Rogozhkina_CCT333_Labs_2011

__**Lab 1 **__ Describe Jonathan Ive and his theory of ‘undesign’ in relation to his work at Macintosh (200 words - 2%) Review based on the provided articles and movies. Jonathan Ive is a 43 year old, vice-president of design at Apple Inc. His career with Apple began in 1992, leading to his current job title in 1997. Some of Ive’s most famous innovative contributions include the﻿ iPod and iMac. His success is a result of the detail-oriented approach and the ongoing experiments with new materials, processes of production and tools. According to Ive the defining qualities of design are about use, which should be easy and simple. He recalls his first contact with the Mac computer, which he came across as a student, which did not require him to use the instructions manual, that is how user -friendly was the design of the product. Ive refers to the process he calls “the craft of design” or “undesign”, which focuses on the need to care deeply about the work and create designs which suggest the intended uses of the product without making the user think about the actual, physical design. As mentioned by Jonathan, the design should be so natural that the users will think that there is no other way for it to be done, since that is the only, inevitable, natural way. “…but at some level you are aware of calm, considered solution that therefore speaks about how you are going to use it, not the terrible struggles that we as designers and engineers had while trying to solve some of the problems.” - Jonathan Ive

__**﻿Lab 2 **__
1. Which product interests you the most and why? (200 words) After viewing the ‘Design for the Other 90%’ website ([]) I got interested in many products. However, once I came across the AMD Personal Internet Communicator, I have realized that access to information provided by this product may benefit people in the other fields. Access to the Internet can be viewed as an important information source. Once people learn how to use it and gain enough knowledge to operate their computers, many new opportunities will become available to them. That is not to mention that knowledge could stimulate the process of innovation in some individuals. You have to be curious about how something works to wonder how it can be improved. For example let’s look at some of the fields mentioned on the website and how they could benefit from the AMD PIC. Health, knowledge is essential in maintaining one’s health. Information about preventative measures, symptoms and possible treatments could be researched on the Internet. Economy, when so many informative resources are available through the Internet, people could improve their existing small businesses, learn how to trade online, how to improve their crops, how to sew particular clothes, etc. According to the website today, only 16% of people have access to the most basic computing technologies, AMD’s PIC is intending to raise that number to 50% by the 2015. To me, it looks like a convincing attempt to improve the digital divide situation.

2. Which category would interest you to research further for your group project and why? (100 words) The Health category interests me the most and I hope to research it further for the group project. I’m a supporter of the individualistic approach. I believe that every single person is important, and gladly there are other people who prefer to think about masses, which is also necessary in order to make a broader positive impact on societies. I think that without sufficient health it is impossible for people to enjoy improvements in the other fields. I strongly believe that every effort should be made to improve the lives of individuals who suffer physically from various health problems.

__**Lab 3**__
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 used to work for Nokia as a “human-behavior researcher”, also called a “user anthropologist”. The “human-behavior researcher” term speaks for its self, it is an individual who researches human behavior, such as how the objects are used, in what contexts, etc. The “user anthropologist” is similar to the above, except the anthropology also deals with communities, social factors and socio-political contexts in which the use or other specific behavior occurs. His job consisted of traveling to the different countries and observing the lives and behaviors of people who live there. Chipchase has been to more than 35 countries around the world, including Afghanistan, Brazil, China, Egypt, India. Part of these observations included taking pictures of various things and objects that could be used in the Nokia design studios to create new cell phones which would be suitable for the unique uses that people have found for them in sight of their everyday needs and problems. According to Chipchase and his theory, cell phones became fixed pieces of people’s identities. As he explains, having a call-back number is like having a fixed identity point. If a family is displaced by flood, war, drought, political and economic instabilities, they will have a way to get in contact with their community and be identified by the others (e.g. phone number instead of house number on the temporary shelter, as seen on one of Chipchase’s photo). That type of fixed identity also allows people to conduct business more easily, since their business network in expanded by means of telecommunication rather than their walking distance. Apart from providing innovative cell phones, as mentioned in the article “Can the Cellphone end Global Poverty?”, Nokia’s needs specific cell phones also encourage economic growth in the developing countries. According to the article it is a bottom-up economic development which empowers people to become entrepreneurs, which is more effective than the top-down approach in which the provided aid filters through the bureaucratic chain before reaching the recipients, often not in its original amount.

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 cell phone enables users to better their lives. (4 paragraphs/ one for each instance)

<span style="font-family: Arial,sans-serif; font-size: 10pt; line-height: 115%; margin: 0in 0in 0pt;">Examples from the article “Can the Cellphone end Global Poverty?”

<span style="font-family: Arial,sans-serif; font-size: 10pt; line-height: 115%; margin: 0in 0in 0pt;">The cell phone banking or the sente. A person who has a cell phone, which could be obtained from organizations such as the Gramen Phone Ltd., which provides microloans for the revenue producing assets (in this case cell phones), opens a kiosk in his/her community/village/etc. Another individual from another city or town decides to send his/her family some money. First, they would buy a phone card and instead of using the code for their cell phone, they will call the kiosk person and provide them with the code. The kiosk person uses the code to obtain air time and in return provides the town person’s family with money amount equal to the air time, minus their commission fee. This schema could not be invented by even the most talented designers, as admitted by Chipchase, it is a good example of “grass-roots innovation”.

<span style="font-family: Arial,sans-serif; font-size: 10pt; line-height: 115%; margin: 0in 0in 0pt;">Farmers who do not own their own cell phones can benefit from someone who does. International Development Enterprises, a nonprofit company, sets up farm cooperatives in developing countries. Individual farmers bring their produce to the local person with a cell phone. The cell phone person acts as a sales agent, using his/her cell to find the most profitable market prices and sells the produce while keeping the commission fee. As believed by the I.D.E. company such cooperatives could improve an overall financial status of the farmers. By selling their produce for the most profitable prices, farmers might be able to buy their own cell phone in the future, which would allow them to conduct profitable sales themselves.

<span style="font-family: Arial,sans-serif; font-size: 10pt; line-height: 115%; margin: 0in 0in 0pt;">Health related benefits are also gained by using a cell phone. For example, doctors can exchange information between each other. People can send text messages to the health specialist to inquire about health related issues which might be considered inappropriate in their society, such as AIDS, pregnancies, cancer. A specific example given in the article is when a mother has a sick child and she has to walk for 3 km to get to the closest doctor, she can call that doctor to make sure he sees her when she comes.

<span style="font-family: Arial,sans-serif; font-size: 10pt; line-height: 115%; margin: 0in 0in 0pt;">Cell phones also act as information sources. During the recent post-election violence in Kenya, the government has imposed a complete media shut down. As described in the article, people used text messaging to find their friends, get news, someone was proposing to protest with arms. In response the Ministry of Security warned that the generator of messages which might cause public unrest will be prosecuted.

**__Lab 4__**
<span style="font-family: Arial,Helvetica,sans-serif;">Write six paragraphs, one on each stage of the 'materials economy', and define its interactions. (6 paragraphs/one stage each paragraph)

<span style="font-family: Arial,Helvetica,sans-serif;">Information taken from, 'The Story of Stuff' with Annie Leonard at []

__Extraction__ – is the first stage in the ‘materials economy’. It consists of extracting earth’s resources, such as wood from forests, fossil fuels, minerals, animals and plants. There are a number of disadvantages to this stage. We are exhausting planet’s resources by using more resources than the earth is able to renew. The processes used during the extraction stage lead to the extinction of various fauna and flora species and create pollution. Some of the health problems are linked to the extraction stage, further research is conducted, however it is known that processes associated with this stage lead to respiratory and cancer related illnesses. Workers in this stage face serious health and safety issues, with the rates of fatal accidents at work being high in comparison to other industries. In terms of globalization, extraction raises further problems since the resources are not even distributed evenly and the communities, which are affected by the process, the most usually have no say in the decisions made with the regards to extraction. As suggested by the Story of Stuff project, another way can be found by extracting fewer resources and taking extra care to reduce the harmful effects to the environment, workers and the affected communities.

__Production__ – according to Annie Leonard, in this stage we use energy to mix toxic chemicals with the natural resources to produce toxic products. The industry uses synthetic chemicals, which pollute the environment and end up in our products. Since we are surrounded by the toxic products everywhere in our everyday lives, the prevalence of health issues due to such exposures are becoming a problem, especially now, when virtually every person tested would show some level of toxics in their body, even the newborns which get them with their mother’s milk. The biggest impact of these toxic chemicals is on the factory workers who explicitly deal with them on the everyday basis. In terms of globalization, companies are moving overseas to places with weaker environmental and worker rights laws. As mentioned by Leonard we get these toxins right back because of the wind currents, so it is not like we can just pollute someone else’s land and forget about it. The suggested another way is to make the production process clean. Our products could be less wasteful, renewable energy could be used and the materials used could be reduced in general.

__Distribution__ – this stage involves cheaply transporting and selling all the things produced. Due to the processes of transportation the farmland and wildlife habitat are being destroyed and negative effects such as greenhouse gases with further damage our ecology and urban wastes add to the local waste streams. Workers are once again the niche that is being mistreated, in order to reduce costs, they are not getting adequate health care coverage and salaries. Due to globalization of the process it becomes harder to track the product’s distribution chain and hold someone accountable in case something goes wrong. The Another Way includes, Fair Trade certificate, Community Benefits Agreements, Green Buildings, Sustainable Land Use Planning, and Local Living Economies.

__Consumption__ – according to the Story of Stuff Project our consumption patterns are unsustainable at the moment and have to be changed. We should be smart consumers, trying to buy the least environmentally harmful products available. At the same time consumerism is a pre-determined system that often makes our choices for us. In order to resist such consumerism approach we should once again become active citizens. Globally, the consumption rates are growing which worsens the environmental impact, by creating more pollution and wastes, contrary to that there are millions of people who do not have enough to eat. However according to Leonard unlike the poor communities who only affect their inhabitants, the over-consumers threaten the entire planet. In terms of our health, we are more stressed due to overconsumption since we have more things, some toxic ones, to pay for and therefore have to work longer hours and experience constant stress. An interesting fact provided by the Story of Stuff Project, if everyone would consume as much as people in US consume, we would need three to five planets. The Another way is to go back to the simple life’s pleasures such as family time, personal relationships, hobbies and health.

__Disposal__ – this is the last stage where everything used in the materials economy ends up as waste to be disposed. As the volume of waste increase recycling does not solve the issue anymore. The environment continues to be affected at that stage, since there is no universal way of getting rid of wastes, the process of recycling is in itself damaging to the environment. The public health also suffers due to toxins building up in the food chains and winds carrying toxic emissions around the world. Workers are injured in the process and deal with work related health problems due to toxic exposures. And the communities with less control over the environmental regulations suffer as the landfills for such disposals. According to Leonard the another way is to think about decreasing wastes from the very beginning of the materials economy chain.

__**Lab 5**__
**CCT333 Tutorial #5 Wiki Questions: Bodystorming**

1. 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) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">According to the article 'Bodystorming as Embodied Design' by Dennis Schleicher, Peter Jones and Oksana Kachur, bodystorming is a mode of participatory design. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">There are three ways in which bodystorming is being used. One of them is to work in the environment in which the designed product will be used. It is important to to blend into the environment during the process of designing so that ideas can be gathered from the future place of product integration. External factors, such as noise level, crowding, human behavior, etc., will implicitly have an impact on the working process and therefore may result in the development of a better user interface. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Another way is the “strong prototyping” in the future environment where the product will be used. In this case the actual place or space is not experienced, but rather its prototype or model is created to replicate the most important aspects of that environment. The designers can experience the possible constraints and difficulties associated with the use of the future product in such conditions. The product can then be improved in attempt to address those constraints and difficulties in use. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">The third, most often used way, is the “use-case theater”. This method involves acting out the product’s use by performance, which employs “actors” and “props”. Usually there is a coordinator who decides on how the performance goes, changes the dialogues, models various situations and explores different options. The “use-case theatre” is used to evaluate the future experiences that will be created by the product.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">2. With a partner, develop a use-case theater scenario and describe how you would use bodystorming and video to help you analyze the design of an artifact. This artifact is a medicine bottle for a woman who is 80 years old, arthritic, partially blind and partially deaf, and the system to design is the system whereby she finds and takes her medicine. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">On this section of the tutorial, include both names for marking. Use a pen and paper to develop your use-case theater scenario as a mind map. You can scan and upload this diagram to your wikispace tutorial page as part of your answer, if you would like. (25 minutes, 2 names, 4 paragraphs, one diagram)

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Individual work due to absence: Elena Rogozhkina <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">One diagram (couldn't attach the link :(

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The use-case scenario would be performed in a casual household type environment; basically any furnished room could work. There would be one actor, who would be performing the role of the elderly woman with arthritis, partially deaf and partially blind. In order to imitate the woman’s physical restrictions and number of props could be used. To simulate partial blindness a white bandage could be worn in layers as an eye fold, the number of layers will allow to experience with different extents of blindness. For partial deafness cotton balls or ear plugs could be used, depending on the desired effect of deafness. And to imitate arthritis, the finger and wrist joints could be wrapped in toilet paper and fixed with band aid or tape to restrict movement but keep other abilities such as skin sensitivity and partial finger movements. For the artifact we could use a regular prescription drug bottle filled with medium size beads. I was able to find three different bottles, a blue one, translucent and yellow. For the purposes of the experiment we would use all three bottles. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The bottles would be misplaced around the room, to imitate the situation of not remembering the location where they were last left/seen in. The actor would be directed to walk around looking for bottles, since there is no other determining factor of when the time comes to look for the medicine. As a variation of the scenario, we would also try putting the bottles in some sort of cardboard box, or a drawer with many other prescription bottles, to imitate the home medicine drawer where the woman might keep all her medicine, since she is not said to be affected by any type of dementia, keeping things in one place and remembering their location should not be a problem. However many bottles of the same color would pose a problem, since due to imitated partial blindness the actor will have difficulty reading the name on the prescription bottles. Once the bottle is found it has to be opened. With imitated arthritis the push and twist mechanism will not work effectively due to the difficulty to fully grab the object, the ‘pull the tab” will be difficult because of the small size of the tab. Once, the bottle is opened, the pills have to be taken out of the bottle. The problem will be with the precise dispensing of one or two pills necessary for the prescribed dosage. Due to arthritis the actor will not be able to grab the pills out of the bottle, and have difficulty taking extra pills out of the palm and putting them back into the bottle. Once the required pills are taken, the bottle has to be closed. That would probably be the easiest (compared to the previous) stage of the process. Although ‘pull the tab’ bottle could be closed properly, the push and twist bottle might not be closed properly leading to the possible emptying of the bottle. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Now that the mind map of the essential elements in the ‘find and take the medicine system’ is set, we would analyze the created video, and think about design the future artifact. (See the diagram) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The first encountered problem was the timing of the medicine intake. Since the elderly woman is partially deaf, the sound signals will not help in reminding her to take her medicine. Her tactile senses are unimpaired so vibrating alarms could be used. Since the alarm would have to be kept close to the skin at all time, a device somewhat similar to a wrist watch, or a necklace, would be developed to serve the as an alarm clock with vibrator and a bright, colorful display. The purpose of the display could be used to help distinguish the required prescription drug from all others. For example, when the person gets their description, the health professional could set the alarms on their devices that would correspond to one of the bright display color which in turn would be the same as the color of the prescription bottle. This would eliminate the need to read what is said in the description bottle and the bottle could be reused in the future for the same prescription. So when the alarm goes off by vibrating, a person sees a bright color of the display and looks for the same colored bottle. One bug button could be used to turn the alarm off, and small, maybe incased buttons could be hidden for the health professional’s use only, the bright colors will help the partially blind people, since they can still distinguish bright colors. The bright color of the bottle will not only help locate it, but will also help in distinguishing it from the other bottles. To help people suffering from arthritis open the medicine bottle, a sliding top could be used, which would open the bottle by simply sliding one’s palms in opposite directions, opening the rectangular or cylinder shaped case with pills. A small restricting part should be used to stop the top from completely sliding off, so that the person does not have to worry about the strength with which the bottle is opened. The problem with this mechanism is that it is not children proof; it can be argued that an elderly, partially blind and deaf woman will not be surrounded by unsupervised children; however the issue has to be further researched. Finally, the pills have to be dispensed in the appropriate amounts. A small shaped opening could be created to allow only one or two pills to come out; this should help with getting the appropriate dosage of the prescribed medicine. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">It is assumed that the prescribed medicine is in the form of pills, the liquid types have to be further experimented with.


 * __Lab 6__**

Information taken from []

Antibacterial Film

Australian company Biosignal has developed an antibacterial film after studying seaweed that prevents bacteria from colonizing. The natural components of the seaweed act on the communication signals of the microbes by interfering with them and preventing bacteria from forming colonies. The antibacterial film can be applied to various surfaces, for example contact lenses. The major benefit of this film is that, unlike the antibiotics, unwanted bacteria are not killed, which means that over time they do not mutate into a more resistant form. Although it is not yet known whether this anti-colonization effect will lead to other kinds of bacteria mutations in the future, the benefits of epidemics prevention can be enjoyed now. Many infectious diseases are spread by contact with contaminated surfaces. If the antibacterial film would be used on the most infection prone surfaces many epidemics could be avoided.

Low-Energy Carbon Sequestration

Monmouth Junction (N.J.) - based Carbozyme, developed a pipe scrubber which sequesters CO2 from the waste gases and converts it to nontoxic limestone powder. The main process of this type of Carbon Sequestration mimics the enzymes of mollusks, which use CO2 as fundamental building blocks using it to construct its shells. Another benefit of this process is that it functions at lower temperatures and pressure unlike the other gas separation methods. The Low-Energy Carbon Sequestration is an environmentally friendly way of removing the harmful carbon emissions from the air. CO2 has been one of the major problems in the past decades. The increase of these emissions in the air has been associated with health problems, such as asthma. And the amounts of CO2 emissions cannot be taken care of by planet’s flora alone. I think that Low-Energy Carbon Sequestration is necessary for keeping our planet green and healthy.

Self- Cleaning Paint

The German company Sto. developed a line of self-cleaning paints inspired by the hydrophobic surface of lotus leaves. This solution does not require toxic detergents which are harmful to the environment. Once painted, the surface becomes a water repelling structure, which means that the rainwater washes away any dirt. The self-cleaning paint is also very beneficial in today’s world, where we have to think about everything that might be harmful to our surrounding environment and take extra care in reducing the toxic byproducts of our everyday lives. Apart from the environmental care, the water repelling paint has an aesthetic benefit. After a rainy day, the painted surfaces will be washed clean, which is always pleasing to the eye.

**__Lab 7__** The information is taken from the video of Bill Moggridge’s speech at PICNIC08, <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">[]. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">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) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Bill Moggridge defined ‘design as a collaborative process’ by looking at three main aspects of today’s design process, he refers to them as “with & by”. The first aspect looks at the practices used in design and how they are changing. Moving from anthropometrics, to physiology and finally to cognitive psychology. Cognitive psychology is essential in understanding how people think, especially today, when everything is connected and interaction design has become the focus of any design process. According to Bill Moggridge designers begin to tell stories (or as we have covered in our course, use scenarios) where possible ways of human behavior are actually acted out with the use of physical objects. When the design process is so complex, one cannot expect to work successfully alone, a group of people is needed, preferably from different backgrounds. Engineers, marketing people, designers, and business analysts can work together on the same idea. The intimate relationship becomes important, since people have to work in small project rooms for long hours. However, as Bill Moggridge mentions, the project room itself is very important, since all the work process takes place there, and once people come back to that room the next day, the ideas are instantly remembered and the work process can be picked up where it was left off. The second aspect of design as a collaborative process is working with people you design for. Designers are always in danger of designing for themselves, says Bill Moggridge. That is why participatory design is so important, people who will be using the design are involved in the design process, sharing their ideas and being a part of the creative work. The examples of such design are mentioned below. The third aspect of collaborative design process is the changing contexts around which design takes place. Bill Moggridge looks at design in three circles; the personal things circle, the social things in our built infrastructure and the environmental circle which is the world as a whole. Personal circle is changing from personal products to more of health and well being. Social architectural circle is changing towards more of social impact and Smart Space Design (e.g. personalized cubicle). And the environmental circle is changing towards global sustainability and sustainable products. The example of global sustainability, when one can see how the world is impacted as a whole, is Shinichi Takemura’s Tangible Earth, which is the world’s first interactive digital globe.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The two examples of how creators involve people they want to create for in their work. The first is the ear/nose/throat surgery tool design, where the actual surgeons were involved in the design process. According to Bill Moggridge that is a good example of the participatory design where by integrating people from the area of research and making them feel like it was their own project, lead to great success. One of the designers took a film canister, a marker and a clip (creating a gun type of look), the surgeons instantly loved it, since before they had to work with the inline cylindrical approach which of course made surgeries in such delicate areas more difficult.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The second example is integrating people in the results part of the design process, instead of the creating part. This approach was used for Red Cross, to encourage more blood donations. The designers came up with a simple idea, to create “Why I gave…” cards which would have a picture of the donor, and their story. These cards would be placed on the metal drawers containing donors’ blood in the donation spaces/rooms. Researchers found that in that type of clinical environment, people felt more involved. An opportunity was given for donors to be recognized, the stories of others were readily displayed humanizing the experience and making the process more intimate.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">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) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Information taken from The BetaCup Bodystorming Session - Overlap 09, []

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Although the BetaCup example is not an example of a complete product and it might not quite suit the criteria for this question, I will try to use it as an example. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The BetaCup seems to utilize some of Bill Moggridge’s principles of collaborative design. First of all it uses the story telling approach during the brainstorming session. The atmosphere of a popular coffee shop created, where objects are used to imitate the required environment. People are given roles to act out different situations, from the line ups, to the payment procedure. The cognitive psychology approach is briefly touched upon by allowing actors to express their thoughts (bubbles with thoughts on them) and considering the thoughts of other people involved in the process. For example, the user of a BetaCup is served fast and has no negative thoughts; whereas the new user is confused by the whole idea of BetaCup and some sort of ‘mental’ misunderstanding is taking place between him and the person behind the register.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Also, the collaboration of context around which the design takes place is utilized in the main idea of the BetaCup. The personal circle is addressed by the benefits of having the BetaCup. The individual wastes almost no time in line ups, the payment method is very fast due to the personalized bar code with all the paying information in it, and the social image of that person is positive, since as the guys mention in the video “it’s cool” to use the BetaCup. The environmental/global circle is also addressed. The product is sustainable, it is reusable and made out of recycled materials. The global sustainability is attended to by cutting the coffee paper cup waste and redusing the paper products used to create the paper cups, both of which will have positive global effects.

<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">During the BetaCup brainstorming other people were present who watched the scenario play out. These people are potential users of the BetaCup in the future. At the end of the session, they were given a chance to comment on what they have seen, they could ask questions, and address their concerns, all of which help designers with improving their product by employing the idea of multiple minds. This type of future users integration is very important, since even a group of designers working on the idea could fall prey to group think and not see other issues that have to be taken care of in the design, whereas making the process public allowed them to get instant feedback from people who would be using the cup in the future.

__<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 0px; margin: 0in 0in 10pt; overflow: hidden;">﻿Lab 8 __
<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Describe how Natalie Jeremijenko has based her research on "new technologies are an opportunity for social transformation" to perform "small actions that can amount to a significant effect to improve local environmental health". <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Information taken from [] <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">As Natalie Jeremijenko mentions herself, it’s a delusion that drives her and her research. Her current project is the Environmental Health Clinic which attempts to redefine what counts as health. People go to the clinic with their environmental health concerns and they are given advices or prescriptions, in other words things they can do to improve the environment around them. According to Jeremijenko the idea of health as something entirely internal, individual and pharmaceutical is wrong. Natalie mentions a study by Philip Landrigan, which was conducted to motivate a different view on health. In the study, many pediatricians in Manhattan and the New York area were asked about the health issues that they spent most of their time on. The results showed that many child health issues have to do with the poor environmental conditions, highly polluted air, many contaminants in our water, neurotoxins that wash off the roads after the rain, etc. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">People coming to the Clinic are called impatients, since they are impatient to wait for legislative changes to address local environmental health issues. Among other prescribed things, Natalie’s Health Clinic suggested raising tadpoles as indicators of water quality and naming them after the local bureaucrats. The information about the tadpoles is shared over the social network on the website created by Environmental Health Clinic, which is a good example of small actions that add up improve local environmental health. The final results can be shown to its namesake as prove of the water quality concerns. There is an advantage of looking at health in such a broad sense, since the benefits can be enjoyed by anyone you share the environment with. Jeremijenko also emphasizes the importance of using the new technologies to re-shape our interactions with the surrounding environment, to shift from individual interactions to more collective interactive actions. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Choose two projects on HowStuffisMade at [] and write about how they are made. (1 paragraph each/2 paragraphs) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">1. How Wine Bottle is made: <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">A glass tube is molten and cut into bottle-length parts. The parts move down the conveyor belt, where the molten glass is blown and dropped into the cavity in the mold, the mold case closes and the glass inside forms into a wine bottle shape, after which it is removed. The bottle is then cooled and leaves through the conveyor belt to the storage area. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">2. How Gelato is made in the Il Laboratorio Del Gelato: <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">The process begins by preparing all the ingredients right before the process begins. The ingredients are then places into the batch freezer with the dairy base. In the batch freezer the ingredients are mixed and after about 20 minutes dispensed in the form of gelato. The freshly made gelato is then placed into the containers, the labels are handwritten and then the containers are placed into the freezer before the delivery time. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Why is it important that we understand how stuff is made as part of our systems analysis and design process? (1 paragraph) <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">It is important that we understand how stuff is made as part of our systems analysis and design process because in order to be able to improve an already existing product/service or to innovate it in any way, it is important to know every step in the process of creation of that product/service. In such case, if any particular issue/concern arises with regards to any product/service, the designer can analyze the creation process which will allow to concentrate on one particular stage that could be altered in order to solve the issue or remake any particular element.

__**<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%; margin: 0in 0in 10pt;">Lab 9 **__
Question 1: According to the slideshow by Sylvain Cottong, who is an employee at [|www.integratedplace.com], describe the tools and methods of ‘service design’ (2 paragraphs) According to the slideshow the employees are the end users of the product, in this case a service. This notion is responsible for the rise and further development of the User experience design (UX). UX focuses on the quality of user’s experience with the service during the interaction. In general, UX refers to the combination of software design, business, and psychological concerns. ‘Service design’ uses a couple of methods and tools in its approach. One of the methods focuses on ethnography, user studies and personas by identifying and understanding the service context and the users. The tools used in this method are Customer Journey Map and Service Blueprinting. Customer Journey Map illustrates how the customer perceives and experiences the service interface along the time axis. For example a timeline can be drawn illustrating the service process. Along that timeline, customer’s perceptions about the process can be noted and service solutions suggested. It is a useful tool for thoroughly thoughtful analysis of the service process. The Service Blueprinting allows for a quantitative description of essential service elements (i.e. time, sequences of actions). It also specifies actions and events that happen at the time of interaction and actions that are out of the users’ visibility but are critical for the delivery of the process. Another method used involves ideation, context mapping and participatory design. The most used tool in this method is the Service Prototyping, which includes scenarios, storytelling, storyboards and real world experience simulations. Question 2: From personal experience, what would be a scenario in which these methods would be useful? (2 paragraphs) Enhancing a university student experience ‘service design’ scenario could use the methods and tools described above. One of the first problems university students face is the transition from high school to university. By closely analyzing this process in the process described above, students’ user experiences could be significantly improved, making their study process more efficient and less stressful. Using the Customer Journey Map, a students’ experience could be illustrated in a timeline while analyzing perceptions one might have at that time and possible service solutions if needed. The Service Blueprinting allows for the same process to be described in more detail, first by illustrating the student’s experience and then by describing the processes that are not explicitly seen by the student but that ensure the delivery of that experience. This tool is very important since it allows for analysis of the ‘behind the scene’ actions which might be faulted resulting in the inadequate user experience. Finally the Service Prototyping can be used to play out a scenario which will make it easier to discover previously overlooked details and address them appropriately. The main benefit of this tool is that real people act as students ensuring individualistic approach to any situation, and varying the number of different personal views.