Faiz_CCT333_Labs_2011

__CCT333 Lab Submissions__ __-Saadia Faiz__

====Jonathon Ives theory of designing at Apple is to design a certain way so there is almost “no other way”. Each calm solution on the Apple products are ideal and the user wouldn’t think of any other solution. The way the products are designed at Apple is that it makes a very simple, user-friendly experience for the customer. Use of the product becomes seamless and intuitive so that the user does not think about the design. The design of the product does not interfere with the use of the product. The experience is effortless. The idea of undersign becomes significant in that it doesn’t reveal to the user that the product took so much time and effort to be designed, rather it is something natural. Each part and feature of the product indicates something and if a feature has no purpose then it is left out. Each feature is less obvious but is designed carefully to not interfere or get in the way of other tasks but quietly “be there” when the user calls for its’ use. Innovation becomes important in that as technology and daily practises change, the user experience with Apple products keep changing. Apple’s design must continue to change to meet their vast user demands.====


 * Lab 2 - 17/01/2011**


 * Tutorial #2 Wiki Question:**
 * Choose a country on the map 'Design for the Other 90%' at[| **http://other90.cooperhewitt.org/**] and read through the description of the products designed for each country.**


 * 1. Which product interests you the most, and why? (200 words)**

====I chose the Jaipur foot and below-knew prosthesis as the product that interests me the most because I have witnessed many amputees and understand the difficulties they experience on a daily basis. Since I was originally born in Afghanistan, a war stricken country, I know that many locals and innocent civilians are affected by bombs and grenades. More than half of the population live under poverty and I am happy to see that prosthesis’s are being developed and to help those that can’t afford them. This product can really change somone’s life considerably. An amputee who is already living in poverty can find it really difficult to find a job or can be fired from their existing jobs because of their inability to walk. In third-world countries many of the jobs require manual labour and limbs are extremely important to have. In this care, the foot prosthesis can really give someone a life/ help them live more comfortably.====


 * 2. Which category would interest you to research further for your group project, and why? (100 words)**

====I would like to research the ceramic water filter for my group project because I have previously done a research paper on water and sustainability. I think it is unfair for corporations to buy water sources (lakes, ponds) from third-world countries privatize them and sell the water to other advanced companies as well as the locals themselves. This issue appeals to me the most and I find the ceramic water filtration system to really have a strong effect on the lives of the locals. Clean water eliminates disease and has an effect on the entire population due to its ability to spread. I think that water should be free for everyone and it is only fair for everyone to have equal access to clean and fresh water.====


 * Lab 3 - 24/01/2011**

====**CCT333 Tutorial #3 Wiki Questions:** **1. Describe Jan Chipchase's prior job (he now works at frog design []) in relation to his work at Nokia. What are the two names he is given in the article? (3 paragraphs)**====

====Jan Chipchase’s prior job was to travel to different developing countries around the world and see the local’s interaction with telephones. His main purpose was to observe how people would live on a daily basis and their purposes for their individual behaviour. He would see and record how what things people would do on a daily basis, how the environment would affect their daily tasks, how they are affected by economic conditions and what their standards of living would be. After forming a collection of recorded data and information, Chipchase would apply it to the design of the Nokia phone. This would enable the company to build a phone for the user’s needs instead of trying to adapt the user to meeting the phones needs.====

====One of the two names Chipase is given in the article is “human-behaviour researcher”. This means that he studies human behaviour in the environment that the behaviour is conducted. He alters his lifestyle to travel to the exact location the human he wishes to study lives and observes them in that environment. This removes bias and allows Chipase to see each person act as they would in their normal community. T====

The second name Chipase is given in the article is a “user- anthropologist”. This means that he examines the daily life of other people and bring back information to his company Nokia. By doing so, he can help the company designers, technologists and marketing people to build a functional phone for the specific user and meet their needs.

====**2. “It’s really quite striking,” Hammond says. “What people are voting for with their pocketbooks, as soon as they have more money and even before their basic needs are met, is telecommunications.” (World Resources Institute)**====

**In the spirit of this quote, describe four instances of how owning a cellphone enables users to better their lives. (4 paragraphs/ one for each instance)**

 * 1) Email someone on the go
 * 2) Receive news/article/TV/radio
 * 3) Payment System
 * 4) Record memories/ take pictures/record videos

Write six paragraphs, one on each stage of the 'materials economy', and define its interactions. (6 paragraphs/one stage each paragraph)

 * 1. ** **Extraction**

The phase of extractions refers to the exploitations of Earth’s natural resources. Humans have trashed and are continuing to trash the planet. We are “using too much stuff” and because we are not living sustainably, Earth is running out of natural resources. As hard as it is to believe, 1/3 of the planets natural resources are gone. We are undermining the planets ability for people to live here and are continuing to cut down forests as well as over-fish.


 * 2. Production**

In the production phase, many toxic chemicals are used in the industrial production systems to produce consumer goods. Toxic chemical are released daily into our atmosphere. Approximately 4 billion pounds of toxic chemicals are released into the air a year. Toxins also interact with our food production systems and are carried through breast milk, harming young babies. Factory workers often include young women who are exposed to toxins on a daily basis. Many of these factory workers are people who migrated from slums and have to resort as well as settle for poor working conditions. Sometimes, factories are moved overseas and pollute other lands but the pollutants come back to us as they are carried by the wind.

**3. Distribution**

In the distribution phase, the real cost of making “stuff” isn’t captured and reflected in the price. People in third world countries have to make sacrifices and settle for low wages and low standards of living so we can get our goods for less than a fraction of the actual cost. This is referred to as “externalizing the true cost of consumption.” To keep materials flowing in our economy we are constantly pushed to conform to the shopping rituals.


 * 4. Consumption**

Shopping keeps our economy in motion and we need to shop more as our consumption patterns increase -99% of things in our system is trashed within six months. Two effective strategies to get us to consume more goods are perceived obsolescence and planned obsolescence. Perceived obsolescence means to design for the dumb and make stuff useless so it can be easily trashed. It also means to make stuff so that it has a tendency to break easily but also the company is also careful to place faith in the consumer to have them make repeat purchases. Planned obsolescence convinces us to throw away stuff that is still useful. This strategy makes the old stuff seem embarrassing to have so that we go out and buy more new stuff- thus contribute to “the golden arrow.”


 * 5. Disposal**

In this phase, it is important to know that our consumption patterns result in an infinite amount of waste- we each contribute about 4.5 pounds of garbage a day! Garbage is often burned in an incinerator and released into the air, polluting our environment. Releasing the toxins in the air make super toxins like dioxin and is a major health hazard. Although recycling reduces garbage, it is simply not enough.


 * 6. Another Way**

We live in a system of crisis. Fortunately, many people are actively engaged in making a positive change to our environment and economy. It is becoming more recognized that the problems we face actually exist. It is time to take back our government from the scheming corporations. United, we can reclaim and transform the linear system that wastes resources and people. We have to live sustainably and learn to believe and practise equity.

__**Tutorial 5 - Bodystorming and embodied storming.**__

 * Group assignment by Sandy Wong & Saadia Faiz**

In a theatre scenario for the system in which an 80 year old woman who is arthritic, partially blind and deaf finds and takes her medication we would simulate the experiential environment of the elderly lady. To do so we would have to attach objects to our bodies such as splints on our hands and fingers to simulate the immobility of arthritic hands, plug in earplugs to block hearing and wear very dark and partially obstructed sunglasses to imitate partial blindness.


 * The artifact solution:** We have come up with an artifact that would appeal to the senses that the elderly lady would still be in full capacity of. The medication packaging would not be in a bottle but a uniquely shaped box that can be easily identified on a drug store shelf. It would be in a bright color and have a distinct tactile surface (with braille) for the woman to feel when she picks up the box. The physical properties of the box has to enable the woman to comfortably open and shut the container to dispense pills. We decided on a container with a spring lid that springs opens when the lid is pressed down. To allow the lady to safely dispense daily dosages without fear of spillage each pill is encapsulated in a soft plastic tissue paper-backed tray that falls out onto a moulded plastic depression matrix to facilitate scooping out the pills.

The pills themselves would be designed with slight ridges to allow the users fingers to stick the tablets when pressed. Low dividers will be placed in between every seventh pill in to indicate the days in a week and by touch the user will know how much time she will have left to go to the pharmacy to buy more or to go to her doctor for another prescription.


 * Diagram:**

The mobile device system would have to be run by the pharmacy. The store would have to provide these pagers to patients who require them. Store managers would have to program in where the medication the patients need are located (if they are over the counter) or set a route towards the pharmacy counter by a series of increasing vibrating pulses. Each individual user would need to go through a one time set up process and be able to assign to each button a tracking system to lead them through the store to find their medicine.
 * The system solution:** The system in which she obtains her medication and consumes it is tied into the artifact. The box capsule punches should indicate to her how many pills she has left and when she should consider going to her pharmacy for refill before they run out. When she goes to the pharmacy she could have a mobile phone or vibrating pager that can help her find the location of medication within the store.


 * Mind map:**


 * As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. Research the definition of 'bodystorming', and write three paragraphs describing its characteristics. (3 paragraphs)**

Bodystorming is much like improv and involves a group of people to live out a situation as though it were to happen in real life. The group performs a scenario and carries out activities allowing the design team to experience functions and relationships that would occur in that specific situation. The group tries to predict and copy what they suppose the user would encounter. The important part is to remember that the activity tries to eliminate biases and assumptions that the designer unintentionally adds to the design of the product.

The goal is to create the best experience possible for the user. The purpose of doing this activity is so that the design of a product or service can be made to suit and meet the audiences’ needs. Prototyping the experience of the user allows the designers see some arising problems that a user may face as a result of attaining or using the product/service.

Many props can be used to act out a scenario. The key to bodystorming is keeping track of ideas and solutions. The re-enactment behaviour allows the group to visually see and understand why a problem occurs and how it can adequately be addressed.

Tutorial 6 13/02/11


 * Toxin-Free Glue **

====The first design I really like is the toxin free glue used in -end cabinetry and furniture as well as various flooring surfaces. This super strong glue contains no toxins and mimics the composition of mussels sticking together under water. I really like this design idea because I understand how difficult it is to glue together wood pieces using non-toxic glue- it’s almost impossible! It is interesting to know that this creation was inspired by the knowledge of mussels clinging to one another using thread-like tentacles. The threads are essentially proteins that retain their “stickiness even under water”. Adding these amino acids to other proteins like soy flour, scientists have found that it is incredibly useful in sticking pieces of wood together.====

====The second design I really like is the high-speed train. Travelling at top speeds, Japan’s 500 series shinkansen train travels at 300 mph! The design was inspired by the quietest of birds- the owl. The problem with the train was that when it enters a tunnel, the cushion of air is compressed, thus creating a large clapping sound. Many residents complained and designers looked at nature for a solution. By examining the kingfishers beak, they noticed that the bird hardly makes a splash when diving into the water. They applied this idea onto the train and now the train goes into the tunnel with less resistance. The bullet train is not only quieter but a lot faster too! The designers also built small serrations on the train to mimic an owls feathers, thus reducing the noise generated by the train's pantograph.====


 * Bio-Inspired Color Display**

====The third design I really like is the bio-inspired color displays. This design copies the way a butterfly or peacock displays a wide array of colors. The different wavelengths of light intersect and interconnect with one another to create a vivid display of multiple colors. I really like this design because it really enhances color display on televisions and cell phones.====


 * Tutorial 7**
 * 17/02/2011**


 * 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. (1 paragraph each/3 paragraphs)**


 * Find an online example of a product which utilizes his principles of collaborative design which it involves people in it design. Cite its URL, and describe its design process in two paragraphs, and how it involved its user(s) in a a paragraph. (3 paragraphs)**


 * (Hint: Bruce Mau's Massive Change web site at [] also presents examples of these principles of using 'a shared mind'.)**

====Designing a collaborative process as Bill Moggridge describes it is to design products based on the human interactions. Earlier on, it was enough to understand about people and how the human body work but now designers cant just judge product use by mere physical interactions, they are require to tell stories when designing. When designing products for humans, designers have to adopt collaborative process meaning that they have to interact with the physical world and understand how people perceive the world differently. Storytelling design looks at how peple think and how they relate with an interface. It combines cognitive physchology, anthropology- different cultures, and sociology- how people are interconnected.====

====In order to get have a successful collaborative design process people have to willing to form work intimate relationships as well as willing to work together to share opinions and views- this is best stated by the quote: the who is greater than the sum of its parts. One example Moggridge used in his presentation was to demonstrate the effects of participatory design. The example was that for one design effort, surgeons were asked to join the team to help the designers understand their needs better. The surgeons would be the end user of the product so what better way of designing a product for them than for them to be part of the process themselves.====

====Another example of collaborative design involved many ideas and prototypes to result in one massive ideal solution. An example of this was building an ideal cubicle for the typical corporate employee. Scott Adams always criticizes and makes judgment that cubicles are never designed for the users needs. In this project, one group built a cubicle where the walls acted as screens. The second group dressed people as walls and had form a circle around the employee acting as the walls of the cubicle. The idea here was to make the walls alive and make the cubicles more human. The third group made a portable work hole that opened like an umbrella and had a pop-out table feature attached to the pole. Many designers collaborated together, sorting their unique ideas to bring a prototype of Dilberts dream cubicle.====

Tutorial 9

According to the slideshow by Sylvain Cottong, who is an employee at [|http://www.integratedplace.com], describe the tools and methods of 'service design' (2 paragraphs).

From your personal experience, what would be a scenario in which these methods would be useful? (2 paragraphs)

Service design combines product design and interaction design. It is about making services useful usable and desirable for your customers while keeping it effective efficient and valuable for yourself. It involves research to know how the user will interact with the product-technology and taking that into account when creating offering the services. The key to have great service design is to keep the ultimate customer experience in mind while trying accomade their entire needs. It means to create a story and deliver value, thus building Sorong relations with the customer.

One tool and method is the customer journey map, which means to show how the customer percieves and experiences the service over a period of time. Another method and tool is service blueprinting, which allows you to quantitavely describe elements such as time and logical sequences of actions and processes. Ideation, content mapping and participatory design identify user expectations and reveal their consious and latent needs. Prototyping and real World simulations will help to creae an ideal story for the user.

A scenario in which the two methods described above would be useful is in a restaurant setting. This would be an interesting case because the ambiance and external features of a restaurant highly affect a users experience. The customer would be satisfied not soley because of the food, but will judge the entire experience base on many factors including service, lighting, other customers, waiter etc, thus it can be useful to apply the methods above.

Simulating the environment of a restaurant and having the designers act as customers can help them to spot things that the customer would notice.This will allow them to create the most comfortable and desirable experience that would meet the customers needs and expectations.


 * Tutorial 10 Wiki Questions:**

14-03/2011


 * Write three paragraphs to define the term 'ergonomics'. (3 paragraphs)**

==== Ergonomics means to design for the human body. It specifically delivers to enhance the human experience when using an equipment or device. By designing to meet its movements and enhance its cognitive abilities, ergonomics reduces strain and prevents injuries. The International Ergonomics Association defines ergonomics as “the scientific discipline concerned with the understanding of interactions among humans and other elements of a system, and the profession that applies theory, principles, data and methods to design in order to optimize human well-being and overall system performance.” ====

====In terms of office/desk space, some of the issues it solves includes comfort and simplicity, incorrect height and depth, task lighting, freedom of movement, prolonged laptop use and limited desk space. Ergonomics is often built in office furniture to help accomodate workers needs better. It is built into the design of office furniture like chairs, tables and lighting to help workers become more efficient and productive.====

====Henry Ford in the automobile was the first person to design for ergonomics. Fordism is to design to make it easily assessable for works to mass produce cars. Ergonomics was first introduced when Ford wanted to bring resources to the workers rather than was time having them go to each resource, this made tasks more repetitive for them.====


 * What is the 'Gilbreth system of motion analysis' (1 paragraph)**
 * Categorizing units of behaviour and timing them and analyzing the tasks that are useless.**

====Categorizing units of behaviour and timing them and analyzing the tasks that are useless. His system of motion analysis can be useful in saving us many hours from a workday. It is comprised of a system for analyzing the specific motions that go into performing a specific task. This will allow you to identify delays in the process, find unnecessary or inefficient motions and to eliminate wasted time. ====


 * Who was Henry Ford influenced by the efficiency expert, Frederick Taylor? (2 paragraphs)**

Taylor complained that “hardly a workman can be found who doesn’t devote his time to studying just how slowly he can work.” //Although it can be argued, that some people choose to pace themselves and fast-paced work is not always deliberate. It also must be taken into account that older people have less energy and some people have fewer incentives to work, thus their concentration is not deliberate.//Taylor timed workers with stopwatches and noted their every movement. He helped employees to work faster, type faster by watching people and timing them. Small, repetitive tasks were introduced, to make processes faster, repetitive and thus save workers and companies time and money.

This inspired Henry Ford and enabled him to introduce assembly lines that led to the evolution of mass production in cars. He created the conveyor belt to make the objects come to the workers and made it move fast. When people complained, he raised wages. Management set the pace, while workers were pressured to keep up with the assembly lines. Negotiation was forbidden, workers had to keep up. Company was making massive profits, wages were doubled as profits grew immensely. Low costs, high profits, mass productions and high wages.

The four aspects include the following: The process by which the principles of labour in McDonalds come to dominate more sectors of society and more parts of the world 1. Efficiency- best route for whatever goal it may be for the organization. 2. Predictability- things are the same from time to time and place to place. 3. Calculability- 4. Non-human technology- people/labour are easily replacable Mcdonalization is a good thing in moderation, but it can really affect a workplace negatively when demanding so much from workers.
 * What are the four basic principles of McDonaldization? (List of 4)**