SB+Lab+5

__Task 1__: **Research the definition of 'bodystorming', and write a paragraph describing its characteristics.**

__Bodystorming__- this is a method used where a designer researches how to develop a product by 'walking in the target markets shoes'. In other words, a designer will go through the experiences that the target audience goes through and critically assess its pros and cons. This method will allow the designer to critically assess the design flaws and how to improve them. This is a good method since it removes the guessing and assuming process of what the audience //might// need and inputs what they //do// need.

//"Bodystorming is similar to brainstorming except it involves physical interaction and engagement with the system through a playful acting out of the issues, techniques, interface and interaction possibilities".- Giles //

For example, the York University dean recieved a complaint about wheel chair accessibility on campus. To understand the students viewpoint, the dean decided to go through the campus while being in a wheel chair. From this, the dean understood what things needed adjustments and how to improve the design of the campus.

__Task 2__: **Describe the information revealed to the researchers in the three different case studies (for one paragraph each) for the video:** **'Part 1: Bodystorming Experiencing a Disability'****.**

In the Bodystorming research project, Dr. Jeff Bardzell observed how different body defects can be overcome by redesigning different frames of everyday life.

In case study one, Dr. Bradzell had a girl bodystorm what its like to be blind. It was noted that the girl felt reluctant to do certain tasks that we take for granted. For example, the participant was hesitant (out of fear) of crossing the road. She used her walking stick and her sense of hearing to know when was the right time to cross securely. She had stated that her senses had heightened to help her perform the required tasks i.e hearing and touch. The participant also used the process of mental mapping to be efficent in completing a task. For example, she counted the stairs with her stick to know how many to climb and counted the key holes to know which one was hers. Overall, Dr. Bradzell concluded that (to help people with sight issues) products should be made that include multi-sensory functions.

Case study two dealt with a person who had attention deficit disorder (ADD). To bodystorm this, the participant had to solve math problems while keeping track of phone numbers. The participant was found to have difficulty in performing his tasks due to frustration and low self-esteem. This was occurred because he was unable to keep track of the phone numbers and answer the math questions correctly. To help people with issues of ADD, Dr. Bradzell noted the need of narration that would concisely assist the user. He also noted that to further increase the persons self-esteem, the tasks should be enjoyable while challenging- this would help in improving the users attention span.

The last case study dealt with chronic arthritis. The participant's hand's were tapped to pens, while a glove covered it. This was used to represent the pain, movement capabilities, and restrictions a person with chronic arthritis felt. The participant cited that he had a high sense of fear and apprehension, even when performing simple tasks like cutting a cucumber. He also noted that his body temperature rose due to anxiety felt when performing various tasks in the kitchen. Through this user experience, the participant was seen overcoming the restrictions by creating safe routes and passing spaces in order to feel safe while doing the assigned chores. In the end, Dr. Bradzell cited the need of a speech recognition system to help the overwhelmed person deal with their situation.

__Task 3__: **Can you think of how you could use bodystorming and video to help you analyze the design of your major project?**

Bodystorming and taping of our experience for the major project would be beneficial since it will capture things that we might had missed during the experience, and the effects of the different time frames and environment that we use to analyze the results.