Showing posts with label Benjamin S. Show all posts
Showing posts with label Benjamin S. Show all posts

Friday, May 24, 2013

Ben Shopper Paper


Ben Shopper
May 24, 2013
The Form and Functionality of Headphones
The integration of both good form and good function has always played a critical role in the designing and manufacturing of headphones. The advent of new technologies, as well as easily accessible consumer feedback, has allowed for the creation of increasingly better products.
Since their creation at the end of the nineteenth century, headphones have gone through many changes. The audiences towards which headphones have catered to as well as their shape and size have changed with the times. Originally, headphones were intended for use by telephone operators. These primitive headphones, created in the 1880s, weighed up to a debilitating eleven pounds. It was not until roughly a decade later that a pair of headphones were created for the sole purpose of entertainment. The Electrophone system of the 1890s allowed wealthy subscribers to listen to opera performances or church sermons from the comfort of their own homes. The system used multiple hidden microphones installed in front of the floodlights in opera houses. In churches the microphones were disguised as bibles. These microphones sent the audio to headphone like receivers in the homes of subscribers. These receivers bore a resemblance to stethoscopes and were held in a similar fashion to opera glasses. In 1910, Nathaniel Baldwin created the first pair of headphones that bare a resemblance to those of today. Baldwin sold his idea to the U.S. Navy, but his design led the way for better consumer products. Starting in 1937 with the german company Beyerdynamic, new improvements on headphones were made. As a result, new variations of headphones were created, each one being a slight improvement on the last. In 1958 however, the jazz musician John C. Koss revolutionized the headphone industry. With the newly created duel-groove Stereo LPs being all the rage, Koss invented the first pair of stereo headphones, the Koss SP-3. Over the next couple of decades, Koss headphones dominated the market. Throughout the 1960s, Koss’s headphones became much lighter, weighing three to five pounds which was quite impressive for the time. In 1963 Koss had Tony Bennett, a popular singer at the time, endorse their products. This was the beginning of celebrity endorsed headphones, a trend that has persisted to this day. Having a pair of headphones endorsed by not only a celebrity, but a celebrity that is known for their musical talent inspires people to buy the headphones. Because of the celebrity’s musical talent, the endorsement also acts as a testament to the products quality. People believe that if a pair of headphones is endorsed by a singer, the singer has good judgement of sound quality and thus would not endorse a product with poor sound quality. Unfortunately, this development also led to some sub-par products that used celebrity popularity to sell well rather than product quality. A prime example of this was the Koss Beatlephones. These headphones with merely a Beatles sticker on them, but because of the immense popularity of the Beatles, they were incredibly successful.
As the 1970s came to a close, the world of headphones went through another major metamorphosis. In 1979, Sony released the Walkman, the first playback-only portable cassette player. As the age of music portability dawned, Sony also revolutionized the world of headphones with their MDR-3L2. Because Walkmans were meant to be used on the go, existing headphones were much too heavy. The MDR-3L2 were much lighter than the headphones that existed prior to the release of the Walkman and therefore much better for listening to music on the go. Sony release these new headphones to the market, but also included them free with the Walkman. The Walkman and the MDR-3L2 led to an era of lightweight headphones. These new lightweight headphones did not require as many parts or as much material as previous headphones, and as a result they could be sold for much less. Most of these headphones had foam padding on the earpieces and were made of thin pieces of metal and plastic. Earbuds also emerged around this time, although they were not nearly as popular then as they are today. In 1997, Sony released the first pair of neckband headphones. These served as an alternative to earbuds which many people found uncomfortable or even painful to wear over long periods of time and hard to keep in their ears.
In 2001, the world of portable music would once again be revolutionized. However, this time it was Apple rather than Sony that was the driving force of this change. In October of 2001 Apple announced their new MP3 player, the iPod. Along with the iPod came the now iconic white earbuds. Although earbuds had not been particularly popular in the past, as the iPod quickly dominated the market so did the new earbuds. In the past, most pairs of headphones were either black or a brightly colored. The sleek white and silver coloration, soft edges and blurring of the line between geometric and organic of the iPod and its earbuds was almost symbolic of the hopes and expectations that many people had for the future of technology at the beginning of the twenty-first century. It was not long before the Apple’s earbuds became almost as much as a symbol as Apple’s apple logo. The earbuds were even the predominant focus in Apple’s iconic silhouette iPod advertisements. Even with Apple’s recent release of the new EarPods for the iPhone 5, the headphones kept their sleek white look and visually remained very similar to their predecessors. Although the Apple earbuds became some of the most popular headphones on the market, they did not fix the problems that earbuds had presented from the start. Many people still found that earbuds hurt their ears and most people had difficulty making the earbuds stay in their ears, reaching the point where many people developed the habit of adjusting the earbuds even when there was no problem.
In 2008, the rapper Dr. Dre, partnered with the company Monster Cable, released a brand of headphones known as Beats by Dr. Dre. The release of Beats by Dr. Dre began a new flood of celebrity sponsored headphones similar to that of Koss and Tony Bennett in the 1960s. This reincarnation of celebrity headphones, however, had a much greater focus on the cultural and fashion trends set by celebrities, rather than just the celebrities themselves. Beats by Dr. Dre has also created a new wave of popularity for over-the-ear headphones as opposed to earbuds. Due to their greater focus on fashion and trends, these next generation headphones have become much more expensive than their predecessors. Despite the raise in cost, it is debatable whether the quality of the headphones has improved, once again bringing up the debate of form versus function.
Form, the way a product looks, and function, the way a product performs, are often at odds with each other. While both being crucial elements of design, they follow one another in a sequence. Form, then function. This is not to say that form is more important than function, many argue the opposite, it is merely to say that form plays its part before function does. When an everyday consumer walks into a store to buy a product, they usually do not get to use it. This prevents them for experiencing a product’s function. This means that the way they differentiate between products is based solely on visual appeal. Even in stores that allow customers to try out products on display, if the customer is drawn to the displayed product, it is based solely on the products form. Although form and function can come into conflict at times, they are both necessary for a good product. If a product does not look appealing to a potential buyer, it will not be purchased nor will it give the purchaser pride of ownership that makes a product a success. On the other hand, if a product does not function well, news of its poor functionality will spread and discourage subsequent purchase of the product as well as other products made by the same manufacturer, thus tarnishing the brand’s name. Therefore, to make the best product possible, designers strive to find the critical balance between form and function.
Although form and function need to be in balance with each other, they are not equal nor are their values static. As previously stated, form plays the biggest role; that is until the user picks up the product. As soon as the user begins to interact with a product, the products function becomes the dominant point of focus and the products form becomes all but irrelevant. When asked which he viewed as more important, form or function, product designer Justin Cumming said “Function. You can make form work with function. You need to balance both in harmony. People will remember a bad user experience rather than a bad form. If you make compromises for form, it gives a bad impression to the user and reflects poorly on the product and on yourself.” When it comes down to it, form’s role is predominantly to attract users and make them interact with the product. At the core of the product is its function; how the product works and its ability to do its job correctly and efficiently.
One aspect of design that is heavily focused on by designers is user interface. User interface is how people interact with a product. Examples of this would be a touch screen or a keyboard. User interface usually applies to technological devices such a smartphones, computers, and tablets. However, as more and more smart technology is replacing its predecessors, user interface is becoming increasingly important. With Apple’s release of the iPhone in 2006, touch-based user interface spread like wildfire in the design world. This new type of user interface opened countless opportunities. As touch-based user interface has become more commonplace, the future of user interface appears to lie in voice-based and motion-based technology. Apple’s Siri is a prime example of a voice-based user interface. By talking to Siri, iPhone users can interact with their phone to send messages, search the internet, add appointments to their calendar, and other such tasks. Although Siri is an impressive piece of technology, it is nowhere near reaching the potential of voice-based technology. It is hoped that in the future, people will be able to use their voice to interact with technology similar to that of the artificial intelligence capable of intelligent conversation know as HAL 9000 in 2001: A Space Odyssey or the virtual butler Jarvis of Marvel's Iron Man.
An important part of industrial design is making sure that a product fulfils the needs of the user. When designing a product it is important to look for a problem that the product can fix or a niche that it can fill. One of the most popular and innovative product that has recently emerged is the Square. The Square is a smartphone attachment that reads credit cards and debit cards. The Square allows small businesses to accept payment via credit or debit cards on the go, removing the constraints of a stationary register and facility. It also makes it easy for smaller businesses to accept credit or debit cards. Because more and more shoppers are paying with cards rather than cash, Square prevents these users from missing out on business from any card paying customers. One of reasons that Square is so successful is that it found a problem, the lack of mobility and ability to take credit and debit cards of small businesses, and provided a simple yet effective solution.
One of the most important design elements is mapping. In design, mapping is how the elements of the product are laid out to ensure the most intuitively use of the product. For example, a remote control with perfect mapping would not require the user to read an instruction manual nor would it have labels for the buttons. It would not even have buttons shaped like the symbols for start, pause, fast forward, rewind, etc. The user would simply pick up the remote and know exactly how to operate it. Although making a product completely intuitive is nigh impossible, it is every designer’s goal for their product to come as close as possible to this balance.
Consumers do not always use products in the way that they are intended to be used. For example, many people choose to wrap their earbuds around the back of their head and hook them over their ears. This is done to help prevent the common problem where earbuds fall out of the users ears. As a product designer, it is important to observe how people interact with a product. By observing how a consumer naturally interacts with a product, a designer can gain insight into how to make a products design most intuitive to the user. For example, imagine that a designer was designing a handheld device. When testing the prototype with a test subject, the test subject picks up the handheld device and holds it in way that the designer never intended. It may be that holding it that way might be the most comfortable way for users to interact with the device, rather than the way it was originally designed for aesthetic appeal. After observing this interaction between user and device, the designer could then integrate the prefered way of handling the device into its final design. Often times users will say that they interact with a product in a certain way, and then upon observation, are seen using the product in a different way that they themselves did not even realize they did. Observations in which this trend occurs can yield some of the most important information that a designer can obtain. These natural interactions that even the user is unaware of demonstrate the most intuitive interaction with the product. If a designer has this information, they can make a product that interacts with its user in the most pleasing way possible.
Color plays a major role in a product’s form. Color can easily be used to invoke an emotion in a potential purchaser of a product and different colors can be used to invoke different emotions. For example, the color green is associated with money, wealth, and nature, while red is associated with energy and boldness. Interestingly, colors have a physical effect on the beholder. Red increases a persons heart rate while green calms a person. Different genders react to colors differently. While men tend to dislike purple, women tend to prefer it. Therefore, if a pair of headphones were being designed for a male audience, then it would be a bad idea to make said headphones purple.
One of the greatest sources of inspiration for designers is nature. The quintessential example of this is the use of the golden ratio. The golden ratio (1:1.61803...) is a ration that shows up all throughout nature. It can be seen in the spiral of a Chambered Nautilus and in the branch and leaf layout of many trees. The golden ratio, represented by the greek letter phi, also appears multiple time in the human body. In the “ideal” body, most perfectly demonstrated in Leonardo Da Vinci’s Vitruvian Man, the golden ration is present in the relationship between the length from the elbow to the fingertips and the length from the elbow to their wrist, the distance between the pupils in comparison to the width of the face, and the height of the skull in relationship to the width of the abdomen. Not only is the golden ratio visually apparent in the the human body, it is also present in the internal workings. Double stranded B-DNA has a major groove and a minor groove. The relationship between these two grooves can be broken down into the golden ratio. The golden ratio also appears in fruit, hurricanes, spiral galaxies, and is very similar to the fibonacci series.
While the golden ratio is present all throughout nature, it is not is not merely capricious whimsy that causes designers to use it. The predominant reason for the use of the golden ration, is its visual appeal. The reason the golden ratio is so visually appealing, is because things that incorporate the golden ratio into their form are easiest for the eyes to scan and then transfer to the brain. According to mechanical engineering Professor Adrian Bejan of Duke University,
[W]e don’t want to get headaches while we are scanning and recording and understanding things... Shapes that resemble the golden ratio facilitate the scanning of images and their transmission through vision organs to the brain. Animals are wired to feel better and better when they are helped and so they feel pleasure when they find food or shelter or a mate. When we see the proportions in the golden ratio, we are helped. We feel pleasure and we call it beauty. (McVeigh)
Because of the effect that the golden ratio has on the brain, it has been incorporated into everyday life. Thousands of commercial logos contain the golden ratio in order to attract customers. Many products also utilize it. When it comes down to it, the most beautiful designs are those created by nature.
The creation of the internet has revolutionized the way human beings interact with the world. In only twenty years, people have gained access to a cornucopia of knowledge with the push of a button, or rather, the touch of a screen. While this wondrous new technology has limitless applications for the future of mankind, it has also created a plethora of new obstacles as well as tools for the world of product design. The general public's ability to access a nearly infinite amount of knowledge hands consumers a powerful tool: product reviews. Websites like Amazon allow for buyers to rate the product they have just bought as well as write a review about it. While good reviews have the ability to help a product sell well, a negative review carries more weight and has a greater effect than a positive one. This is primarily due to people's tendency to complain or criticize something rather than to compliment or praise something. Brand Reputation CEO Graeme Crossley states that “‘A customer that has a good experience will typically tell 3 to 5 people, but a customer who has a poor experience will tell more than 20’” (Keane). He later goes on to explain how when this is applied to the internet, the effects are on a much greater scale. For example: suppose that rather than one reviewing consumer it was one hundred consumers. One hundred satisfied consumers spread word of their satisfaction with a product to between three hundred and five hundred potential consumers online. This would be a wonderful thing for the creators of the product. Now suppose that one hundred unsatisfied consumers spread word of their dissatisfaction with a product to two thousand or more potential consumers. This could be disastrous for any product. Imagine that four hundred people bought a product. While three-fourths of the people who bought this product were happy with their product, one-fourth were displeased with their purchase. The pleased three-fourths, or three hundred people, spread their positive reviews to one thousand five hundred people. However, the dissatisfied one-fourth, or one hundred people, spread their negative reviews to two thousand people. Now while only one-fourth of the consumers were unhappy, if one were to look at what was being said about the product on the internet, it would appear that roughly 57% of the consumers were dissatisfied. Although this is far from the truth, future consumers are likely to look elsewhere for their products.
Another way in which the internet has been a game changer is that product reviews have forced companies to be more accountable for their products. 10 years ago, one would go out to buy something, in this case a pair of headphones, and look at the models on display or in their packaging. At this point, the buyer would have to choose the headphones they were going to buy, based solely on the look of the product itself or its packaging. The buyer might then go home and put the headphones, only to find that they are cheaply made and functions poorly. Even if their headphones work fine at first, after a month they might break down. Now the buyer has wasted their money and is stuck with broken headphones. With the advent of the internet, however, online product reviews allow potential buyers to research a product before buying it. If a company makes a product that breaks down after a month, it will get poor reviews and will not be bought. On the other hand, if a product functions well and does not have to be replaced by the buyer for years, the product will get good reviews and will be widely purchased.
Although the internet creates difficulties for product designers, it also presents them with invaluable new tools. As previously stated, product reviews can make or break a product. However, product reviews can be a wonderful form of research. By looking at the reviews of existing products, designers are able to see what users liked and disliked about a product. Sometimes reviewers will even touch on how they would improve the product. This allows designers to compile a list of the various traits that consumers love, hate, or desire in a product. With this information, designers can design a product that contains the positive aspects of other products while leaving out those that consumers found to be displeasing.
The internet also provides designers with access to countless other types of information, not just product reviews. In order to make a product appeal to consumers, it is necessary for designers to keep up to date with even the most fleeting popular trends and fads of their consumers. If, for instance, light blue was all the rage, it might behoove designers to design a pair of headphones that is light blue. However, it might be even smarter to design a pair of headphones that is light green or teal, both colors that go well with light blue. This would allow the headphones to go well with all of the popular light blue products, not be seen as just another product trying to leech in on a trend, and to not be discarded during post-trend purging.
When designing a product, it is important for designers to keep up to date with emerging technologies. Another one of the internet’s many benefits is its ability to keep designers on top these technologies. Websites like sciencedaily.com and assorted news sites can reveal new inovative technologies as well as materials that can be incorporated into new products. For instance, if a scientist creates a new material that changes color based on vibrations, it can be used to design a pair of headphones that change color according to the vibrations given off by the music the wearer is currently listening to.
As consumers become ever more environmentally conscious, the demand for eco-friendly products continues to grow. This has led to an increase in products that are made from eco-friendly materials. One material in particular has become increasingly commonplace, and that material is wood. Wood has been used to make products for eons. However, the wood that is being used for these environmentally friendly products are sustainable and are reverting to a less and less polished and treated state. For example, a chair was recently designed made out of chopped wood assembled into a square shape. By doing this, the designer created a product that was not only environmentally friendly, but looked environmentally friendly. Aesthetically, it was also very appealing, containing lots of negative space as well as a combination of geometric and organic shapes. Although many designers are using eco-friendly materials to meet the needs of their eco minded consumers, some are approaching the situation from the other end of the spectrum, reusing materials to create products. One designer created a chair that was made completely out of old bicycle and motorcycle parts. While it was not made of environmentally friendly materials, by reusing materials, he created an environmentally friendly product.
While the creation of eco-friendly materials has become a goal for many companies, many of them find that it is a goal that they can not reach. Although it may seem counter intuitive, recycled materials tend to be very expensive. In her article Why Are Recycled-Content Products So Expensive?, author Mary Mazzoni explains that recycled materials “must first be washed, spruced up and sewn together before it can be made into new products” (Mazzoni). Mazzoni goes on to explain that the process of recycling used materials into a state in which they can be used to create a new product takes much more time and energy than most consumers are aware of. Because recycled materials go through more production steps than newly created materials, companies that use them are forced to charge more for products made of recycled materials in order to make a profit. Therefore, recycled materials can cost up to three times as much as newly created material. Another challenge that is present for manufacturers is that “using recycled materials is a relatively recent development in many industries” (Mazzoni). Because of its recent development, the process of recycling materials is not as finely tuned or streamlined as the manufacturing of new materials. Product designer Justin Cumming remarked that “A lot of companies aspire to be eco-friendly, but the realities around the effort are preventing companies from doing it. There aren’t enough benefits for companies to do it” (Cumming). Justin went on to say that although most companies can not become completely eco-friendly, many companies’ design teams are personally driven to be as eco-friendly as possible. One of the ways in which designers are making their products more eco-friendly is by making their products easy to disassemble so that the individual parts can be recycled.
With the creation of innovative technologies, the field of industrial design has been forced to  shift and to adapt to the emerging challenges . Designers have embraced the new tools that have come with these changes, and created new ones to overcome the fresh challenges that have occurred as well. However, despite all these changes, the balance between form and function still lies at the heart of industrial design.

Bibliography
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"The Impact of Colors | Graphs.net." Graphsnet. N.p., n.d. Web. 23 May 2013. <http://www.graphs.net/201304/the-impact-of-colors.html>.
"Infographic: A Brief History of The IPod | Cult of Mac." Infographic: A Brief History of The IPod | Cult of Mac. N.p., n.d. Web. 23 May 2013. <http://www.cultofmac.com/125300/infographic-a-brief-history-of-the-ipod/>.
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McVeigh, Karen. "Why Golden Ratio Pleases the Eye: US Academic Says He Knows Art Secret." The Guardian. Guardian News and Media, 28 Dec. 2009. Web. 23 May 2013. <http://www.guardian.co.uk/artanddesign/2009/dec/28/golden-ratio-us-academic>.
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Thursday, May 9, 2013

Rough Draft


Ben Shopper
May 4, 2013
SCORE Rough Draft
The integration of both good form and good function has always played a critical role in the designing and manufacturing of headphones. The advent of new technologies, as well as easily accessible consumer feedback, has allowed for the creation of increasingly better products.
Form, the way a product looks, and function, the way a product performs its function, are always at odds with each other. While both being crucial elements of design, they follow one another in a sequence. Form, then function. This is not to say that form is more important than function, many argue the opposite, it is merely to say that form plays its part before function does. When an everyday consumer walks into a store to buy a product, they usually do not get to use it. This prevents them for experiencing a product’s function. This means that the way they differentiate between products is based solely on form. Even in stores that allow customers to try out products on display, if the customer is drawn to the displayed product, it is based solely on the products form. Although form and function can come into conflict at times, they are both necessary for a good product. If a product does not look appealing to a potential buyer, it will not be purchased. On the other hand, if a product does not function well, news of its poor functionality will spread and discourage purchase of the product as well as other products made by the same brand, thus tarnishing the brand’s name. Therefore, to make the best product possible, designers strive to find the critical balance between form and function.
The creation of the internet has revolutionized the way human beings interact with the world. In only twenty years, people have gained the ability access to a cornucopia of knowledge with the push of a button, or rather, the touch of a screen. While this wondrous new technology has limitless applications for the future of mankind, it has also created a plethora of new obstacles as well as tools for the world of product design. The general public's ability to access a nearly infinite amount of knowledge hands consumers a powerful tool; product reviews. Websites like Amazon allow for buyers to rate the product they have just bought as well as write a review about it. While good reviews have the ability to help a product sell well, it is incredible how a negative review carries more weight and has a greater effect than a positive one. This is primarily due to people's tendency to complain or criticize something rather than to compliment or praise something. Brand Reputation CEO Graeme Crossley states that “‘A customer that has a good experience will typically tell 3 to 5 people, but a customer who has a poor experience will tell more than 20’” (Keane). He later goes on to explain how when this is applied to the internet, the effects are on a much greater scale. For example: suppose that rather than one reviewing consumer it was one hundred consumers. One hundred satisfied consumers spread word of their satisfaction with a product to between three hundred and five hundred potential consumers online. This would be a wonderful thing for the creators of the product. Now suppose that one hundred unsatisfied consumers spread word of their dissatisfaction with a product to two thousand or more potential consumers. This could be disastrous for any product. Imagine four hundred people bought a product. While three fourths of the people who bought this product were happy with their product, one fourth was displeased with their purchase. The pleased three fourths, or three hundred people, spread their positive reviews to one thousand five hundred people. However, the dissatisfied one fourth, or one hundred people, spread their negative reviews to two thousand people. Now while only one fourth of the consumers were unhappy with what they bought, if one were to look at what was being said about the product on the internet, it would appear that roughly 57% of the consumers were dissatisfied. Although this is far from the truth, future consumers are likely to look elsewhere for their products.
Another way in which the internet has been a game changer is that product reviews have forced companies to be more accountable for their products. It used to be that one would go out to buy something, in this case a pair of headphones, and look at the models on display or in their packaging. At this point, the buyer would have to choose the headphones they were going to buy, based solely on the look of the product itself or its packaging. The buyer might then go home to find that their headphones are cheaply made and functions poorly. Even if their headphones work fine at first, after a month they might break down. Now the buyer has wasted their money and is stuck with broken headphones. Now, however, online product reviews allow potential buyers to research a product before buying it. If a company makes a product that breaks down after a month, it will get poor reviews and will not be bought. On the other hand, if a product functions well and does not have to be replaced by the buyer for years, the product will get good reviews and will be widely purchased.
Although the internet creates difficulties for product designers, it also presents them with new invaluable new tools. As previously stated, product reviews can make or break a product. However, product reviews can be a wonderful form of research. By looking at the reviews of existing products, designers are able to see what users liked and disliked about a product. Sometimes reviewers will even touch on how they would improve the product. This allows designers to compile a list of the various traits that consumers love, hate, or wish for in a product. With this information, designers can design a product that contains the positive aspects of other products while leaving out those that consumers found to be displeasing.
The internet also provides designers with access to countless other types of information, not just product reviews. In order to make a product appeal to consumers, it is necessary for designers to keep up to date with current popular trends and fads of their consumers. If, for instance, light blue was all the rage, it might behoove designers to design a pair of headphones that is light blue. However, it might be even smarter to design a pair of headphones that is light green or teal, both colors that go well with light blue. This would allow the headphones to go well with the all of the popular light blue products, not be seen as just another product trying to leech in on a trend, and to not be discarded during post-trend purging.
When designing a product, it is important for designers to keep up to date with emerging technologies. Another one of the internets many benefits is its ability to keep designers up to date with these technologies. Websites like sciencedaily.com and assorted news sites can reviel new inovative technologies as well as materials that can be incorporated into new products. For instance, if a scientist creates a new material that changes color based on vibrations, it can be used to design a pair of headphones that change color according to the vibrations given off by the headphones.
One of the most important design elements is mapping. In design, mapping is how the elements of the product are laid out to ensure the most intuitively use of the product. For example, a remote control with perfect mapping would not require the user to read an instruction manual nor would it have labels for the buttons. It would not even have buttons shaped like the symbols for start, pause, fast forward, rewind, etc. The user would simply pick up the remote and know exactly how to operate it. Although making a product completely intuitive is nigh impossible, it is every designer’s goal to for their product to come as close as possible to this balance.
As consumers become ever more environmentally conscious, the demand for eco-friendly products continues to grow. This has led to an increase in products that are made from eco-friendly materials. One material in particular has become increasingly commonplace, and that material is wood. Wood has been used to make products for eons. However, the wood that is being used for these environmentally friendly products are sustainable and are reverting to a less and less polished and treated state. For example, a chair was recently designed made out of chopped wood held together in a square shape. By doing this, the designer created a product that was not only environmentally friendly, but looked environmentally friendly. Aesthetically, it was also very appealing, containing lots of negative space as well as a combination of geometric and organic shapes. Although many designers are using eco-friendly materials to meet the needs of their eco minded consumers, some are approaching the situation from the other end of the spectrum, reusing materials to create products. One designer created a chair that was made completely out of old bicycle and motorcycle parts. While it was not made of environmentally friendly materials, by reusing materials, he created an environmentally friendly product.
One aspect of design that is very important and is heavily focused on by designers, is user interface. User interface is how people interact with a product. Examples of this would be a touch screen or a keyboard. User interface usually applies to technological devices such a smartphones, computers, and tablets. However, as more and more smart technology is replacing its predecessors, user interface is becoming increasingly important. With Apple’s release of the iPhone in 2006, touch based user interface spread like wildfire in the design world. This new type of user interface opened countless opportunities. As touch based user interface has become more commonplace, the future of user interface appears to lie in voice based and motion based technology. Apple’s Siri is a prime example of a voice-based user interface. By talking to Siri, iPhone users can interact with their phone to send messages, search the internet, add appointments to their calendar, and other such tasks. Although Siri is an impressive piece of technology, it is nowhere near reaching the potential of voice based technology. It is hoped that in the future, people will be able to use their voice to interact with technology similar to that of the artificial intelligence HAL 9000 of 2001: A Space Odyssey or the virtual butler Jarvis of Marvel's Iron Man.
Although early in its development, motion based technology is being to emerge. The Xbox 360’s “Kinect” camera was the first low cost, depth of field-sensing camera and remains highly used by engineers in developing motion based technology.
With the creation of new technologies, the field of industrial design has shifted to adapt. Designers have embraced the new tools that have come with these changes, and created new ones to overcome the new challenges that have occurred as well. However, despite all these changes, the balance between form and function still lies at the heart of industrial design.

Bibliography
Greene, Jay. Design Is How It Works: How the Smartest Companies Turn Products into Icons. New York: Portfolio, 2010. Print.
Norman, Donald A. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic, 2004. Print.
Norman, Donald A. The Psychology of Everyday Things. New York: Basic, 1988. Print.
Keane, Meghan. "The Impact of Negative Consumer Reviews Is Growing."Econsultancy. N.p., n.d. Web. 05 May 2013.

Tuesday, May 7, 2013

Post #8


At the end of last week, I began work with Essential's design team. All my work with research has given my valuable research skills. It has also given me a good feel for successful products and innovative new materials and technology. After getting a feel for how the design team likes to go about designing products, I set out to design my own product, a pair of headphones. Today I started by doing research on popular headphone brands and began to become familiar with their products. I research reviews of these products to find what consumers liked and did not like about the headphones. For instance, this costumer thought that such and such's earbuds had great sound quality when it came to low and middle frequencies, found the high frequencies to be slightly distorted, and had a difficult time getting the earbuds to stay in his ears. Using this information, I will be able to make a good product that fits the needs of my consumers. 

One of the weird but kind of cool things about doing industrial design, is that you start to look around at all the products around you and think to yourself "why did they buy that?," "why is it made like that?," "that would be so much better if *blank*." This makes just ridding the T research. Take headphones, I could look around and count how many Apple headphones I see, how many Beats, how many Skullcandys, etc. I can see what headphone colors people tend to favor, excluding apple of course seeing as how they are all white. I can observe what headphones are most popular with what age, gender, clique, etc. Because there are a verity of headphone styles, it is helpful to see which type is predominantly used.

Post #7


Today I spent roughly an hour trying to print something. I was trying to print out the marketing calendar today but it did not go nearly a smoothly as it could have. First off, like I have already said, I am still learning how to use PCs. I was also using Microsoft Excel, which I had only used once or twice for Physics class. So I tried to print out the three page document, but only one page was showing up. I tried changing some different print settings, but still only one page was showing up. The odd thing about that, was that it was not the first page that was showing up, but rather the middle one. So I, being completely lost, enlisted the help of one of my coworkers. Happy to help, she tried to help me print out all three pages. It only printed out one. Then we decided to try a different print setting. The printer then began printing individual days over the course of three months. One dead tree later, we enlisted the help of another coworker. He also became baffled by our predicament. However, he was eventually able to get the document to print using some Microsoft magic. I'm not going to get into the technical aspects of what was wrong, but I eventually got the calendar printed thanks to my incredibly helpful coworkers who were willing to give up their time to help. That is one of the things that makes Essential so great to intern at.

Saturday, April 20, 2013

Ben: Post #6, Week 2

An added benefit of my SCORE project, is that I have learned a lot of general skills that will be important throughout my life in any career I choose. This summer will be my third summer working at a summer camp as a camp counselor. Although I have gained work experience from that job, it is very different job from most other jobs out there. Interning at Essential has taught me skills that will be transferable to most any job I will have in the future. I already mentioned the amount I research I have been doing in my previous post. In just a few days, my researching skills as well as my ability to organize information on the computer have improved drastically. The computer I use at Essential is a PC. I am a Mac person. Even though MERHS has PCs, I have never felt very comfortable with them. After working on a PC at Essential, I have started to feel much more comfortable with using PCs. This will no doubt prove to be helpful in the future, due to the wide spread use of PCs compared to Macs.

I feel that my internship has made me more independent in the sense that I have become more confident in my ability to get things done. I feel that I am better at being able to understand what is expected of me and my work without it being said. My internship has also made me better at working in groups and communicating within a group. This is something that I have not always excelled in, but I can see major improvements already. 

Ben: Post #5, Week 2

One thing that I did not expect about product design, is how much research it entails. A lot. Since I have been on SCORE, pretty much the only thing I have been doing so far is research. Do not take this the wrong way, as I learned, research is a crucial part of product design. It is important to keep up with current fads and trends, new advancements in technology and the fields that your products are targeted towards (ex: medical, transportation, music, etc.), as well as current local and world events. For example, I found an article on a new type of synthetic material that changes its opacity as well as how it interacts with water depending on the amount of force applied to it. I also found an article about how scientist have been able to make the brain of a mouse transparent except, allowing them to learn more about the way the brain functions.
It is also important to research all upcoming events. All of them. I have currently created two nine page documents listing upcoming events around Boston and throughout the country and even a few international events. One of these lists is organized according to who is putting on the event. The other list contains the same events but sorted instead by date. These events range from design conferences, conventions, expos, etc, to events that would be good to attend for marketing reasons. Although the research I have been doing was not what I expected to be doing when I set out on SCORE, it is an important first step that has helped me learn a lot about the field.

Tuesday, April 16, 2013

Ben: Post #4, Week 2


It's been an intense twenty-four hours. Yesterday I was getting on the T at South Station to go to the commuter rail at North Station, when an announcement comes on over the loud speakers that the T is not going to Park St., which is the stop that I need to go to to transfer from the Red Line to the Green Line. I assumed that this was due to some sort of construction or a break down or something of that nature. So I left South Station planning to walk several blocks to Park St. and take the Green Line right from there to North Station, or if the whole Green Line was not working, take the Orange Line to North Station instead.
As I was walking to Park St., I got a text from my Dad explaining that there had been an explosion at the marathon finish line in which several people had been hurt and asking if I was alright. After I let him know I was fine, I started looking at the people around me as they one by one discovered what was going on. I got to Park St. to find it was closed, with MBTA officials outside. They said that I should go to Government Center a couple of blocks away. The same thing happened when I got to Government Center, except this time they said that all of the T had been shut down. I then started walking to North Station. By this time, people around me had figured out what was going on. I got to North Station and in time to caught my train home, but the atmosphere was really odd. Everyone was in a state that was both dazed and nervous.
This morning when I got to the T at North Station, the first thing I noticed was the unarmed soldiers and increased Transit Police. The second thing, was how empty the T was. Although it is not close to being on the same scale as 9/11, yesterday's events have given me a somewhat better sense of the what that day was like.

Friday, April 12, 2013

Post #3


One thing that I have found while I have been on SCORE that is quite surprising to me, is how tired I am at the end of my day. For a while I could not understand what it was that exhausted me. Then it dawned on me; the amount of effort and concentration that I devote to everything I do during my internship, is ten fold what I am used to giving to school. I do not mean to say that I do not give energy to my school work. It is more like the energy I give to my SCORE internship is more concentrated than that given to school. At school I could afford to slack of for a minute or two here and there, or zone out for a minute and doodle or doodle in my note book. When I am at Essential, I feel compelled to give 100% 100% of the time. I have found that this is a  huge mistake. One thing that I have learned from my summer job as a camp counselor, is that you can not give it your all all the time. The motto we have is: give 85% 100% of the time. If you keep giving 100%, you will run out before the end of the week. That is what has been happening to me, so my goal for next week is to give 85% 100% of the time. That way I will be able to be consistent with my work and in the long run be more efficient. 

Post #2


On Wednesday morning, I walked to my 7:12 train to Boston. Then the fifty minute commute starts. Although some people hate commuting to Boston, it is actually one of my favorite parts of the day. In the morning, it acts as a time for me to wake up and mentally prepare for the day ahead of me. In the evening, it serves as a sort of downtime for me to transition from SCORE back to my home life. I usually bring a book to read with me. Sometimes I will bring my computer. What is nice is that I have enough time to actually get something done. Like this blog post for example. The only downside is the trains wifi is incredibly slow.
When I get to North Station, I have about an hour before I need to be at Essential. This allows me to take my time and not worry about being late. The nice thing about interning in Boston, is that if I do not have enough time to eat breakfast before getting to the train, there is a Dunkin' Donuts every five feet down town. The funny thing is, I am not really exaggerating. North Station, for example, has two Dunkin' Donuts in it. TWO. I mean really? Isn't that a tad bit much? Anyways, after getting breakfast at one of the ten billion DDs, usually get to Essential about ten minutes early. This is good because it takes about that long for Google Chrome to start up on my computer. The computer works great, it's just Chrome. Oh well, first world problems.

Thursday, April 11, 2013

Post #1

Because of the senior meeting on Monday, which I was led to believe was going to last until eleven, I was not able to start my SCORE project on Monday. On Tuesday, I got a ride from my dad into Boston. He had a photography shoot downtown, so he dropped me off at the T on his way. I took the T to South Station and walked to my internship at Essential. I had to get buzzed in to take the elevator to the floor that Essential is on. Essential is amazing. It has a workshop with a 3D printer, every size of post-it note you could possibly imagine, a kitchen, a library, a wall that tracks current trends, and so much more. There are also multiple conference rooms full of post-it notes with ideas on them, sketches, and white boards. Essential also has this giant printer that can print out posters for presentations. 

Everyone at Essential is incredibly nice, helpful, and talented. There is a wonderful creative atmosphere. I have my own work area with my own computer, log in, and email. After getting my tour of the place, I help out with some web site creation. One of the great perks of my internship, is that I get to walk around Boston during my lunch break. Because of my commute, I ran into a friend of my who I have not seen in roughly four years. It was nice to get a chance to  reconnect on the train ride home.

Wednesday, March 20, 2013

Ben Shopper's Outline


Ben Shopper
Score Thesis and Outline


Thesis:  The integration of both good form and good function has always played a critical role in the designing and manufacturing of tea kettles. The advent of new technologies, as well as easily accessible consumer feedback, has allowed for the creation of increasingly better products.

1. - Basic History of Tea Kettles
-Difference between Tea Kettle and Teapot.
-First kettles around 1700
-Originally made of Iron
-Descendants of cooking pots
-The form of the original tea kettles is still used as the basic form of todays tea kettles.

2. - Progressive History of Tea Kettles
-Creation of electric tea kettles.
-By no longer being confined to a stovetop, new designs can be implemented.
-New materials
-Different materials have different effects on people (p. 9 The Psychology of Everyday things).
-New kettles are more complex and thus more can go wrong.

3. - Modern Tea Kettles
-Novelty kettles
-While often being more appealing to consumers, Novelty tea kettles are often more poorly made
-More appealing shapes
-Increased focus on things being “green” and ecofriendly.
-Increased focus on form.
-Sound
-Sound has large effect on us, yet most everyday sounds are displeasing and instinctively upsetting. (p. 120 Emotional Design).
-Richard Sapper’s Tea Kettle.
-Brand Names
-Brand names carry weight and influence consumer decisions.
-Design Is How It Works, How the Smartest Companies Turn Products Into Icons.

4. - The Internet
-Increased product accountability due to online reviews on websites like Amazon.
-Negative online reviews can quickly send a product on a downward spiral.
-Global appeal rather than a local focus.
-Social networking.
-Recommending products on websites such as Facebook, Tumblr, or Twitter.
-”Liking” or “reblogging” products.

5. - Future Possibilities
-iPhone/iPad/Smartphone compatible
-Portable tea kettles
-Solar powered
-New whistle sounds.

6. - My Own Tea Kettle Design (Possibly)

Overarching Themes (Rather than being their own paragraph, they will be focused on in all of the other paragraphs):
Function:
-Mapping: The ability to pick up a device and instinctively know how to use it.
-Lifespan of kettle
-Will the user of the tea kettle need to replace it eventually if at all.

Form:
- Different colors and shapes instill different emotions in people.
-Instinctively appealing designs
-Golden Ratio = 1 : 1.61803...
-Nature
-Designs that are influenced by nature are often the most appealing.
Consumer:
-Modern consumers have different needs than those three hundred years ago.


Annotated Bibliography
"14 Modern Teapots and Kettle Designs." Toxelcom RSS. N.p., n.d. Web. 17 Mar. 2013.
-Tea Kettle examples.
"Electric Tea Kettle." How Products Are Made. N.p., n.d. Web. 17 Mar. 2013.
-History and design information.
Greene, Jay. Design Is How It Works: How the Smartest Companies Turn Products into Icons. New York: Portfolio, 2010. Print.
-Book on industrial design.
"The History Of Electric Tea Kettles." Electric Tea Kettle. N.p., n.d. Web. 17 Mar. 2013.
-History on the change from stovetop kettles to electric kettles.
"The History of the Kettle." Gizmo Highway Technology Guide. N.p., n.d. Web. 17 Mar. 2013.
-History of tea kettles.
Katemopoulos, Maureen. "The History of Electric Kettles." EHow. Demand Media, 05 Aug. 2009. Web. 17 Mar. 2013.
-History on the change from stovetop kettles to electric kettles.
Katemopoulos, Maureen. "The History of Kettles." EHow. Demand Media, 09 Sept. 2009. Web. 17 Mar. 2013.
-Information on the history of tea kettles and on design elements.
"Michael Graves' Tea Kettles." Industrial Design History. N.p., n.d. Web. 17 Mar. 2013.
-Video criticism of Michael Graves’ tea kettle design.
Norman, Donald A. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic, 2004. Print.
-Book on industrial design.
Norman, Donald A. The Psychology of Everyday Things. New York: Basic, 1988. Print.
-Book on industrial design.
"PingMag | The Cast Iron History of Tea Kettles." Selectism. N.p., n.d. Web. 17 Mar. 2013.
-Tea kettle history.
Ryan, Maxwell. "Top 10 Kettles." Apartment Therapy. N.p., 29 Mar. 2005. Web. 17 Mar. 2013.
-Tea kettle examples.
"The Whistling Tea Kettle." Food Editorials. N.p., n.d. Web. 17 Mar. 2013.
-Article on the tea kettle whistling and its history.