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 * Harjot Bal's CCT 333 (W09) Personal Page**

__ Case Study Analysis – Tutorial Article Responses __

WEEK 2 Ergonomics can be defined as the scientific discipline concerned with the comprehension of functional and mechanical components within a real system. The issues and data collected from evaluative processes of ergonomics can be used to better or optimize system performance.

There are three relevant definitions of ergonomics which are definitive of different approaches to the discipline. The first is Physical Ergonomics which examines human anatomical, biomechanical and functional operations within one’s body. The second is Cognitive Ergonomics through which the mental processes such as memory, perception and the usage of brain components is examined. The last definition or branch of ergonomics is Organizational through which the sociotechnical systems are evaluated for optimization. This approach examines organizational procedures, processes, and policies. For Case Study #1: __** __ Step Two: Advice __ 8. Place computer screen at eye level to encourage better posture, reduce hunching over and neck pain. The computer screen can be level and held in place using brackets. Ergonomic Office Chair: __** []
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WEEK 3 5 Characteristics of Socially Responsible Design:  1.  It is based on an explicitly understood shared value system.  2. It is based on information.  3. It is the product of a participatory design process.  4. It incorporates periodic, systematic design review.  5. It incorporates periodic evaluation of the finished product.

Reference: Book - Hospital & Healthcare Facility Design by Richard Lyle Miller & Earl S. Swensson.

WEEK 4 Annie Leonard’s “Story of Stuff” takes an educational approach at showcasing the troubles as witnessed in today’s world, taking the United States as her primary example. In her video she begins by introducing a linear model of the current US economy. The model is composed of the following stages: extraction, production, distribution, consumption, and disposal. Leonard insists that a linear system is not at all appropriate in a finite world. She further indicates that society is keen on living within the system set in place which emphasizes harm to the environment, the planet, and somewhat ironically the human race. Annie Leonard points the finger to the government who has worked in the favour of large corporations. Extraction, the first stage of Leonard’s model consists of the abuse of natural resources in order to manufacture the products which we consume. The second stage is Production and in this stage we use energy and various toxic chemicals to create products from the resources we’ve abused or stolen. Distribution, the third stage, encompasses all the means by which products are made available for purchasing; big name retail stores. Consumption is the stage at which we, the citizens, buy and accumulate products. The last stage is disposal and this is noted by Annie Leonard as being the most hazardous stage for it consists of throwing out devices on a sometimes very superficial level. In conclusion, Annie Leonard’s “Story of Stuff” aims to highlight the shortcomings of the current linear system which defines the US economy of today. Annie Leonard introduces a formula to improve the standard of living and the economy. Her suggested system is a circular one, based on the fundamentals of recycling. According to Leonard, the government should establish better ways of improving the current system and treat citizens as human being with lives and significance rather than consumers.

WEEK 5 The technique of bodystorming is a physical approach to interactive design. It is used by those who believe that verbal sit-down meetings just do not suffice. The practice consists of pretending and imagining that some kind of prospective product exists, and by acting it exists (in its ideal place), one can approach designing methods more thoroughly. Bodystorming, obviously some derivative of brainstorming, implies the use of the body to conjure up a plan.

In the first Case Study a girl was blind-folded in order to simulate impaired vision (blindness) and she was given a walking cane to assist her movements. The insights gained from this case were that the subject relied more heavily on her other senses in order to move around in her environment. Tricks like counting total number of stair steps and feeling the surface of all things around her slowly were picked up quickly.

In the second Case Study a young man was given a device on which he was to continuously (and successfully) solve math problems while being read aloud a number which he was to recite back when asked. This study aimed to simulate Attention Deficit Disorder. The insights gained from this study were that the subject’s self-esteem was negatively correlated with his performance. The experiment conductors found that clearer narration of the number to be memorized and the provision of fun and entertaining games would increase successful performance. In the third Case Study a young man’s hands had stiff pens taped to them and then put in gloves. This was an attempt to simulate Chronic Arthritis. The participant was to carry out daily duties in a kitchen; these included moving around cookware and dishes. The subject was found to be fearful of his actions and the consequences they might lead to. This can be seen in the clip of him cutting a zucchini very slowly with shaky hands.

WEEK 6 In using the example of the camera, David Liddle demonstrates its interactions with the three stages of new technology adoption. The first stage is enthusiast. At this level the new technology is embraced and exploited by keen users. Essentially, the enthusiasts love the technology and are motivated, by their natural interests, to use the technology to the greatest extent. Enthusiasts of the camera were familiar with all of its functions and had a clear understanding of its operation.

The second stage of adoption is the professional stage. At this level the technology and functions of the camera had stabilized and its general use was apparent. It is to be noted that technological stabilization creates a commonality among the technology and its current or prospective users. In addition, at this stage the technology of the camera took on more of a helpful role. People were not just using the camera for fascination but rather to aid in the work in which it be handy.

The consumer stage is the last stage of adoption. After leaving the business phase, the camera technology entered the consumer phase. This level acknowledges that the technology is available in great volumes and has definitive price points. Outside of camera usage and fascination, the technology’s spread creates a personalized addition to one’s life. The camera, at this level, works in favour of the consumer’s style and becomes an essential asset for one to have. This is also true in terms of the mechanical use of the camera technology. Another technology which has entered the stages of adoption quite similarly would be the cell phone. Cellular phones are amazingly common and are arguably considered to be a necessity.

WEEK 7 Mat Hunter and Rikako Sakai share their experiences with interaction architecture, specifically that seen in Canon and Kodak cameras. Interaction architecture is essentially the interface and all of its functions and abilities. Cameras have seen many enhancements in interaction architecture over time. Hunter and Sakai emphasize usability and editing features as components examples.

The author of the “Questionnaire Design” article describes leading questions to be those which direct the subject to a limited range of answers; or to those answers which are categorically similar. These type of questions include implicit biases and make it difficult to achieve an accurate evaluation.

The author finds hypothetical questions to be those which are based on conjecture or guesswork. It is the administration of these questions which requires estimating, at best, a possible answer. This is because not enough relevant knowledge or similarity can be realized in order to give an accurate answer on behalf of the participant.

WEEK 8 The role of Jan Chipchase is quite simple yet it requires a very thorough sense of environmental and societal thinking. Characterized by his work as a type of anthropologist, Jan Chipchase travels the world in order to gain insights for possible feasible design features and plans for Nokia cell phones. His travels and journeys have him live and interact freely in different environments, especially with many different people, on the subject of how cellular life is most convenient for them. Moreover, Jan Chipchase’s work is centered on the idea that life with the cellular phone is very important, even in third world countries where one least expects it.

Chipchase’s work has him discover, over and over, the role of the cell phone in the developing world. It is a necessity and an asset. It serves as a vehicle for nation-wide growth in cases of jobs, and other vital reasons for communication. The cell phone is not only to help those who approach it from an enthusiast adoption standpoint, but rather strips it of any excessiveness and evaluates its core usage as a survival technology. Jan Chipchase ventures to examine how cell phones are being used as functional tools to evolve society rather than tools which passively facilitate society.

The benefits of cell phone analysis include the fact that it allows an outlook of design features and attributes which can be enhanced to optimize and actively facilitate everyday life. This optimization and facilitation would exist on a global level rather than a more exclusive one. Added benefits of such analysis procedures include easier and stronger forms of communication and such benefits would have end-results that are important for developing nations across the worlds. This point is made stronger given the information in this article claims that cellular technology is much more available and prevalently adopted than any other.

WEEK 9 Upon watching the video on 'Design as a Collaborative Process' as narrated by Bill Moggridge, the founder of IDEO, it is learned that design works on several different levels outside of what seems purely asthetic. Moggrdige assesses current design found in daily life and then showcases a wide variety of modern designs which use functionality and simplicity as key factors for their basis. Such examples shared in his lecture include an office chair which is built around comfort and consideration for the human spine and all of its movements in a professional environment. The chair design is focused on those who use it for ease and functionality; this shows that the object collaborates with other findings (facts and observations) and is indeed the result of some thinking and prototyping process before it reaches its finalization stage. Another example shared by Bill Moggridge is the construction of the ideal cubicle for 'Dilbert', the popular comic character, this creative design process uses the concept of the shared mind in order to reach successful completion. Moggrdige emphasizes how important the contribution of ideas by all members of the project were; they are helpful and useful to the end-goal of the project and he finds that design by a single person is rarely as effective as collaborative design. The final cubicle design was a combined effort of all members' ideas and utilized many 'cool' things (e.g.: hammock, punching bag, fish aquarium, etc.).

An example of collaborative design includes the new Internet Explorer Version 8, this software application utilizes the basis which it has built upon from past versions and most importantly from user input. The new tabbing system and its thumbnail preview enhancements have all arose as functional assets to the technology which were proposed by a loyal userbase. It also has much room for growth and can source user interaction as reasons for further enhancements and upgrades.

WEEK 10 Janine Benyus's design use the concept of biomimicry, where technology imitates nature on both functional and mechanical levels. Benyus's collection of designs showcase a variety of natural adaptations which have been incorporated into modern technology. The High-Speed Train is a prime example of such integration: in an effort to simulate the quiet and aerodynamically efficient owl and Kingfisher's bird, the 500 Series Shinkansen bullet train in Japan is able to move at about 200mph and does so at relatively quiet levels of noise. The train features serrations on its sides in order to effectively reduce excess noise, as seen in many birds' feathers.

Aberdeen in Scotland has upgraded its piping technology for oil pipelines. By mimicking the platelet action of blood cells when a cut or leak is present, the pipes release a special platelet to attempt patching up of the pipeline. The special platelet is a radioisotope and therefore it can be easily marked and detected. This allows engineers to quickly repair the damaged area of the pipeline.

Antibacterial film was another interesting innovation conceptualized from seaweed which prevents the growth and accumulation of bacteria. This film layer, if applied to contact lenses, would reduce irritation and increase the longevity of the lenses. In the case of the seaweed, the film is developed in order to prevent bacteria from colonzing by interfering with the signals used by microbes to communicate with one another.

WEEK 11 Website #1: []- basic introduction to various forms of accessibility in web communications Website #2: []- integrating accessibility in design

-Web accessibility can be described as a combination of the observational and interactive capacity that online content has for those who have disabilities. Accessibility can also be recognized as a measure of how easy content is to use by those who are disabled in some way which prevents them from gaining infomration from the web.
 * 1. How would you describe web accessibility?**

-As mentioned above, those people who are, in some relevant way, disabled and find difficulty in using the internet (in terms of UI and interactive programming) are primarily those who benefit from accessible websites. As discussed in "Integrating Accessibility in Design", web accessibility eliminates the barriers or relieves feelings of exclusions for those with disabilities. The following are examples of such normalcy which may be opportunistic for the disabled: online flirting for teenagers, children can learn, adults can make a living and grandparents can read about their grandchildren.
 * 2. Who do you think benefits from accessible websites and how?**

-It is understandable that a lot of web sites do not prioritize web accessibility, this is usually due to one of two factors (or a combination of) design aesthetics or programming capabilities. I personally believe that in the modern day, given the ambitious ventures which are often taken by technology, accessibility should be a regular routine that webmasters should incorporate in their work. This ideology can easily be extended nationally and even globally. An easy suggestion for such a task would be to use web-safe accessibility palettes and templates for those who face difficulty which can be rooted to these structures.
 * 3. Do you think your website/blog should be accessible? Should all Canadian websites?**

-I believe that the biggest challenge for accessibility in website design would depend greatly on the disability being given focus. Generally, I believe most web designers would find that navigation and extra structural elements would need to be added for disabled users. In an effort to expemlify such an instance one can evaluate visual impairment (severe) where users cannot see and must interact with the web through sound and touch. Websites would then benefit such users by implementing voice-guided navigation and narration. Such processes can be lengthy, costly, and tough to incorporate on a technical scale.
 * 4. What do you think is the biggest challenge of making a website accessible?**