Monday, February 20, 2012

"Maker" Videos

STRAIT POWER

  • Reale created a device that uses the current from water to provide any factory/home with more energy that what it was gaining from just normal energy use.
  • Inspired by a shark that went around eating plankton.
  • With the calling system, now there is 40% more energy.
  • For low-level water, to get inspired, maybe designers need to look at other types of fishes or sharks.
  • Reale wants to create things that can make jobs to help our the people that live near him.
  • Electronic parts that can be joined magnetically.
  • These little bits were mainly designed for prototyping, they were also designed for children to play and learn.
  • Bdeir show the viewers how to use little bits to create a simple, but intriguing system.
  • This machine has been hacked to knit any digital image. 
  • It automatically adjusts the needle position as it knits each row.
  • Salomone shows a sweater that he created Bill Cosby which shows Bill Cosby wearing a sweater.

Design of Design - Summary of Chapters 11 - 12

Chapter 11: Constraints Are Friends

  • Constraints
    • Constraints can cause problems, but often constraints are good for designers. It allows the designers to focus and speed up the design process.
    • Constraints challenge the designer to create something that evolves around the constraints set.
  • Up to a Point
    • Artificial constraints are easier to relate to, so designers don't have to worry about that constraints as much as other constraints, perhaps ones that at may push the designer into an empty corner.
    • One must carefully distinguish between constraints:
      • Obsolete Constraints.
        • Obsolete Constraints are those that can not be changed and have to be obeyed.
          • Ex: creating software using certain amount of memory spaces.
      • Misperceived Constraints.
        • More subtle.
        • Uses the example of multiplying two 2x2 matrices in only seven multiplications instead of eight, "one must discard the misperceived constraint that vector operations must be used" (Brooks, 130).
        • Example of designers meeting all the system performance requirements and all the system reality requirements, but their analysis was rejected because it did not specify topology.
        • "When you specify something to be designed, tell what properties you need, not how they are to be achieved, If implementation approaches are given as constraints, better solutions are cut off. For the sake of the artifact and the user, the designer confronted with false constraints should fight back!" (Brooks, 132).
      • Constraints misperceived as real.
      • Intentional artificial constraints.
  • A Design Paradox: General-Purpose Artifacts Are Harder than Special-Purpose Ones
    • Hardest part of designing is deciding what you want.
    • If there are no constraints, then there are no criteria for excellence.
    • The most constrained, the assigned goal, the more of this task has already been accomplished.
    • Dashing Off a General-Purpose Design.
      • General-purpose computers are well understood.
      • A good designer can sketch for days; the set of architectural decisions is clear:
        • Instruction formats
        • Addressing and memory management
        • Datatypes and their representations
        • Operation set
        • Instruction sequencing
        • Supervisor facilities
        • Input-output
    • Designing the Special-Purpose Computer Architecture.
      • This clearly takes a lot of work up front.
      • "One has to develop an explicit characterization of the application" (Brook, 134).
    • Designing an Excellent General-Purpose Architecture.
      • A designer also needs a user model to design a general-purpose architecture, which is much harder to craft.
      • Each application must be understood, then they all have to be weighted:
        • Across the entire application set.
        • Across the entire set of intended machine implementations.
        • Across the decades of lifetime that a new architecture must contemplate.
    • Software Design.
      • "Designing a special-purpose programming language is straight-forward compared to the delicate balancing of expressive power, generality, and parsimony that one must seek in a general-purpose programming language. Restraint is so much easier to practice in the special-purpose design" (Brooks, 135).
    • Spatial Design.
      • Designing a bedroom hold the same paradox. It is easier to design a really nice bedroom than having to design a public living room because public spaces should have more functionality.
  • Net
    • If a task does not have any constraints, then first think harder about what you really want, about the user models, and probably find some constraints which will benefit the user and the designer.
Chapter 12: Esthetics and Style in Technical Design
  • Esthetics in Technical Design
    • Vitruvius says to build a good building architecture, it needs three things: 
      • Firmness
      • Usefulness
      • Delight
    • Vitruvius claims that all of our building structures must satisfy our soul's need for beauty.
    • What role does the beauty of esthetics play in technical design?
      • Physical form are capable of visual beauty. Some even incorporate term such as "elegant" and "ugly" when referring to different programming languages.
  • What Is Logical Beauty?
    • Parsimony
      • "Elegance" Requires Parsimony.
        • A definition of elegance in mathematics is "accomplishing a great deal with few elements."
        • Designers are always persuaded to create programming languages with parsimony as a guide, since computer design is placed at a higher value on parsimony.
      • Not the Whole Story.
        • However just parsimony is not enough, adding index registers that aren't necessary can radically improve performance and cost.
        • Uses Van der Poel's design as an example.
        • APL - similar story can be told for this programming language.
          • "it is even fashionable to see how much function can be packed into one line of APL"(Brooks. 141).
    • Structural Clarity
      • Parsimony Is Not Enough.
        • One key element in a computer architecture is its uniformness. The language that is used to communicate via two devices must be straight forward and easy to understand.
      • Structure.
        • ""Elegance" in a technical design demands that the basic structural concept of the design be plainly evident and, if not logically straightforward, easily explained" (Brooks, 142).
      • Metaphor.
        • "Both “elegance” and comprehensibility are aided by the use of familiar and simple metaphors, especially in user interfaces to the designed object" (Brooks. 142).
    • Consistency
      • Good architecture will be explained in the next section by Brooks and Gerry Blaauw.
    • What Is Good Computer Architecture?
      • Good computer architecture never fail to include needed functions. If it does, it is known to be erroneous.
      • Brooks and Blaauw believes that consistency is shown in its quality.
      • Some consistent solutions are not easy to find, and some are very hard to identify.
      • For computer architecture:
        • Brevity of description.
        • Simplicity of code generation.
        • Suitability for many implementations.
      • Derived Principles.
        • Three major design principles:
          • Orthogonality
          • Propriety
          • Generality
      • Orthogonality: Do Not Link What Is Independent.
        • A change in one function of the design doesn't affect the another function in the same set of design.
      • Propriety: Do Not Introduce What Is Immaterial.
        • When the product meets necessary goals just to function, the product is then called proper.
        • "Parsimony is a subset of propriety. Another is transparency, the property that a function's implementation produces no visible side effects" (Brooks, 144).
      • Generality: Do No Restrict What is Inherent
        • The ability to use a function for many different needs. Designers design this way when they think that the user will use it inventively or change it drastically to fit their needs.
    • More Virtues of Consistency
      • "Consistency is reinforcing and self-teaching, because it con- firms and encourages our expectations. It also solves the conflict between ease of use and ease of learning" (Brooks, 144).
  • Style in Technical Design
    • There are two style components that affect delight:
      • Consistency with which a style if effected.
      • Intrinsic qualities of the style itself.
    • What is Style?
      • Definitions.
        • "The Oxford English Dictionary defines style, in the sense we are considering, as
          • 14. Those features of literary composition that belong to form or expression rather than to the substance of the thought or matter expressed.
          • 21. A particular mode or form of skilled construction, execution or production; the manner in which a work of art is executed, regarded as characteristic of the individual artist or of his time and place.
        • Webster’s Revised Unabridged Dictionary (1913 edition):
          • 4. Mode of presentation, especially in music or any of the fine arts; a characteristic or peculiar mode of developing an idea or accom- plishing a result.
        • Akin [1988], “Expertise of the architect”:
          • Style as an expression of the designer’s personal and professional choices is a vehicle which helps limit the many degrees of freedom that design problems have" (Brooks, 146).
      • A Characteristic of Detailing.
        • We know that works are different from different artists and designer, however, there is still a similar style among them.
      • A Hypothesis: Minimization of Mental Effort.
        • All design, all creation, involves hundreds of microdecisions. Habits seem to be a mechanism by which humans economize on mental effort, by which we reduce the burden of decision making in everyday life" (Brooks, 146).
      • Consistency across Microdecisions.
        • Designers have to make sure as they make microdecisions, that they are consistent, not only across time, but also among similar decisions that have already been made about the same factor.
      • Clarity of Style.
        • If a designer is able to make decisions that are consistent on a boarder scale, we say that the designer has a clear sense of style.
      • My Working Definition (Brook's Working Definition):
        • "Style is a set of different repeated microdecisions, each made the same way whenever it arises, even though the context may be different" (Brooks, 147).
  • Properties of Styles
    • Specification Is Costly.
      • It takes a remarkable amount of time to make a style explicit. It took the Chicago Manual 984 pages on just style.
    • Specification Is Hierarchical.
      • Any specification is inherently hierarchal.
        • Dialect and diction
        • Person, tense, formality, vividity of color, warmth of tone
        • Balance and rhythm
        • Usage
        • Punctuation
        • Compositional layout
    • Styles Evolve.
      • Over time, style change, just as fashion changed or the 17th century English gardens.
  • To Get a Consistent Style --Document It!
    • A design style is defined by a set of decisions made by the designer. A clear style show consistency among the decisions made, however we can not say that a clear style is always a good style.
    • A design team must always document the style and design properly whether it be via drawings, blueprints, or a manual.
  • How to Achieve a Good Style
    • Simple, straight-forward.
    • Study Other Designers' Styles Intentionally.
      • Practice working in someone else's style.
    • Make Conscious Judgments.
      • "Write opinions as to what styles you like and why, what aspects of a particular style and why" (Brooks, 150).
    • Practice. Practice. Practice.
    • Revise.
      • "Look for stylistic inconsistencies" (Brooks, 150).
    • Choose Designers Carefully.
      • "Seek for your products designers who have clear styles and good taste, as demonstrated by their previous works" (Brooks, 150).

Wednesday, February 8, 2012

MORE New and Amazing Technologies of 2012

World's First 3D Printed Lower Jaw Implant


This 3D printed titanium lower jaw implant has been created by Washington State University researchers. An 83-year old patient with a serious jaw infection received the first jaw implant. This jaw implant has given the patient the ability to bite again. 


Squid Fitness Monitoring Shirt


This shirt keeps track of your gym progress. Squid is a set of electromyography sensors attached to a box that pushes your workout data to a smartphone application, which will then give you a detailed overview of your progress.

Non-Surgical Procedures Repairs Severed Nerves in Minutes


U.S. Researchers have developed a nonsurgical technique that can repair severed nerves in minutes. Professor George Bittner and his colleagues at the University of Texas at Austin Center for Nueroscience have developed this simple, inexpensive procedure. The procedure quickly heals severed peripheral nerves. This new procedure can help patients fully recover and be able to function at their fullest strength in days or weeks.

I have spent one hour on this assignment.

Design of Design - Summary of Chapters 8 - 10

Chapter 8: Rationalism Versus Empiricism in Design
Rationalism versus Empiricism

  • Can one person alone design a complex object correctly by a sufficient thought?
    • The answer can be given in two way depending perspective.
      • Empiricists would believe one person cannot.
      • Rationalists would believe one person can.
  • These two perspectives can be broken down into thoughts deeper.
    • Empiricist believes that man is inherently flawed and could repeatedly have an urge to do things wrong.
    • Rationalists would believe man is inherently sound. Man can make mistakes, but can also fix these mistakes with education and maturity.

Software Design

  • Rationalists would believe that computer programs are mathematical objects fashioned in abstraction and made correct by proof.
  • One should design software to be correct, and then prove the design is correct.
  • Empiricists would believe that humans will inevitably make mistakes. 
  • Firm faith in fallibility can be a good thing because it allows for important decisions to take place early on in the project, for instance, design, early prototypes, early user testing, iterative incremental implementation, testing on a rich bank of test cases, and regression testing after changes.

I Am a Dyed-in-the-Wool-Empiricist

  • Brooks mentions that only twice in his life has he written a program that worked correctly the first time and did what he wanted it to do.
  • However, Brooks desk-checked the 1,500 line code meticulously before running the program for the first time.
  • This experience is an existence proof for the possibility of rational design for correctness. However with real people, it is hard to maintain the motivation of repeatedly checking code.
  • Designing program in a correct way, to show that operating system are designed and implemented correctly, people use formal proof methods to prove this.
  • Kernel is probably as far as the correctness proof techniques should be applied.
  • Harlan Mills and his colleagues developed a "cleanroom" technique for correctness-proving. People are divided into teams, the design group explains why their design is correct, while other challenge the argument and assumptions.
  • "Formal proof of correctness is usually infeasible; abandoning all effort of systematic verification is dangerous..." (Brooks, 108).

Rationalism, Empiricism, and Correctness in Other Design Domains

  • Designers have only attempted to prove correctness by formal method in software engineering.
  • Software design in which no material is involved is like organization design.
  • People now do rigorous analysis on mechanical parts, from stress, vibration, to acoustic analyses.
  • Real-time videotaped walk-through can help guide architects and clients through simulated use scenarios of buildings/other developed objects.
  • With this extensive empirical analyses comes greater iteration in the design process.
  • Can one person alone design a complex object correctly with a sufficient thought alone?
    • The answer is NO, testing and iteration are in practice necessary.

Chapter 9: User Models -- Better Wrong than Vague
Explicit User and Use Models

  • Experience designers start by writing everything they know about the user, purpose of use, and mode of use so far. Designers who are wise also write down things that they don't know but can assume about the user.

Really?

  • Not very many designers want to do that extra work before starting on a design. However, it is a necessary practice, and doing so will improve the designer's design practice.

Team Design
  • All designers have some visual idea in their minds of how the user will be able to use this object/device. 
  • The exercise of having the same user model and the same use model is rare because the members of the team usually believe that they share a common set of assumptions. 
  • However, assumptions can be wrong sometimes, then differing models can yield to inconsistent designs in the team.
  • Complex Designs.
    • With the growth of complexity, the need for explicit use models increases. 
    • For example, a shovel can be used to move snow, grain, coal, etc. For that reason, it is important to explicitly state what it's needed for.
What If the Facts Are Not Available?
  • Most designers are confronted with the fact that they don't know much about the object when they start creating a use model.
  • Example: Product that routes and schedules school buses. You have to look at time constraints, number of buses, number of drivers, geographic distribution of pupils, etc. 
  • "As the questions get harder, the answers get vaguer" (Brooks, 116).

Guess!
  • Once a designer has move beyond questions that can be answered, he should guess a set of attributes in order to develop the user and use models.
  • Writing down the values can create something concrete which can then be easily criticized and debated on.
  • Most important questions
    • Which assumptions matter?
    • How much?
  • Assumptions always remain debatable in the end.

Better Wrong than Vague!
  • How can a designer assume details about uses and users?
    • The answer is without even thinking about it, you're going to make these assumptions.
  • Wrong assumptions are better than vague ones cause wrong ones get questioned.

Chapter 10: Inches, Ounces, Bits, Dollars -- The Budgeted Resource
What's the Budgeted Resource?
  • "Within any design, there is at least one scarce resource to be rationed or budgeted" (Brooks, 120).
  • If a design team wants to have conceptual integrity, then they want to name the scarce resource explicitly, track it publicly, and control it firmly.

Often Not Dollars
  • Some budgeted resources that are not dollars:
    • Inches of oceanfront, in a beach house
    • Ounces of payload, in a spacecraft—or in a backpack
    • Memory bandwidth, in any von Neumann computer architecture 
    • Nanoseconds of timing tolerance, in a GPS system 
    • Calendar days, on an asteroid-interception project
    • Resident kernel memory space, in OS/360 design
    • Program hours, at a conference 
    • Pages, on a grant proposal or a journal paper 
    • Power (and stored energy) on a communications satellite 
    • Heat, in a high-performance chip 
    • Water, on western farmland 
    • Student learning hours, in a degree curriculum 
    • Political power, in an organization’s constitution 
    • Seconds, even frames, in a film or video 
    • Hours of access to the track per day, in London Underground engineering and maintenance 
    • Format bits, in a computer architecture 
    • Hours or minutes, in a military assault plan

Even Dollars Have Flavors, and Surrogates
  • "Even when cost is in fact to be the budgeted commodity for a design project, cost varieties must be considered" (Brooks, 121).
  • Most designers adopt surrogates as their budgeted resources when it comes to money. 
  • Surrogates have several advantages:
    • Simpler.
    • More stable.
    • Designers can work with them long before they are aware of the ratio between surrogate and dollar.
  • However, surrogates can lead one astray.

The Budgeted Resource Can Change
  • Which resources are critical can be determined in the shifts in technology, since they change, so we are not aware of when some resources are in high demand.
  • Budgeted resources can change in the middle of a design because as we learn more about the project, we become smarter and know what resources are wiser to use.
  • Robert Ruthrauff built a performance simulator and got it running, but the results were horrifying. As time went on, the project's budgeted resource switched from memory bytes to disk accesses.

So What?
  • Identify Explicitly
    • A project manager normally begins by analyzing the constraints and objectives, then identifies explicitly the budgeted resources. 
    • Often schedule may become the budgeted resource, if a company wants to be the first to market their new product.
  • Track Publicly
    • The whole teams should be aware of the current budget for the critical resources. 
  • Control Firmly
    • For critical resources, it is wise for the project manager to keep a few of these resources allocated and hidden, just in case, it is needed.
I have spent 2 hours on this assignment.

Tuesday, February 7, 2012

Anderson Center for Entrepreneurship and Innovation

The Boyd Venture Fund - Spring 2012
 
This fund is administered by the Anderson Center for Entrepreneurship and Innovation in the University of Tennessee, Knoxville, College of Business Administration. This program allows students at UTK to earn money to kick-start their business ideas. 
  • To qualify for the fund, students must have already established a business, meaning tax ID, state business license, LLC, etc. 
  • To apply for the grant, students representing the business should submit a summary of the business, a pro forma budget, and a detailed statement starting where and how they plan on using the funds to move the business forward.
  • Deadline for grant: April 24, 2012
  • Up to $20,000 will be awarded. The money can be allocated among several different companies or just to one company.
  • Grant committee considers the following:
    • Need for capital
    • Viability of the business concept
    • Growth potential 
ACEI Business Plan Competition
  
This competition allows new entrepreneurs to explore their ideas, as well as receive aid with challenging decisions or help with uncertainties. The entrepreneur's Business Plan helps guide the founding team and provides advice that will allow them to get a path towards success.
  • Requirements: Team leader of the project/business must be enrolled in a UT degree program on the Knoxville campus.
  • Awards are given in two categories: 
    • Technology-enabled growth businesses
    • Lifestyle businesses
  • Teams must submit business plans with detailed concept information including main point, solution, competitive advantages, and business model. 
  • Teams selected into the second round must then conduct a 20 minute presentation and a 5 minute Q&A session. 
  • Finalists will then make a 5 minute pitch and 20 minute Q&A session with judges.
  • Prizes
    • Technology Enabled Growth Business Category
      • 1st place - $5000
      • 2nd place - $3000
      • 3rd place - $2000
    • Lifestyle Category
      • 1st place - $5000
      • 2nd place - $3000
      • 3rd place - $2000
Previous Winners of the ACEI Business Plan Competition 
 
Left to right:
  • Colleen Cruze
  • Seth Elliott
  • Joey Natour
  • Kristine Palmer
  • Emily Ryan
  • Tevin Manuel
  • Jordan Peace
  • Austin Eldridge
  • Nate Buchanan
I have spent 2 hours on this assignment.

Anti-Counterfeiting Trade Agreement (ACTA)

Comments
  • ACTA is a treaty launched by Japan and the United Sates in 2006 to protect copyright infringement, counterfeit products, and pirated goods. With this treaty, the two countries were hoping to boost the financial standing of their economy. Nowadays, so many right holders and legitimate businesses face financial losses due to inadequate protection of their rights.
  • The treaty explains how it would enforce this treaty, for instance, with civil enforcement, violators would be prosecuted in court. Also the courts would be given rules on how to use these powers. The treaty would also focus on what items cross their borders to prevent counterfeiters from selling fake goods. For the treaty to have its full effect, countries will need to work together and create a kind of international cooperation.
  • In my opinion, the treaty has been created for all the right reasons, so why are people protesting against this treaty?
    • The answer is simple. People feel that this treaty is infringe upon their rights of privacy, civil liberties, innovation, freedom on the web, and legitimate commerce.
    • Protesters of ACTA want the Internet to be used freely by citizens where the people are responsible for posting illegal content, instead of the Internet provider or file hosting websites.
    • Protesters feel that ACTA blocks their free speech.
How would we, the people, be violating ACTA?
 

The above text is an excerpt from ACTA. "Intellectual property" can be referred to everything from patents, trademarks, images, and perhaps even ideas. That would mean that if we ever wanted to use an image of a company in a presentation or a video, we could possibly risk getting prosecuted for the "infringement of intellectual property rights". 

ACTA could cause valuable sites like Google, Youtube, Wikipedia, etc to shut down. Spoofing, fan art, fan comics, fan fiction could also be violating ACTA, also none of the money gained from lawsuits would go to the right holders.

"Without prejudice to the provisions of Article 29 (Management of Risk at Border), each Party shall endeavour to exchange with other Parties:

The above text is an excerpt from ACTA. Sharing educational knowledge that someone has paid for would violate ACTA. If that is the case, then ACTA would pretty much be hindering the growth of innovation. How are people suppose to develop new invention when they are not allowed to share ideas? It would be impossible for new things to be created without the risk of being sent to jail cause of ACTA.


The above text is an excerpt from ACTA. Websites and companies would be required to log IP addresses and Internet usage, which would be taking legal rights away from people. Social websites like Facebook, Skype, etc would be required to listen to online chats, which would violate freedom of speech given to the people as a legal right. 

ACTA prevents people from trusting websites or even sharing information online because of its widespread monitoring of communication if ACTA was to be enforced.

Monday, February 6, 2012

Design of Design - Summary of Chapter 7

Chapter 7: Telecollaboration
Why Telecollaboration?

  • Specialization
    • Super-specialization of skills now requires much collaboration, but any particular type of specialized skill isn't available at every place. 
  • Home
    • Specialized skills and telecollaboration technology allows people to live in one place and work in another place. 
  • Around the Clock
    • Time change between countries on this planet allows for people to be working constantly during their day shifts in different parts of the world. Hence, someone is available at all times.
  • Cost
    • Highly skilled workers are available at low costs via outsourcing.
  • Politics
    • The government helps international businesses work in a full telecommunication collaborative environment to create engineering designs such as the Airbus 380.

Been There, Done That -- Distributed Development of the IBM System/360 Computer Family, 1961-1965

  • The IBM computers were developed across three countries in four different locations.
  • Each component of the computer was developed in places where there was specialized skills and experience for that device/hardware.
  • Many innovative design have taken place with the idea of telecollaboration including the I/O devices.
  • To achieve the set goals, thousands of phone calls and documents were exchanged, as well as face-to-face meetings took place.
  • Distribution development effort was given importance by the same forces as usual:
    • Distributed technology specializations
    • Immovable talent pools
    • Interdivisional politics and distribution of work
  • Distributed development of a unified product is a lot of work. Also there are many barriers such as, time zones differences, cultures differences, etc.

Making Telecollaboration Work

  • Telecommunications technology continues to explode.
  • Face-to-Face Time Is Crucial!
    • The most successful telecollaborations have been achieved with extensive face-to-face time. 
    • Talks about IBM paying to take their employees to another location 60 miles away via bus, so employees can physically go and discuss the development of project/product.
    • People instinctively know the value of face time.
  • Clean Interfaces
    • Clean interfaces are hard to make, changes always occur, hence everyone must know about the changes made, and how they are controlled.
    • Clean interfaces make little error design, hence paying off later for the costly labor.
    • Designing becomes fun with a clean interface.
Technologies for Telecollaboration

  • People predict that telecommunication technology will become the main form of communication in the future. 
  • Low Tech Often Suffices
    • The Document.
      • The most potent form of telecollaboration technology is the document shared, where people share formal drawing that demand studying, critiquing, and interacting among people.
      • Word is the modern day equivalent of red-marked drafts since it keeps track of changes that have made, and also color codes changes to show who made what changes.
    • The Telephone.
      • Telephone is next to the document in the level of importance. Instant messaging and email are poor forms of communication.
    • Telephone-Plus-Shared-Document.
      • This method is more powerful than either alone. People can share documents as well as explain to each other misunderstandings that may have taken place, or explain something more specifically that might not be detailed in the document.
  • Videoconferencing
    • "Game-changing" tool for telecollaboration!
    • With improved technology, videoconferencing has many advantages:
      • Better field of view.
      • Better sharing of documents and presentations.
      • More resolution.
      • Better depth cues.
    • When is Videoconferencing Most Valuable?
      • Allows people to exchange body language and facial expression.
    • High-Tech Videoconferencing.
      • With high level of technology used while videoconferencing, individuals can share 3D models and images, as well as create the maximum-realism of the product.
    • Telecollaboration Technology -- Pulled or Pushed?
      • Most of the tools and system spring from a technical idea rather than analysis of need or patterns.
I have spent one hour on this assignment.