Rana+Mansour

CASE STUDIES
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Week 1 Case Study:
In Apple's business model, an unusual business practice that is used for the development is its reliance on different design partners to create what is known now as the iPod. Most of the overall design of the iPod is primarily done by outside companies. The unusual business model was that it relied on a third party for the platform and reference design; PortalPlayer. PortalPlayer as well as the other design companies were told to not disclose information on their partnership in creating the iPod. Once Apple and PortalPlayer became partners PortalPlayer then selected other design chain members “to manage the design process”. Apple also depended on Toshiba to create “heat dissipation and shock tolerance.”
 * Question: Describe the unusual business model used in the ipod's fabrication as developed by Apple**


 * 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?**

Jobs and Ive's team have distinguishable work in relation to Apple because do not primarily focus on the overall product, instead the team focuses on minor details that have a tendency to be overlooked. Also their team attempts to create a user connection by creating unambiguous functions that are easily understandable. The removal of a fan in the Power Mac G4 Cube is their attempt to simplify the product by focusing not primarily on “visual clutter but audio clutter”. This technology allows the air to travel vertically without a fan towards the heat sink. This new design doesn't rely on the noisy sound of the fans. The team focuses on both functional and aesthetically pleasing products. The new materials that are used; Plastic are large drivers in design. The molding of plastic together to metal create functional and formal possibilities that never existed. A product that uses the molding of plastic is the iPod, which has no openings for fasteners or battery doors, and is completely sealed.


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

Other companies believe that they can compete with Apple by creating their own design teams. While those companies; HP, HPQ, MSFT, originally focused on pinching pennies, Apple has concentrated on the design. Those companies began their shift on focusing on design, but it seems a little too late. They have a long way to go to catch up with the mass produced products Apple has produced and it seems that other companies do not have the skills, creativity and focus to create such products.
 * Apple's design team is an important factor of the success of Apple. The team uses different techniques to create the best possible product, whether its by intense iteration, the team likes to make mistakes as a strategy for exploration for new ideas and innovations. Apple's design team also works directly with the manufacturers, engineers, contractors, and marketers who work first hand with the products in Asia. **

Week 2 Case Study:

 * Examples of Ergonomics, Task Analysis and Seven Case Studies**
 * 1. List the three definitions of 'ergonomics':**
 * Physical ergonomics: deals with human characteristics as they relate to physical activity. Such as working postures, materials handling, and repetitive movements.
 * Cognitive ergonomics: is concerned with mental processes; perception, memory, and motor response, which effect interactions with humans, such as human-computer interaction.
 * Organizational ergonomics: works with improving socio technical systems, such as their processes and policies within design and management.

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2. **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 5: Shopping Centre, Car Park and Pedestrian Access   ** Advice: **
 * Make sure that 'Wet Floor' warning signs are placed appropriately near areas of slippage, or wet floors as a clear warning for people.

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

__**Dolphin 7850**__ http://www.logisticsonline.com/product.mvc/Dolphinreg-7850-Mobile-Computer-0001?VNETCOOKIE=NO

Week 3 Case Study:
Socially Responsible Design: Africa 1) Less pollution 2) Minimalist design: cost-effective 3) Less use of resources 4) Energy efficient: Use of solar powered technologies 5) Preservation of crops

The System of Materials Economy

The material economy moves through a system of procedures; extraction to production to distribution to consumption to disposal. It is in crisis because it is a linear system; this type of system cannot run an infinite planet. This system is not the complete picture because many things are missing that circulate it; people who live and work along the system, government and the corporation who have more say along the linear system. The materials economy begins with extraction, which is trashing the planet, this is done by running out of resources and using too much stuff. It involves the cutting and mining all the resources, resulting in 1/3 of space is consumed.

The resources that we extract move to production. To create the products, energy is used to mix chemicals with the natural resources. This combination creates toxic contaminated products. These products are used on a regular basis, therefore toxins go into the production and come out, and they enter our homes, schools and bodies. The distribution sector of the system of materials economy externalizes the cost of the products being created in the production stage. The externalization of the cost is done by making the price of the stuff not captured the cost of making it. The cost of the loss in natural resources, clean air, the people’s wages are not captured in the price, and aren’t recorded in the accounting books.

The distribution of the products is key to consumption. The consumption is the heart of the system. Governments and corporations keep this system at the top of their priority. The process of consumption leads to disposal. There is so much junk being disposed because of planned obsolescence, which means that creators create products designed for dump. Perceived obsolescence convinces consumers to throw away stuff that is perfectly useful, because corporations change the way stuff looks to newer styles, thus it demonstrates our value based on what we consume. The stuff we buy goes to the disposal. The large amounts of garbage pollute the air, land, water and change the climate. Recycling is one way to better our environment but it isn’t the only way, we need to reduce waste, to affect all the procedures in the system of materials.

**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.**

The term body storming is the activity of generating ideas and uses objectives as a tool for innovative thinking. The ideas that are generated “permit immediate feedback” (Oulasvirta, 2003), and a greater understanding of the factors of the design. Body storming is a hands on strategy that are memorable and allows the users to retain information. The strategy of body storming consists of the user imagining the product is in existence and perform the action in a place it may be used. It is a more interactive method of gathering ideas and identifying different factors of the product. Body storming has various advantages in comparison to brainstorming; such as certain aspects are more visible through body storming. Body storming involves creating a simulation and testing the product, which results in a less error prone product The physical environment is taken into consideration and displays any “constraints and affordances” (Oulasvirta, 126) of the product in practice. In contrast, the traditional brainstorming lacks appropriate feedback, and efficient problem solving. Work Cited:Oulasvirta, Antti, Esko Kurvinen, and Tomi Kankainen. "Understanding contexts by being there: case studies in bodystorming." __The ACM Portal__. 2003. 11 Feb. 2009 .


 * After viewing the video 'Part 1: Bodystorming Experiencing a Disability' at ** [|**http://www.youtube.com/watch?v=nyE5bDqaSwc**describe**] **the information revealed to the researchers in the three different case studies for one paragraph each. ** 
 * Visual Impairment **

The participant for visual disability felt disoriented and dependence when performing tasks, and reported a heightened use of other senses and heavily relied on them to make decisions. The participant body stormed the disability of being visually impaired and gained insight on using multi sensory approaches such as sound and touch.

To simulate attention deficit disorder, participant number two correctly reset a telephone while solving math problems, this activity negatively impacted his self-esteem because he wasn't able to correctly accomplish his task. The participant then gained as to how a person with such a disorder is able to function more efficiently; to use clear narration to assist user and present enjoyable yet challenging activities to improve attention.  **Arthritis** <span style="font-size: 10.01pt; font-family: 'Times New Roman', Times, serif;"> <span style="font-family: Arial, Helvetica, sans-serif;">Participant 3 was reproducing the feeling of chronic arthritis, and such attempted to decrease mobility by his hand and wrist fastened, and gloves placed over his hands. The participant had constant fear of injury, and as a result his body temperature rose adding to anxiety. The insight gained from his experiences are on using accessible routes, passing space, and tangible objects composed of safe materials to decrease the fear of participation and empower the user. To enhance interaction, speech recognition systems should be further researched. These three participants were able to gain insight as to what new products and improvements are needed to better enhance the activities people with these specific disabilities perform.
 * <span style="font-size: 10.01pt; font-family: Arial, Helvetica, sans-serif;">Attention deficit disorder ** <span style="font-size: 10.01pt; font-family: Arial, Helvetica, sans-serif;">

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Week 6 Case Study:
In the first stage of the adoption of technology, t**he enthusiasts** love and appreciate the technology in an aesthetic way. They enjoy exploiting it, and because its difficult it adds to the fun. The 35 mm camera was originally used by astronauts, only those with PhD can operate the camera.

In the second stage; **the** **professional phase** of the adoption of technology once enough of them use the technology, one of them will say “I can use it in their work” and get a clever idea about how to do something practical with it. In the business phase users focus on the productivity of a product. In relation to the camera, the users became professionals and photographers and the product stabilized. The functions of the camera were standardized with all cameras thus a number of people were able to use it.

When a product builds enough volume, in **the business phase**, the priorities of product changed, The product becomes practical and useable by the consumer. The controls of the product become automatic. The 35 mm camera reads elements like film speed, and functions such as the flash are automatic. Everyone uses the camera. The users in this phase are more concerned with how the camera makes them fit into society. The product identifies the user and becomes a more superficial matter.

A product with similar developments to the 35 mm camera is the blackberry. Largely business professionals exploited this type of phone but today anyone and everyone uses a blackberry. For example my little brother who is 16 years old has a blackberry.

Week 7 Case Study:
**Write a description of interaction architecture as defined by Mat Hunter and Rikako Sakai in relation to their work with Kodak in 1995.**

Interaction architecture is a series of rules in the design process of cameras. In the process of communicating the results to the production is to make it more experiential. The user experience prototype is created to explain what is going on with the camera, how it is used and feels. The creation of the prototype requires making a big box with a security camera attached.

In relation to the photostitch design, they used a software to minimize steps by grouping them. ** How does the author define 'leading questions' and 'hypothetical questions'? Write a paragraph each to define these terms ** **Leading questions** are biased questions that imply a certain answer that the researcher wants to have, the researcher makes the answers suit or rather support your thoughts. This type of question isn’t reliable or ethical.
 * Hypothetical question**s are fantasy-based questions, which result in distorted answers because the question doesn’t provide clear responses. The respondent is pushed to answer a question he or she may not have considered, and thus results based on the persons imagination. This type of question is not good for a questionnaire.

Week 8 Case Study:
<span style="color: rgb(0,0,0);">**Human-Centred Design Case Study of Cellphones in Developing Countries** [] very carefully.
 * Read the online article 'Can the Cellphone end Global Poverty?**' at


 * 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.**

Jan Chipchase is a user anthropologist who works in the “human behaviour research department” of [|Nokia]. His role is to gather a lot of information about the development of cell phones that are user centered. Jan likes to interact with people from different nations to accumulate information to understand their behaviours. His activities consist of photographing occurrences of communications to study different forms. Jan focused on research of users of cell phones in undeveloped countries, and how to better the product. The research compiled regarding the users where sent to Nokia as a tool to improve the product to users.

In several companies, such as [|Intel] and [|Microsoft]they send trained anthropologists to market the product. Nokia takes a different route to user identification. Instead of sending a person loaded with pitch lines and selling techniques, they sent Jan to be a patently good listener to understand how they live and what they’re likely to need from a cell phone, thus creating a design related to their needs. The basic premise behind Nokia is to get to know the customers before creating the product. Chip Chase traveled to many countries documenting their needs and wants and creating a universal cell phone that incorporates the needs of all the users in the undeveloped countries. An example, which was described in the article, is about a person in [|Mumbai]who kept his cell phone in a plastic bag to protect it from the drastic weather conditions. Thus Jan derived the need for a more supporting case to protect the cell phone for the Nokia users. The idea of traveling to many undeveloped countries provided Jan with many ideas and outlooks on how to improve cell phones to their needs. The best part of such a study is that the needs that Nokia is fulfilling aren’t limited to users from undeveloped countries. The aim is to create a universal device that meets everyone’s needs. The mentality of Jan before immersing into the project is important because they are not trying to sell and make money but rather create a more accessible product. The procedures Nokia undertake creates a market for the new and improved cell phone for users in underdeveloped countries which increases their market expansion all over the globe.

Week 9 Case Study:
** Describe how he defines 'design as a collaborative process', and cite two examples of how creators involve the people they want to create for in their work, according to Bill Moggridge's lecture. ** <span style="font-size: 12pt; font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-font-family: 'Times New Roman'; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;">In the creation and designing of objects certain aspects need to be considered such as their physical characteristics. In addition to such aspects, people’s preferences play an important role in creating an aesthetically pleasing product. Bill Moggridge defines ‘design as a collaborative process’ by emphasizing the importance of group projects because all the individuals within the group have different values, beliefs and experiences and as such provide a different idea in the creation of the final design. <span style="font-size: 12pt; font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-font-family: 'Times New Roman'; mso-fareast-language: EN-US; mso-bidi-language: AR-SA;">Group interaction and togetherness of people aid in the design of a product and better its development. The shared mind of the group allows for the incorporation of different peoples knowledge and thus creates a product that is more universal and doesn’t focus on a certain audience but instead aids a larger number of people. **<span style="color: #000080; font-family: Arial, Helvetica, sans-serif;">Cite two examples of how creators involve the people they want to create for in their work (according to Bill Moggridge's lecture). ** ** The two examples discussed that involve the people they want to create for are: ** __ **Ear/Throat Surgery Equipment**  __    **-** <span style="font-size: 110%; font-family: 'Times New Roman', Times, serif;">In this example the surgeons played a more interactive role in which they helped redesign the tools needed to perform their job. Thus it aids in process of the feeling of accomplishment and the feeling of being part of the project. This collaborative process resulted in a more efficient output performed by the surgeons. <span style="font-size: 110%; font-family: 'Times New Roman', Times, serif;"> <span style="font-size: 110%; font-family: 'Times New Roman', Times, serif;"> __   ** Online example of a product which utilizes his principles of collaborative design ** [|The Hellerup school project] An online example of a company; //Loop// which is partner in development, they work with architects, engineers and contractors. They have rebuilt a number of schools. //Loop// wants to create an enviorment where pupil feel welcome, valued and at home. The local municpality requested that loop and school staff create a school better suited to the challenges of modern global societies. Together with staff, educational adivosrs, architects and others, they created a building to reflect the times we are living in.
 * __Collaborative Designs__**
 * The American Red Cross Personal Board ** __ **-** <span style="font-size: 110%; font-family: 'Times New Roman', Times, serif;">In this project the people giving blood were more involved and felt as though they had made some difference by helping others. The donor’s pictures were posted up and walls and included an explanation for their donation. The reason for this process is to humanize the donation process, and provide acknowledgement to the donors.

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Week 10 Case Study:

 * 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.**


 * In this case study, i will be writing a synopsis of product designs that have influenced improvements to other product designs.**

Artist, Joris Laarman, based in Netherlands, designed a line of furniture in the structure of bones. Even though the structure is hollow, it provides a strong support. This design; [|Skeleton Key]has influenced improvements in many products. For example, General Motors created car parts that are lighter than usual yet are just as strong.
 * Skeleton Key **

<span style="font-size: 120%; color: rgb(0, 0, 0);">**Self-Cleaning Paint** A German company; Sto was inspired to create a line of self-cleaning paints. The inspiration emerged from the hydrophobic surface of the lotus leaves. The scientist studied the structure and texture of the leaf. The company was attempting to seek a solution that didn’t require the use of any toxins. Through a microscopic study, they wanted to take the same characteristics of the ability to repel water and used it in advantage to their paint line.

A small company; Sound Foresight in Barnsley England created a device for the vision impaired. The product; UltraCane, uses a sonar-like technology which isn’t much different than a bats ability to navigate in the dark. The person holding the Cane sends out sound waves, which sense any objects approaching them, such as people or stop signs.
 * Sonar Enabled Cane **

Week 11 Case Study:
1. **How would you describe web accessibility?** The meaning of web accessibility is the convenience of the experience that people with disabilities encounter while navigating through a website. The deign of a website should consider the daily problems people with disabilities face. For the design of a website to be considered accessible it must consider four aspects: Visual (Colour blindness, low vision, and blindness), Motor (inability to use the mouse. Navigation with the mouse, slow response time, limited fine motor control), Hearing (Deafness), and Cognitive (Learning disabilities).

2**. Who do you think benefits from accessible websites and how?** Everyone can benefit from accessible websites that provide helpful illustrations, organized content and clear navigation. This eases the use of websites and in turn reduces time spent trying to figure things out on the web. The larger population benefits from accessible websites because they provide simple and helpful illustrations, organized content as well as a easy navigation. These aspects of accessible websites ease the use, and thus create an easy understanding of all the content on the web.

3. **Do you think your website/blog should be accessible? Should all Canadian websites?** The accessibility of both websites and blogs are necessary for an inclusive online environment. The web will reach a higher potential because of its universality, as it includes all users, without excluding any individuals.

4. **What do you think is the biggest challenge of making a website accessible?** An roadblock to creating an accessible website is the organization of content in a relevant method that is acceptable to diverse cultures, demographics, religions, as well as taking into consideration the capabilities of different people.