JuanAriado



Hello and welcome to my page. Will be updated weekly. Tutorial Dat!

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 * //__LINKS__//**
 * Course Outline:** Non-pdf version
 * Study Guide:** Notes provided by a student from last semester "CCT333 For Dummies"
 * Chapter Notes:** Designing Interactive Systems

** Tutorial Discussion: Week 10 **
**CCT333 Week 10 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.**

This product, inspired for example the ways in which bats navigate the dark, uses sonar like technology to prevent collisions for the blind person. This almost reminds me of the hero "Daredevil" who, although he is blind, can see objects through sound, where the soundwaves bounce back from objects that become visible through the vibrations occurring. The green design is a cane that sounds out sound waves much ahead from the person holding it, when it senses an upcoming obstacle it send out a "tactile" warning that is received through the handle of the cane.
 * 1. Echolocation**



This product is inspired by our bone structure and actually mimics our structure of bones. Such a piece of furniture was derived from a software program that observed and mimic the process of how our bones grew over time. The actual material is hollow, but don't be fooled, the aluminum finish actually forms a strong architectual "matrix" of support that has lead to the interest of automobile manufacturers (like GM) to implement such a technology and material to their vehicles- light but strong.
 * 2. Skeleton Key**



This product focuses on one of our modern ages predicaments regarding our atmosphere and ozone layer. Carbon dioxide which is expose to our air becomes a fundamental problem. With this in mind this low-energy carbon sequestration all within a flue scrubber "mimics the enzymes of mollusks to sequester carbon dioxide from waste gases, converting it to nontoxic limestone powder" (Businessweek). This is intricately created due to the acknowledgement to the flip-side of carbon dioxide, where animals see it as something positive (a building block) using it for energy or to construct shells- we find it poisonous.
 * 3. Scrubbing Bubbles**



More Information: Janine Benyus' TED Talk 12 Sustainable Design Ideas from Nature []

=** Tutorial Discussion: Week 9 **=
 * Design as a Collaborative Process **

View the video of [|Bill Moggridge]. The founder of IDEO, at PICNIC08: Design as a Collaborative Process


 * D****escribe 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. Find an online examples 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 web site also presents examples of these principles of using 'a shared mind'.)



Bill Moggridge describes collaborative design as a means to work with the people we design for; where those who are designing a product include the target audience as a vital component for a successful campaign. Furthermore, this brews the creation of a product that is accessible and target specific; this also changes in the context we design around and as well highlights the way our practices and designs are in flux and constantly changing. IDEO, which is Bill's compan,y focuses on designing with specific intentions: not just simply knowing how or what something is, but understanding people in a physical manner and acknowledging subjective perceptions and ideals- they investigate how the product would work the most effectively. For instance, design for physical behaviour must attend to the understanding of how the body works (specifically for a target area of the body; head or spine). We need to know how people think and behave, and in doing so we must work in teams: the "shared mind" is most effecting with brainstorming (teams consist of people with different backgrounds and different specialties, allowing for group knowledge to play a major role in the design process). Co Ilaborative design involves the people we design for: try to use participatory design, by integrating the people in the team, it becomes effective because it worked for the people who were going to use the design [product]. Examples include film canisters, Red Cross, designing a more comfortable chair.

An online example of the use of such a technique in design is displayed by: http://www.trox.co.uk/uk/products/index.jsp This is a specific product that was created: //Integrated Ceiling Design - This was a specific design that heavily used a principle of "coordination" a predominant theme for the client.// Very specific elements were required for a satisfied customer so "Trox" a company focused on all thing regarding air and good, positive environments created a ceiling that combined not only the necessities like lighting and a hard surface, but they also integrated cooling, motion detectors, sprinklers etc for a very customized and "aestheitcally pleasing solution" (Trox).



//The company... Overview.

//

Read the online article '[|Can the Cellphone end Global Poverty?]' at very carefully.
 * Tutorial Discussion: Week 8 **
 * Human-centred Design Case Study of Cellphones in Developing Countries **


 * In three paragraphs, **describe the role of Jan Chipcase 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 works as a user anthropologist for Nokia under the Human Behaviour Reseacrh Department. His job entails him to research, gather and accumulate as much information as possible to help in the development of cellular phones that will be more user targeted in regards to specific areas worldwide. The information obtained helps the designers at Nokia (whom will never ever set foot in the regions that Jan has experienced) to better understand the uses of the technologies in such areas. Chipchase is interested in the more minute details of the job; how and why people have cell phones, and how such a technology is now intertwined with one's identity. He photographs the uses of the cell phone, such as it's placement in housing, work stations, etc and the unusual methods and means its used in.

Jan Chipchase suggests that cell phones can have an economizing effect and that such a technology may contribute to help developing economies' transitions to "just in time" production. Moreover, cell phones play a vital role in the developing world as many different functions are stemmed from the product. Many factors and characteristics fall under things like cultural usage of the device, natural conditions and weather conditions and conducting business on cellphones. The cellphone creates opportunities for interaction and easy communication. Such a device may also help reshape the global economy for those who do not have cell phones already as it could stimulate the economy. Inclusive Capitalism, which is the notion that the economy grows and flourishes due to commerce is as well intertwined with such a stimulation- inevitable really. With a wiser accessibility, people can become more interested in the technology as it becomes more readily available to them. Although barriers in such regions are hard to dodge, designers, researchers, engineers and the like are creating and inventing new ways of eliminating such issues since the goal is to have as much access to the product as possible. In all, cellphones would and could increase peoples' productivity and well-being worldwide.

Not everyone in a region needs to own a cell phone, but having a single person with a cell phone, he/she can act as a broker of sorts in a sale or a deal in a developing region. The hope that cell phone communication may be able to help create a more profitable market is a strong and motivating one. Perhaps the day when a family's income grows to a significant point, research shows that a family's spending on ICT's increases even more so then spending on food or health care.

__ Corbett, Sara. Cellphones -Third World and Developing Nations __. 1 3 Apr. 2008. The New York Times. <[]>.


 * Tutorial Discussion: Week 7 **
 * Interaction Architecture and Designing a Questionnaire **

[] and Rikako Sakai at [] **in relation to their work with Kodak in 1995.**
 * Write a description of interaction architecture as defined by Mat Hunter** at

In addition, as you will be creating a questionnaire for your major assignment, read the article at [] to help you formulate the question.

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


 * Mat Hunter** describes the concept of "interaction architecture" as rules or principles that would allow for the design of a whole line or series of products, and how the process of conveying and communicating those beyond the design of a singular product (specifically a digital camera). It allows the users and the designers to fully comprehend and understand the products characteristics, functions, uses, anomaly's etc- how it physically feels. With an alternative of creating a "booklet" or "manual" of sorts, Mat and his team decided a more experiential approach or a "User Experience Prototype"- a big box, a hybrid. Using the UEP model, they were able to create am effective and efficient breakthrough camera by it's look and feel; later Mat Hunter and his team were able to influence the kodak digital camera already under development to create the very successful DC210. This begins the revolution concerning the "Digital Camera".


 * Rikako Saka**i describes the "stitch assist mode" created for the digital camera. The "stitch assist mode" allows the user to be able to take a picture and simultaneously enough, view the image on the left side of the lcd screen, allowing the user to match and link up the second photo in terms of alignment of the first photo. Such a mode would allow users to take various images and combine them to make larger images (think of gathering various photos of a certain place and combining them to create the place in all of its vastness and detail). She used tabs to replace step-by-step processes, which she noticed was flawed where the structure was not noticeable to the user. The tabs in photo stitch allowed the process to be simplified and become much more apparent to the user; this was derived from her observation of users. She explains as well that the use of a small digital animation in the photo stitch process allowed users a deeper comprehension by viewing how using tabs in a step-by-step process actually does simplify the usability.

A **leading question** embodies a certain connotation to it where it can force or insinuate a determined certain type of answer. Furthermore this articulates that the participant is forced to answer the question with choices that assumes your subjectivity underlines those such choices. This type of question encourages a desired answer, where the participants answer may not entirely be part of the choices provided -thus leading into a suggested answer.

Example: "You were at Johnny's Bar yesterday, weren't you?"

A **hypothetical question** is a question based on something like fantasy. It forces the participant to critically think, give thought to or provide an answer highly subjective to them. They can use their imagination and come up with an answer. Such a question does not produce clear and consistent data representing real opinions. Hypothetical questions are too open ended and allow for wide a range of opinions that may lead to confusion and useless vast amount of information- not possible even ideal (to certain extents) in the context of a survey.

Example: "Would Watchmen do well in the box office?"

= Tutorial Discussion: ** Week 6 **=
 * Three Phases for the Adoption of a Technology **

In the interview with David Liddle at [], he defines three stages for the adoption of a new technology.

//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.**
 * What are his definitions for these three stages of adoption, and how did he apply them to his case study of a camera?


 * Enthusiast Stage:** The first stage, where the enthusiasts who appreciate the new technology in an "aesthetic way". The 35 mm cameras in which the astronauts used in Apollo 13 in the 1950s needed a higher level of education to operate, in this case a PhD in optics. Once many enthusiasts have a hold on the new technology, they how try to uncover a practical use for it (for example, work). This brews new ideas for broad usage. This is the exploitation stage.


 * Professional Stage:** Where volumes of the product grow. The camera then goes from very expensive and even exotic to now being used by professional photographers, etc - the product becomes "//stabilized//" so that it becomes easier to maneuver, and a clear and defined use is formed. Furthermore, the viewfinder was in one place, you focuses in a particular way, you wound the film with your left hand, etc. This is the productivity stage.


 * Consumer Stage:** The price point, the camera becomes practical for consumers to partake. This is where the priorities change; most of the important controls becomes automatic. For the 35 mm, the flash will be set automatically, for example, the film speed will be read automatically - everything is done for you. This is where the product fits in with everyones style and lifestyle alike; the mass production stage.

Another product that has undergone similar developments is the MP3 Player. Designing Interactions.David Liddle.

=Bodystorming =
 * Tutorial Discussion: Week 5 **

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' 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. You should have a total of four paragraphs for this tutorial.

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.


 * What is bodystorming:** Bodystorming is the manifestation of certain ideas and concepts into specific situations and objects; such a notion will uncover certain underlying relationships through "social and cultural interactions between people" (Proboscis). Furthermore, bodystorming is the actual transformation of conceptual ideas into physical experiences; thus, allowing to investigate different qualities "that an idea may have when applied to a physical setting" (Proboscis). This enables quick "iteration" (Proboscis) of relationships and hypothesis through a continuous zestful and creative process of trial and error.


 * Blindness:** Participant number one blindfolded herself to mimic and simulate ordinary tasks of an everyday blind person. She experienced an increase in her other senses throughout the simulation, predominantly the auditory and tactile senses. The participant used a walking stick to aid her and mentally, for example, count the steps of a stairway to help record her location, and touch certain objects to attain an idea of her surroundings. Her experiences helped provide research into //multi-sensory// approaches like sound and touch.


 * ADD:** Participant number two had to recite and memorize phone numbers while solving math problems on a device to simulate ADD. With numerous sources of distractions in the environment, the participant exuded frustration and found the task very difficult- especially in concentration aspect. This further lead to anger, displeasure and lower self esteem. The participant was unable to provide and recite the correct phone numbers showing that concise narration and enjoyable gameplay and environment are key concepts with ADD.


 * Arthritis:** Participant number three simulated the pain and immobility of chronic arthritis. The participant reported constant fear of injury doing kitchen tasks in a very calm and ordinary condition/situation. The participant used more energy than he needed as well intertwined with the fear of getting hurt, which ultimately caused his body temperature to rise adding to his fear and anxiety. Participant number three demonstrated the need and requirement for usable space, safe materials and tangible objects necessary in cases dealing with arthritis and other immobility disorders.

Bodystorming Experiences.Proboscis.

**Tutorial Discussion:** **Week 4** 'The Story of Stuff' with Annie Leonard at http://www.storyofstuff.com/index.html
 * "Story of Stuff" **


 * The video 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 describes its interactions.

//A nnie Leonard defines the material economy as a linear system where certain stages rely on the prior. The major predicament here surrounds the important fact that such a system relies heavily to a finite set of materials. This means, that the natural resources that the extraction stage exploits and uses is limited, fixed even. Eventually such a system will fail when all natural resources are exhausted and there is nothing to extract any more. Interesting to note, the extraction of resources in the past 3 decades, 1/3 of the world's natural resources have been consumed. Exhaustion in inevitable at this point. The U.S. alone only has 5% of the world's population, but consumes about a third of the world's resources. Problems also occur when big blue collar corporations use third world developing countries for their resources and exploit their already harsh circumstances. They believe that since residents of poor rural areas do not use the surrounding natural resources or even contribute to the market, they have no argument to claim such resources. So in effect, big blue collar corporations do not only exploit natural resources but the people living among them, using their harsh conditions as a motivating factor to make them work in the very factories that produce the goods we consume. These goods are manufactured in these factories using harmful chemicals that in turn create harmful products. interesting to note, there are over 100,000 synthetic chemicals used in production processes and only a handful have been tested for human health hazards and none for synergistic conflicts. 

D uring production, Annie Leonard states that 200,000 people a day move to industrialized and urban areas to work due to the exploitation of their homelands and natural resources. They exploit cheap wages and heavy amounts of labour as a leverage for production stability and sustainability, making such a cycle of recruitment unbreakable. The chemicals used effect workers and residents for more than poverty, such chemicals increase child mortality rates with every moment of exposure. Pregnant women have more chances of contracting certain diseases and illnesses, cancers and most importantly cause greater risk for the baby (no health benefits either). This may be a determining factor on how developing countries sometime remain in such a state, where families see children as an investment with a huge return to refuge from poverty, where their children can work and provide for the families economy- harmful chemicals do not promote this. Death rates may increase, child mortality increases, and with such a small wage, the economy hurts too. Annie Leonard also targets the concept of externalizing costs, which is another predicament with the materials economy. We really do not end up paying for the products we consume. Again, all part of the strategic plan of the materials economy, which keep costs low to entice our consuming, which makes such an activity our means of recreation, life. Our economies now rely on consumption as a means of capital flow, a "catch-22" especially when recessions would hit.

 // <span style="font-size: 150%; color: rgb(236, 194, 71);">T he size of households have doubled since the 70's, and in the U.S. 1/6 of the day is spent more on shopping than in Europe. National happiness has indeed peaked since the 1950s in the U.S. This is all due to the heavy amounts of influence consumerism has on us. We purchase things, then become convinced to throw them away to buy more things. The media has so much to do with it, with such an influence. We see more advertisements in one year than people did in their whole lifetimes 50 years ago. Wow. In turn we have so much waste now, its polluting the very remains of whatever natural resources we have left to use for good. We are so deep in a hole from this "materials economy" that we are hurting ourselves in more ways than without even knowing it. Fortunately there are solutions though. Ideals like sustainability and equity which can aid our polluting ways. Many healthy environmental advocates, who go "green" push and push for a better world, not only for right now, but for future generations. Green chemistry, bio fuels, renewable energy, and putting use to what we purchase and appreciate the linear system and all of its facets that brought those products in front of us. If we do not take action now, we will be so deep in this hole, we will never be able to come back to the surface. There is good in this world, and intervention holds great magnitude. The only problem I feel, is that we have become so reliant and used to this materials economy that to reverse, alter or even euthanize such a system could also be the end of us. Pessimistic I know. __ "The Story of Stuff" __. Annie Leonard. < http://www.storyofstuff.com/index.html ** > **

<span style="font-size: 18px; color: rgb(255, 71, 165);"> ** Tutorial Discussion : **  ** Week 3 **
 * <span style="color: rgb(238, 194, 73);">'Design for the Other 90%' at the Cooper Hewitt Museum **

'Design for the Other 90%' at http://other90.cooperhewitt.org/ is an exhibition showing low-cost design solutions for the 5.8 billion living in poverty, and analyzes thirty humanitarian design projects, which address basic needs in the areas of shelter, health, water, education, energy and transport.

//***The web site for this exhibition won a Webby** * <span style="font-family: 'Trebuchet MS', Helvetica, sans-serif; font-size: 81%;">If you would like to see this exhibition in person, it will be on at OCAD, 100 McCaul Street, Level 2 (Subway station St. Patrick) until January 25th.


 * Tutorial Question:** **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.

__**Cambodia:**__ //Ceramic Water Filter// Designed by a Guatemalan chemist, the Ceramic Water Filter combines the ability to filter water through a ceramic material that is created with the "anti-bacteriological qualities of colloidal silver" (other90.cooperhewitt.org). The filter displays basic and as well, impressive and effective impact on the lives of the rural poor in Cambodia: decreasing diarrhea ten-fold, decreasing school or work missed due to illnesses contracted by contaminated water sources and as well, medical expense decrease. The redesigned version of the filter was created for mass production in sixteen small production locations in fourteen different countries. An estimated half a million people have used the filter.


 * Designer:** Dr. Fernando Mazareigo (Guatemalan chemist)
 * Re-design:** Ron Rivera (sociologist and potter)

<span style="font-size: 150%; color: rgb(236, 194, 71);"> <span style="font-size: 225%; color: rgb(236, 194, 71);">
 * Five characteristics** **of socially responsible product design:**


 * __**Health purposes:**__ safe drinking water is a fundamental necessity to human life. If contaminated it can produce death rates far worse than ever imaginable. Since Cambodia is an underdeveloped country, the population does not have an equal opportunity to have access to safe drinking and purified water. Such a filter can aid the rural poor population to attain filtered water for their very own well being. Malnutrition, famine, sicknesses and fatalities are predominant due to the lack of such an essential resource.
 * **__Sociocultural purposes:__** to enable safe drinking water to the rural poor population, this can result in decreasing child mortality, gender inequality and poverty. This becomes a sociocultural context due to the factors that surround the notion that women and children are the ones who become deemed responsible for collecting and transporting water to local communities and families, this inevitably leaves less time for activities, social alike, importantly school, which is the driving hope to escape poverty. Sustains and preserves cultural traditions as well.
 * **__Economical purposes:__** the creation of these ceramic filters require labour and man power; productivity and mass production is essential to widespread the device, so new jobs are created. Providing employment for local potters and residents alike becomes a condition that adds to the decrease of not only personal, familial poverty, but one nationally as well- aiding an economic growth movement. New jobs creates capital, which later aids in consumption which slowly, but surely keeps the economy flowing.
 * **__Educational purposes:__** when children get sick, they loose time from school, loss of education creates a hole in trying to escape poverty. Education is essentially an investment that the government pushes to hopefully provide a return in the future when the children begin to work and consume. If children get sick, there is not enough funding for home schooling or any other alternative methods due to the underdeveloped factors revolving around the country. Education is missed.
 * **__Global purposes:__** the creation of such a mechanism allows for widespread distribution and production. The fact that the redesigned version of the Ceramic Water Filter has reached sixteen different countries and now has facilities in fourteen different countries, this becomes a testament to how small the world has become in regards to global aid. This social context creates a union between different states and allows the integration of essential resources to be used by one another with one unified goal: water sanitation. Perhaps a birth from globalization, nevertheless, such globalization is needed to help the needier countries.

media type="youtube" key="lPvHtjRvWFM" height="344" width="425"

__ Ceramic Water Filter. __ Design for the Other 90%: Africa. <http://other90.cooperhewitt.org/Design/ceramic-water-filter>

**Tutorial Discussion:** ** Week 2 ** Examples of Ergonomics, Task Analysis and Seven Case Studies List the **three** definitions of 'ergonomics'.
 * <span style="color: rgb(238, 194, 73);">Case Studies on Ergonomics **

//1. **__Physical Ergonomics:__** concerned with human physical situations; in particular: human anatomical, anthropometric, biomechanical and physiological aspects as they relate to physical activities (ergonomics.org). Aspects discussed in such a type of ergonomics include: materials handling, working postures, repetitive movements workplace layout, etc.

2. __**Cognitive Ergonomics:**__ concerned with matters dealing with mental processes; such affairs include memory, reasoning, perception, motor responses. Such processes affect human interaction and communication and other facets of a system. Relevant topics include: skilled performance, decision making, human reliability, human & computer interaction, work stress, etc. Such topics relate to a "human-system design" (ergonomics.org).

3. **__Organisational Ergonomics:__** concerned with utilizing of "sociotechnical systems" (ergonomics.org), which include its infrastructure, policies and processes. Relevant topics include: communication, work design, design of working times, teamwork, participatory design, cooperative work, new work paradigms, organisational culture, quality management, etc (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 6: <span style="color: rgb(238, 194, 73);">Production Line Work **

__Issue:__ large manufacturing company was re-designing part of the plant to improve the layout and design with the aim of increasing productivity and worker safety and comfort.//

__Advice:__ To avoid 'down time' with regards to the manually moving the heavy spool the manufacturing company could **first**, invest in a mechanism (machine, apparatus) that can push the spool and control its velocity on route to the cage. This would take away from the physical hardships of the workers who would be pushing it, and would assure efficiency in this process that would decrease or even eliminate the delay of the line. The workers who would be pushing the spool could re-establish themselves somewhere else in the line (dispatch) where less strain and physical demand is involved. Training of such a new device would be imperative, and operators would not exceed more than 2 per shift. **Secondly**, since the company is redesigning for efficiency, productivity and worker safety, they can redesign the spool portion of the line by implementing a slope on the ground -or where the spoof needs to travel to the cage- by doing this they take away from the physical labour workers would need to push by just allowing them to push once (instead of continuously doing so) and let momentum and velocity do its work. On the other end, its destination, a heavy barrier can be placed to bring the spool to an abrupt halt (of course the rate of such velocity should be taken in consideration with regards to weight of spool).

In committing to such changes in this section of the line work, since the company experiences 'down time' commonly, such time could be used as an extra break for workers without taking away from productivity and quota. Take the usual 'down time' figure that occurs daily and divide it in half or in fours, either way, the company will have a new efficient system with the spool and will create a break time with at most half their prior down time. Note that the use of the new spool apparatus will inevitably yield more productivity and line movement making up for any 'new' break time.


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

Dreamcom 10 Series Laptop <span style="color: rgb(238, 194, 71);">
 * <span style="color: rgb(238, 194, 71);">Features: ** vertically adjustable LCD monitor & docking station to avoid using "cramped" integrated keyboard (Engadget.com).
 * <span style="color: rgb(238, 194, 71);">Link: **[|"Dreamcom 10 Series is Totally Ergonomic"]

__ Definitions. __ Human Factors and Ergonomics Society of Australia Inc. 2009. <http://www.ergonomics.org.au/ergonomics/definitions.html> __ Case Studies __. Human Factors and Ergonomics Society of Australia Inc. 2009. <http://www.ergonomics.org.au/ergonomics/case_studies.html>

** Tutorial Discussion: ** ** Week 1 ** <span style="color: rgb(0, 0, 0);"> http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory
 * <span style="color: rgb(238, 194, 73);">Inside the Apple iPod Design Triumph **
 * <span style="color: rgb(0, 0, 0);">Question: **<span style="color: rgb(0, 0, 0);"> Describe the unusual business model used in the ipod's fabrication as developed by Apple.

The MP3 player industry was still quiet at this time, Apple decided to create a layered design chain, which relied heavily on a platform and reference design produced by an additional partner: PortalPlayer. This design chain was formed due to PortalPlayer's reputable platforms for audio systems including various audio systems, portable digital music playing devices and as well streaming audio receivers- PortalPlayer's design expertise would ultimately supply the highest quality of sound. This was kept under silence as restrictive nondisclosure agreements eliminated any chance for key officials to comment on the Ipod project- which would cause mass speculation and curiosity. Apple could use such attention to their advantage, to perhaps, create a buzz and hype around their innovation in portable music. Four key criteria were derived for the design chain: "highest quality sound, off-the-shelf components, cost, time to market" (Sherman). <span style="color: rgb(85, 26, 139);"> <span style="color: rgb(0, 0, 0);"> <span style="color: rgb(243, 111, 22);"> <span style="color: rgb(85, 26, 139);"><span style="color: rgb(243, 111, 22);"> **<span style="color: rgb(238, 194, 73);">Jonathan Ive at the Design Museum ** <span style="color: rgb(0, 0, 0);"> http://www.designmuseum.org/design/jonathan-ive <span style="color: rgb(0, 0, 238);"><span style="color: rgb(0, 0, 0);"> //<span style="color: rgb(15, 15, 16);"> What distinguishes the Apple Design team from the rest is solely the passion and attention to all the details, from those known and obscure. By doing this <span style="color: rgb(0, 0, 238);"><span style="color: rgb(15, 15, 16);">the team of Jobs and Ive have also created convenience with the functionality of the product and a relationship between the user and the product that establishes an appreciation and understanding of that product. Not only are the creations of Apple very sleek and sophisticated in design, all aspects of the product focus on its use to the greatest potential; "simplifying" the use of such modern devices. <span style="color: rgb(15, 15, 16);"> <span style="color: rgb(0, 0, 238);"><span style="color: rgb(15, 15, 16);">The new materials used for distinctions in design include polymer, which will allow the generation of composites that would "meet very specific functional goals and requirements" (Ive, 2007). The use of plastics that were once taboo will create a breakthrough with "functional and formal opportunities that really didn't exist before" (Ive, 2007). Lastly, metal forming and alongside new ways of fusing metals together will contribute to more creative and experimental designs. <span style="color: rgb(255, 123, 5);"> <span style="color: rgb(0, 0, 0);">An in-depth look at the man behind Apple's design magic http://www.businessweek.com/magazine/content/06_39/b4002414.htm
 * <span style="color: rgb(0, 0, 0);">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?
 * <span style="color: rgb(238, 194, 73);">Who Is Jonathan Ive? **<span style="color: rgb(238, 194, 73);">
 * <span style="color: rgb(0, 0, 0);">Question: **<span style="color: rgb(0, 0, 0);"> //Describe the importance of Apple's design team. Are other companies trying to compete with Apple by creating their own design teams?//

The Apple design team exhibits nothing but an unbreakable "camaraderie" that show nothing other than true passion for what they do. Their headquarters, nothing but a large open studio that often seems too tight for their own good. They are deemed leading innovators with the use of new materials and new production processes. They are adventurous with a tendency to explore (outside the box) new and innovative ideas that help contribute to Apple's reign producing the more stylish and sophisticated products in their market. Their persistence, passion and even their chic, elitist swagger make them a force to be noticed - the numbers don't lie.

Companies today are trying to catch up with what it takes to create eye-catching and state-of-the-art products parallel to Apple (simplicity and usability), but they have so far to go. Fortunately enough, to such companies like DELL and MSFT, Apple does not have a model that scales and that their tired innovation of the "white box" is depleting (Businessweek). Regardless, Apple has "perfected the design game" (Businessweek) with it's unique style and ease of use; with such a team aboard including such "Captains" like Ives and Jobs, Apple really should not be too fearful. Sherman, Erik. Inside the Apple iPod Design Triumph. <http://www.designchain.com/testprint.asp?issue=summer02&template=coverstory> Jonathan Ive -Celebrating 25 Years of Design. 2007. Design Museum. <http://www.designmuseum.org/design/jonathan-ive> Burrows, Peter. 2006. Who is Jonathan Ive? <http://www.businessweek.com/magazine/content/06_39/b4002414.htm>