Labs

=** LAB1 **= = Question #1: 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. =

>
 * -SONY WALKMAN **
 * Product: **
 * Analogue
 * Mechanical
 * Solid Bulky Box
 * Uses AA Batteries
 * Separate Mechanical Buttons to control actions
 * Outer Earphone Headset
 * Limited to Cassette Tapes
 * Magnetically coated plastic ribbon pass and wound through spools in the Walkman.
 * Flip Cassette to play music on the other side of the ribbon.
 * More modern versions incorporate radio.
 * Fragile and limited lifespan
 * Interface Design: **
 * Simple and easy to use.
 * Many separate and individual parts. -> More risk of damaged parts.
 * Heavy (Compared to modern portable music players).
 * Foam cushion on headphones falls off easily and tears.
 * No feedback from device.
 * Later versions incorporated more compact designs and aesthetic appeal.
 * Music Delivery: **
 * Uses Magnetic Analog Technology.
 * Recording Capabilities
 * All Mechanical.
 * Dolby B/C noise reduction decoding and base boost.
 * Quality ranges between walkmans and cassettes.
 * -DISCMAN **
 * Product: **
 * Plays CDs
 * Mechanical Buttons
 * Digital Displays
 * Mp3 and Wav Technology
 * Uses anti-skip technology, but still skips while moving.
 * Wired earphones


 * Interface Design: **
 * Cds were accessible and easily burned.
 * Fairly reasonable prices to buy artists' cds, but with the Napster and other software downloading and transferring music onto cds was popular.
 * Decorative features and multiple features aside from playing music.
 * Fragile
 * AA Batteries
 * User friendly
 * Provide current knowledge and feedback on digital screen.


 * Music Delivery: **
 * Uses lasers to scan and pass on sound.

>
 * -APPLE IPOD **
 * Product: **
 * Does not have multiple parts. One solid thin design.
 * Uses click wheel for controls
 * Large data space.
 * Easily transfered from computer to device.
 * Only able to play files from a computer.
 * Rechargeable Battery. Batter life not infinite and unable to replace.
 * Earbuds
 * IOS & XML
 * Interface Design: **
 * Multiple aesthetic design choices. Catered toward "individuality" and "yousell".
 * Small, easy and portable design. Good for using while moving.
 * Displays Battery Life
 * Modern designs have bluetooth and wifi capabilities.
 * Can store picture and video files as well.
 * A lot of user feedback and control possibilities/options.
 * Music Delivery: **
 * Playlists
 * Artists
 * Shuffle
 * Songs
 * Quality depends on quality of digital file.

> =** TUTORIAL #1 **= = Wiki Question (2 marks): Review the Tutorial 1 movies, and describe Jonathan Ives and his theory of 'undesign' in relation to his work at Macintosh. (200 words) =
 * Question #2: 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. **
 * Technology
 * Functions/Uses
 * Quality
 * Design
 * Advantages/Disadvantages
 * Durability

==== Jonathan Ives starting working at Apple in 1992. During his first years at Apple Ives was not at the forefront. His unique style was then recognized by Jobs and from there they worked together to create some of the most popular, unique and leading products in the industry. For example the Ipod, Iphone and Ipad. ==== ==== Ives approached design differently from many others in the field. The concept of “undesign” is to address the design concept of the product at the beginning of the venture instead of adding design and aesthetic details at the end because everything functions and fits into the display and design of the product to work with poise. Ives main focus when designing is to produce an accessible and non-intimidating product. His mentality was to accentuate a sleek, simple and pure design because uncluttered products are easy to use. One can see that his approach has led to huge success in the field and a large following for the unique and fresh creations. Apple is now known for their proprietary research and development for their specific style. ====

** TUTORIAL #2 **

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

• The LIFESTRAW used in Ghana, Nigeria, Pakistan, and Uganda interests me the most because having clean drinking water is the most important necessity for the human race and the Lifestraw enables one to use any water resource available and turn it into safe drinking water. Although a water purifying system is immensely important not all individuals have the access or capabilities necessary. If people are in a poor, unsafe or desperate situation (which many are) then this Lifestraw can save their life. It cleans any water from puddles, streams, etc. It is also a small device that is easily transportable. Waterborne diseases are one of the highest causes of death in Africa. This small tool can prevent "diseases such as typhoid, cholera, dysentery, and diarrhea, and removes particles as small as fifteen microns." I find this remarkable and fascinating. If Lifestraw is as effective as claimed to be then it is truly a must have tool for all developing nations. In order to develop, basic necessities must be easily accessible. The huge gap between people working to stay alive and people working for luxury needs to shrink and I believe the basic necessity of available clean water will help lead to developed societies.

• I would be interested in further researching the Ecology category because after taking ENV100 I learned how important it is to use our resources in a sustainable and intelligent way. What I think people don't realize is how much the consequences of not living sustainably affects all aspects of life for everyone. There are so many dynamics in this category and I would like to break them down and research each aspect and find out the efforts that may already be implemented. A serious but complicated problem that I'm aware of is how developing and poor nations don't have the resources to use more environmentally friendly technologies. People in other parts of the world need to step up and help these nations use better technologies and in return will help everyone in the long run. This is just one of MANY issues. Which is why I want to research and learn about ecology and hopefully help and create awareness.
 * 2. Which category would interest you to research further for your group project, and why? (100 words) **

** TUTORIAL #3 **

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

• Microfinancing encourages entrepreneurship and enables people to partake in the global market. Microfinancing helps break the poverty cycle and gives poor people access to otherwise unattainable services, such as immediate access to their money through phone-banking. Poor people having access to high-quality financial services enables them to help themselves instead of relying on others. This independence encourages innovative thinking and entrepreneurship. "Can the Cellphone Help End Global Poverty" shares the example of how women in Bangladesh and now also in other developing nations have used cellphones in a relevant and successful business as "village phone operators." How it works is the phone operator charges costumers a small commission to make and receive calls. This not only supports the operator with financial benefit, but also provides the community with access to telecommunications, which as stated below has many many benefits. Telecommunications allows people to be part of the global market and this creates huge opportunity. “Poor countries are poor because they are wasting their resources,” says Quadir, who is now the director of the Legatum Center for Development and Entrepreneurship at __ [|M.I.T.] __ Through telecommunications people have access to more than their immediate community, they can learn from other developed communities and work with anyone to economically grow. Microfinancing is the key to breaking poverty because it takes little steps in developing. Instead of just "getting by" it allows people and their community to move forward.


 * 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) **

Owning a cellphone allows individuals to communicate with one another more efficiently, which leads to a more convenient and time efficient schedule. Even in a developing community where the basic necessities like food and clean water are the main priority, communication between individuals makes life a lot easier and enables the community to plan and achieve their tasks much better. The concept of 'just in time' plays a huge role in telecommunications. Having the ability to communicate with others about work or other tasks on a constant "in the moment" time-base adds ease, avoids problems and saves time. Cellphones enables easy communication between people which makes work life easier and successful and community or family life better. Also the just in time applies to information as well, because a worker can get just in time information on their phone and know things like market values. This enables them to be in the current economy and encourage growing commerce. In many cases people have to work away from their family and cellphones enable communication between one another from far distances. For most people, relationships with family and friends is the most valued and important in one's life. Therefore, the cellphone makes it easier to keep relationships in tact. Important everyday issues need to be relayed and cellphones allow this. If someone doesn't answer their phone, a message on the voicemail will relay the message or if voicemail is not enabled a text message can also work just as well. Aside from cellphones relieving missing a loved one who is far away, important messages can be communicated without delay. A cellphone is a simple and small computer. Therefore it gives anyone who with access to a cellphone the ability to use the Internet. Having the Internet enables banking. This is a huge plus for people who don't have access to other forms of banking. This makes life more efficient and successful. People who have this Internet access through their phone take part in more voting and are more informed of world issues and important information. The cellphone gives access to a whole aspect of life through the Internet. Also, in many cases people don't have a home phone number or form of identification, but having a cellphone number and account gives them a solid form of identity. Being informed during a an emergency is key and the cellphone gives people that extra time to prepare in an emergency situation. Even if on the other end of the emergency, it's nice to know there's a way to warn family or friends. Communication during an emergency is nearly impossible but because a cellphone is easily mobile and can be taken anywhere this helps for safety!!! and family/friends communication. Also this gives people an identity when away from their home. Cellphones help with the basic everyday tasks and aid in a more serious situation.
 * • "Just in time" **
 * • Communication over long distances **
 * • Cellphone as a computer and personal identity **
 * • Warning system **

** TUTORIAL #4 **

 * Wiki Question: **
 * 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" web site takes a complex issue and approaches it in a concise easy to understand and relatable way. Instead of throwing information at people, the "Story of Stuff" team breaks down the aspects within the issue and explains to readers and viewers that they can take control and make informed decisions. Along with me and I'm sure many others who explore the website, the issues are overwhelming, but the website provides simple ways to make changes in ones everyday life, especially as a starting point. The website uses a clear tab at the top of the page that categorizes information: About, Blog, Movies, Podcast, Resources, Support the Project, Downloads, FAQ. This makes the content easily accessible and available for people to learn from. I think it's a huge bonus that movies and videos are a main source of information. People today like to view something interesting and entertaining while being informed. If paragraphs of information are the only source of information, people won't be likely to take interest and also won't understand it as easily. People respond well to issues that are presented in a clear and captivating video, that's one reason why Youtube has become so popular. Once the videos have the viewers attention and interest then they can approach the content through the different categories provided. All of these concise and clear learning tools of the website maximize the experience and awareness.


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

**• Extraction** is natural resource exploitation. In other words, we are extracting the earth's resources at a unsustainable rate. For such an "intelligent" and advanced race we sure do a lot of stupid things and extraction is one of them. The earth has more than enough resources to support life, but not the way we're living and CONSUMING. "If everybody consumed at U.S. rates, we would need 3 to 5 planets." (Leonard). Because greed and money fuel people's actions, this stage of extracting resources and in the process neglecting developing nations people (because they don't have value, because they don't consume and have money), won't last for much longer, not at this rate anyhow. Once the resources are extracted they go on to production where more people and the planet get exploited. Excessive amounts of energy are used to create toxic products and in the process pollute the planet. The full effects of toxic materials are unknown but as long as toxics are going into production we'll be bringing home toxic products for our consumption. Not only are the products toxic, but they are designed to break, to be thrown out as fast as possible, while still convincing people to buy more. To support this production stage, companies use people that are easy to exploit that will work in unsafe conditions and if they can't find that in their own country they'll move the production stage to another part of the world. This stage takes the products and tries to distribute and sell them as fast as possible just to get more toxic products and continue the degrading process. The price of these products in distribution don't reflect the real costs of making these products. So whose actually affected by this unethical product price? People in production, the people that are easily exploited because the companies "externalize the true costs of production." **• Consumption**, also know as the Golden Arrow is the part that drives the engine and it's the part that we do. Through various advertising and social expectations, we believe our value comes from consuming products. Unfortunately, we aren't aware of the stages before consumption, we just see the shiny new product. Planned obsolescence and perceived obsolescence keep us buying and consuming at ridiculous rate. Because we always in with the new and out with the old the next stage is disposal. **• Disposal** is what we do with the enormous amount of products we throw out on a daily basis. When we throw things out they sit in landfills or are burned, which releases the terrible toxins. Sure recycling is great, but a lot of garbage can’t be recycled because it contains too many toxics. Also, some are design so that they cannot be recycled (ridiculous). I just moved recently and we didn't know what to do with all the STUFF we had, pointless and collected stuff. I felt like a hoarder. I asked myself how did this happen? Well after all the previous stages I came to disposal and got rid of all of this stuff. Hopefully I can cut down my consumption which leads into the next stage. **• Another way**. We don't have to continue these stages. There is another way and since we created this problem we can also change it! It's unrealistic to continue this path and we need to move forward with a new one. There are ways like the closed loop Zero Waste Economy that show it can be done. These stages can be reinvented in an *intelligent way.
 * • Production **
 * • Distribution **

** TUTORIAL #5 **
**As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. Research the definition of 'bodystorming', and write three paragraphs describing its characteristics. (3 paragraphs)****
 * Wiki Questions: Bodystorming **

Bodystorming is a technique used in the design process. Traditional designing uses ideation first, whereas bodystorming approaches design with a hands on mentality. The designers set out to experience the design instead of ideate it. Bodystorming is becoming a more and more popular aspect of the design process because it educates the designers in ways that research and brainstorming can't. When designers ideate, they can fall into groupthink outcomes because of the universe of fixed assumptions they share. By taking a "generate-do-learn" approach the designers learn from experiencing the design and the real problems they need to fix or address. By acting out a simulated setting the designers avoid over thinking the design.

There are different ways to bodystorm. One simple method that has proven helpful in the design process is to go to the place of the design and do the design work there. This opens the mind to actual concrete circumstances that influence or affect the design. Just being in the environment of the design is more affective than ideating the environment of the design. "Strong prototyping" is another bodystorm. The designer uses a replicated environment of the design to visualize and acknowledge the influential factors of the designs use. If possible, one of the most helpful tools is to actually simulate using the design in “use-case theater” approach. People enact the scenarios and learn from the interactions. Through evaluating the experience designers connect with the design on a user level rather than ideating possibilities.

When designers embody roles of design users they are able to empathize more with users and therefore create a more appealing and easy to use design. If the designers embody a role of a person with disabilities or limiting factors they can truly experience and empathize with the users. Experiencing this can be more beneficial than research or educated assumptions. This process of bodystorming enlightens and encourages designers. It's a good method to bodystorm before ideating because it allows the designer to understand the process in a unique, helpful and personal experience.

** 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) **

Biomimicry uses the natural world for design inspiration because nature provides sustainable and intelligent ways to function successfully and efficiently. It's an incredible process that the natural world undergoes as it continues to evolve for the best circumstances possible. To use natural designs from the environment as a guide for designing products is brilliant and companies that apply biomimetic principles will discover more efficient results and green products. An example of a biomimetic design is, “In 2005, Ford's ([|F]) Volvo Div. developed an anti-collision system based on the way locusts swarm without crashing into one another.” (Vella) Learning from a successful species can definitely help designs. While, many companies face challenges with biomimicry, many companies have proven that taking a biomimetic approach and “translating ideas in a way that’s appealing or even invisible to a human audience” (Vella) has indeed increased the success of designs and products.

Not all strategies of the natural world have been successful, but biomimicry looks at the survivors in the environment and how these survivors succeed in their habitat. A company can apply a successful strategy from one of these survivors to one of their products that experiences similar impacts. Also important is to save energy. Using biomimetic principles can lead to more efficient energy uses because energy in the natural world can be even more difficult to obtain and use efficiently than in the human world. The natural world optimizes energy and if a company emulates the successful strategies that the natural world takes to optimize energy they can decrease energy use and increase savings.

The natural world has so many strategies for survival and little quirks that without detailed research and analysis go unnoticed. These strategies have proven extremely helpful in creating a range of products and designs. If every company uses the biomimicry principles the world would be more efficient, sustainable, and green.

** TUTORIAL #7 **
- shared mind - brainstorming - involving the people we design for (participatory design) - working with the people who are going to use the design - inspire people to do something that is difficult - brainstorm ideas is if after the process of throwing the ideas in the air you use critical feedback - refine & research - environmental scan of everything - storytelling - cognitive phycology - iterative design. human factors. cultural, cognitive & social difference. interdisciplinary. feedback interalative - nothing can be created solo. physiology - how things fit our body - methodology of how you arrive at your idea - ability to reproduce for the least cost and the biggest benefit - www.designersaccord.com - real time & prediction b/c of analysis of data flow - global warming
 * Wiki Questions:**
 * Describe how Bill Moggridge defines 'design as a collaborative process'. (3 paragraphs)**
 * How does Tangible Earth represents a real time interface of data visualization? (2 paragraphs)**