Katie+McNulty

 **Tutorial Questions** toc

Tutorial One
 Inside the Apple iPod Design Triumph http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory Question: Describe the unusual business model used in the ipod's fabrication as developed by Apple.

Apple, a company that pride's itself on its in-house creation of its products-- as noted in its boasting of its computers stability versus "the other" (PCs) on the market, that outsource different aspects of production to different companies (FAQ, Apple.ca)--- seems like the least likely competitor in the technology field to start veering off the track, but in the creation of the iPod, Apple has done just that. Apparently due to time restraints, Apple outsourced production of certain proponents of the much praised iPod to different companies specializing in different technologies. Its not all bad however, if it has to be done, Apple has done so wisely, joining in the design process with experts in the field: "it appears that Apple picked PortalPlayer because its design expertise yielded the highest quality of sound, according to industry sources," as noted of the platform for the iPod design (Sherman, Electronics Design Chain Magazine). The result might not be perfect, as with the battery issues in one of the earlier generations of the iPod (Design Stalker, 2007), but the product was still a large success as iPods have become increasingly ubiquitous.

Works Cited: "Get a Mac: FAQ: Why Should I Spend More Money on a Mac." Apple Canada. 2008. 6 Jan 2009 .

DesignStalker. "Jonathan Ive Interview." YouTube Video. 19 July 2007. 5 Jan 2009 .

Erik, Sherman. "Inside the Apple iPod Triumph." Electronics Design Chain Magazine. 5 Jan 2009 .

 Jonathan Ive at the Design Museum http://www.designmuseum.org/design/jonathan-ive 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?

Attention to detail is at the heart of the Jobs and Ives team, ensuring that every need both aesthetically and mechanically is address. The team is also conscious of the User Experience when designing their products, aware of both the primary and auxiliary functions of all components in their products. In introducing new materials into their products, the Apple team creates appealing pieces of art, turning “these gray frumpy objects called computers into desirable pieces of sculpture you'd want even if you didn't use them,” (Smith in Burrows). In using different coloured plastics, high quality metals and screens Apples products show a high level of aesthetic quality, craftsmanship and mechanics.

Works Cited: Burrows, Peter. "Who is Jonathan Ives?" __Business Week__. 25 Sept 2006. 8 Jan 2009 .

 Who Is Jonathan Ive? An in-depth look at the man behind Apple's design magic http://www.businessweek.com/magazine/content/06_39/b4002414.htm Question: Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?

Steve Jobs and Jonathan Ives head the design team at Apple and its work ethic is in a league of its own. The team works in a tight nit group of only a handful of people and work together and individually to develop products. They work on all aspects of the design, not only considering the look but also the mechanics behind the product—striving for perfection in every minute detail. Apple’s design team is a bit unconventional for other computer companies, as many are not fully invested in the product’s creation from idea to final product. It appears as though Apple is primarily concerned with the design of the product, rather than the commendations their products and designers receive or the money their products rake in. Computer companies have been largely vested in the commerce aspect of the industry and are now considering the design aspect of their products, but are still lagging behind Apple’s design team.



Tutorial Two
 List the three definitions of 'ergonomics'. 1. "Ergonomics is the study of the 'fit' between people and the things they use," (Benyon, Turner and Turner, 16). 2. "Ergonomics is matching the job to the worker and product to the user," (CCOHS) or how the "work affects the worker," (CCOHS). 3. "The term "ergonomics" is derived from two Greek words: "ergon," meaning work and "nomoi," meaning natural laws. Ergonomists study human capabilities in relationship to work demands," (Ergonomics.org).

Read each of the task analyses and case studies at http://www.ergonomics.org.au/ergonomics/case_studies.html#case6. Choose one of the case studies, and add an additional recommendation to one of them in step two as 'advice'.

Case Study 4: Wet Mopping: Additional Advice: - The building requiring mopping sounds like a large place, investing in a large floor cleaner/floor polisher would make the job easier for the current janitors as well as any future employees to use the machine. It would also accommodate for the varying heights of the janitors, increasing ease of use.

Find an example of a product which is ergonomically sound, and add a link to an article about this product.

__ The Perfect Comfort 2000 Ergonomic Desk Chair __ http://www.absolutecomfortonsale.com/ergonomicdeskchair.htm

This is a website specializing in things built for comfort. The example is of an ergonomic chair, it has adjustable height and lumbar support to comfort the lower back.

Works Cited: Benyon, David, Phil Turner and Susan Turner. __Designing Interactive Systems: People, Activities, Contexts, Technologies__. Essex, England: Pearson Education Limited, 2005.

"Ergonomics." __Canadian Centre for Occupational Health and Safety__. Government of Canada. 19 Jan 2009 .

"Ergonomics.org - Posture, Movement and Ergonomics." __Ergonomics.org__. 19 Jan 2009 .

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<span style="font-family: Verdana,Geneva,sans-serif;">Tutorial Three
<span style="font-family: Verdana,Geneva,sans-serif;"> 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.

The country, or more appropriately, the continent, I chose to review was Africa. As with all the designs for improving life, the designers are concerned with: Usability, how easy is the technology is to use, considering different levels of education; Economics, many of these products are distributed on a large scale for little money, considering the materials and labour in the production of the product is necessary to make it affordable; Sustainability is also a concern in making sure the design will continue to work with limited flaw so it is of continued use to people; Making appropriate use of viable resources helps to new design advances more feasible, depending on the country the product is designed for, such as if electricity is not available, using solar energy would be an appropriate alternative; and Appropriateness, in that is this product going to be doing the most good for the most people in the area it was designed for. An example of the last characteristic would be the "Lifestraw" ([|Design for the Other 90%]), which is a product that in a compact, portable design, allows the user to remove waterborne diseases on the go. This is an appropriate product for the people of Africa as it allows water to be readily drinkable safely, with little knowledge of how the water treatment works, you just drink the water through the straw. The "Lifestraw" is also appropriate because it is a product that would be useful to many people in Africa.

Works Cited: "Lifestraw." __Design for the Other 90%__. Cooper-Hewitt. 6 Jan 2009 <http://other90.cooperhewitt.org/design/lifestraw>.

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<span style="font-family: Verdana,Geneva,sans-serif;">Tutorial Four
<span style="font-family: Verdana,Geneva,sans-serif;"> 'The Story of Stuff' with Annie Leonard at http://www.storyofstuff.com/index.html is a cultural and educational phenomenon and has had over 4 million viewers.

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

Annie Leonard provides an interesting and comprehensible account of today's material economy. She illustrates how things are produced and sold and consumed and how our current practices are affecting each other, us, the consumer and our environment, to emphasize in a light-hearted and comical way, how we are not wise consumers. She explains the entire process of the materials economy through terms of extraction, production, distribution, consumption and disposal, explaining each stage in depth and how they are all interrelated.

One of her most interesting illustrations shows the totality of the process of consumption as an unexplainable tautology that most of society partakes in. We go to work to earn money, we work hard all day and when we get home, we want to relax. How does most of society relax and unwind after a hard day at the office? They park in front of the television. The television shows the hard working people things that they want to buy with their hard earned money, so then they go out to the store, with the (often false) promise that buying these things will make their life better. After spending all this money at the mall (for things you probably already have two of) you need to go back to work to earn more money, to come home and relax in front of the television, hear of more things to buy, go to the mall, spend all your money again and go back to work to earn more money to make you feel better about your binge shopping last night. It is a vicious circle that captivates a large portion of society.

The above example illustrates the stage of consumption, how we use things that we have purchased things from stores (distribution) which have been produced by major companies which are made by extracting natural resources from our world. Possibly the of the easiest stage to change is that of disposal. In fact, disposal could be eased if we consume less, as much of what we are buying is what we already have with a few new features or new shiny containers, the concept of built-in obsolescence. Things like recycling will also help ease the strain on our environment created by the materials economy.

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<span style="font-family: Verdana,Geneva,sans-serif;">Tutorial Five
<span style="font-family: Verdana,Geneva,sans-serif;"> As a part of "Experience Prototyping,' bodystorming has been developed as a method of inquiry for interactive design. Research the definition of 'bodystorming,' and write a paragraph describing its characteristics. After reviewing the video 'Part 1: Bodystorming Experience a Disability' at http://www.youtube.com/watch?v=nyE5bDqaSwc and describe the information revealed to the researchers in the three different case studies for one paragraph each. You should have a total of four paragraphs for this tutorial.

Bodystorming can be best defined as brainstorming using your body ([|Proboscis], 2007). This means exploring ideas in physical settings, to see what works and what doesn't when the idea is put into reality. A definition from [|Proboscis] illustrates bodystorming as a way to manifest "...ideas into objects and situations to reveal the kinds of relationships that occur through social and cultural interaction between people," (2007). So bodystorming involves the creation of an idea and a form of trial and error testing combined. This can be a helpful tool in processing ideas that need to work within the world and also helps when considering the type of person or the type of geography these products will work with/in. Some things work well on paper and in reality fail, but bodystorming fixes this issue by redesigning during experimentation.

In the film, "Part 1: Bodystorming Experience a Disability," (jderuna, 2008), different experiments are constructed to develop a way for understanding different disabilities. One of the experiments they constructed was simulating a person with vision problems, blinding a person with a handkerchief to allow them to relate to the subject they are designing for. They found that people with limited vision, blind people specifically, heavily rely on their other senses, especially those of hearing and touch. This help the Indiana University research group identify possible improvements in society, such as verbal feedback in the elevator.

The second experiment conducted focused on Attention Deficit Disorder or ADD and was constructed by having the participant focusing on two different tasks involving memory and numbers. It became difficult and frustrating for the participant and the suggestions focused around giving clear tasks and using tools to improve memory and attention. I would also include removing as much external stimuli possible to increase concentration, although that is not always feasible. <span style="font-family: Verdana,Geneva,sans-serif;"> The third experiment stimulated a person with chronic arthritis. This was the most interesting experiment, to me personally, because it was conducted by immobilizing the participants hands and arms with home-made splints. Their hands were then covered in gloves to further decrease mobility of their unbound extremities. What they found was the participant was reluctant to do anything for fear of hurting himself because he didn't feel in control. The suggestions they formulated was making the space more accessible by having more tangible objects. I think introducing more ergonomic instruments, such as knifes with larger grips ([|OXO Good grips] offers larger handled utensils designed with arthritic hands in mind), would make the participant more comfortable in performing tasks, such as cutting vegetables.

Works Cited: "Bodystorming Experience." __Proboscis: Pioneers of Pie in the Sky.__ 7 Jan 2007. 9 Feb 2009 <http://proboscis.org.uk/bodystorming/index.html>.

"Ergonomic Utensil." Gold Violin: Helpful Products for Independent Living. 2006. 9 Feb 2009 <http://www.goldviolin.com/Good_Grips_174_Ergonomic_Utensils_p/90580.htm >.

jderuna. "__Part 1: Bodystorming Experience a Disability__." 14 May 2008. YouTube Video. 9 Feb 2009 <http://www.youtube.com/watch?v=nyE5bDqaSwc>.

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<span style="font-family: Verdana,Geneva,sans-serif;"> Three Phases for the Adoption of a Technology: In the Interview with David Liddle at http://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.

Enthusiast users, who enjoy the using a new technology that is difficult and challenging, are at the first stage for the adoption of a new technology. These consumers are just enjoying the new technology and exploring its abilities and capacities in uncharted territories. As David Liddle illustrates, the camera in its inception was a very difficult thing to use, it was unregulated in size and formats and it's operation differed from brand to brand and even camera to camera. Only those users that were exploiting the capabilities of the technology, and willing to learn their tedious operations, in its earliest phase, such as the astronauts using it and almost needing a PhD to understand it.

Once enough of the Enthusiasts use a new product, they start to realize the technology's potential in the workplace, in creating efficiency and productivity. During the professional phase, many industry professional use the new technology as it has become easier to operate and has come down in price. It is still too expensive for the average consumer, but is useful in certain industries. Coming back to the camera, it eventually became stabilized in it's operation, such as the shutter button was always in one place and the view finder was always in one place, and it became more economically viable for professionals to obtain.

Eventually the technology becomes so standardized and because of this, becomes much cheaper, it filters through the stages of adoption to the consumer phase, were the technology is filtered into mainstream stores and finding a home with the average person. Not only is the product more accessible in price point, but also in it's controls. In the example of the camera, the automatic setting is the perfect example. In the technology's introduction into mainstream, the products become more individualized appealing to consumers, showing their style through their products, such as cameras being available in a number of different colours.

Another examples of a product that has gone through these stages of adoption would be the car. At first it was a very expensive technology, reserved for only the rich. Thanks to Ford and the assembly line, the production of cars became more efficient and more economically viable that the car could be used in other avenues, aside from the enthusiast users, that it could be adopted into the workplace. It then became a tool for efficiency in the workplace, being utilized to haul heavy loads over long distances. Now, the car is a consumer product, being developed to suit the needs and wants of the consumer at a much lower cost than those of the enthusiasts. Almost everyone now has a car, in every style and colour imaginiable, suited to their personality and character.

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<span style="font-family: Verdana,Geneva,sans-serif;"> Interaction Architecture and Designing a Questionnaire: Write a description of interaction architecture as defined by Mat Hunter at [] and Rikako Sakai at [] 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 [] to help you formulate the question. How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms.

Matt Hunter worked on the development of Kodak's cameras in the mid 1990s, incorporating interaction architecture. He, along with Kodak, wanted to make photography more accessible for the masses as this venture was more reserved for specialists who were willing to use the proper cameras, work with chemicals and expose the images themselves. To develop a more user friendly experience, Mat Hunter built a user experience prototype of their new camera with a security camera on the front and a screen on the back that allowed the user to take a picture, view it, edit it, and send it to a television or out to be printed. The camera they developed was an early prototype of our common digital cameras.

Rikako Sakai was also involved in the creation of early of photo editing programs for Kodak on their new digital cameras, as well as stitching the images together on the computer. Photo Stitch allowed the photograph to take mulitply images at different views of the same object to create one large image. An example would be in taking a 360o landscape image, where you could circle an area, taking several images and matching up common elements to connect each photo and create a wider view of the land. Rikako took the Photo Stitch software and made it more user friendly by using tabs and steps, for the user to follow and animations that allowed the user to see the overlapping images and make the whole process seamless.

In the article on creating questions for your survey, two different types of questions are described. Leading questions are those that limit answers and have been constructed in a way so the only somewhat feasible answer from the selection given is the one the surveyors want. Leading questions can come from the construction of the questions but also from the construction of the answers, either they are too limited or too heavily in favor of one answer over the other. Leading questions can lead to a response bias because the person being surveyed will only be limited to the answers provided, regardless of if they feel that way exactly or not.

Another type of question that is sometimes used in questionnaires and surveys, although should often be avoided, are hypothetical questions. Hypothetical questions as the 'what ifs' and often force the respondent into a situation they have no experience. The answers then show no real opinion and do not offer viable data.

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Tutorial Eight
<span style="font-family: Verdana,Geneva,sans-serif;">Human-Centred Design Case Study of Cellphones in Developing Countries Read the online article 'Can the Cellphone End Global Poverty?' at [] 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 and defining cellphone use and design in different cultures as part of their market expansion.

Jan Chipchase is a human-behaviour researcher for the cellphone company Nokia, who travels the world to discover the wants and needs of future cellphone users. He discovers what is important to the sector of the world that currently doesn't have a cellphone, working with Nokia and other companies to disseminate the technology world-wide. Through Jan Chipchase's work he is able to define what new and current users require of their cellphone and thus allows Nokia to make a better phone.

In order to determine the needs and wants of Nokia's consumers, Chipchase went around the world documenting through images, what could be possible design advantages and then writes note on how these could be used by the developers back at Nokia headquarters to develop new products. One of the interesting encounters Chipchase had was with a small family in Mumbai. They had purcahsed a single cellphone to help with the man's productivity at work to support his family. Chipchase found it interesting that the man kept the cellphone in a plastic bag and hung it on a hook at home to protect it from the weather, leading Chipchase to deduce that a cellphone with a better case with a hook would be advantageous to Nokia's customers.

I found it interesting that Chipchase could see different elements of a society and devise ideas that could enhance user experience with their cellphone. In considering individual needs, Nokia is better equipped to create and market their product.

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<span style="font-family: Verdana,Geneva,sans-serif;">Design as a Collaborative Process: View the video of Bill Moggridge, the founder of IDEO, at PICNIC08: Design as a Collaborative Process at []. 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 Billl Moggridge's lecture. Find an Online example of a product which utilizes his principles of collaborative design, add its URL, and describe its design in three sentences. (Hint: Bruce Mau's Massive Change website also presents examples of these principles of using 'a shared mind'.)

In Bill Moggridge's speech at PICNIC, he describes an integrated design process, that design is "a collaborative process". What Moggridge means by this is that designing an object just based on what it does and how it should look is fine, but coming to a new level of design involves bringing in many specialists and the people intended to use the objects so the design of the object reflects the anthropometrics and physiology of a person, human interface and connectivity. Essentially, "design as a collaborative process" means making something with respect of how a human will interact with an object and vice versa and how that interaction will be best facilitated. Achieving this collaborative design involves bringing designers and different experts to be aware and considerate to the different needs of the user, and this process also involves the user.

One example, Moggridge gives shows this collaborative design process bringing in surgeons to test out a new medical instrument. This type of bodystorming, or participatory design as Moggridge calls it, allows for a better instrument. The surgeons were able to see the different ideas for the new instrument and together with the design team, came up with the best design.

Another example Moggridge talked about was design for social change in creating a cubicle for the cartoon strip character Dilbert. This was a competition that brought together many different design ideas into the final prototype. This design was not only thinking about the functionality of the cubicle but also about who would be using the cubicle and for what purposes. By incorporating the home with the work place, making the cubicle more friendly and dynamic, it would hopefully keep the moral of anyone who works in the cubicle up. I think this is a great idea because often the design considers what is best for the production, such as money, by making a better quality product for a person makes it a better design and a more desirable product.

Many different products bring in different specialists to create a holistic design that works best with consumer. As mentioned by Moggridge, the iPhone uses different sensory tactics to develop it, as well as mentioned in an earlier tutorial, the Apple iPod used different specialists to get the best from each aspect of design to create a great product. Another example would be video games, using different technologies, stories and characters to create a life-like entertaining game. This daily planet video shows the design of the sound effects for the video game Prototype, showing how the sound engineers went out and created the most life-like sounds possible to make the video game experience more real.


 * media type="youtube" key="jlpKSriHN64" height="344" width="425" ||
 * This video shows a clip from the Discovery Channel's Daily Planet on the development of sound for a video game.

iross. __Daily Planet: Prototype sfx/Corey's Carnage.__ YouTube Video. 8 April 2008. 17 Mar 2009 <[]>. ||  ||

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<span style="font-family: Verdana,Geneva,sans-serif;">Biomimicry: Janine Benyus and the Biomimicry Institute and Guild: Read the article "Using Nature as a Design Guide" at [] about Janine Benyus, creator of the burgeoning "biomimicry" movement.

Janine Benyus heads both the research nonprofit Biomimicry Institute and the for=profit innovation consultancy, the Biomimicry Guild, and her mission is to show engineers and designers how to translate those ideas into a corporate, commercial context. She is the author of "Biomimicry: Innovation Inspired by Nature", published in 1997, which discusses how to re-design our interaction with nature by showing deep respect for the natural world as a mentor for our design strategies.

Look over examples of her biomimetic principles applied to products in the slideshow located at [] and write a short, one paragraph synopsis for each of your three favourite product designs.

A number of different products apply biomimicry to enhance the efficiency, and in some cases, reduce the harmful emissions and wastes of their products. One example in which biomimicry helps design is seen in the Japanese 500 Series Shinkansen bullet train which uses aspects of design in nature from different birds. This is a high speed train and can create a great deal of noise as it travels. To reduce noise, the company mimicked the Owl, creating serrations in the side of the train, not unlike the Owl's feathers which cut down on noise producing wind resistance. The train also adapted the King Fisher's long beak which allows it to go into and out of the water with minimal resistance. The Japanese train adapted the beak to create the front of their train to reduce noise as the train entered and exited tunnels.

Another interesting use of biomimicry is utilizing human bone structure in the construction of furniture. By following the creation of bones in humans, a designer, Joris Laarman, designs minimalistic furniture that is very strong and created with minimal pieces. The result is a strong piece of interesting furniture. The use of bone structure analysis in design is also seen in the construction of car parts, that allow for an equally strong car, but made of fewer parts so it is lighter.

The design of self-healing pipelines is what I found most interesting. Brinker Technology created a technology that mimics the platelets within the bloodstream, the cells that are responsible for clotting the blood to heal wounds. Brinker Technology used the way platelets heal wounds to create their "Platelet Technology" that can detect and heal leaks and cracks in major pipelines, such as oil. Additionally, their "Platelet Technology" sends the location of the crack or leak to their engineers and people responsible for the pipes so they can reinforce the sides of the pipes. I think this technology can be incredibly invaluable to a city's infrastructure, fixing broken pipes before they become a serious problem and reducing the need for inconvenient construction in the middle of a busy city to correct the problem. Additionally this technology can be a great benefit in pipes that are buried and out of sight for inspection, decreasing the chance of problems.

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<span style="font-family: Verdana,Geneva,sans-serif;">Glen Farrelly: Questions on Usability and Accessibility:

Given that Ontario is considering policy that government communications are accessible to various groups by 2011 and will try to mandate similar accessibility concerns in the private sector in 2013, understanding accessibility concerns will become a key concern for communication professionals in the very near future.

Answer the following questions based on the material below: http://www.webaim.org/intro/ - a basic introduction to various forms of accessibility in web communications http://www.uiaccess.com/accessucd/overview.html - integrating accessibility in design

1. How would you describe web accessibility?

Web accessibility basically means having a website that everyone can read and interact with. It means that you are considerate of people with limited vision, with people who cannot hear and anyone else, as web accessibility makes the entire process of gaining information off of a website easier.

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

People with disabilities can benefit greatly from accessible websites as it allows them to do things they may not be able to do outside of the web. For example, people who are deaf and cannot hear the news on the television or radio, can read a transcript on the Internet, or someone who is blind can have a screen reader read the information on the website aloud. Not only does web accessibility aid people with disabilities, but everyone, as it helps make the process of read and understanding information on the web easier.

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

I think that websites and blogs should be accessible. Excluding a portion of the population decreases the number of people who can visit your website and gain from the information there. In this way, all Canadian websites should be accessible because the web is a space of communication and involvement and in limiting the people able to participate, you are denying the rights of the people. Even if people think making a website accessible would be time consuming, the benefits of having more traffic to your website would easily compensate, so the benefit of accessibility extends to everyone.

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

The biggest challenge I personally see in making a website accessible is ensuring maximum accessibility. With so many types of accessibility issues and regulations for web accessibility, it could be difficult to accommodate them all, especially for users around the world.