Lab+Assignments

=__Lab 1__=


 * Question**: Compare and contrast a Sony Walkman with an Apple iPod, and describe the differences in their physical construction, interface design, technology and delivery of sound. Quick sketches are helpful for this analytical process.

At first glance, both devices look similar, having rectangular frames. However, the iPod is built with design and functionality as a main focus. The device consists of no external moving parts and is made out of aluminum and fibre glass. It is a "pod" shape that features a glossy modern look and feel. The Walkman, made 20 years before the iPod, is no doubt inferior is almost all aspects in comparison. The mere size and weight of the device is a turnoff for today's consumers. It also has large buttons on the sides that could be easily pressed accidentally. Another downfall are the open-able compartments for the cassette and the batteries, which adds on to the already heavy device. These compartments are also more likely to break. With that said, if either device were to be accidentally dropped, theres an equal chance of both products being destroyed.
 * Physical Construction**

The interface of the iPod is a round "Click Wheel" design which is an easy and effective way to navigate through the menus and music library. However, to the untrained person, the use of this is needed to be taught, as not all functions are labelled on the iPod itself. It also features a high quality colour screen for users to see directly what actions they are performing. To avoid accidental clicking of buttons, a 'hold' slider is used. The Walkman on the other hand uses simple conventional buttons which does not require users previous knowledge to used. This is because all buttons and functions are labelled with universal symbols, which are recognized by the average person.
 * Interface Design**

The technology and sound used by the iPod are -literally- years ahead of that of the Walkman. The iPod uses a high capacity internal hard disk for storage of not only music, but videos and photos as well. The sound quality is superior due to playing digital music, which does not use moving parts, which renders the device virtually quiet during playback. The Walkman uses removable storage, the cassette, which stores up to 60 minutes of audio. The sound quality is distorted due to the rotation of the cassette and gears inside the device. Some advantages of the Walkman include a built in microphone and line-in for recording on the go. Another feature that the iPod lacks is radio usage, which is built into the Walkman for both AM and FM signals.
 * Technology and Delivery of Sound**



=__Lab 2__=

1. Under each of the six categories, shelter, health, water, education, energy and transport, choose one project which interests you. For each category, describe how it is designed to alleviate poverty for the project's stakeholders. (6 categories x 1 paragraph = 6 paragraphs)

__Shelter – Global Village Shelters__ These shelters are an inexpensive means of temporary living for persons who are in dire need of housing. The shelters require no tools to assemble and lasts up to 18 months. These are perfect for use during times of crisis such as natural disasters, war, and even for the homeless to eliminate poverty. __Health – PermaNet__ A large sheet-like net used to kill and repel mosquitoes, which commonly pose problems for countries with high malaria rates. These nets can last up to four years, and not only fight malaria, but also other diseases carried by mosquitoes as well. __Water – LifeStraw__ The LifeStraw is a purification tube system that removes bacteria and diseases from any source of water. It is an essential piece of equipment for each individual, family, household, or community, as it comes in both a portable straw version and a larger bucket version. __Education – Solar Home Lighting System__ These solar power panels absorb sunlight for conventional use for homes, businesses, and school’s alike. It is an inexpensive method of generating electricity, as it strictly obtains energy from sunlight. The use of this system is also very environmental friendly. __Energy – Sugarcane Charcoal__ In an act to prevent deforestation in some counties such as Haiti, sugarcane charcoal is used as a fuel alternative as opposed to wood charcoal. Sugarcane charcoal is also burns safer as the fumes are less likely to cause respiratory problems like that of the wood charcoal. __Transport – Q Drum__ The Q Drum is a large durable barrel-like container that holds and transports water. It does so by rolling on the ground rather than being carried. It can store up to 75 litres of water.

2. How does stakeholder analysis enable sustainable and socially responsible design? (1 paragraph) Stakeholder analysis enables sustainable and socially responsible design by putting to consideration all variables into the product and/or service. Such variables include the cost, ease of use, effectiveness, longevity, benefits to the environment, how it effects the future, and how it can be transported.

3. List five characteristics of socially responsible product design. (List of 5 points) -effectiveness -cost -safe -durability -environmental friendly

=__**Lab 3**__=

Week 3: Human-Centred Design Case Study of Cellphones in Developing Countries

Read the online article 'Can the Cellphone end Global Poverty?' at http://www.nytimes.com/2008/04/13/magazine/13anthropology-t.html?_r=1&emc=eta1&pagewanted=all before your tutorial begins.

1.In three paragraphs, describe the role of Jan Chipchase in defining the role of cellphones in the developing world for Nokia, and the benefits of analyzing and defining their use in different cultures as part of their market expansion.

The cellphone has become an essential part of everyday life. In developed countries, it is almost impossible not to see a person with a cellphone. For most of these people, it is one of their primary sources of communication. Some even opt to exclusively own a cellphone rather than pay for a landline as well; this is mainly for convenience. This is evident with the introduction to smartphones and multimedia phones, which allow users to perform the essential tasks of a personal computer. To individuals in developing countries however, the uses can be much different.

The role of Jan Chipchase is to stray away from that by examining and analyzing uses for cellphone in developing countries. Working as a "human-behaviour researcher" for Nokia, Chipchase documents the daily activities of consumers and potential consumers. As he records his findings, he will perceive new ideas of how to adapt a better cellphone for their lifestyle. This information is then sent back to one of nine Nokia design studios for further analysis by designers, technologists and marketers in an attempt to create a phone that would appeal to them.

The bottom line is, cellphone companies try to gain recognition and generate as much profit as possible by pushing their products. And what better way to do it than to target struggling individuals, unsatisfied customers, and those without cellphones. Just by exploring and examining these potiential customers, Nokia has a whole new market. After all, in this time and age, telecommunication is a vital part of life and survival.

2. How does the idea of microfinance support two of the key themes of sustainability as outlined in the diagram posted on your class wiki '5 Key Themes for Sustainability'? Write one paragraph for each of your chosen themes.

=__Lab 4__=
 * CCT333 Week 4: 'The Story of Stuff'**

'The Story of Stuff' with Annie Leonard at http://www.storyofstuff.com/ index.html is a cultural and educational phenomenon, and has had over 5 million viewers.

Write three paragraphs on how Annie Leonard defines the system of the 'materials economy' and describes its interactions.

Annie Leonard defines the system of 'materials economy' as a linear process with five steps in the order of: extraction, production, distribution, consumption, and disposal. This system describes the life stage a consumer product goes through. However, Leonard finds loopholes in between each stage by pointing out the problems that arises in this seemingly flawless process.

The key issue Leonard refers to is the fact that the system is very linear, which is problematic because the planet's resources are limited. At the current rate that people are consuming, there will eventually be nothing to left to use. Products are also not reused, and that 99% of them are disposed of "within the first six months" (Leonard). After the end of each product's life, they are tossed and incinerated. She argues that the process also causes harm to humans and the environment with the amount of chemicals used.

In the future, she suggests that instead of a linear system, people need to make some changes and adopt a cyclical system. This way things can be used, and reused, while wasting no resources. Recycling is one small step towards this new process.

Define extraction, production, distribution, consumption and disposal. (One paragraph for each term)


 * Extraction**: is another word for "natural resource exploitation." This means gathering material and minerals from the Earth and using them for consumer products.


 * Production**: is where companies use the resources which are extracted, to make consumer goods. These goods are made from a mix of "toxic chemicals...with natural resources to make toxic contaminated products" (Leonard).


 * Distribution**: is the process of selling the products to consumers. The products are sold in low prices in order to sell as much as possible. With these prices, workers are not getting the appropriate wages due to the fact that most of these workers have no choice.


 * Consumption**: is when consumer purchase products at their own expense. Problems arise when a new product is released to replace the old one, forcing consumers to make the purchase and throw out the old one.


 * Disposal**: is when old products are rendered useless or outdated, and then thrown into the garbage. The garbage is then either dumped into a landfill or incinerated, causing unnecessary pollution to the environment.

How does her Flash presentation effectively organize the categories comprising 'the materials economy' in its interface design? (2 paragraphs)

Annie Leonard's Flash presentation was very well organized and effective at conveying her message across to the audience. Using a simple white backdrop, she laid everything out in animation and explained it step by step in person. The drawings are all in black and white, and can be easily recognized.

She also incorporates a menu-like bar at the top of the video, which allows viewers to jump to a specific section of the 'materials economy' process. Each process is thoroughly explained through audio, text, and animations so that viewers know exactly what she is talking about even without watching any of the other processes. = = = = =**__Lab 5__**=

**Tutorial 5: Human Scale Ergonomics and Frank Gilbreth's 'Therbligs'**

View Human Scale Ergonomics []

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

Ergonomics is a term used to describe the arrangement of objects in a controlled space in relation to the person in the space. Most of the time the space in question refers to a workplace such as an office or somewhere with a desk. The way objects are arranged in a workplace can directly affect the quality and efficiency of work.

In the video, it showed that one scenario, the worker was very uncomfortable in his surroundings, which causes discomfort and frustration. This leads to inefficient work results and loss of quality in the work being done, as the primary concern of the worker is to be finished work as fast as possible.

Ergonomics is not only associated to the arrangement of objects, but also with the objects themselves. In the video, the worker was much more comfortable with a better designed office chair with better features, such as recline-able seat and adjustable arm rests. This not only increases comfort level, but also promotes good posture, which prevents back problems and carpel tunnel. Productivity goes up when happiness goes up, not to mention that it is better for people to be healthy.

View Frank Gilbreth Bricklaying Ergonomics []

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

The Gilbreth system of motion analysis studies the motion of individuals performing tasks and identifying the parts which they use unnecessary and excess force. By eliminating these steps or figuring out an alternate and easier way to perform them, the efficiency of work will increase, while workers will be less affected by fatigue.

Who was Frank Therblig, and how did he utilize 'motion study'? (2 paragraphs)

Frank Therblig does not exist. Frank Gilbreth utilized motion study by examining various brick layers, and the steps they take to complete the task. After analyzing each step, he identified which one he considered to be wasteful. He then replaced this step with a more efficient method. Instead of bending down to pick up a brick, then bending down again to pick up the mortar, Gilbreth added a platform so that the bending motion would be limited.

Download the Therblig Analysis Checklist from [] and read it over.

Describe three categories Frank Gerblith used in the Therblig Analysis Checklist. (3 paragraphs)

Pre-position: some tools are harder to grasp than others, and in some cases more dangerous to grasp. In order to avoid any injuries or inconveniences, placing them in the right position would be appropriate.

Search: to easily identify objects, having them labelled or separated in containers would eliminate the searching process, making it less time consuming.

Rest to Overcome Fatigue: workers often get tired after a period of time. In order for workers to continue working and remain healthy, a rest is needed. = =

=__Lab 7__=

CCT333 Tutorial 7: Physical Computing, Tangible Bits, and Different Prototype Methods for Authoring Devices
Read chapter 8 on Multisensory and Multimedia at [] to understand the idea of tangible bits. View the linked videos and text related to the chapter.

Here's an example of gesture-based physical computing:

[]

Look at the video of Hiroshi Ishii, professor of the Tangible Media Group at MIT Media Lab, at [|http://www.designinginteractions.com/interviews/HiroshiIshii]

Write four paragraphs to define the term 'physical computing'. (4 paragraphs)

Physical computing is a new method of accessing information in its prototype stages. As of now, there is no defined commercial way of physical computing, it is still under development. Conventional way of computing requires a mouse, keyboard, and a screen. Recently, mobile computing has become popular, where users use touch screen; whether it is on a smart phone or a tablet computer.

Physical computing works similarly with touch screen technology, where users are using natural motions to direct and control objects and information. Designers and researchers have been working with several different type of physical computing. MIT students in the Fluid Interfaces Group are using projection technology to interact and obtain information. Their motto is to combine everyday activities with the internet.

Whether physical computing is the future way of accessing information is still undetermined, but from what we have so far, the future looks good.

Here are two links to videos describing new authoring devices for prototyping, which include software and technical information. Write two paragraphs each describing their prototyping methods, and describing what they are enabled to do. (4 paragraphs)

Dynamic Experience Prototypes d.tools: Reflective Physical Prototyping [] (4:41)

Exemplar: Authoring Sensor-based Interactions by Demonstration [] (4:11)

=**__Lab 9__**=


 * Tutorial 9 Question:** According to the slideshow by Sylvain Cottong, who is an employee at [|http://www.integratedplace.com], what is the definition of 'service design', and why is it so important? (5 paragraphs)

Services have long been provided in conjunction with products, however they were often overlooked as the product themselves attract the most attention. As more and more services began to emerge, customers recognize that the overall experience requires both the products and the services that tie with it.

According to Sylvain Cottong, 'service design' is a human-centered approach that focuses on customer experience and quality of service. This is done by establishing a user-provider relationship that works together. The provider tries to be as efficient, effective and valuable as possible, while attending to the user's wants and needs.

Service design is important because currently "services represent between 60% & 70% of GDP of most industrialized nations" (Cottong). It improves customer satisfaction and loyalty, which in turn, produces a better perception of the brand. At that point, customers are willing to pay for productions and services because of the service.