to their own style, in the case of the camera, the sharing with friends and family and even the types of photographs being taken.


 * Rikako Sakai:**

During her time as the Interaction Designer for Canon, Rikako Sakai worked in the human factor department, where she used formal user-integrated testing as a means of developing PhotoStitch. By using in-house people as test subjects, Sakai was given the ability to see first hand how actual people interact with the settings and atmosphere of the product. One of the biggest changes she made was to use the tab-user interface, over the traditional step-by-step methodology of interacting with the technology. By controlling all of the aspects of the human factors through the user interface over the step-by-step methodology, Sakai wanted to ensure that all of the information and adaptation of the new technology benefited the individual. The user-interface was not as widely accepted as the step-by-step interface, assumingly so because of its rudimentary methods, where each function is outlined in a step-by-step format. The team then decided to implement animation as a means of framing the text messages; they then found that the messages would greatly benefit the end-user. Sakai’s main ideas for her work as an Interaction Designer and more specifically in the field of Interaction Architecture came mainly from the observation of people and their interactions with various programs and platforms. This aspect of interaction architecture focused primarily upon the functionality and making the adoption of technology seamless, without the constant cropping of questions, which may have bombarded the generality of the step-by-step method.


 * How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms.**

The author defines leading questions as a type of query which forces or implies a certain type of answer. But while this type of query forces certain types of answers, blunders will occur due to the wide array of choices in answers. This question is one, which is characteristically viewed as both an open and closed form of question. In the closed format aspect, the question must supply answers, which cover not only a wide range of responses, but ones which are also equally distributed in the range of queries. The answers, in these types of questions should also be equally likely. Some typical answers, which characterize the leading questions, are: 1. Superb 2. Excellent 3. Great 4. Good 5. Fair 6. Not so Great

While these answers could be seen as general, leading questions must also supply answers which cater to a wide range of opinions.

The author defines hypothetical questions as a type of query which are based, at best, on conjecture, and at worst on fantasy. Hypothetical questions are queries which do not provide reliable data, due to the ways in which the participant is to think in order to answer the question. To better clarify this statement, I use the example provided in the link, where the author asks, as an example: If you were governor, what would you do to stop crime? Asking this to a participant would not provide any clear or usable data because the participant is made to guess the answer, and not use actual experience or expertise to truthfully provide any data. In the end, it is not a good idea to include hypothetical queries in your research data, unless the question is one which the participant may be able to provide sufficient information or advice, perhaps by a professor or an expert in the given research field/topic of study and interest.

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 * Source:**

Week 8: Human-Centred Design Case Study of Cellphones in Developing Countries David Esposto**
 * CCT333: Tutorial Articles


 * Task: Read the online article 'Can the Cellphone end Global Poverty?' at http://www.nytimes.com/2008/04/13/magazine/13anthropology-t.html?_r=1&emc=eta1&pagewanted=all very carefully.

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.**

Cellphones, have, effectively become commonplace in our everyday lives. Whether it’s the text messaging, or the actual ‘old-fashioned’ ways of communicating with spoken word, mobile phones have instinctively changed our roles as communicators. The role of Jan Chipchase in defining the role of cellphones in the developing world for Nokia is ‘human behaviour’ researcher or, as he is alternatively referred, a “user anthropologist.” His role is to accumulate as much information as possible about the ways humans interact and behave, by taking photos of his travels – ‘from the contents of a women’s handbag to a bowling alley in Mississippi, these places are ‘rife with nuggets of information.’ As he states, the cellphone is ‘becoming the one fixed piece of our identity.” These photos provide information to the teams of designers, technologists and marketers of Nokia positioned around the world. They provide a better understanding for the cellphone. And how the creation of cell phones for those in the world who either do not have one, or cannot afford them, Chipchase’s mission is to make a cellphone-without-barriers, making it accessible to all individuals – no matter their situation or demographic.

The benefits of analyzing cell phone use provides Chipchase with the opportunity to see how various cultures could benefit from the use of cellular phones – whether it is improvements to their already existing phones, such as the example provided by Corbitt where the family in Mumbai kept their cellular phone in a plastic bag and that they hung their belonging on the wall to keep them from getting wet. By analyzing the way cell phones are used, in this specific example, it allowed Chipchase the opportunity to delve into the lives of the family, and obtain a different perspective on just how, the cell phone could benefit them and others in similar demographics. This type of researcher/analysis, which Chipchase partakes in, allows him to get to know his potential customers as well as possible before the product is created. By being a ‘patently good listener’ Chipchase acts as a representative (or emissary as stated by Corbitt), effectively providing a voice to the voiceless.

The benefits of analyzing the design in different cultures as part of Nokia’s market expansion allows the company to sell their products to under developed nations. When designing something as commonplace as a cell phone in the developing world, one of the biggest factors to keep in mind is that of efficiency. When designing the phone, as Corbitt states: “Even the smallest improvements in efficiency, amplified across those additional three billion people, could reshape the global economy in ways that we are just beginning to understand.” By analyzing the design features for the purpose of Nokia’s market expansion, it creates a unity between consumer and product. In countries, where necessity overrides wants and other desires, it is important to look into user-specific design methodologies and factors in order to maximize profitability.

Source: []

Week 10: Biomimicry: Janine Benyus and the Biomimicry Institute and Guild David Esposto**
 * CCT333: Tutorial Questions


 * Task:** Look over examples of her biomimetic principles applied to products in the slideshow located at http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm and write a short, one paragraph synopsis for each of your three favourite product designs.


 * Product Design One: Sonar-Enabled Cane**

Design for the visually impaired is as difficult a task as dealing with the impairment itself. While designs such as the walking cane have increased mobility for the individual, there are other setbacks, such as the inability to see incoming objects, which prove to be a burden. Inspired by the methods used by bats to navigate in the dark, the sonar-enabled cane, uses sonar-like technology to communicate the user of upcoming objects such as streetlights or other people in order to prevent collisions. By sending out sound waves ahead of these encounters the person holding the cane will be able to identify any issues which may arise and avoid the situation before it is too late – providing a tactile warning of oncoming obstacles through the handle of the cane.


 * Product Design Two: Self-Cleaning Paint**

The toxins omitted from chemicals in paint can have drastic effects on the environment. Designed as a measure to eliminate toxic detergents, and inspired by the hydrophobic surface structure of lotus leaves this self-cleaning paint repels water, using nature natural elements i.e. rain water to wash away any dirt. By studying the microscopic structure of leaves, the scientists were able to discover that the leaves from a lotus repel water. By using the similar surface structure, the scientists were able to go green and reduce harmful chemicals given off by the paint fumes.


 * Product Design Three: High Speed Train**

You would never think that one of the world’s fastest bullet trains was influenced by one of nature’s quietest inhabitants, the owl bird. To reduce the noise generated by the pantograph, designers manufactured small serrations similar to those on owl feathers. On the exterior, the unique biomimetic design of the train’s noise cone was fashioned after a kingfisher’s beak, an element inspired by one of nature’s most beautiful creatures. The low centre of gravity afforded by the bird also carries resonances within this specific design. The aerodynamic design of the 500 series bullet train reduces the sonic boom which occurs when the train passes from a tunnel back into open air, consequently reducing noise pollution while maximizing efficiency.


 * Source**: []

Week 11: Glen Farrelly: Questions on Usability and Accessibility David Esposto**
 * CCT333: Tutorial Questions


 * Task:** 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?**

Web accessibility, in my own words, describes how people with disabilities can still gain equal access to the web, no matter their impairment. By implementing easier to use interfaces more perceivable, operable and understandable for individuals who suffer from specific ailments. Along with making the interfaces more perceivable, operable and understandable, accessibility also deals with the wide array of different situations which could arise for someone with disabilities. Whether it is environments, situations, or circumstances, web accessibility aims to make the end-user experience harmonious for all individuals – disabled or not.


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

The benefits of accessible websites are not just for those individuals with disabilities but the entire website user-population. The entire website user-population benefits from accessible websites based on a variety of different perspectives – from business implications to technical ones as well. Firstly, from a business perspective, it is easier to distribute resources to accessibility in order to increase market potential, while decreasing maintenance efforts. From a technical perspective, by making your website accessible to all, it will increase technical performance, while ensuring that all users/visitors of your website will have equal access. It will also decrease site maintenance responsibilities and maintenance time, and even reduce the server load time. All in all, by making your website more accessible all individuals, from able-bodied to those with disabilities can benefit because no burdens or boundaries of use will hamper their user experience.


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

Equality for all individuals in the online realm should be mandatory. Just because an individual may suffer from an impairment which hampers their ability to experience things much like those who do not suffer from any impairment. Keeping this reason in mind I do believe that my website/blog should be accessible because it will not only increase traffic to my webpage, but I could also be given some new found advice or information on the topic my website is suited around. Also, by making my website/blog accessible it will make the free-flow of information in which the internet is renowned for more appealing to those with impairments – because, after all, learning and obtaining knowledge should not be a struggle for anyone. Yes, all Canadian websites should be accessible for the same reasons stated above. Especially since Canada is known as one of the most multicultural nations in the world, by making all the websites more accessible for not only people from all cultures but those with impairments it will further increase Canada’s mission as being a nation of independence, equality and freedom.


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

The biggest challenge of making a website accessible is keeping the functionality and overall feel of the website the exact same for each user – impaired or not. Along with the functionality and overall feel which becomes a burden, another challenge of making a website accessible is to look at the individual challenge of each person – i.e. content for deaf users, content for the visually impaired and finally color blind users. While keeping all of these factors in mind when discussing what the biggest challenge of making a website accessible is, the biggest challenge is that of adaptability. The reason is because, now that the Internet and more importantly websites have become sort of like a linear process in terms of creation and maintenance, adapting new methods and functions of us is the biggest challenge because keeping it simple is what makes the internet and surfing websites such an appealing medium.


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