Manoza_CCT333_Labs_2011


 * Lab 1 **

“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)”

Jonathon Ive is currently the senior vice-president of design at Apple. He is a well-accomplished designer and is mostly known for his work on innovations such as the iPod and iMac. Ive’s first experience with an Apple product (the Mac) was as a consumer, and he claims that it was a very profound moment. Despite finding difficulty with many other computers, Ive’s found that he was able to use the Mac straight away, even without the aid of an instruction manual. As a result, Ive’s designs at Apple are now dedicated towards making products that are more user friendly.

When Ive’s talks about the concept of ‘undesigning’, he is essentially referring to the process of getting design out of the way. According to Ive’s, a good design is one that provides a natural experience for the user. Therefore, the concept of ease and simplicity is an important aspect of Ive’s theory of ‘undesign’. One of the most effective ways to achieve ease and simplicity in design is to minimalize, that is, to work towards maximum efficiency by only incorporating the bare necessities. Biomimetics can be useful in inspiring simple and natural designs as well, and has been implemented in the design of some Apple products. Enhancing the user experience is a priority for the designers at Apple because Ive’s believes that is important to show the consumers that they care.

**Lab 2**

“Tutorial #2 Wiki Question: 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)

From the selection provided on the ‘Design for the Other 90%’ website, the StarSight system interests me the most. The StarSight system is essentially an infrastructural design for street lighting and wireless internet access that bypasses conventional power and telephone grids. By implementing the use of both solar powered technology and wireless configuration, the StarSight system offers a practical solution for developing countries to integrate themselves into modern society more easily. Current power and telephone grids are not only outdated, but incredibly expensive to implement. Therefore, the best option for developing countries right now that are hoping to advance technologically is to simply skip that step entirely. Furthermore, choosing to upgrade to the StarSight system now would be optimal, while possible replacements for current wireless communication methods are still far away. The StarSight system claims to be capable of providing “a more secure environment, connectivity for building an emerging economy, and emergency communication and lighting for areas hit by disaster” (Design for the Other 90%: StarSight, 2011). I personally find the StarSight system to be an interesting concept, and I believe that if it is executed properly, it should yield very promising results. According to the ‘Design for the Other 90%’ website, the StarSight system is already in use in Cote d’Ivoire, Republic of Congo and Cameroon (Design for the Other 90%: StarSight, 2011).

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

I would be most interested in further researching the Health category for my group project because it is in my opinion, one of the most urgent problems in developing countries. Diseases and disabilities are affecting billions of people around the world, resulting in countless deaths. Improved designs in health services have the potential to dramatically reduce these numbers. Furthermore, I would personally like to see progress in the area of Health because several years ago, during a family visit to my homeland, the Philippines, my brother caught a serious case of both Typhoid and Dengue fever. I know firsthand that Health problems can be a very scary issue, and I would like to see them minimized globally as much as possible.

Works Cited: "Design for the Other 90%: StarSight." Design For the Other 90% | Cooper-Hewitt, National Design Museum. Web. 16 Jan. 2011. [].


 * Lab 3 **

Tutorial #3 Wiki Questions:

1. Describe Jan Chipchase's prior job (he now works at frog design []) in relation to his work at Nokia. What are the two names he is given in the article? (3 paragraphs)

In the article, the two names Jan Chipchase is given are “human-behavior researcher” and “user anthropologist”. The author decided to attribute these names to him because of the nature of his work.

Jan Chipchase’s work involves studying the behavioral patterns of people from various communities around the world to help Nokia design better products for those communities. He is constantly travelling, moving from country to country, attempting to discover what people in specific areas of the world look for in their cellphones. The premise of his work is essentially to get to know potential customers as well as possible before Nokia makes the product for them (Corbett, 2008).

Jan Chipchase’s findings among the third world communities are especially interesting. Mobile phones are very quickly becoming universally recognized as a necessity, even among poverty stricken nations. Although we may have come to view mobile phones as more of a convenience, in parts of the world where there are harsh living conditions and no existing communication infrastructure, a mobile phone can often mean the difference between life and death.

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) “Just in Time” Functionality One of the most beneficial instances of a cellphone is that it creates results immediately. It provides people with what they need, when they need it. This can be especially helpful during emergencies when every second matters and no other form of communication is available.

(2) Increased Productivity Cellphones are capable of dramatically improving people’s productivity. Providing a more efficient means of communication allows people to make much more efficient use of their time. People no longer have to travel around to obtain information, since they have the ability to contact each other regardless of their physical location.

(3) Fixed Identity Cellphones provide a reliable fixed identity that can be referred to for a number of beneficial purposes. This is especially useful for those who may not have a permanent residence, as a result of being displaced (which is common in developing nations, due to natural disasters or other extenuating circumstances).

(4) Improved Economy Cellphones have a positive effect on the economy. For people living in developing nations, contributing to their country’s growing economy will in turn provide positive results for themselves as well.

Works Cited: Corbett, Sara. "Can the Cellphone Help End Global Poverty?" //Nytimes.com//. The New York Times, 13 Apr. 2008. Web. 24 Jan. 2011. []


 * <span style="font-family: Arial,Helvetica,sans-serif;">Lab 4 **

<span style="font-family: Arial,Helvetica,sans-serif;">Tutorial #4 Wiki Question:

<span style="font-family: Arial,Helvetica,sans-serif;">Write six paragraphs, one on each stage of the 'materials economy', and define its interactions. (6 paragraphs/one stage each paragraph)

__<span style="font-family: Arial,Helvetica,sans-serif;">Extraction __ <span style="font-family: Arial,Helvetica,sans-serif;">Extraction refers to the harvesting of natural resources. The problem here is that our planet’s natural resources are limited, yet we are continuing to harvest at unreasonable rates. Furthermore, developed nations are using far more than their allocated share of the earth’s natural resources. As a result, they are going off to the third world and taking their resources as well. If current harvesting rates persist than our planet’s natural resource supply will quickly become exhausted.

__<span style="font-family: Arial,Helvetica,sans-serif;">Production __ <span style="font-family: Arial,Helvetica,sans-serif;">Production refers to the creation process of all the products that we use. Unfortunately, this process usually involves excessive use of chemicals, which release incredible amounts of toxins. There is currently a lack of testing on the health and environmental impacts of these methods and they could even be associated with potential health risks. The risk is especially high for the factory workers who are directly involved with these production activities, but unfortunately they are often in that line of work through no other choice.

__<span style="font-family: Arial,Helvetica,sans-serif;">Distribution __ <span style="font-family: Arial,Helvetica,sans-serif;">Distribution refers to the process of making all of these products available for sale. Ultimately the goal is to be selling products as quickly as possible, while keeping costs as low as possible. This is made possible by externalizing costs, which basically means that we do not completely pay for our products. The majority of the costs of our products are paid by other people and places in the third world that are being exploited.

__<span style="font-family: Arial,Helvetica,sans-serif;">Consumption __ <span style="font-family: Arial,Helvetica,sans-serif;">Consumption refers to the process that involves us purchasing these products. Our primary identity is that of consumers. Our society is designed to keep us consuming as often as possible. This is done through both planned obsolescence and perceived obsolescence. Planned obsolescence refers to goods being designed in such a way that they intentionally become useless as quickly as possible. This is true for everything from disposable plastic bags to computers. Perceived obsolescence refers to goods that are still perfectly useful, but we are convinced that they have become useless. This is made possible by designing products so that it is visibly obvious when they become outdated. The media and advertising also contributes immensely to our consumption patterns, as they are constantly telling us to shop.

__<span style="font-family: Arial,Helvetica,sans-serif;">Disposal __ <span style="font-family: Arial,Helvetica,sans-serif;">Disposal refers to how we get rid of our products after consumption. The problem here is that since our consumption rates are so extreme, so is the amount of garbage that we produce. To make things worse, our primary methods for disposal, landfills and incineration, are hazardous to the environment. We can help through recycling, but it is not the core of the problem. The amount of waste produced by industries is still far too massive for household recycling to rectify.

__<span style="font-family: Arial,Helvetica,sans-serif;">Another Way __ <span style="font-family: Arial,Helvetica,sans-serif;">Annie Leonard suggests sustainability and equity. She makes references to techniques such as green chemistry, zero waste, closed loop production, renewable energy, and local living economies


 * Lab 5**

CCT333 Tutorial #5 Wiki Questions: Bodystorming

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

Bodystorming is essentially a type of brainstorming that focuses on emulating the end-user experience. It is often used by designers to assist with their creative developments during the design process. Bodystorming is generally used in three ways. In the first way, the designer simply does their work within the same physical space as the end-users, where the product will ultimately be used. In the second way, known as “strong prototyping”, the designer recreates the conditions of the end-user environment by constructing their own model in which they perform their testing. In the third and most popular way, known as “use-case theatre”, the designer works in a group in which the participants physically act out the end-user experience.

Bodystorming, when used correctly, can provide an accurate and informative interpretation of the end-user experience. It can help designers by preventing them from overthinking as well as assisting them in discovering problems that they might have otherwise overlooked. Bodystorming is a great tool that offers learning through both “acting” and “communication”, effectively enabling large groups of people to rapidly generate practical solutions.

Ultimately, it is the end-users who make use of designers’ products. Therefore, it is best for the designers to gain a thorough understanding of the end-users and the environments in which they will use the products. By helping designers gain this understanding, bodystorming offers great potential for enhancing the design process.

2. 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. 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. You can scan and upload this diagram to your wikispace tutorial page as part of your answer, if you would like. (25 minutes, 2 names, 4 paragraphs, one diagram)

Bodystorming would help analyze the design of the medicine bottle by putting us in the shoes of the end-user. Although, we are given the information that an example end-user would be elderly, arthritic, partially blind, and partially deaf, we still don’t know exactly what that feels like. So when considering specific details to make it easier to handle, easier to see, and easier to hear, we don’t know to what extent we need to address each of these issues before it is actually useful for the end-user. For example, we are considering adding a beeping device to help the end-user locate the medicine bottle during the time of medication, but in order to determine a reasonable volume for this beeping device, we need insight on what it is like to be partially deaf.

In order to bodystorm for this particular scenario, we would need to mimic the symptoms of arthritis, partial blindness, and partial deafness to the best of our ability. For arthritis, participants can tape things to their hands to restrict movement. For partial blindness, participants could wear blurry glasses. And for partial deafness, participants could wear earplugs. Once the participants have successfully mimicked the necessary symptoms, they would then try using both an ordinary medicine bottle and a prototype of our proposed design for a medicine bottle.

Our proposed design for a medicine bottle, for the most part, visually resembles that of the existing standard. This is important so that the end-users can easily identify that the product is in fact a medicine bottle. However, the existing medicine bottle does not contain any features that may assist the end-user in knowing when to take their medication or where to find it. By adding a bright green (green is the easiest color for the human eye to see) flashing collar, end-users will be notified visually when it is time to take their medicine (accommodating for the partially blind). Also, by embedding a beeping device, end-users will be notified audibly when it is time to take their medicine (accommodating for the partially deaf). Another inconvenience of the existing medicine bottle is that its twist cap can be difficult to open. By adding a simple push button, shaped to the groove of the human thumb, end-users will be able to easily open the bottle without having to put in the strenuous effort of twisting off a tight cap (accommodating for those with arthritis).

A bodystorm would allow us to open a discussion among the participants for their thoughts on the new design in comparison to the existing standard. Any suggestions for further improvement or redesigning could then be taken into consideration.

By: Kyle Martin Manoza and Jessica Quach


 * Lab 6**

CCT333 Tutorial 6 Wiki Question:

Look over examples of her biomimetic principles applied to products in the slideshow located at [] and write a short, one paragraph synopsis for each of your three favourite product designs. Describe why you like the design in your responses.

__High-Speed Train (Avian Elements)__ Japan’s Shinkansen bullet train is one of the fastest in the world. Yet, it is still able to run quietly by incorporating certain biomimetic design elements. For example, the Shinkansen mimics the design of owl feathers in order to reduce the noise generated by the train’s pantograph. It also mimics the design of a kingfisher’s beak in order to minimize the noise pollution created by sonic booms from when the train passes in and out of tunnels. I find this particular design interesting mainly because I have a fascination for the Japanese culture in general. I have heard of Japan’s Shinkansen bullet train before, and I had always been impressed with its design. To discover that its design implemented biomimetic principles was certainly intriguing, and it is definitely my favorite of all the product designs in the slideshow.

__Sonar-Enabled Cane (Echolocation)__ The UltraCane is a high-tech device designed for the visually impaired. It uses a sonar-like technology that mimics the way bats navigate in the dark. By sending out sound waves ahead of the person holding it, it can sense upcoming objects and then provide feedback via the cane’s handle. This design is among my favorites because I personally find the concept of being able to navigate based on sound alone to be very interesting. I have heard of sonar technology before, and had previously been interested in how it had been used in submarines and other military equipment. I also always found it entertaining whenever fictional characters such as superheroes or ninjas would use some form of echolocation to get themselves out of a difficult situation.

__Self-Cleaning Paint (Leaving No Trace)__ The self-cleaning paint is basically a nontoxic paint solution that repels water. Its design was inspired by lotus leaves, which repel water naturally. By mimicking these leaves, the paint is capable of cleaning itself whenever it rains. I found this design interesting because I had noticed the fact that leaves repelled water before, but never once thought of how that technique could be applied practically towards human designed products. This was my first time hearing of self-cleaning paint, and I had never even heard of anything similar before. This design, as well as the others, have definitely influenced me to change my outlook towards nature and think more about how I can incorporate it effectively into my designs.


 * Lab 7**

CCT333 Tutorial 7 Wiki Questions:

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)

Before the arrival of the digital age, design practices tended to focus mainly on physical aspects. This meant that there was a lot of attention given to anthropometrics and physiology during the design process. However, advancements in technology and improvements in communications and connectivity have led design practices to consider much more than just the physical aspects. For example, in order to accommodate for the increasingly virtual nature of products, much more focus is being attributed towards designing for more seamless human interactions and usable interfaces. Additionally, in order to accommodate for the increasingly shared international usage of products, much more attention is being paid to things like anthropology and sociology. Because the design process has become so much more complicated, it is no longer effective for a lone individual to tackle the entire problem alone. Bill Moggridge suggests that we approach ‘design as a collaborative process’. One important aspect of the collaborative process is working within a team. By forming a design team composed of members with a variety of backgrounds, skills, and knowledge, the design process becomes much more effective. The other important aspect of the collaborative process is working with the end-users (the people we design for). By involving the end-users in the design process, designers can avoid the mistake of designing for themselves and as a result, design more effectively for the people who will actually use the product. One of the major benefits of approaching ‘design as a collaborative process’ is achieving the result of the ‘shared mind’. The result of the ‘shared mind’ is more effective than the sum of the individual minds because when people work together, they are not just inputting all of their individual ideas but they are building upon each other’s contributions as well.

One method of how designers can involve the end-users into their work is by actually integrating the end-users into the design team. This means that the designers and the end-users will actually meet and brainstorm through the design process together. Bill Moggridge provided the example of designers and surgeons working together to redesign a medical tool that would be more convenient for the surgeons.

Another method of how designers can involve the end-users into their work is by having them contribute to the end result of the design. This means that user involvement in the final product of the design will further contribute to the design itself. Bill Moggridge provided the example of the “Why I Give” campaign, which allowed end-users to publically share their reason for donating blood, resulting in a more connected community.

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 paragraph. (3 paragraphs)

__Reverbnation__ []

Reverbnation is an online platform for music artists, labels, management, venues, and fans to all get together and communicate with each other. Users can join the site under each of these categories, and will be given access to specific features that are beneficial to their purpose. The site offers its users the possibility for global exposure, but also caters towards their local needs as well.

The website itself was designed by the company, but its content is user generated. This means that Reverbnation simply provides the tools and the means, but it’s the end-user involvement that actually makes the product work.

The artists and the fans are the two most essential components of the site. The artists join the site, seeking exposure and popularity, and the fans join the site, seeking new and interesting music. Therefore, the majority of Reverbnation’s content is not designed by Reverbnation itself, but by its users (mainly the artists and fans) reaching out to one another. The artists can upload content such as their music, photos, event information etc., while fans can share a collection of all their favorite artists and music that they enjoy.


 * Lab 8**

**<span style="color: black; font-family: Arial,sans-serif; font-weight: normal;">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)

Natalie Jeremijenko’s current research is based on her work at the environmental health clinic that she runs at NYU. It functions like a typical health clinic, but rather than catering to individual health concerns, it serves to improve the environment as a whole. The advantage of improving environmental health is that everyone can benefit from the results, instead of only particular individuals. Essentially, Natalie Jeremijenko is looking for new ways to get the public to take advantage of new technologies and work together to improve the environment. One way the environmental health clinic has approached this is by having clients participate in their research of observing animals, such as tadpoles or mice. They have also started a ‘no park’ initiative, where engineered microlandscapes are created by fire hydrants in order to combat street pollution, as well as an ‘urban agriculture facility’ initiative, where a filtration system is installed into buildings to recycle CO2 back into oxygen.

In addition to making changes to human activities, she also encourages that we work on co-habiting with animals. By improving our treatment of animals such as birds and fish, we are not only helping the environment by improving living conditions for the animals, but we are helping ourselves by reducing the risk of animal borne diseases. For example, she notes that the common activity of feeding fish is actually bad for them, since the food people typically feed fish is not appropriate. Our current solution to this has been to prompt the public to stop feeding the fish entirely, but she suggests that if we just adopt the habit of feeding them nutritionally appropriate foods, it could have significant positive results. Overall, she believes that if we can re-script the way we think and begin adopting these types of initiatives on a larger scale, than the accumulated effect of our small actions will be able to make a significant positive change on the environment.

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

__ Jelly Bean __

The process of making Jelly beans can take up to 10 days. A batch of ingredients are mixed together and cooked at a large volume. Once the mixture is cooked, a large machine called a mogul will mold the jelly beans into their shapes. The jelly beans are then loaded onto large trays and covered in sugar in order to prevent sticking. They are then loaded into a spinning drum, where workers pour in flavor and color syrups. Finally, the jelly beans are stamped with a logo and packaged.

__ Fortune Cookie __

A machine mixes the ingredients for the batter, and the cookie wafers are baked flat. Mechanical arms place the printed fortune papers onto the flat cookies and then fold the cookies shut. The finished products are manually inspected by humans who run quality checks and make necessary fixes like properly inserting loose fortune papers back into the cookies. The cookies that pass manual inspection are placed back on a conveyor belt and sent to a machine where they receive their individual plastic wrappings. Finally, the wrapped cookies are dropped into a cardboard box and made ready for delivery.

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

It is important that we understand how stuff is made because it provides us insight into the workings of the current systems and processes that are in place. If we are given a detailed understanding of how things are currently working, than we will be able to form better ideas on how to make things work better in the future. The design process is one of constant improvement, and before you can make improvements to something, you first need a thorough understanding of what it is you are trying to improve.


 * Lab 9**

Tutorial 9 Wiki Questions:

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).

One approach of ‘service design’ is to focus on the service context and the users. Developing an appropriate understanding of the service experience from the perspective of the users allows for greater insight on how to design the service to specifically cater towards the users’ actual needs. Some tools and methods that accomplish this include customer journey maps and service blueprinting. Customer journey maps indicate customer perceptions and experiences of the service interface over time as they go through each step of the service from beginning to end. Service blueprinting provides a quantitative description of all of the actions associated with the service, including ‘front stage’ actions, which the users experience directly, and ‘back stage’ actions, which occur behind the scenes.

Another approach of ‘service design’ is to experiment within the service context and generate ideas about the users. Thinking about what users might need or expect from the service experience can help towards forming design ideas that the users will perceive as useful. Some tools and methods that accomplish this include experimentation workshops and service prototyping. The workshops are events facilitated by a tutor, designed to reveal users’ conscious and latent needs. Service prototyping recreates the service context with techniques like scenarios, storytelling, storyboards and real world experience simulation.

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

In my previous work experience, I have dealt with providing service in a number of ways. For example, my first part time job as an admissions attendant for Ontario Place required me to deal with customers directly. As a frontline representative for Ontario Place, customers often came to me with inquiries or complaints. The ‘service design’ methods would be useful in handling such situations, as it is much easier to deal with the customers when imagining their problems from their point of view.

I have also worked as a Student Call Centre representative for the University of Toronto. Rather than deal with people in person, this job required me to communicate with customers over the telephone. However, I was still a frontline representative, and as a result, I was often confronted with inquiries and complaints at this job as well. Despite the differences in the service, (in person vs over the telephone) the concept of empathizing with the customers was still useful. Therefore, the ‘service design’ methods would be applicable.


 * Lab 10**

**<span style="color: black; font-family: Arial,sans-serif; font-weight: normal;">Tutorial 10 Wiki Questions: **

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

Ergonomics is essentially the study of the relationship between workers and their environment. The goal of ergonomics is to improve designs in the workplace, so that it is easier for workers to interact with their equipment. All equipment in the workplace should be usable in a healthy, comfortable and efficient manner.

In the video, ‘Human Scale Ergonomics’, it is shown how important the application of ergonomics is to the everyday office space. The video offers suggestions on how to improve the chairs, the computers, the lighting, the desks, and the overall workspace as a whole. The video also emphasizes the effects of ergonomics by juxtaposing the happy and comfortable worker, with the unhappy and miserable worker.

Successful ergonomics requires the incorporation of basic design principles. As demonstrated in the video, concepts like simplicity and ease of use, helped tremendously in the redesign of the office equipment. Equipment should function naturally, as if they are extensions of our own body, especially if it is the type of equipment that we will be using on a daily basis in the workplace.

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

The ‘Gilberth system of motion analysis’ is a method for analyzing the motions involved in performing a task. The point of the analysis is to eliminate unnecessary or inefficient motions, in order to maximize efficiency for the completion of the task. When applying this analysis to the task of bricklaying, Gilberth was able to invent a scaffolding platform that eliminated the need for workers to stoop for bricks, which was confirmed to be the most tiring part of the job. As a result, productivity for the task of bricklaying increased by nearly 200%.

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

Ford had a vision to transform automobiles from a luxury item to one that was affordable among the general populace. In order to do so, he needed to produce automobiles much more cheaply and efficiently. Taylor was an expert at efficiency, and influenced Ford to develop an automobile production method that would allow workers to work much faster. Ford accomplished this by r edesigning automobile production into simple repetitive steps. This not only sped up the production process, but it also eliminated the need for highly skilled craftsmen.

However, Ford was not yet satisfied. He wanted to produce the automobiles at an even faster rate. So he introduced the idea of the assembly line. The assembly line allowed for extremely e fficient mass production, since the pace of the machine dictated the pace of the workers. Although the assembly line maximized efficiency, it ignored the health and comfort of workers. Therefore, it is not an example of successful ergonomics.

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

1. Efficiency 2. Predictability 3. Calculability 4. Non-Human Technology

Kyle Martin Manoza