CCT333+-+Labs

__**Lab 1**__ Divide into pairs. Compare and contrast a Sony Walkman, a Discman, and an Apple iPod, and describe the differences in their product and interface design, as well as how they deliver music technically.
 * Question #1:**

Features/ details: purely mechanical in the way it is controlled, analog, magnetic based, tape Sound: not direct or discrete (can be heard from outside the earphones)
 * Walkman**

Features/ details: circular, fragile, laser reader based, mechanical and digital, various sound options (digital, mega base etc.) Sound: more discrete and personal (earbuds in the ear), however due to the fragility of the discman sound often skips when moving
 * Discman**

Feature/ details: digital, hard drive based, more sturdy, compact, rectangular, rechargeable battery Sound: improved from the discman but still relatively the same kind of sound transfer and system. Mp3, hard wear storage - content is virtually invisible, itunes software is required
 * Ipod**

Divide into pairs. If you were to build a web site dividing the characteristics of these devices into categories for a web site, what category titles would you use? List 6 categories which would be in your navigation bar.
 * Question #2:**

- Product history - History of Technology - Sound quality - Aesthetic quality - Delivery of Music (i.e. mp3, itunes software) - Size and controls
 * 6 Categories for the Navigation Bar**:

Review the Tutorial 1 movies, and describe Jonathan Ives and his theory of 'undesign' in relation to his work at Macintosh.
 * Tutorial #1 Wiki Question:**

Jonathan Ives concentrated on the aesthetic qualities of his designs. He originally introduced colour and light to the previously boring designs of computers, which used to be mostly 'opaque grey or beige plastic'. Along with his concentration with coming up with new unique and original design ideas, Ives is concerned with the actual use and easy function of the Apple products. He creates his designs based on the type of Apple technology being created and the main attractions and functions of each product. For example, for the new technologies such as the Iphone, Ipad and Ipod, everything defers to the display. For a product like that Ives states that design has to be put out of the way and the most useful design has to come into play. He continues to explain, when you use that method of thinking, and you considering the technology you're dealing with to be more that just arbitrary shapes, it is inevitable to "undesign". "Undesign" uses common sense to create the product; it appears that there is no other or better way for the design of the product.

__**Lab 2**__ 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.
 * Tutorial #2 Wiki Questions:**

1. Which product interests you the most, and why?

The life straw and drip irrigation system both interest me because they deal with 2 of the most important and life-threatening issues in struggling countries such as Uganda, Nigeria, Ghana, India, Nepal etc. Water and Health are extremely important factors, which are considered a necessity in peoples lives, especially in places with brutal and poor conditions. The life straw is a pen-sized tool, designed to turn any surface water into drinking water. It has proven to be effective against waterborne diseases such as typhoid, cholera, dysentery, and diarrhea, and removes particles as small as fifteen microns. The drip irrigation system is a low-cost development that farmers can use to start small and scale up as their financial capacity and increase their crop produce. The drip irrigation system reduces total water use by 30-70% and increases yields by over 50%, thus helping families, individuals and business in less developed and troubled countries. Both these products could drastically improve life and potentially solve drinking problems all over the world by implementing simple, compact and efficient design.

2. Which category would interest you to research further for your group project, and why?

I would be interesting in performing and investigating further research in the Health category. This is already a huge focus for most researchers, scientists and doctors, but I feel like it is a category that needs constant attention, questioning and solving. The other categories are of course extremely important as well, but without proper health to begin with, things like transportation and education seem almost irrelevant if individuals are not healthy enough to stay alive and experience and enjoy this options and categories. Health has also played an important factor in my and my families life, with the many illnesses we've encountered, so for me it is a more interesting and important factor to further investigate.

__**Lab 3**__
 * Tutorial #3 Wiki Questions:**

1. Describe the benefits of microfinancing according to 'Can the Cellphone Help End Global Poverty' at __ [] __(200 words)

Microfinancing benefits many individuals who are immobile, extremely busy and/or poor/ less fortunate. People can make purchases and transactions form their mobile phone without having to travel to a nearby town or city, they can stay wherever they are with reception - so possible from the comfort of their own phone. What wasn't available before, is now available to anyone with a mobile phone - no waiting or stalled time. The banking-system is so important in microfinancing because more people can afford the system and product. Individuals can pay in multiple instalments/ pay-per-use, so more people can have one (including poorer people).

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)

Creates instant communication between far distances (i.e. towns, cities, countries etc.) Cellphones are creating an easy, alternative option for people to communicate in long distance relationships. For example, for immigrants who cannot bring their whole families with them to their new home country, a cell phone enables them to communicate with their loved ones back at home with ease and minimal waiting time. This also works for communicating with people across town, whether it be for business or family issues and events.

Cellphones are enhancing farmers and producers because they can call individuals with market stands in town to sell their product without having to actually travel the long distances. They are saving time, and therefore money (money from traveling - transportation, food while travelling etc.) which is increasingly important to every farmer and producer's trying to maintain a business and income.

Today's cellular devices contain much more technological applications such as GPS, which can definitely enrich and better users lives. By having GPS available on one's cellphone, it makes transportation much easier and accessible for more individuals. People who are new to an area or are just visiting can use this device to get around without wasting time or money on public or private transit. Individuals who are part of the transportation industry can also use this application to their advantage (i.e. a cab driver) in case they do not know where the location actually is.

Another application which makes cellphones such an asset in bettering users lives is the internet application. By using this app, individuals can learn new information on the spot, in an instant. They can download music, movies, TV shows, world news etc. at the pace and demand of their own life. By having the internet ready at the touch of one's finger, people can enrich their lives with new and useful knowledge at ease. It is not longer difficult to find out new or useful information for individuals when they are in a problem or need help. By having the internet accessible, it also opens the option for numerous contacts individuals might need (i.e. a tow truck's number, or a restaurants number and address etc.)


 * __Lab 4__**
 * Tutorial #4 Wiki Question:**

1. Analyze the information architecture of the "Story of Stuff" web site, and describe how it has been designed to maximize its content as a teaching tool to deliver complex information. (2 paragraphs)

The "Story of Stuff" website uses interactive flash animated videos to maximize its content as a teaching tool to deliver complex information. By having an interactive system, audiences are able to participate and and really relate and identify with the information being presented. The video addresses everyone who may be effected by the "externalized costs" process and demonstrates companies general systems and strategies behind mass consumptions and growing waste. The site also uses animated symbols, which helps visually explain the harmful effects of the "external costs" system.

In order to help explain the complex stages in the production, consumption and disposal of goods system, Annie Leonard uses engaging texts with statistics and personal examples that can reach and influence a large and diverse audience. By incorporating such hard and truthful numbers and facts, audiences can fully understand the impact of the "externalized costs" process outlined in the video. Incorporating both visual and textual elements into her website, Annie Leonard is able to inform and influence an ever-growing and changing population, therefore increasing the world's chances of her last stage "to find another way".

2. Describe each stage of the material economy. (6 paragraphs/one stage each paragraph)

The first stage of the material economy is extraction, which Annie Leonard describes as another fancier word for resource exploitation, meaning, we are trashing the world. Due to our careless actions and constant demands for new products we are using too much stuff and as a result are running out of resources. With all the extraction and production we are doing, we are generating a much larger amount of waste which is severely damaging our world beyond repair.

The second stage of the material economy is production. In this stage we use energy to mix toxic chemicals in with the natural resources to make toxic contaminated products, which have not been tested for human health impacts or synergistic health impacts - when the contaminated products interact with all the other chemicals we’re exposed to every day. By not testing the potentially dangerous outcomes of the toxic chemicals, we cannot know the full impact of these toxics on our health and environment. However, we do know one thing, as long as we are putting toxins into our production systems, toxins are going to continue to get in the stuff we bring into our homes, workplaces, schools and most importantly ourselves.

Next comes the distribution stage. This phase means “selling all this toxic contaminated junk as quickly as possible.” The overall goal here is to keep the prices down, keep the people buying and keep the inventory moving. In order to do this, corporations pay their workers very little and avoid health insurance whenever they can. Instead, companies focus on externalizing the costs. This means the real costs of making stuff aren’t captured in the price and we aren’t really paying for the stuff we buy.

After distribution comes consumption. This is the most important part of the system, "the engine that drives it". We have become a nation of consumers and therefore, our primary identity has become that of the consumer, not mothers, teachers, or farmers. The primary way that our value is measured and demonstrated is by how much we contribute to this stage - how much we consume. Our obsession for new products of fashion, technology, toys etc. is driving us to be the most consumer obsessed society where we care more about quantity than quality.

The fifth stage in the material economy is disposal. This stage is where we have to throw out all our stuff because we have too much of it. In order to keep consuming and replacing, we have to dispose of our old things to make room. This phase adds to the previous toxins being released into our atmosphere, evidently making new dangerous super toxins like dioxin.

The last stage is to look at another way. To find a better way, with less pollution, avoiding deadly toxins. We need to start thinking about a system based on sustainability and equity. Trying things like green chemistry, Zero Waste, Closed Loop Production,Renewable Energy, Local living Economies etc. will help turn our contaminated world into a healthier and safer place to live.


 * __Lab 5__**
 * Tutorial #5 Wiki Questions:**

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.

'Bodystorming' is considered a form of prototyping in context, meaning that it is brainstorming and figuratively creating an example of a product. It is enacted instead as a technology directly supporting collaborative embodied cognition. It is done as a group with more than one person, there is “communication” that occurs at the level of body language, kinesics, gesturing, and proxemics. This artistic style of bodystorming is referred to as “embodied storming” to distinguish it from other forms of bodystorming that already exist. Embodied storming is supported by theories of embodied cognition and suggests that we should first create the experience of physical performance, in order to enact experiential awareness. This type of orientation takes advantage of the enactive approach to cognition and engagement in the world, and postpones the particulars of designed forms, functions, and even ideas.

A second bodystorming methodology is called “strong prototyping” and takes in the space or place in which the product or service will be used. The idea of this art form is to test your handheld object in the “replicated” environment.

The third methodological variant and most popular form of bodystorming is called “use-case theater”. This involves prototyping the space and place of your product’s use by employing living personas or “actors” and “props.” This method is used to simulate experiences that a new product will be designed to enhance, and is more oriented toward evaluation.

2. With a partner, develop a use-case theater scenario and describe how you would use bodystorming and video to help you redesign a coffee cup and its lid so that it can be fully recycled. Coffee cups are problematic to recycle, as they have plastic on the inside of the cup, so cannot be recycled as paper. The combination of the petroleum sip lid, while attached to the cup, has created serious problems for landfill in cities internationally as they are an ubiquitous part of commuting culture, and thrown out together, cannot be recycled.

Partner: Sam Roulston
 * User-Case Theater Scenario**

Customers can bring their own ceramic cups or use ceramic (reusable) cups from the coffee shop in which they have to drink at the store. Cups can be sold with lids (one size fits all to make things easier) incase customers can't stay to drink their beverage. As an incentive for customers to bring back their own mugs, the coffee shop can give a small discount for users with recyclable/ reusable cups - which will evidently, over time, lower waste levels.

Even with distributing a discount on drinks, coffee shops can save money by simply just washing the limited number of ceramic cups which they can use over and over again, instead of having to purchase news ones on a regular basis. In the long-run this will be more economic.

On the rubber band, protecting you from burning or freezing your hand form the beverage, can have a chalk-like or marker-washable surface which individuals can write their own drink order if they are on a busy and tight schedule for the cashier or individual making the drinks. This way the customer knows there order isn't being heard wrong, with the wrong size or flavour, or percentage of milk, and is going to receive exactly what they want. This of course is optional depending on the rush of the customer and what they want.

To expand the coffee shops market, shops can sell their mugs with a small stub (protruding nub) on the rubber band protecting consumers' hands from extreme temperatures for dedicated tea drinkers. This stub will be for the strings attached to their high end tea bags (i.e. silk - so they last) to wrap around so the tea bag does not fall into the cup. This is incase customers don't have a lid, or if they wish to reuse the tea bag (filling up their ceramic cups with more hot water, after they've finished their first serving).

For prototype click link and look at lab 5: cup drawing


 * __Lab 6__**
 * Tutorial #6 Wiki Question:**

Look over examples of her biomimetic principles applied to products in the slideshow located at [] and on the article at [] and describe how these principles could be applied to make a company more efficient in its design processes. (3 paragraphs, 200 words)

Janine Benyus talks about the growing issue of our polluting world, full of waste and destruction. She raises the question a number of individuals are thinking, "how can we live on this home planet without destroying it?”. To answer this question and help the world population, Benyus describes multiple principles of biomimicry and how each phase can help a company generate a larger profit while using smart and effective design processes such as saving energy, redefine and eliminate "waste", drive revenue and heightened existing product categories.

Some of the principles such as "cut material costs" may appear to be obvious to mass producing and hard working companies, but they are still an important design process that can benefit an organization and the environment at the same time. Benyus gives a short description of her biomimetic principles, which can apply to a variety of products. For example, as mentioned earlier, "cut material costs" can be performed by studying the shapes of nature’s strategies and how they are built. She continues to explain that biomimicry can help you minimize the amount your company spends on materials while maximizing the effectiveness of your products patterns and forms to achieve their desired functions. This evidently will be more efficient in the design process for products because companies will be able to brainstorm and produce more products at a lower cost, which will increase the efficiency in the creation and production line of various products and generate a larger overall profit.

Benyus describes each biomimetic principle, which all seek sustainable solutions by emulating nature's time-tested patterns and strategies. The goal of creating products, processes, and policies - new ways of living - that are well-adapted to life on earth over the long haul, innovators of businesses and services can learn from natural models such as workshops, research reports, biological consulting, and field excursions to improve their efficiency and production system. By participating in new activities and workshops, businesses can learn a healthier and more efficient way to generate success.

__**Lab 7**__ Describe how Bill Moggridge defines 'design as a collaborative process'.
 * Tutorial #7 Wiki Questions:**

Bill Moggridge begins his presentation stating that he has three principles (major themes) that he is going to share with the audience. These three topics include the way our practices in design are changing, trying to work with the people we design for and changes in the context we design. All of these themes create and define 'design as a collaborative process'.

For the first theme Moggridge describes, he states that all we have to consider and know is people in a physical design sense - size and aesthetics. He continues to explain that if we want to incorporate physical behavioural aspects into a product, one needs a better understanding of how the body works. Producers have to think about design for interface, interaction, and connectivity. Moggridge states the importance and need to involve the people we design. This is because we are easily in danger of designing for ourselves, when we actually need to think about the public users who will be consuming the product or service. In order to do this, creators need to use participatory design. It becomes more effective because individuals who are actually interested in using the product are helping to create it, and feel like an important factor in the design process. Evidently the shared mind is even more effective and successful than the individual mind.

Changing context moves from the focus on the individual to a social focus, and then to the environment and world as a whole. We are moving from just personal products to more health and well being. For example, personal media devices such as the iphone, and the obsession on obesity of the U.S. Smart space design is another health and well being project that gives evidence to the change of context within the developing design collaborative process.

How does Tangible Earth represents a real time interface of data visualization?

Tangible Earth uses real time interface data to replicate what is going on in our earth at the same time. This is done so we can get a reliable and clear understanding of what the earth looks like and who and where people are experiencing different things such as sunset or sunrise. The projected visual image of the earth includes the various levels, including the lithosphere, the hydrosphere and the atmosphere of the earth. By incorporating these different levels of the earth's atmosphere, users are able to examine how previous natural disasters occured such as the Tsunami which happened in December of 2004. It also demonstrates real day-time, showing which part of the earth is currently under day-light and which is under night-fall.

The interface also includes multiple other applications. Users are enabled to interact with the interface by simple just touching the sphere. Other features include temperature readings, ocean currents, and seismological occurrences. It is also able to visualize the current patterns of chemical pollutants such as sulfur dioxide and carbon monoxide, which can help explain any natural disasters and any progress or evaluation regarding global warming. Overall, Tangible Earth represents real time visualization of the earth, allowing us to get a better understanding of our earth.

1. According to the slideshow by Sylvain Cottong, who is an employee at [|http://www.integratedplace.com], describe the tools and methods of 'service design'.
 * __Lab 8__**
 * Tutorial #8 Wiki Questions:**

The emerging field of service design combines design methods from product design and interaction for designing the experience of and the interface to services. Most products today are combined with services, therefore it is the overall experience of the customer that really counts. Service design is about making what you do more useful, usable, and desirable for your users and more efficient, effective and valuable for yourself - this way everyone is happy and enjoying their time and services.

According to Sylvain Cottong, service design is a human centred approach that focuses on customer experience and quality. Some tools and methods used during service design are ethnography, user studies, personas, site and context mapping, service blueprinting, ideation, participatory design, and service prototyping. These tools benefit businesses in numerous corporation environments like customer-facing applications and business enterprises. These tools and methods help save money in area such as training and support costs as well as overall project costs and timescales. It also ensures that vital features that are important to managers, employees and consumers are not left out. Therefore by saving all these costs, revenue is evidently increased.

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

From my personal experience, some service design tools and methods would be useful in a public place such as as airport. By generating pleasant customer experience, customers, such as myself, are more likely to come back and be a frequent user or customer if the customer experience is nice and more than acceptable. Airports are institutions which generate a mass amount of people on a daily basis. It relies on customers to maintain in use and successful.

Therefore by using the tools and methods described by Sylvain Cottong in the slideshow discussing 'service design', businesses within the airport industry can maintain their loyal customers while still benefitting from the results of lower costs and good reviews.

__**Lab 9**__ 1. According to this chapter, discuss the importance of the progression from qualitative, generative research to evaluative research as part of their design challenge as part of the Hear: Goals system process. (200 words).
 * Tutorial #9 Wiki Questions:**

Attention to gender, ethnicity, and class balance is crucial for research, because it identifies the people with whom to speak with. It is important to find examples and samples of the 'extremes' because they help to unearth unarticulated behaviors, desires, and needs of the rest of the population, and are easier to observe and identify because they feel the effects more powerfully than others. This type of research is considered evaluative research, which has progressed from the original qualitative, generative research, is important to the 'goals system process' because it can generate and conclude more accurate and specific research results. By conducting evaluative research, rather than generative research, researchers can gather more useful and applicable information to their design challenge and goal.

2. Explain why inclusivity of constituents in the Design Challenge is so important, and why the handbook states that recruiting appropriate and inspirational participants is critical, including "extremes". What is their recommended proportion for constituents? (Note that IDEO uses the word "constituents" instead of "stakeholders".) (200 words)

The constituents in the Design Challenge is so important because researchers need to analyze the targeted consumers appropriately in order to accurately apply the designs and ideas to them. IDEO uses the term "constituents" instead of "stakeholders" because constituents refers to the people who live in the targeted area, rather stakeholders refers to the people who are affected by behaviours. The IDEO handbook states that recruiting appropriate and inspirational participants is critical including 'extremes' - as in the strategy in approaching new ideas, solutions and opportunities. This then enhances the outcomes of the design process. The three categories which represent the constituents are extreme, average and poor. The people who are considered extreme are assumed to be the best constituents. These three categories are very important to researchers because it enables them to observe individuals and their social habits in society.


 * __Lab 10__**
 * Tutorial #10 Wiki Questions:**

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

Ergonomics is defined as the study of designing equipment and devices that fit the human body, its movements, and its cognitive abilities. It is also concerned with the understanding of interactions among humans and other elements of a system. It looks at the profession that applies theory, principles, data and methods to design in order to optimize human well-being and overall system performance.

Ergonomics, in the video, is demonstrated through the re-envention of the office desk. Comfort and simplicity, correct height and depth of a monitor are some of the important aspects of the office atmosphere and experience. The video also touches upon the use of laptops as an extension to the office desk and it's materials/ technologies.

Evidently, ergonomic design is focused and centred around the human experience. Most problems can be fixed with ergonomic design and make most daily product use easy and simple. It is concerned with how to make the little problems we face disappear.

What is the 'Gilbreth system of motion analysis' (1 paragraph)

The Gilbreth system of motion analysis was created by a female engineer and was used for the refined assembly of bricks. It shifted the weight of the bricks so workers wouldn't have to reach down and pick up the heavy materials (bricks). Distances and efforts can also be reduced by the Gilbreth system of motion analysis, making gravity work for the employees by having sloped bins. This type of storage bin also would also improve the 'search function', since objects would be easier to see.

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

Henry Ford's efficiency expert was influenced by Frederick Taylor. He revolutionized the way workers experienced their work and made their labour strategy more efficient. He first thought that the production stage should be broken down into small repetitive jobs. This was so that one worker could become an expert at her/his task in the system, instead of partaking in the whole production process. This resulted in more job opportunities in the workplace.

This new strategy then brought about the assembly line. The assembly line makes the production process more efficient and possibly increases the quality of the product becuase each person is an expert at their task so they can take less time at performing their job and make sure what they're doing is the best.

What are the four basic principles of McDonaldization? (List of 4)

1. Efficiency- the best way to reach a goal 2. Predictability- Things are relatively the same over time 3. Calculability- Not the quality of something but the quantity 4. Non-Human Technology- Taking human skills and inputting them into technologies