CCT333+-+Tutorial+Responses

= **Lab/Tutorial Responses** =
 * Student: Soo, David**
 * Email: david.soo@utoronto.ca**


 * 1) Lab/Tutorial 1 (2012-01-02)
 * 2) Lab/Tutorial 2 (2012-01-09)
 * 3) Lab/Tutorial 3 (2012-01-16)
 * 4) Lab/Tutorial 4 (2012-01-23)
 * 5) Lab/Tutorial 5 (2012-01-30)
 * 6) Lab/Tutorial 6 (2012-02-06)
 * 7) Lab/Tutorial 7 (2012-02-13)
 * 8) Lab/Tutorial 8 (2012-02-27)
 * 9) Lab/Tutorial 9 (2012-03-05)
 * 10) Lab/Tutorial 10 (2012-03-12)

**Lab/Tutorial 1**
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.//
 * = **Design Aspect** ||= **Sony Walkman** ||= **Sony Discman** ||= **Apple iPod** ||
 * = Analog vs Digital Content ||< * Analog ||< * Digital ||< * Digital ||
 * = Physical Design ||< * Mechanically based, movable mechanical parts ||< * Mechanically-based, moveable mechanical parts in conjunction with optics (laser) ||< * Few mechanical parts (earlier generation iPods)
 * Few to no mechanical parts, parts, buttons, and interface is contact-driven (current generation iPods) ||
 * = Operational Design ||< * Magnetic playhead reads/writes to a linear magnetic tape medium
 * Relies on physical contact and interaction between player and content ||< * Mechanical components rotate a physical compact disc while using a laser to read and access content
 * Relies on an optically-driven laser which focuses on specific areas to access magnetic content imprinted onto a physically-rotating compact disc ||< * Software-driven OS/Firmware to access content on traditional hard drives (earlier generation iPods)
 * Software-driven OS/Firmware to access content on solid-state hard drives (current generation iPods) ||
 * = Fragility ||< * Generally designed for limited use due to physical wear and aging of mechanical components over time
 * Reliability and long-term shelf-life considered low due to the physical wear placed on the content when accessed (wear on physical tape) ||< * Generally designed for limited use due to physical wear and aging of mechanical components over time
 * Reliability and long-term shelf-life considered to be slightly better than the Walkman due to the use of optics to read content, which introduces no wear on the the content ||< * Considered reliable due to the use of limited or no moveable/mechanical parts (earlier vs current gen iPods)
 * Content is not affected when accessed due to being purely digital (MP3) ||
 * = Music Delivery ||< * Access to content is linear and in real-time (FF, RWD, Play, Stop) ||< * Access to content is on-demand. Users have the ability to access content on the CD at any reference point required with ease ||< * Access to content is on-demand. Users have the ability to access content within the digital file at any reference point easily and quickly ||

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.//
 * 1) Operation
 * 2) Content/Music Delivery
 * 3) Design (Physical)
 * 4) Design (Operational)
 * 5) Fragility
 * 6) Sustainability

//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)//

Ives describes "undesign" as a phenomenon which instinctively occurs when designing to solve primary product concerns or issues. For example, consideration on how a user physically connects to a product would be a primary concern. In the case of the Apple iPhone, all interaction is deferred to the touchscreen display, with consideration to specific shapes, dimensions, materials and processes. The end result would be a product that solves the primary design issue so well that its design could not be created or considered any differently or more appropriately at that time. It's design is effectively a product of undesign because it solves the primary concern while delivering a product which works elegantly in its creation.

This approach to solving product concerns and issues has led Ives and his carefully selected team of designers to create a long list of successful products during his tenure at Apple. He expertly incorporates materials, processes, and melds these areas intricately with manufacturers and engineers to create the perfect product. Ives designs for purpose, efficiency, innovation, and appeal. In addition to design aesthetics, Ives values the need for simplicity and ease-of-use, which is a core value shared by his late colleague and Apple’s most-vocal design champion, Steve Jobs.

Lab/Tutorial 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.//

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

The StarSight system of solar-powered lighting and wireless Internet-access interests me the most. The product, launched predominantly in Africa (Republic of Congo, Cameroon), provides important necessities which may not be readily available in geographic regions suffering from low economic growth. poor economy, and missing infrastructure. Planning and creating a wired infrastructure, which may span long distances, will require a large amount of funding. The StarSight system provides a timely and cost effective solution which leverages the wireless method of communication, thus, removing the need to create expensive wired systems for Internet access. The solar-powered source of energy also takes advantage of the aforementioned points while capitalizing on the Sun as an unlimited and free source of energy.

The StarSight system interests me because it is also a perfect example of sustainable design, which addresses considerations to the environment in a positive way, while minding the social and economic factors of the end-user population. StarSight is also an example of socially responsible investing where the design and implementation of this product addresses concerns of providing equal access in impoverished and infrastructure-inept regions.

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

The category that interests me the most is Government. I hold a personal interest in this area due to my current employment with the City Of Mississauga's Information Technology department. As an employee, I am constantly exposed to areas which could benefit from improvement in design. There are a lot of legacy protocols, procedures, and technology currently in place with relation to government services and products. Most of these items have not been re-designed due to cost concerns, resources, knowledge, and politics. However, my exposure to these inadequacies provides me with keen interest to improve while minding concerns of socially responsible design.

Lab/Tutorial 3
//1. Describe the benefits of microfinancing according to 'Can the Cellphone Help End Global Poverty' at// //__[]__ (200 words)//

Microfinancing has provided many benefits by empowering people who were typically excluded in the society's financial economy. Microfinancing allows people to participate in a grass-roots driven, cultural, economy. Not only does it increase participation for those traditionally excluded, but it also increases the ability for those to better their lives through an increase in earning potential. In addition, vendors, companies and handset manufacturers are able to design and tailor products and services for direct interaction with these users. It is a form of inclusive capitalism, where people are empowered to help themselves, rather than receiving "aid" which does not necessarily equate to proven-assistance. The costs to create traditional networks and wired-infrastructures for communication are no longer hurdles for users equipped with cellphones. The absence of a fixed address of bank account is irrelevant. Cellphones push microfinancing as a viable form or doing efficient just-in-time business with a large participate user-base normally exempt from financial consideration and inclusion.

//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)//

The ability to simply __communicate__ and to communicate efficiently allows users to better their lives. Cellphone-equipped users in impoverished regions are able to provide themselves an instantaneous just-in-time moment when provisioned with a cellphone. The cellphone provides them a roaming identity for which they can be reached at any time, regardless of having a fixed address, or home. The ability to cross-communicate over large distances is of vital importance and provides an exponential privilege in efficiency and information access.

Owning a cellphone provides an instant boost to __income earning potential__. Users are available anytime and can be reached for business transactions through their cellphone number. It is their identity for communicating and soliciting transactions. Users ranging from Rickshaw drivers, prostitutes, shopkeepers, day labourers, etc have all noted a substantial increase to their earning potential when equipped with a cellphone. It is their gateway for remaining business-relevant to the world.

Inclusive capitalism, fueled by increased cellphone ownership and usage, helps to __boost the economy__. Cellphone users are empowered with the vast advantages and abilities afforded by the cultural and economic uses of cellphones. A farmer is able to increase the ability to solicit and market his products in a faster and efficient manner than without a handset. An increase in earnings stimulates the economy and supports the continued use of mobile communications to further push positive impacts on the GDP.

__Access to information__ has increased both positively and confidentiality, when required. Users are able to receive SMS (text) messages reminding them to take medication. Users are able to communicate via SMS to receive culturally-taboo information regarding health concerns, such as AIDS. The ability to obtain information via cellular-based communications is a viable and effective method in a culture where ownership of a personal computer or access to the Internet is not readily available.

Lab/Tutorial 4
//**1.** Analyze the information architecture of the "Story of Stuff", and describe how it has been designed to organize each stage of the 'materials economy' in its design. (2 paragraphs)//

The "Story of Stuff" is a clever website designed to deliver a clear and concise message to the viewer regarding the materials economy. The site's central area of delivery is through a quick and effective video depicting the problems, issues, and concerns within the current climate of materials supply chain. The imagery used in the video is minimalistic, clean, with just enough information supplied to keep maintain interest with the viewer while eliciting a plea for ownership. Immediately to the right of the video, are three central action items the viewer is able to participate in - act, learn, share. These are root areas where people can choose to make a difference either through participation, learning more about the problems and issues, and sharing the knowledge in order to create awareness.

The rest of the site is sectioned into related links with important and relevant information. There is information on the organization, a blog for up-to-date news, podcasts, resources for more information, ways to support the initiative financially, and a frequently asked questions area. Lastly, there is a section entitled "Learn More" which provides a quick synopsis and summary of the different stages of the materials economy. The most notable observation regarding the the site's organization and design is it's simplistic and minimalist aesthetic. It is an effective design which lends well to the organization of relevant information on the topic. The omission of advertisements also lends to the authenticity of the site's purpose and encourages viewers to continue browsing, thus, minimizing the site's bounce rate.

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

Extraction is the stage which involves the gathering of natural resources (water, wood, minerals, fossil fuels, organic materials, animals, etc) for use in another product. The materials gathered, or rather pillaged, in this stage are intended for re-appropriation into another product. However, the process of obtaining materials often lends discussion on environmental impacts, ethics, sustainability of our planet. Within the materials economy, extraction concerns itself with the consumption of "too much" without sharing equitably in the grand ecosystem.

Production is the stage which involves the creation, conversion, and manipulation of extracted materials into products with toxic substance. Production is very much an industrial process which continues to create damaging pollution to our environment. The pollution and toxic by-products create secondary adverse effects to our health, both human and animals. Production often uses a large amount of energy and resources resulting in toxic waste and a non-economic use of resources.

Distribution is the stage where products manufactured are distributed within the free economy. It involves the transportation and selling of products as quick and cheap as possible. The goal of distribution is to effectively "externalize costs", which presumes the cost of the goods are not reflective within the end price of the product. In fact, the costs are often unaccounted and the burden of minor players within the true supply chain system of the product. For example, the cheap labour workers producing the product in sweatshops.

Consumption is the stage which continues to fuel the materials economy. We are a society of consumption. External cultural, societal,and political forces have groomed us to participate in a system where consumption is encouraged. However, consumption has reached the stage where society is over-consuming. We are using and discarding products for the wrong reasons. Our priorities and opinions on consumption are not sustainability based nor are they central to the needs of human survival. In order to make a difference, people will require a change in values, ultimately reclaiming our identity as individually conscious citizens.

Disposal is the stage which involves the disposal of waste resources or products flowing through the materials economy. All of the stages contribute to a larger issue on where do we safely store waste which is often toxic? Landfills are quickly building up. Recycling does not solve all our problems. The message behind disposal is a request to design more efficiently and ethically. Products must be designed with disposal in mind. The process of manufacturing must consider the disposal of by-product resources while attempting to minimize the creation of toxic waste.

Lab/Tutorial 5
//a) As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. Research the definition of 'bodystorming', and write three paragraphs describing its characteristics. (3 paragraphs)//

Bodystorming is the process of researching, analyzing, and enacting scenarios in an effort to solve or gain better understanding to a specific issue or problem. Typically, the process mimics role-playing, re-enacting actions and events, so that individuals may visualize items of importance when attempting to understand and solve the problem. Three stages take place within bodystorming - Working the space or place, strong prototyping, and use-case theatre.

Working the space or place involves role-playing in the space where you will ultimately use the product/solution you are designing for. The idea requires the designer to actually work in the space, to design and code there and not just analyze the environment. The result is purported to create better results.

Strong prototyping involves using your designed prototype in-the-field, within the actual space/place it was intended for. The intent is to test your design in the environment so you can observe its effects in a production environment. The expectation is designers will see aspects or note points typically unseen within a test environment.

Use-case theatre is the third method of bodystorming which combines both the first and second aspects together. Individuals are assigned roles to re-enact with the prototypes created. The intent is to analyze the design's effectiveness, or lack thereof, within a modeled environment where the design would be used. This process is oriented more towards evaluation.

//b) 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.//

//It is helpful to keep this method in mind as you work to design your group project.//

//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 of the coffee culture for commuters, and a diagram of your redesigned coffee cup. You can scan and upload this diagram to your wikispace tutorial page as part of your answer. (25 minutes, 2 names, 4 paragraphs, one diagram)//

Our group created a design which would utilize the use of two recyclable materials for the creation of the coffee cup. These materials included a metallic-based coffee cup paired with a paper-based foldable lid as the cup lid/drink spout. Both of the materials are fully recyclable and easily separable for disposal. The materials within this design break down as follows:

Coffee Cup - constructed of thin metal-based material that is fully recyclable - unique construction that mates it's opening with the custom paper-based lid/drinking spout - easy to disassemble for disposal

Lid/Drinking Spout - constructed of heat-resistant paper-based organic material that is fully recyclable - unique construction that mates to the metallic coffee cup in a snap-lock twist motion - easy to disassemble for disposal

Coffee Cup holder - constructed of corrugated cardboard/paper-based organic material that is fully recyclable - easy to disassemble for disposal

Group Members: Shaliah Hassan Rabia Siddiqui David Soo

Lab/Tutorial 6
//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)//

Benyus champions a growing innovation idea entitled Biomimicry. The idea behind Biomimicry is social, cultural, and environmentally-friendly design by emulating the principles and approaches used by nature and animals. Our planet and its organisms have found ways to co-adapt and exist together in a mutually-beneficial nature. Whereas, humans have typically created without the concerns of residual effects on the environment and the planet. Biomimicry takes the foundations and processes from nature and adapts it to create new policies, procedures, and products to sustain the planet, reduce waste, save energy, cut costs, and innovate new ideas and products.

Biomimicry principles of sustainability, reducing energy, waste and costs could be used to make a company more efficient in design. For example, a company could design a product with recyclable materials, which effectively reduces waste and production costs. Energy is saved by producing less and focusing on re-purposing the old. Reduced waste also helps to decrease landfills and use of alternative non-recyclable materials. Nature has found a way to achieve this process. Observing and adapting their fundamentals may help to create a more efficient and mutually beneficial relationship between humans and the planet.

The principles and processes of Biomimicry also create new opportunities for products and models of business which may have not been previously explored. The example of adapting an organic adhesive similar to the one mussels use to cling to shells and rocks is a perfect example. A company may adapt or heighten product categories by exploring the methods used within nature. Research into adapting a 'proven' process in nature should also reduce costs into researching or inventing a product from scratch. Using Biomimicry also helps to build brand image within a company that is socially and environmentally responsible.

Lab/Tutorial 7
//Describe how Bill Moggridge defines 'design as a collaborative process'. (3 paragraphs)//

Designing as a collaborative process is Moggridge's best practice for designing selflessly to produce more efficient and effective solutions. For example, designers should incorporate the end-user as part of the design process so they may offer input a designer may overlook. End users can also offer assistance and input in the research process, effectively involving users and enabling them throughout the creative process.

Collaborative design also considers the social impact of designing. When collaborating, groups of interested parties can create many ideas and prototypes in an effort to humanize their designs. The collaborative effort can be whittled down to a solution which incorporates the best of the designs brought forth by all parties involved.

Sustainability is the third consideration within the collaborative process of design. Collaborative design allows for designers and people to think more carefully on their designs and how it may impact the global environment. This involves considerations on global sustainability as well as the materials used.

//How does Tangible Earth represents a real time interface of data visualization? (2 paragraphs)//

The Tangible Earth represents a real-time interface of data visualization by providing real-time data on geographical and environmental events and phenomenon. A user is able to move the tangible earth in any direction to retrieve data and view valuable information regarding our planet and it's current course of sustainability.

The Tangible Earth provides information regarding current pollution, seismic activity, weather, oceanic events, and much more data on our planet. It also provides an estimate on its future if humans continue to carry on the trend of abusing our environment. This model is effective as it provides a hands-on education and visualization on the importance of global sustainability.

Lab/Tutorial 8
//According to the slideshow by Sylvain Cottong, who is an employee at [|http://www.integratedplace.com], describe the tools and methods of 'service design' (2 paragraphs).//

The tools and methods of service design include //ethnography, user studies, and personas//. These are used to identify, discover, and understand the service context and users. //Customer journey maps// illustrate how the customer perceives and experiences the service interface along the time axis. //Service blueprinting// allows for a quantitative description of critical service elements, such as time, and the logical sequence of actions and processes. The front stage indicates the actions and events occurring in the place of interaction. The backstage indicates the actions and events occurring out of the line of visibility for users but are equally important and fundamental for the delivery of service to the user.

//Ideation, context mapping, and participatory design// help to reveal the conscious and latent needs, experiences, hopes, and expectations from users. These are retrieved through participation in a facilitated workshop. //Service prototyping// involves creating scenarios, storytelling, storyboards, and real world experience simulations. Techniques from movie-making and the performing arts can be useful here.

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

Based upon my experience, the use of customer journey maps would be beneficial in identifying, discovering, and understanding the efficiencies and inefficiencies within a call-centre environment. For example, the time it takes for a customer to reach a customer service agent who calls for assistance. The map and blueprinting would allow a breakdown of the sequence events a customer would engage upon using the service and whether the customer perceives the process was good or not.

Ideation, context mapping, and participatory design could be used to determine and analyze how positive and effective an experience is waiting in line for coffee. For example, service prototyping could be used to re-enact scenarios as a customer waits to make his order for coffee. The different experiences and requests in this daily activity would be useful information to retrieve user expectations and to design for positive outcomes.

Lab/Tutorial 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).//

As part of the Hear: Goals system process, qualitative, generative, and evaluative research are important aspects which enable a thorough review, understanding, and consideration for designing a proper solution. The Qualitative research stage allows designers to question assumptions on the problem at hand. It allows them to discover empathy to the current situation which hopefully inspires them to create a solution. The Generative research stage begins early in the design process. It allows designers to gather generalized research and data to inspire creativity in opportunities and ideas. Later in the design process is the Evaluative research stage. It is used to discover and learn the intended-audience's responses to the ideas and proposed design solutions brought forward.

//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)//

Recruiting appropriate and inspirational participants is critical to establishing a wide breadth of knowledge and understanding of the problem. It allows for an open-mind to ideas and concepts from all viewpoints when designing for the intended-audience. With greater understanding, positive or negative, comes greater knowledge to approach and propose an ideal design solution. Consideration for the less ideal may help produce a solution with positive outcomes for all participants.

According to IDEO, the recommended proportion for "ideal constituents" is 1/3 of participants. These are individuals who are successful and adopt new technologies quickly. They are ideal because they exhibit desirable behaviors. "Extreme constituents" should account for 1/3 of participants as well. These are individuals who are very poor and resistant to new technologies, typically exhibiting problematic behavior. The remaining participants account for an additional 1/3 of constituents, those who fall in between ideal and extreme. These individuals represent the "average" participant.

Lab/Tutorial 10
//Write three paragraphs to define the term 'ergonomics'. (3 paragraphs)// Ergonomics involves designing products which fit the human body, its movements and its natural tendency to operate. It is built around best practices which promote health and efficient productivity. There are three disciplines to Ergonomics: Physical, Cognitive, and Organizational.

Physical Ergonomics revolves around the human body with relation to it's physical interaction to activities. Cognitive Ergonomics involves mental processes with relation to other humans. Examples of Cognitive Ergonomics are memory, perception, reasoning, and motor response. Organizational Ergonomics involves optimization of socio-technical systems. These include policies, processes, and structures.

Ergonomics is important for efficient design, functionality, health, and optimal productivity performance. It is important to design with ergonomics in mind in order to maintain healthy workers to sustain the business.

//What is the 'Gilbreth system of motion analysis' (1 paragraph)// The Gilbreth system of motion analysis examined the way brick layers were over-exerting energy while working. Gilbreth determined that the brick layers would tire quickly using an old methodology of performing their job task. To solve this, Gilbreth patented and designed a system where the scaffolding moved alongside the brick layer as he progressed. The result was less energy waste and fatigue by the brick layer and more efficiency overall.

//How was Henry Ford influenced by the efficiency expert, Frederick Taylor? (2 paragraphs)// Ford was influenced by Taylor's statement that workers would devote more time on the inefficiencies of their job. Taylor's job was to fix these inefficiencies and speed up work. Taylorism was introduced into the Ford factory by splitting vehicle assembly jobs into several hundred tasks completed by many men.

Later on, Taylorism would move onto the assembly line - the process of moving parts along the line to the men who assembled them. The process sped up exponentially. It improved production and attracted workers to the high wages promised.

//What are the four basic principles of McDonaldization? (List of 4)// 1) Efficiency - look for the best route for whatever goal you have in mind. 2) Predictability - things are the same from one time to another time, or one place to another place. 3) Calculability - emphasis on quantity instead of quality. 4) Non-Human technology - emphasis on non-human technology rather than human technology.