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Cezar Cazan's 333 Labs Wikispace! Lab 10 [Mar 21 2011]
 * Tutorial 10 Wiki Questions:**


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


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


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


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


 * 1)** Ergonomics is the natural relationship between the human body, its physical mass, and physical motions, with the environment around it. In particular, when a task needs to be achieved, the physical changes one requires to do to achieve that can vary from a difficult variety of required motions, or a faster and easier process may be experienced, depending on the situation. When one climbs a tree for example, a tree trunk that jets straight into the sky without any branches lower than 7 meters will have an ergonomically difficult work flow of climbing. Ergonomics is important for designing technology, from tools to technology.

The presented tutorial Youtube video specified ergonomics in an office environment, where an easy work flow resulted from designs that provided an economic environment for the office person. Ergonomics can be found in software design as well. Web developers for example, know that it is best practice to place menus and links where it is most easily accessible, with minimal amount of pointer traveling (Vodtke and Govella pp 8-9, 2009).

Ergonomic design may also be found on a Macbook. The trackpad that operates as a mouse pointer is also used to scroll smoothly, as opposed to cheaper laptops' clunkier scrolling. The trackpad can also be used to rotate and zoom images, and switch tasks to different applications, by swiping with more fingers, that are easily detected. This sensor technology allows tasks to be accomplished with minimal thinking, and minimal hand and finger movements, as well as the absence of operations that are unexpected.

Ergonomics is a very important aspect of design because frustration from a bad ergonomic workflow can cause an individual to dislike a design or technology and avoid it in the future. Therefore, achieving a successful ergonomic design is important for the credibility of the design, and for the user to execute required actions with little effort and energy. Ergonomics also requires research into psychology, and anatomy, to better understand the human body and how one goes about physically completing tasks. When Henry Ford brought Fredrick Taylor to make observations on factory workers, Fredrick applied his theoretical knowledge and what he learned from the field observations. The result was much increased production, faster typing, and simplified manufacturing steps.

View 'Human Scale Ergonomics' (7:16) <[] >
 * References:**

‪'Ford and Taylor Scientific Management (Edited)‬' (7:24) <[|http://www.youtube.com/watch?v=8PdmNbqtDdI&playnext=1&list=PL2A000E18D0DE9E4B and] >

Wodtke, Christina and Govella, Austin. "Information Architecture" Print. New Riders, 2009


 * 2)** The Gibreth system of motion analysis is an observation focused on motions that people undergo to complete a task. In analyzing the motions that brick layers undergo, and finding the inefficient steps that result in worker fatigue and therefore loss in productivity, a solution was proposed. By creating a scaffold system that laid the bricks and mortar at a comfortable height, worker productivity was increased, and strain and fatigue reduced.

'Frank Gilbreth Bricklaying Ergonomics' (2:11) <[] >
 * References:**


 * 3)** Henry Ford was influenced by Taylor's solution to breakdown a construction task into several small and easy tasks done by many people. With the help of technology and tools that were easy to learn, workers did not need to be skilled craftsmen to contribute to production, simply to be able to learn the process and task. Henry Ford went on to create the assembly line, and move the car to the workers, rather than vice versa. This allowed for a production workflow that allowed quick and easy steps to be accomplished repetitively by the workers, as Taylor's solution proposed.

'Ford and Taylor Scientific Management (Edited)‬' (7:24) <[|http://www.youtube.com/watch?v=8PdmNbqtDdI&playnext=1&list=PL2A000E18D0DE9E4B and] >
 * Reference:**

- Efficiency - finding the best route to a goal. - Predictability - Things remain the same from one time to another time. - Calculability - Emphasis on quantity rather than quality. - Non-Human technology - Building "skills" into technologies and taking them away from people.
 * 4)** What are the four basic principles of McDonaldization

'McDonaldization' (2:24) <[] >
 * Reference:**

Lab 9 [Mar 14 2011]


 * Tutorial 9 Wiki Questions:**


 * 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' (2 paragraphs).**


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


 * 1)** Service design is a design process where user-centered planning to create a service that is useful, usable, and desirable (Cattong, UX Design, 2009). By understanding key elements of a service, its use, and the experience of a service, the service may be improved to be further effective, efficient, and valuable on the business-end as well. These elements include systems (the medium of the service is experienced), value, journeys (time and journey to and from a service), people involved, and propositions (Cattong, UX Design, 2009).

Service design is best planned by a customer journey map. This illustrates what the customer may perceive, experience, and journey through while interacting with a particular service. Bill Moggridge for example in his video on service design, he and his team created a customer journey map of their experience with taking the train, including waiting at the station and even going to the restaurant car. This journey map is essential for creating or improving a service, ensures that service design is involved in the human experience and interaction end. The result may be a more valuable service plan, and a pleasurable interaction on the customer end.
 * References:**

Cottong, Sylvain. // UX design, service design and design thinking. // 2009. 

Moggridge, Bill. //Keynote on Service Design.// Uploaded March 2008. ////


 * 2)** From my own experience, a scenario in which these design methods would be useful is for designing a music store such as HMV, where records and CD's are sold. By mapping a customer's footsteps from finding out about the store, to listening to music and purchasing, a service can be designed for efficient service and for the customer to make as much use of his or her time while browsing. HMV for example, allows one to listen to particular CDs, but only up to three at a time depending on the location. Furthermore, waiting for the CDs to load and read take a long time, and with constant CD handling before purchase, there is a change of CD damage.

This journey map reveals that in my experience for example, i would prefer a listening station, and a store that digitally stores and catalogues all CDs. A simple browse for a full album or an mp3 saves vast amounts of time, ensures CDs don't have to constantly be inserted and removed from players and cases, and a large quantity of albums can be sampled at one time. Play De Record in downtown Toronto has done this step, however there is no listening dock, and the computer that stores their inventory is hooked up to the main speakers that play in the store. Therefore only one person may request a listen at any one time. Regardless this is a step ahead for easy access to listening to the album with limited hassle.

Lab 8 [Mar 7 2011]
 * CCT333 Tutorial 8 Questions:**


 * 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".**
 * Tip: Opening up TED's interactive transcript is very helpful to understand her talk and also looking over her web site on the Environmental Health at Clinic at[] . (2 paragraphs)**


 * Choose two projects on HowStuffisMade at [] and write about how they are made. (1 paragraph each/2 paragraphs)**


 * Why is it important that we understand how stuff is made as part of our systems analysis and design process? (1 paragraph**

1) One significant way that Natalie Jeremijenko has provided an opportunity for social transformation is by reinforcing a unique outlook on coexistence between civilization and nature. In By visual cues presenting fish in the Hudson river for example, she demystifies the idea that the Hudson River is unoccupied by fish because of previous generations of pollutants. By not only visualizing the fish but also being able to interact with them through text messages-turned-to light signals, a playful and meaningful bond is created between the curious pedestrians and the natural world. This normalizes the idea of nature as being a normal part of human life, whether in a city or not. This can extend to other critters in the city, and even towards animals in Central Park, and has an overall affect of increasing awareness and respect of the natural world.

Another project where small actions can amount to big changes is creating small gardens within the spaces of the city that cars are unable to park - beside the fire hydrants. The plants themselves are very useful in that they can filter out runaway chemicals that can find their way back to the water system, and provides a nice refreshing space of nature. Firetrucks can easily park over the green space and the damaged plants can repair themselves, thus the green spaces do not impede fire safety. This improves local environmental health by interrupting the constant concrete, and is pleasant proximity towards nature can be more easily appreciated by the pedestrians.

2) How coal is made: A coal mining company must first attain surface and mineral rights, negotiated or auctioned off by land owners or corporations. The operation begins by removing the topsoil and storing it, and the rest of the rock or dirt is blasted for easier digging. Digging is first executed by massive cranes known as draglines, which go for around 70 million dollars per massive unit. Once the coal is exposed, it is dug and shoveled by further massive equipment. A coal pit is usually laid out in a top-down step pyramid. As the layers are extracted they are refilled with the dug out soil or rock, and the above layers are then the new focus. The mine is then filled back up when extraction is complete, typically by using the dug out land of a newer mine.

How a Taylor brand guitar is made: Using high quality woods from around the world, pieces are laser cut to proper shape and the side frames are machine-curved. The curved sides take several days to bend and press in order for the pieces to remain in that shape. The assembled body is inspected florescent light, and the neck is then worked on. The neck is made out of the remaining would, sometimes several pieces have to be attached into one to reduce wasted wood. Throughout the manufacturing process, suction-equipped automated arms are used because hands may damage the wood, and workers have experienced back strain before machine use. The pieces are afterwards straightened out by hand and the strings are applied. The facility operates a massive vacuum to collect wood dust from the building process and is later recycled.

**The Importance of Knowing how stuff is made:**
It is important to understand how "stuff" is made because in a society that celebrates rampant money-making and hails to businesses that gain constant exposure, such as on the news, it is easy to understand why consumer society gained it's name. The pinnacle of consumption is manufacturing goods for the population, and creating a profit that in turn is used to stimulate the economy further. Due to a lack of knowledge in industrial history, or willfully exploiting a process to be as cost effective as possible, manufacturing may not always have best practices, and environmental problems usually result. As the 21 century unfolds and consumers themselves become more empowered, purchasing patterns are enough to make or break corporations. As people are more aware of the manufacturing process of the 'stuff' so greatly loved, purchases will dictate whether the society wants to support industries that may not be environmentally responsible, or even socially responsible. Problems such as hazardous third-world work environments, or dangerous amounts of deforestation are no longer secret operations, and the importance of knowing how stuff is made is to empower society and what they truly support within business, manufacturing and design.

Sources:

Jeremijenko, Natalie, "The Art of the Eco Mind Shift". Ted Talks.com, 2010 

"Coal". How Stuff Is Made.com. <https://wikis.nyu.edu/xdesign/mediawiki/index.php/Coal>

"Guitar". How Stuff Is Made.com. <https://wikis.nyu.edu/xdesign/mediawiki/index.php/Guitar>

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">Lab 7 [Feb 28 2011]

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">**<span style="font-family: arial,helvetica,sans-serif; font-size: 13px; line-height: 19px;">CCT333 Tutorial 7 Wiki Questions: ** <span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">**<span style="font-family: arial,helvetica,sans-serif; font-size: 13px; line-height: 19px;">1)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 Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">**<span style="font-family: arial,helvetica,sans-serif; font-size: 13px; line-height: 19px;">2)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 Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">**<span style="font-family: arial,helvetica,sans-serif; font-size: 13px; line-height: 19px;">(Hint: Bruce Mau's Massive Change web site at <span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; padding-right: 10px;">[] also presents examples of these principles of using 'a shared mind'.) **

Moggridge defines design as a collaborative process as a functional team working towards understanding particular problems in design, such as anthropology, cognitive psychology, and other aspects that involve usability. This goes on to include participatory design, where collaboration connects not just designers but users as well. Including people in the research, design, and result itself is engaging, and can connect people more so with that result.
 * 1)** Design as a collaborative process:

An example of a collaboration where people are included in the result is American Red Cross Donor Program. By including people who participated in the donation with the result, people are connected to their act of giving in a more personal and direct way. The people can recognize and "humanize" giving, as Moggridge exclaims.

Another example of a collaborative design is the new office cubical. This interesting task involved a design team that collaborated with Scott Adams. The creator of the cynical comics of Dilbert was involved in consulting and guiding the project, resulting a customizable cubical that "even Dilbert would like" (Moggridge 2008). This project may help improve happiness of the working class and even productivity.


 * Referenced**: Moggridge, Bill, "Bill Moggridge at Picnic 08: Design as a Collaborative process." . Video. 2008. <http://vimeo.com/2814939>


 * 2)** Facebook (www.facebook.com)

This is one of the most collaborative designs. The design of Facebook is constantly changing, and although many users complain of constant changes to the layout and having to relearn features and buttons, they always seem to be better streamlined and organized. Based on behaviours, certain features constantly changed for better, streamlined use. An example is event pages, where all the information such as people attending, date and time, is laid out in an ergonomically friendly way so one does not have to scroll up and down as much.

The personal pages are changed in layout as well. Although there is more information present in a smaller space, such as network information, interestes, and so on, that information is contained, and is easier to read overall. Limiting the amount of scrolling, and placing links such as messages, friends, and events (the most likely used features) together and in consistent locations is important for improved browsing. Even the "pokes" are easier to find! Fan pages and corporate pages are also improved, separating "group" pages with fan pages.

The way the users are involved is throughout is that design improvements are focused on accomodating the user (Spool, User Interface Engineering.com 2007) By way of realizing how users adapt to new change is collaborative as well, such as paying attention to clicked links, searches, and even petitions! (Spool, 2007). Overall, Usability for websites can be difficult especially with many updates, features, and executable actions. The workflow Facebook works towards may be unliked by many users who are forced to conform anyways, but overall information is better managed, accessed, and tagged.


 * Referenced**: Spool, Jared. "Five Usability Challenges of Web-Based Applications." Dec. 2007. <http://www.uie.com/articles/usability_challenges_of_web_apps/>

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px; margin: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;">Lab 6 [Feb 14 2011]


 * CCT333 Tutorial 6 Wiki Question:**


 * Look over examples of her biomimetic principles applied to products in the slideshow located at<span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; padding-right: 10px;">[] and write a short, one paragraph synopsis for each of your three favourite product designs. Describe why you like the design in your responses.**

1 - Self-Healing pipelines. These particular pipe-lines in Aberdeen, Scotland, use specially designed platelets that sticks to cracks and leaks and create a seal. The platelets contain a radioisotope, and can transmit a signal of the leak location. This is an interesting mimetic design that we humans have within our own vessels. This design also allows for probably the quickest way possible to seal a leak, and saves maintenance costs.

2 - Antibacterial film. Most "antibacterial" chemicals and cleaning solutions are warned about for potentially contributing to resistant super strains of bacteria. This film however, physically [rather than chemically] prevents bacteria from being able to grow and colonize. Inspired by seaweed, I like this design because its broadly applicable, prevents bacterial desease, and does so without the risk of strengthening the genetic code of the bacteria. This rudimentary method is simple, inexpensive in the long term, and can only create monstrous super-bacteria is the bacteria grow limbs with incredible physical strength that can punch through the tough molecular structure that traps them, but thats not very likely.

3 - Self Cleaning Paint. The German company Sto developed self-cleaning paint. Inspired by the hydrophobic properties of lotus leaves,the repelled water flows atop the paint as it would off a leaf full of droplets. The water collects dirt with it as it drips along the painted wall, and essentially cleans itself after every rainfall. This removes the need to use toxic detergents, and probably cleans more thoroughly because there is no detergent residue, or missed spots. This also allows for a lot less water use, since owners will not have to insist on cleaning the wall as frequently. Furthermore, this can add a brighter and more colourful atmosphere to a neighbourhood or small town, should everyone use this paint. Especially in Europe where houses are painted very colourfully, they will be frequently cleaned by the rain. This is one of my favourite biomimetic designs because it provides easier cleaning, reduced water use, and eliminates detergent use, and it is applied to a very commonly used product, thus making a big environmental impact should many people use it for their homes.

"Green Design:Design Tips from Mother Nature." Bloomberg Business Week. 2011. <http://images.businessweek.com/ss/08/02/0209_green_biomimic/index_01.htm>
 * Referred:**

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">Lab 5 [Feb 07 2011]
 * CCT333 Tutorial #5 Wiki Questions: Bodystorming**


 * 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)**


 * 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. **

Body storming is a design practice that takes the design experience to a new detailed and simulated level in order to carry out the design, and prototype test. According to the body-storming pdf article, this means that depending on the final proposed design, and entire simulation of the environment is used for initial design phases and also testing when applying the body-storming method (Schleicher//,// Jones, Kachur. 2010).

The Article specifically points out three methods of design and utilizing body-storming from beginning to end of a design. The idea is to initially compose a design hile working in the place or atmosphere relevant to its intended use. For example, if designing software for library, one should do the work within the library and experience the atmosphere and people around the designer when composing the design. The second idea is known as strong-prototyping (Schleicher //, // Jones, Kachur. 2010). This involves prototyping a design in a simulated environment that captures characteristics of the intended environment. The artile uses the example of designing for a submarine.In order to prototype it one would build a replica interior of a submarine out of whatever materials are available, and capturing the characteristic of the submarine such as narrow passageways. The third idea is known as use-case theatre (Schleicher//,// Jones, Kachur. 2010). This involves employing actors as personas, relevant props, and the space. For example, if one is designing for a hotdog vendor as the article exemplifies, employing various people to be customers and to act as customers is important for the prototyping process.

The importance of this methodology is that designers are not distanced from the environment or their users. Understanding problems of this proximity and using the strength of humans working together helps to achieve a better understanding of the intended user and environment, and new insights of the design itself (Schleicher//,// Jones, Kachur. 2010). Such methodology can propel a designer to eliminate many flaws and drawbacks that otherwise would not have been exposed. More importantly, body-storming may highlight new needs within the scenario. A proper experience is an engaging one by the users and body-storming ensures that experience is attainable through appropriate methodology.

References:

Schleicher, Dennis, Jone, Peter, Kachur, Oksana. "Bodystorming as Embodied Designing". PDF Article. 2010.


 * CEZAR CAZAN, and HU KE,**

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">Lab 4 [Jan 24 2011]
 * Write six paragraphs, one on each stage of the 'materials economy', and define its interactions. (6 paragraphs/one stage each paragraph)**

Extraction is the process of finding and extracting natural resources from the Earth. These resources range from coal or metals to lumber and oil. Unfortunately, according to //The Story of Stuff//, humans extract an increasing amount of resources each year, faster than the Earth can renew, Another problematic effect is pollution, and removal of habitats from removing forests or clearing land for mining.
 * Exraction**

Production involves using extracted materials to create products. According to //The Story of Stuff//, this process adds a lot of toxic chemicals to materials, for example a fire-preventative chemical added to various products such as computers, couches or pillows. Coincidentally this chemical, known as B.F.R. is a neurotoxin that results in damage to the brain from exposure. Many production facilities found around the world, in both developing and developed nations, pose the most exposure of toxins to humans. Workers in the factories, which include young women, are exposed to toxic chemicals daily. Furthermore, these production facilities put out a great amount of pollution into the environment.
 * Production**

This involves transporting and selling newly created consumer goods fast and cheap. One way prices are kept this low is externalizing costs. This means essentially not including the price that extraction and production produces on communities, or workers and their exposure to chemicals.
 * Distribution**

The designated path of newly distributed products is to be purchased and used. Products are created to be used wether they are important or not. The consumer society remains in a psychological anxiety that humans try to adress through purchasing consumer goods. According to //The Story of Stuff//, people work longer hours and are more stressed only to be able to afford more goods. This results on work-time hours to be very long and overall people are less satisfied. Consumption is the main factor of the U.S. economy and thus every corporation and institution focuses on heavy promotion of consumption, as dictated shortly after WW2 in an attempt to improve the economy.
 * Consumption**

Almost all consumer goods are designated to be disposed in a dump. A lot of things that have either broke down or have been replaced sit in landfills. A few articles are retrieved for recycling, and others remain in landfills. Even so, recycling is not enough to help the situation of pollution according to //The Story of Stuff.// Toxins from consumer goods that end up in environments are ideally prevented or reduced by redesigning the materials economy beginning from extraction and production. The noble deed of consuming and disposing less, as well as safer extraction and production, and a new way of designing material goods is required to reduce disposal, increase recycling and reusing, and reduce toxic chemicals all throughout the currently linear cycle.
 * Disposal**

The negative aspects of each step within this linear cycle can be improved. Initially, consumers themselves using less, such as less power for example, reusing and recycling more, and purchasing products that have been created in sustainable ways is a significant way to improve the cycle. Consuming and wasting less is a plausible lifestyle change that is possible if everyone in a community supports each other. Activism is necessary for improving the quality of extraction and production and decreasing damage to the environment and reducing exposure to toxins for any human within the cycle. The situation requires a complete transformation of the way humans produce, consume, and at one point a change in the way they live their life, to transform the currently linear cycle into a continuous one, and a cleaner one. Most importantly, the result can only be achieved through a powerful community, where governments and institutions listen to and work with the society, and members of the society help empower each other.
 * Another Way**

References: //The Story of Stuff.// Video. 2011. <http://www.storyofstuff.com/>

<span style="font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">Lab 3 [Jan 17 2011] 1. Describe Jan Chipchase's prior job (he now works at frog design <span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; padding-right: 10px;">[] ) in relation to his work at Nokia. What are the two names he is given in the article? (3 paragraphs)

2. “It’s really quite striking,” Hammond says. “What people are voting for with their pocketbooks, as soon as they have more money and even before their basic needs are met, is telecommunications.” (World Resources Institute) In the spirit of this quote, describe four instances of how owning a cellphone enables users to better their lives. (4 paragraphs/ one for each instance)


 * 1** During his time at Nokia as chief usability researcher, he researched and learned a great deal of information about how technology is used in different cultures. From a form of mobile banking in Africa, to reverse engineering and repairing on the streets of China. He presented his unique research at the TED conference, and his research on usability and ethnography in relation to mobile technology is a unique insight on the creative resolutions created by poverty and access to inexpensive mobile technology.

In the NY Times article, Jan is notably titled a human-behavior researcher and a user-anthropologist (Corbett, NYTimes. 2008). Peering into the lives of other people, their behaviors related to technology such as mobile phones, and the way they use technology such as mobile phones. These uses are very different from western behavior, for example using a mobile number as a mobile ID and address in Africa, as seen in the TED convention video

According to the Frog Design article, Jan had been proved wrong on two accounts about not being able to accomplish advanced tasks on a mobile phone of the user is illiterate. However on one account, the user can learn the steps for completing a desired task if he or she is motivated enough, and second, the users benefit from proximate literacy, where an illiterate user can benefit from a helpful knowledgeable neighbor (DesignMind, 2009).

Another interesting situation resulting from his research is the abstract idea of ownership (DesignMind, 2009). Use and ownership differ and alot of cultures and sharing phones, SIM cards, or phone lending at kiosks may result in cheaper calls that from ones own mobile phone.

Corbett, Sara. "Can the Cellphone Help end Global Poverty?" NYTimes.com, 2008. <[]>

Jan Chipchase. "Our Celphones, Ouselves." Video <<span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; cursor: pointer; padding-right: 10px;">[] >

DesignMind. "Frog Design: Jan Goes to Washington:" 2009 <[]>

- Access to a cellphone provides:
 * 2**

- The important ability to communicate and enhance socializing.

- A mobile identity. As Chipchase points out, a mobile phone number is used as a person's ID, or address, since many people in Africa may always be moving, following food, water or opportunities.

- A mobile phone can be used to communicate any dangerous or hazardous situation or event to neighbours and friends.

Mobile phones create a unique entrepreneural opportuniy for phone rental kiosks, as Jan discovered (Presented in TED talks), or from being able to reverse engineer a phone and learning its components, a phone repair business is also a great opportunity. Thus a mobile phone alone helps basic business and commerce, where as Canadian cellphone users are barely knowledgeable in mobile e-commerce!

Jan Chipchase. "Our Celphones, Ouselves." Video <<span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; padding-right: 10px;">[] >

<span style="color: #000000; font-family: 'Arial Black',Gadget,sans-serif; font-size: 27px; line-height: 32px;">Lab 2 [Jan 10 2011]
 * Tutorial #2 Wiki Question:** Choose a country on the map 'Design for the Other 90%' at<span style="background-clip: initial; background-origin: initial; background-position: 100% 50%; padding-right: 10px;">[| http://other90.cooperhewitt.org/] and read through the description of the products designed for each country.
 * A**. Which product interests you the most, and why? (200 words)
 * B**. Which category would interest you to research further for your group project, and why? (100 words)

Life Straw - This invention is very useful for children and adults, who may use the life straw to filter bodies of water that otherwise may have contaminants. This makes looking for clean drinking water easier both near or in other locations.
 * A**

One Laptop per child - Perhaps one of the most important initiatives for the helping the developing world. Access to knowledge and information greatly increases chances for survival, and secondly, this initiative is beneficial for schools, children, and adults, in helping improve literacy rates and help diminish poverty. Vital information may be searched and shared between individuals or communities, increasing their quality of life by helping people empower themselves.

Permanet - This Mosquito net repels or kills mosquitoes effectively for four years, without loosing insecticide effectiveness. This is important for children who are threatened by malaria and this measure ensures decreasing mortality rate, and death rate from malaria in general. This is important for economic growth for particular countries in Africa whose economic growth is stunted by the disease. This is an important initiative towards security for families and homes.

Energy
 * B**

Access to energy is important for humans since technology helps people empower themselves, it helps to better living conditions, and above all it helps change the state of villages, towns, and countries for the better, especially in places like Africa where the environment holds dangers such as disease. Most importantly, Western and Eastern civilizations are heavily dependent on energy consumption. Design for the other 90%'s initiative towards distributing energy for people in poverty involve renewable energy ideas (Design for the other 90%, 2011). Such renewable energy ideas are important for third world nations, but also for the Western world. In designing unique solutions to problems of renewable energy and energy efficient technology, the rest of the world can learn from such designs and solutions. In fact, access to renewable energy for many villages that utilize such designs have access to technology more advanced than in many Western regions!

Renewable energy is important for all humans, and having balanced and recyclable energy consumption is an initiative that benefits the Earth and life itself, humans included.

**#1** - Review the Tutorial 1 movies, and describe Jonathan Ives and his theory of 'undesign' in relation to his work at Macintosh. (200 words)
Jonathan Ives, a designer for Apple Inc. designs his products with the idea of 'undesign' as his approach. AS Ives describes, undesign is essentially at first a subtractive view on a project, where one removes anything that is just not needed. This minimalistic prototype is then made to signal to the user what needs to be signaled, and the user understands what the product is doing, which is important for computers. An example is the sleep mode light of a Powerbook, where the subtle light going on and off is the same rate as human breathing, essentially communicating to the user that the mac book is still on and on sleep mode (in a very creative way). Another important aspect of undesign is to solve design problems for functionality that results in user-end simplicity. An example of this is the iMac 2002, where the swiveling monitor needs only be grabbed and adjusted by hand. This simplified design was actually a complex problem according to Ives but was solved through the bio-mimicry of sunflowers. Undesign's minimalist aesthetic is best seen from the Powerbook with the simple aluminum exterior, but the design also reflects the functionality, showing a user the only information they need to know.

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Cezar Cazan

c.cazan@utoronto.ca [cezar.cazan@gmail.com]

Digital Enterprise Management Sp. H. University of Toronto

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