Project 1
Transcription
Project 1
Content Case Study Page 1 Design Process with Ergonomic 1 2 The development and impact of digital music 37 3 The Success of an Innovation – Smartphones 59 4 3G: Green Design, Green Technology and Green Enterprise 75 Teacher’s Guide 1 Design Process with Ergonomic (Teacher’s Guide) 2 The development and impact of digital music (Teacher’s Guide) 107 3 The Success of an Innovation – Smartphones (Teacher’s Guide) 131 4 3G: Green Design, Green Technology and Green Enterprise (Teacher’s Guide) 143 i 93 此頁空白 This is a blank page. ii PREFACE A set of curriculum resource materials, “Case Study for Technological Subjects (S1-3)”, is developed by the Technology Education Section of Curriculum Development Institute, Education Bureau for the implementation of the technological subjects (Secondary 1-3) of Technology Education Key Learning Area, such as Design & Technology, Design & Technology (Alternate Syllabus), Design Fundamentals and Technology Fundamentals. The integration of theory and practice is the key learning and teaching strategy in technological subjects. It encourages students to explore the synthesis of ideas and practices, and examine the effects of technology on society and the environment. In order to facilitate students to be aware of the relevance of the technology they are studying to the real world, case studies on technology and design enable students to put their learning into an authentic context, and engage students in developing insights into innovation and in developing skills in research and communication. All comments and suggestions related to the resource materials may be sent to: Chief Curriculum Development Officer (Technology Education) Technology Education Section Curriculum Development Institute Education Bureau Room W101, West Block, 19 Suffolk Road Kowloon Tong Hong Kong iii 此頁空白 This is a blank page. iv Case Study – Design Process with Ergonomic Technology Education Key Learning Area Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context. Authentic Context: Students could understand the consideration of ergonomic in through two examples, namely Immobilizer” and “Motorola NFL II”. Level: importance of the the design process “SpeedBlocks Head Headset, Generation S3 Knowledge Context Covered: Common topic - Design & Applications 1 Case Study – Design Process with Ergonomic Author Mr Leung Pak-yuen, Beam Senior Lecturer, Department of Product and Interior Design Hong Kong Design Institute. Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 2 Case Study – Design Process with Ergonomic Background Most people have heard of ergonomics. They think it is something to do with seating or with the design of car controls and instruments. However, ergonomic means more than these. Ergonomics is the application of scientific information concerning humans to the design of objects, systems and environment for human use. Ergonomics comes into everything which involves people. Work systems, sports and leisure, health and safety should all embody ergonomics principles if well designed. Discussion • • • Why is the video recorder become one of the most frustrating domestic items to operate? Why do some car seats leave you aching after a long journey? Why do some computer workstations confer eyestrain and muscle fatigue? Such human irritations and inconveniences are not inevitable – ergonomics is an approach which puts human needs and capabilities at the focus of designing technological systems. The aim is to ensure that humans and technology work in complete harmony, with the equipment and tasks aligned to human characteristics. Ergonomic in the Design process When design product for human being, designer should come over on the ergonomic concerns. In reality, ergonomic problems are mostly found during the research stages. The process chart below show the whole design process, in which ergonomic concern start from the beginning to the end. The two case studies presented in this learning resource material will stick to the design flow below exploring the ergonomic consideration during the process. 3 Case Study – Design Process with Ergonomic Design brief The Design Process Researching Analysis Problem identification Conceptualization and development Realization Evaluation Client presentation Consumer generating further needs Production and Commercial-ization The two case studies here reflect two different approaches in design, both products required the study of ergonomic. Human dimension, comfort and form will have to study during the process. However, the difference hidden is the straight forward ergonomic solution vs a commercial concern leading to an ergonomic solution. Both cases cover the handle of ergonomic information and development, but to fulfil very different needs. Case A – SpeedBlocks Head Immobilizer, traditional process studies on ergonomic. Case B - Motorola NFL Headset, ergonomic idea generate from commercial needs. 4 Case Study – Design Process with Ergonomic Case A - SpeedBlocks Head Immobilizer The history of the immobilizer In the world of health care, where the technological advances of the past 50 years have been dazzling, some areas remain surprising low tech. Figure 1 - SpeedBlocks® Head Immobilizer Only 20 years ago, emergency medical technicians (EMTs) were still placing sandbags on either side of the head to immobilize patients suspected of having incurred a spinal injury. Of course this is a clever way to prevent the patient from any further injury during the transportation to hospital. It also was an incredible design during that time. However, disadvantages is quite simple, the technician has to carry the extra weight of the sand bags instead. There will sure lower down the efficiency, or even cause career health hazards to the technicians. The sand bag also often move the patient’s head cause more trouble. 5 Case Study – Design Process with Ergonomic Fig. 2 The immobilizer used in early years. There were 2 block of foam place on both side of the patient’s head. Both effectiveness and efficiency are low. In 1989, Laerdal Medical Corporation’s design team introduced a cheap, disposable system called the Stifneck HeadBed II. Figure 3 HeadBed™ II Head Immobilization Device This system effectively immobilized patients, but because it was made of corrugated cardboard, may EMTs remained unconvinced of its effectiveness. Laerdal, a world leader in creating products for the EMT and paramedic community, saw a need for a head immobilization product that was easier to keep clean than the foam blocks and that had a more convincingly sturdy appearance than the HeadBed, but that was still cheap enough to discard when needed. “The idea was to give them something that could be reused on multiple patients until they did get into a readily serious accident that was very traumatic; then, when the product got very messy, it would be inexpensive enough that they could throw it out if they wanted to“, said Jim Traut, the director of design and development for Laerdal. 6 Case Study – Design Process with Ergonomic Research and Analysis To understand the situation on the needs and use of immobilizer, EMTs would be receptive to the process. Uncovered requirements are found for the product. Research method including: • Focus groups • Field studies • Close examination of videotapes of EMTs on job The design brief After the research stage the following main criteria are found: 1. It had to immobilize the patient’s head, even if the patient was disoriented and struggling. 2. The essence for EMTs is time. The product should be used quick and easy in the field. 3. The product would be of open enough construction to give doctors physical and verbal access to the patient. 4. It should be flexible enough to be used on a two-year-old child or a helmeted motorcyclist. 5. The product would have to be attachable to a variety of styles of backboards, as they are not standardized. 6. The product should not interfere with x-ray. 7. It should be easily cleaned and stored. The ergonomic concerns Within the design criteria, ergonomic surely is the main factors in the first 4 which consider the followings: • The mounting of head in terms of immobilize it. Size and shape of human head will have to be considered together with comfort. • The ergonomic of the final design should help the EMTs to put on the immobilizer as effective and efficient as possible. • Various head size from different ages and culture. • In one hand, the product immobilizes the patient’s head. On the other hand, the doctor still can communicate and examine the patient on his eyes, nose, mouth and ear. Conceptualization Brain storming, mind mapping and other creative process has come up of thousand of ideas. • Holding the patient’s head firmly is the first target to be achieved. Idea sketches in the early stage show that design of mechanism leading to an adjustable feature. These increases the effectiveness on immobilize the patient’s head. 7 Case Study – Design Process with Ergonomic Fig. 4 & 5 idea sketch showing the primitive design considering the ergonomic on using the device in holding the patient’s head 8 Case Study – Design Process with Ergonomic • In adjusting the knob, ergonomic concern also been taken while using the product. EMT as the user will have to be considered throughout the whole progress. Fig. 6, 7 & 8 Sketches in early stage showing details on the controlling and adjusting parts. Ergonomic consideration also made from the EMTs point of view. As the efficiency is the key point, easy and quick to be used must be achieved in the design. Finalizing ideas Ideas were evaluated, and the final idea will face a series of development and modeling test. Other than the direct ergonomic concern on the last stage, the following new direction was set: • Designer found that the product has to affixed to any size or style of backboard, as the EMTs did not restricted to one type of back board. • Injection-molded plastic will be used, which is light weight, high strength and reliable. • Wall thickness of plastic will be investigated for not blocking x-rays. • Disposable head straps and block pads used for easy and low cost replacement. • Method on space saving will be investigated fulfilling the crowded condition in the ambulance. Development As the basic architecture of the system was decided, the design team worked further on details with testing. Size and shape are finalized with a lot of test model with model and real human. 9 Case Study – Design Process with Ergonomic The ergonomic concerns in this stage include: • The size and shape of the patient’s head. Reference on human dimension is being used to make use all sizes fit. Fig. 9 • Even in this first model, the basic concept of the structure – a universal base that can attach to any type of backboard, with plastic blocks to hold the head – is apparent. • Ergonomic test also confirm the EMT throughout the process. • The product should also make sure that the patient can be well treated by doctor. Patient’s face should not be covered. Eyes, nose, mouth and ears can be examined by doctor. On the other hand, ensure the communication is not blocked too. Fig. 10 • In this later model, the team kept the base and block concept but started refining the strapping mechanism used for the head. Through trying this model out on team members, they discovered that its straight-across strapping mechanism was not as effective as a slanted mechanism. 10 Case Study – Design Process with Ergonomic Fig. 11 • As the design team came closer to the final design, aesthetic and production elements will built up. The form of the final design provides a strong and reliable sense. The thick bar shape with straight forward details communicate clearly that it is a functional piece of design. Foam model was made firstly to identify the correct form and details. • Tests were made on the comfort and efficacy of the arch mechanism on a wide spectrum of people, trying to find the construction that suited the largest number of people; the design team also aligned the hole with patients’ ears, if possible, which would aid physicians both in diagnosing trauma and communicating with patients. Evaluation Development stage does not mean a smooth process which all design idea come true easily. Problem and other findings also will be discovered. Any findings can be positive, even problems can ignite improvement ideas in a positive way. Ergonomic come to the testing ground and the design become the reality. • Ideas were generated and visualize with sketches. Although human dimension, shape and body features are considered, the full details still cannot be described at this stage. Fig. 12 sketches on the ideas considering the patient’s head 11 Case Study – Design Process with Ergonomic • Through trial and error, the design team discovered that straps that slanted across the patient’s face at an angle were more effective in holding a patient secure in the device than straps that went straight across. The first idea of parallel straps was developed from sketch to the test model. But the problem found and improved with an angled straps. Fig. 13 an earlier test model which develop from sketch on parallel straps, and the improved model with angled straps. • The user’s comments take an essential role. Other than the input on research and idea generation, EMTs were consulted in the development. The design team explored the concept of a head immobilizer that folded to save space on a crowded ambulance. Ultimately, the idea was rejected because feedback in the field from EMTs was that speed of use was more important to them than saving space, so any additional assembly would be undesirable; the team also had trouble ensuring the stability of this concept in action. Fig. 14 0the original sketches on the foldable holder design Finalize design – Production and Commercialization As the design come to the final stage, all the data from development were refined. Production and precision is the focus on the finalize design stage. • Precise CAD model with all detail production details were produced. Follow with the CAD data, prototypes were made for load and field test. This will ensure the product would perform as desired and not flex under pressure. 12 Case Study – Design Process with Ergonomic Fig. 15 CAD Model of one of the final prototypes. • Production is not the main concept on the final design, but as many other design process, the production method was considered in a very early on. The company has already target mass product and plastic as the final production method. The design team directly moved in this direction. During the process, exploded view was drawn to analysis the assembly and components for the design. Fig. 16 • An exploded view of the final product, which shows the blocks separated from the base. Though the yellow board shown here is Laerdal’s own model, the base can be strapped to any kind of backboard ahead of time. • CAD prototypes were produced to be used in field test. The prototypes are a simulation of the real production piece which should have the same size, feature, strength and stress level. These prototypes were fitted onto a wide variety of people in checking the comfort and final size. 13 Case Study – Design Process with Ergonomic Fig. 17 prototypes test by wide variety of people. • Field testing is to ensure the product can be operated under the real situation. Note that the patient is also wearing an extrication collar, the Laerdal product that gave the design team the idea of using plastic to manufacture SpeedBlocks. The field testing confirmed the security of the lock mechanism and the ease of use and cleaning, but the team discovered that their customers preferred the option of disposable pads and straps. Fig. 18 situation during the field testing. The field test response- further evaluation Same as the last rethink stage, field test does not always happen to be an expected answer, surprise is always unexpected, however should still support for improvement made. • The SpeedBlocks system was designed as an disposable unit where a large part of it can only be used once. However, as the design is so sophisticated, EMTs found it difficult to accept the disposability of the system. With these comments received, the production design was improved with only the straps and pads are disposable, the other plastic part can be reused after cleaning. This not only lowered the cost per use of the product, it also reduced the amount of material waste associated with the product by an average of over 80% compared to the original disposable head immobilizers. • EMTs were satisfied with the performance of the SpeedBlocks on its effectiveness and efficiency. They commended its simplicity of use, ease of cleaning and excellent immobilize ability. 14 Case Study – Design Process with Ergonomic Case B - Motorola NFL Headset, Generation II Fig. 19 The Motorola NFL Headset www.nfl.com http://student.acu.edu/~raa00a Design brief of the headset Motorola is the company making the telecommunication products and first became sponsors of the National Football League (NFL) in 1999. Herbst LaZar Bell (HLB), a product design firm was asked to design a headset for the head coaches. The first generation headset will have to be improved. On the Football Match, the head coaches are highly visible to millions of fans through TV board cast. Every week this team commander-in –chief will carry the headset and it is a great opportunity for the brand. It was asked to create a new version of the headset that made the most of this visibility by prominently featuring their logo on a new, higher-tech headset. Design criteria: 1. The design had to feature the logo in a way that would cut through the clutter of the competing visuals of the TV sports environment and that would be easy to read from a variety of camera angles. The goal was for consumers to see the products on the heads of head coaches and link them to [Motorola’s] consumer products. 2. Comfort is also the key, as the coach has to wear the headsets for over three hours. 3. Tough structure is required. Referring to Coach Mike Ditka’s habit of tearing off his headset and slamming it on the ground, this called “the Ditka test” 4. The appearance of the headset had to make the coaches looks good. 15 Case Study – Design Process with Ergonomic Conceptualization Sketches with different design was made, different ideas has been explored. Fig. 20 concept sketches on the headset Development After the concept stage, more refined concept sketches were presented to the coaches. Size and location were carefully considered. • The design team explored a number of variations on a configuration where the yoke of the headset wrapped around the back of the head rather than the top, to allow for one more logo placement. The coaches expressed concern about the security of the headset in that configuration, especially when hats or sunglasses were removed. Fig. 21 refine sketches for showing to the coaches • The style of some of these early concepts was considered too futuristic and not rugged enough by the coaches. • The idea of having the logo appear at the back fulfill the brief set by Motorola, however, from the ergonomic concern, it is not a improvement solution and been rejected by the user. • A wide variety of shapes and colors were contemplated for the ear-cup. The design team worked to find a shape that felt comfortable and blocked out noise well. A larger version of the ear-cup ended up working better for these purposes. • To counteract the cup’s size and to make it less visible, the designers chose to make it black. 16 Case Study – Design Process with Ergonomic Fig. 22 Test model of the ear-cup • 3D CAD modeling of a human head was used to help the designers visualize the interaction of the ear-cups and microphone as well as the fit of the headset. Fig. 23 CAD model Ergonomic concern • The back strap design for headset is not a new thing, this has been employed in other Motorola handset. It was proof that there would be no ergonomic problems on this design. The first advantage it has is having the logo at the back. However, this new wearing format is not an acceptable solution to the user. So users’ comments play an important role during the process. Fig. 24 Refined sketches on the headset 17 Case Study – Design Process with Ergonomic • The ear-cup is the most important ergonomic design in the headset. As the noise resistance is the functional needs, the large size ear-cup is not a debatable fact. Test with full size models must be done to make sure the comfort. In terms of the visual aspect and lower the massive sense, black is used to hidden the huge size. • The coaches request to have a larger mouthpiece, which can help to avoid the other coaches from lip reading when they were calling a play. This seems to be contradicting with the technology and ergonomic, as more unnecessary materials create extra weight which may not resulting comfortability. However, this request is being reasonable in the high competitive sport game. • To visually balance the large mouth piece, the boom of the mouth piece was designed to be more substantial. This strong design also is suitable in real situation as the coaches might remove their headsets up to 100 times during a game. They almost always grabbing the headset by the boom. Fig. 25 the headset in use on location • Material used carefully to enhance the handling feeling. Sandoprene TPE was over-molded for the mouth piece for better tactile grip. The microphone boom was coated with elastomer, which is easy to bend and twist, allowing to adjust the position of the microphone. • The headset was designed to rise from the top of the weaver’s head, allowing air to flow and reducing pressure on the top of the head. • Both single and dual ear-cup version were developed. For single ear-cup, it was designed to be reversible, allowing the coach to position the ear-cup on either side. Finally there were 2 logos appear on the mouth piece to ensure visibility in either configuration. 18 Case Study – Design Process with Ergonomic Ergonomic on both Cases There are numbers of ergonomic concerns during the design process for both cases. As both are closely related to the human head, ergonomic sure will be the main subject. However, different needs led to different ergonomic design. The Motorola NFL Headset is a different case which is different from the traditional ergonomic requirement of the SpeedBlocks Head Immobilizer. The following compare both case to enhance students’ understanding on ergonomic. Similarity 1. Both cases are design mould on human being. Physical Dimension on human head has under reference support. 2. Both cases are having strong research from the users with different research method, e.g. focus groups, field visit. 3. Both cases consider the process on using the design, ergonomic design solution has fulfilled the user’s needs. 4. Both cases went through detail process with sketches and test model 5. CAD was used in both cases for the study of ergonomic. 6. New ergonomic findings found during the development stage with test model. Angled straps used for the immobilizer. The boom of the Motorola headset has be reinforced in structure. 7. Both cases have failed design details and been rejected by user during the finalize designs stage. The immobilizer finally did not have a foldable details. The Motorola head set finally did not have back wrapped design. 8. Both cases have gone through field testing in ensuring the ergonomic details. Difference 1. The needs for the design are different. Although both are improvement from the last version of product, the immobilizer’s needs is on ergonomic, the Motorola headset is on the advertising of the brand. 2. Original design concept is from different needs. The immobilizer is straight forward in using ergonomic to solve ergonomic problems. The Motorola head set using ergonomic to solve an advertising problem. E.g. idea on the back wrapped design and enlarged mouth piece. 3. Privacy is considered in the Motorola head set, but not the immobilizer. The large month piece designed to avoid lip reading from the opponent. This design affects the weight, structure and aesthetic, some parts create other ergonomic problem. 4. The immobilizer considered as a universal design which should fulfill requirement from 19 Case Study – Design Process with Ergonomic different people with different age, size, and culture. 5. For ergonomic, the Motorola headset is mostly consider the coaches. The immobilizer considered ergonomic both users, the patient and the EMTs. 6. The immobilizer considered method of adapting other equipments (the spineboard), the Motorola headset being individual during operation. 7. The immobilizer consider the wastage problem created, with design morality, designer only use disposable material when necessary. Motorola head set did not have this consideration. 20 Case Study – Design Process with Ergonomic Self-assessing Questions Worksheet Code: D&T/CS-Erg-WS01 Date: ____ /____/ _______ Name: ( ) Class: Activities: Self-assessing Objective: 1. To assess the understanding of the case study topic. 2. To conceptualize the topic through information search and group discussion. 1 What are the items in the design process? 2 Who are the users of the SpeedBlocks Head immobilizer? 3 List out the consideration of the design brief for the SpeedBlocks head immobilizer? 4 What design detail was rejected by the EMTs? 5 What is the name of the test that a final model was tested on site by the user? 6 What is the benefit of having a back wrapped design feature for the Motorola headset? 7 List out the difference between the Motorola headset and the immobilizer project? Teacher remarks: 21 Case Study – Design Process with Ergonomic Class Assignment and Worksheet Assignment 1 – Making paper card glasses Worksheet Code: D&T/CS-Erg-WS02 Date: ____ /____/ _______ Name: ( ) Class: Objective: To assess the understanding of human dimension via design process. To conceptualize the topic through information search and group discussion. 1 Task Students are asked to group themselves with 5 students. Each group is asked to make research and produce a paper glasses by themselves. 2 Steps Measure the dimension of their heads and fill in the dimension data sheet. All dimension are in cm. According to the dimension they have, make paper glasses with card individually according to their individual dimensions. Mark the size Large, Medium and Small on the 3 selected glasses. Make conclusion on the best model in your group. 3 Trial test Select the 3 paper glasses and mark the size Large, Medium and Small. Each student tries wearing them, compares with their individual glasses and scores them on the list. 5 Statistic What are the size of glasses in your group: No. of Large glasses: No. of medium glasses: No. of small glasses: 6 List down the size of glasses with highest and lowest score and write down the reasons on both. Teacher remarks: 22 Case Study – Design Process with Ergonomic Name of student W1 W2 23 H1 H2 H3 D1 D2 Case Study – Design Process with Ergonomic Size of the glasses Name of student Large For answer “Yes”- 1 mark, “No”- 0 mark Is it Is it not loose? Is it not too comfortable? tight? Total score: Total: Size of the glasses Name of student Medium For answer “Yes”- 1 mark, “No”- 0 mark Is it Is it not loose? Is it not too comfortable? tight? Total score: Total: Size of the glasses Name of student Small For answer “Yes”- 1 mark, “No”- 0 mark Is it Is it not Is it not too comfortable? loosen? tight? Total: 24 Total score: Case Study – Design Process with Ergonomic Assignment 2 – Product analysis Worksheet Code: D&T/CS-Erg-WS03 Date: ____ /____/ _______ Name: ( ) Class: Objective: To assess the understanding on factors affecting the ergonomic performance. To conceptualize the topic through information search and group discussion. 1 Task Students are asked to compare 3 designs with different ergonomic design and list out the factors affecting their ergonomic performance. 2 Steps Group yourself into 5 students. Analysis each design and write down the advantages and disadvantages concerning the following factors: Comfort ability, convenience, aesthetic, production 25 Case Study – Design Process with Ergonomic 3 Analysis Design A Advantages: _______________________________________________________ _______________________________________________________ Disadvantages: _______________________________________________________ _______________________________________________________ Design B Advantages: _______________________________________________________ _______________________________________________________ Disadvantages: _______________________________________________________ _______________________________________________________ Design C Advantages: _______________________________________________________ _______________________________________________________ Disadvantages: _______________________________________________________ _______________________________________________________ Teacher remarks: 26 Case Study – Design Process with Ergonomic Assignment 3 – Product design Worksheet Code: Name: D&T/CS-Erg-WS04 Date: ____ /____/ _______ ( ) Class: ( ) ( ) ( ) To practice design with concerning on ergonomic To go through the whole design process with skill for each stage To record the process and communicate to audience Objective: 1 Task Investigate a domestic ergonomic problem from one of the following area: Using an iron Using a Chinese wop and ladle Using a chopping knife Using a peeler Using a pair of scissors Using a toilet pump Try to design a new handle for the tool. 2 Choosing the topic Group yourself into 4 students. Analysis each design area with discussion and decide on one area to work. 3 What analysis your team has made on the topic suggested? 4 What is your final topic chosen? 5 Submission All worksheets, final PowerPoint presentation, drawings and models 27 Case Study – Design Process with Ergonomic Assignment 3a - Responsibility and Duty Worksheet Code: D&T/CS-Erg-WS05 Date: ____ /____/ _______ Name: Class: Objective: To empower students to take responsibility of their learning To provide an authentic scenario for their learning. Post Duty and responsible person Design coordinator ___________________________ Responsible in leading the team through out the whole design process Designer ___________________________ Responsible in summarizing design problem, solution and development from all members. Editor ___________________________ Responsible in leading the recording team in producing a full details PowerPoint presentation for audience. Recording assistance Designer’s Assistance ___________________________ Responsible in collecting all recorded material, organize and prepare presentation. All team members are Designer’s assistance with their creative mind. 28 Case Study – Design Process with Ergonomic Assignment 3b - Research on ergonomic Worksheet Code: D&T/CS-Erg-WS06 Date: ____ /____/ _______ Name: Design Coordinator: Class: ___________________________( ) Designer: ___________________________( ) Task Problem identification Objective: To practice research and investigating problem on ergonomic Design area (e.g. problem in using an iron) Key area Here are some key areas that you can consider while analysis the existing design solution: Size Comfort Effectiveness Efficiency Aesthetic The working process How it was used The user Other related utensil using What has been done? Problems found Teacher remarks: 29 Case Study – Design Process with Ergonomic Worksheet Code: D&T/CS-Erg-WS07 Date: ____ /____/ _______ Name: Editor: Class: ___________________________( ) Recording assistance: ___________________________( ) Task Recording design stage – Problem identification Objective: To practice research and investigating problem on ergonomic Design area (e.g. problem in using an iron) What has been done? What was recorded? Teacher remarks: Worksheet Code: D&T/CS-Erg-WS08 Date: ____ /____/ _______ Name: Design Coordinator: Class: ___________________________( ) Designer: ___________________________( ) Task Conceptualization – idea generation Objective: To practice idea generation for solving identified problems Design area (e.g. problem in using an iron) Key area Base on the problem listed in last stage, generate 12 design ideas (3 ideas from each assistance designer) What has been done? Design ideas (can be attached to extra sheet of paper) Teacher remarks: 30 Case Study – Design Process with Ergonomic Worksheet Code: D&T/CS-Erg-WS09 Date: ____ /____/ _______ Name: Editor: Class: ___________________________( ) Recording assistance: ___________________________( ) Task Recording design stage – Conceptualization Objective: To practice recording details on design stages Design area (e.g. problem in using an iron) What has been done? What was recorded? Teacher remarks: Worksheet Code: D&T/CS-Erg-WS10 Date: ____ /____/ _______ Name: Design Coordinator: Class: ___________________________( ) Designer: ___________________________( ) Task Conceptualization – Development Objective: To practice detail development of selected design idea Design area (e.g. problem in using an iron) Key area Compare the ideas from last stage, select the 3 most possible solution for testing model. What has been done? Design (can be attached to extra sheet of paper, with photo) development solution Teacher remarks: 31 Case Study – Design Process with Ergonomic Worksheet Code: D&T/CS-Erg-WS11 Date: ____ /____/ _______ Name: Editor: Class: ___________________________( ) Recording assistance: ___________________________( ) Task Recording design stage – development Objective: To practice recording details on design stages Design area (e.g. problem in using an iron) What has been done? What was recorded? Teacher remarks: Worksheet Code: D&T/CS-Erg-WS12 Date: ____ /____/ _______ Name: Design Coordinator: Class: ___________________________( ) Designer: ___________________________( ) Task Conceptualization – Finalize Design Solution Objective: To practice visualization of the final design solution Design area (e.g. problem in using an iron) Key area Finalize the very best design solution (can combine ideas), produce the most final detail design with model and drawings. What has been done? Final Design (can be attached to extra sheet of paper, with photo) solution Teacher remarks: 32 Case Study – Design Process with Ergonomic Worksheet Code: D&T/CS-Erg-WS13 Date: ____ /____/ _______ Name: Editor: Class: ___________________________( ) Recording assistance: ___________________________( ) Task Recording design stage – finalized design solution Objective: To practice recording details on design stages Design area (e.g. problem in using an iron) What has been done? What was recorded? Teacher remarks: 33 Case Study – Design Process with Ergonomic Assessment Rubrics for Final Presentation (design presentation) The checklist rubric Student Name: __________________ Focus of Assessment: Teamwork Criteria 1. I understand the lesson objectives. 2. I work with team members cooperatively. 3. I give my views responsibly. 4. I respect and listen to other members’ ideas. 5. I can draw conclusion after this lesson. 6. I am satisfied with my learning today. Team: _________________ Date: ____/_____/_________ Self Peer Teacher Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No The peer assessment rubric Presentation Attitude Knowledge Peer Assessment for Final presentation Team: Date: ___/___/ ______ Assessors: Class: Focus No Scores Assessment Criteria Scores 1 12345 Understanding of the topic 6 7 8 9 10 N/A 2 1 2 3 4 5 Content is consistent with the topic 6 7 8 9 10 N/A 3 1 2 3 4 5 Content is supported with evidence 6 7 8 9 10 N/A 4 12345 Content is at appropriate level. 6 7 8 9 10 N/A 5 12345 Show key concept in content. 6 7 8 9 10 N/A 6 12345 Show effort in group discussion 6 7 8 9 10 N/A 7 1 2 3 4 5 Show effort in information search 6 7 8 9 10 N/A 8 1 2 3 4 5 Show effort in preparing presentation. 6 7 8 9 10 N/A 9 12345 Show competency in IT skills. 6 7 8 9 10 N/A 10 1 2 3 4 5 Show organization skills. 6 7 8 9 10 N/A 11 1 2 3 4 5 Present their views and idea clearly. 6 7 8 9 10 N/A 12 1 2 3 4 5 Logical and consistent flow of ideas 6 7 8 9 10 N/A 13 1 2 3 4 5 Have interaction with audiences 6 7 8 9 10 N/A 14 1 2 3 4 5 Show appropriate use of visual aids 6 7 8 9 10 N/A 15 1 2 3 4 5 Have eye contact with audiences 6 7 8 9 10 N/A Total Scores * Performance descriptors: 1 is incomplete; 5 is fair; 7 is good; 8 is very good; 9 is outstanding effort and 10 is excellent. 34 Case Study – Design Process with Ergonomic References 1. Lynn Haller and Cheryl Dangel Cullen, Design Secrets: Products 2, Page One Publishing Private Limited. 2006 2. Laura Slack, What is Product Design? Page One Publishing Private Limited, 2006 3. http://www.sizechina.com 4. http://www.laerdal.co.uk/document.asp?subnodeid=10926843 5. http://www.ergonomics4schools.com 6. http://www.ergonomics.org.uk 35 此頁空白 This is a blank page. 36 Case Study –The Development and Impact of Digital Music Technology Education Key Learning Area Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context. Authentic Context: Students could realise the influence of technology and discuss relevant ethical issues such as piracy and copyright through the study of the development of digital music. Level: S3 Knowledge Context Covered: Common topic - Technology and society f 37 Case Study –The Development and Impact of Digital Music Author Mr Hui Ka-man Lecturer, Department of Communication Design and Digital Media Hong Kong Design Institute Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 38 Case Study –The Development and Impact of Digital Music Introduction: Audio Technology Development Today, music files are commonly distributed in digital form and most of them are sold in the media such as Compact Disc (CD) or being sold through the Internet. Advanced technology enables digitalization of information (sounds, pictures, and texts). Digital music refers particularly to music (files) distributed via the Internet without physical substrates. Digital music can be stored on home computers and other digital player device. For example, one of the common digital music players is iPod. The most successful digital music player - IPod In October 2001, Apple computer launched their portable music digital player –iPod. It consisted of a 5GB Hard Disk and was able to store up to 1000 songs. Instead of the pressing control buttons, user can spin a wheel to scroll through a list of song to locate the song to be played. The wheel can also be used to control the menu of the system. This product was well received by the youth market quickly. Then Apple Computers launched the iTunes Music Store (iTMS) in the summer of 2003 and started to develop a platform for the sale of digital music through internet. Nowadays, the iPod becomes one of the most popular digital music and video player in the world. Figure 1: iPod (2003) 39 Case Study –The Development and Impact of Digital Music Think about it: There are lots of MP3 player in the market. What are the reasons for iPod to be the most popular one? If you are the designer of Apple computer, how will you design the new generation music player? Please list the essential features you think they are important to the new design. Nowadays, we can listen music through different digital player devices, such as our mobile phones, MP3 players or some digital data storage devices. Let us take a look at several technological advances, which set the stage for the rise of digital music. 40 Case Study –The Development and Impact of Digital Music Brief History of Audio Storage Media Vinyl The vinyl record is a type of gramophone record. It is the primary medium used for commercial music reproduction for most of the 20th century, which were popular from the 1950s to the 1990s, and was most commonly used for mass-produced recordings of music. A vinyl gramophone or phonograph record consists of a disc of polyvinyl chloride plastic, engraved on both sides with a single concentric spiral groove in which a sapphire or diamond needle, stylus, is intended to run from the outside edge towards the centre. Activity: Students are encouraged to watch the movie on www.youtube.com: How Vinyl Records are Made (Part 1 and Part 2) http://www.youtube.com/watch?v=xUGRRUecBik (Part 1) http://www.youtube.com/watch?v=IReDh9ec_rk&NR=1 (Part 2) Current situation Vinyl first designed in the final quarter of the 19th century and held a predominant position for nearly a century. However, by 1988 to 1991 vinyl records experienced a sudden decline in popularity because of the rise of Compact Discs (CD). It left mainstreams by 1991, and continue to be manufactured and sold until now for some minority markets. It is still used by audiophiles for certain types of music, especially electronic dance music, hip hop, punk rock, and heavy metal music. Stop and Think : Do you know why this is so? Please suggest some possible reasons for that. 41 Case Study –The Development and Impact of Digital Music Figure 2: English: A 12" record, a 7″ record, and a CD-ROM. File source: http://en.wikipedia.org/wiki/Image:Vynil_record.jpg#file Figure 3: Edison Home Phonograph File source: http://en.wikipedia.org/wiki/File:EdisonPhonograph.jpg Cassette Tape Cassette Tape, also refer as Audio Cassette or Compact Cassette, is a magnetic sound recording format. Philips Consumer Electronics introduced the Audio Cassette media in 1963. Cassette Tape can store music for up to 120 minutes and the most popular varieties are C46 (40 minutes), C60 (60 minutes), C90 (90 minutes) and C120 (120 minutes). Cassette tape became popular in1980s because it is small in size, its durability and ease of copying. 42 Case Study –The Development and Impact of Digital Music In the 1980s, Sony introduced Walkman, a portable pocket recorders and player to the market. Since then, people can listen to music wherever they are and Cassette tape became a very popular music storage media because it acts as the music container of Sony’s Walkman. Decline of Cassette tape: However, the market for cassettes has declined sharply since its peak in the late 1980s. Its sales was overtaken by Compact Discs (CD) during the early 1990s, which provided higher audio quality and also ease of handling and copying. Figure 4: Cassette tapes and Sony’s Walkman File source: http://en.wikipedia.org/wiki/Image Stop and Think: Do you have any digital audio player device? There are numerous reasons for people to buy CD and MP3 players, such as good audio quality, lower price, easily to integrate with other households etc. However, some audio fevers are still looking for high quality Vinyl and Vinyl players. They think that the sound of Vinyl is “warmer”, “softer” and more “human”. Can you find any other advantages of using analog media? 43 Case Study –The Development and Impact of Digital Music Digital Media Compact disc (CD) A Compact Disc (or CD) is an optical disc used to store digital data, originally developed for storing digital audio. In 1979, Sony and Philips Consumer Electronics set up a joint task force of engineers to design a new digital audio disc. After a year of experimentation and discussion, the taskforce produced the Red Book, the Compact Disc standard. The basic specifications state that: Stop and Think: What is the Red Book? Please search and explain the function and features of Red Book. 1) Maximum playing time is 78 minutes (including pauses); 2) Minimum duration for a track is 4 seconds; 3) Maximum number of tracks is 99; 4) Maximum number of index points (subdivisions of a track) is 99 with no maximum time limit; 5) International Standard Recording Code (ISRC) should be recorded on CD-Rs to appear on the replicated discs. Currently, there are 2 common standards of Compact Disc: Physical Size Audio Capacity CD-Rom Data Capacity 12 cm (Standard) 74 – 78 min 650 – 703 mb 8 cm (mini CD) 21 -24 min 185 – 210 mb 1990s, the production volume of audio compact cassettes was rapidly declining from its peak of 76 million units in 1988. CD technology had quickly replaced analog audio 44 Case Study –The Development and Impact of Digital Music technology thanks to its digitally-based, high speed random access and direct search capabilities. CDs were a great success. Mini disc Ten years after the launch of CDs, Sony announced a new music medium – Mini Disc. A Mini Disc (MD) is a magneto-optical disc-based data storage device initially intended for storage of up to 80 minutes of digitalized audio. Mini Discs are popular in Japan as a digital upgrade to cassette tapes, but have not been as popular world-wide. Another digital format player – MP3 player, quickly replaced it. Figure 5: A Sony MiniDisc player and a MiniDisc MP3 MP3 is the short form for ‘MPEG Audio Layer 3’. It was developed in 1987 as a way of compressing CD-quality sound files. Every minute of digitized music stored on a standard CD requires about 10 megabytes storage space. With MP3 compression technology, files occupied only about 1/12 as of the CD disk space occupied by uncompressed files. While MP3 reduces the storage space needed for a sound file, it offers near-CD quality sound (National Research Council, 2000, pp.77-78). The advantages of MP3 are: This compression technique makes MP3 files tremendously denser than raw audio data, Much faster to distribute; Easier to store. Research Topic: What are the differences between MP3 and MP4? What is “MPEG”? How do various “MPEG” standards affect the digital entertainment industry? You may access to Internet and find out their differences. 45 Case Study –The Development and Impact of Digital Music The impacts of MP3 –Music Piracy, Copyright and Digital Right Management (DRM) Background: Record Industry and Problem of Piracy In recent years, the rapid development of internet technology has enabled internet users to upload and download MP3 across the world easily. According to the statistics of IFPI music report in 2008, 30 percent of all recorded music sold is online or mobile in US, only after five years of the commercial music download business first emerged. The digital revenues are growing and diversifying since consumers can easily purchase music and related products from unlimited digital channels. However, music piracy remains an ongoing problem in Music Industry. The mature digital music technology caused huge damage to the music industry: “IFPI estimates the trade of pirate discs was worth US$4.5 billion globally in 2005. At the same time, almost 20 billion tracks were illegally swapped or downloaded on the internet in 2005.” www.ifpi.org - 2006 The trend of music download is irreversible. Music industry is undergoing a revolution that consumers are using the digital platform to obtain and pay for the music. The music industry had tried every means to stop the problems of piracy. The law of the copyright is the first shield to prevent companies and people to download and upload illegal music. Research Topic: Please research on the music industry organization – IFPI. What is her role in the industry? What are her suggestions to the online music business? 46 Case Study –The Development and Impact of Digital Music Copyright The roles of “Copyright” The first step of building a secure digital music service platform is to seek strong copyright protection. Copyright law plays three important roles in supporting the culture industry. 1) First, copyright is a legal institution that provides a framework for designating marketable rights in intellectual property. 2) Second, copyright is an economic institution that excludes other competitors in the market and ensures income during periods of low sales. 3) Third, copyright is a cultural institution in which the concept of art, individual rights, collective freedom, and intellectual property is re-encoded. How do the copyright law protect copyright? Copyright law is the foundation of the recording industry’s income stream. A large amount of the recording industry’s revenues comes from the exploitation of various rights. It gives the owners of copyright exclusive rights to deal with their works in a number of ways, such as: 1. Copying; 2. Issuing copies to the public; 3. In the care of computer programs or sound recordings, renting copies to the public; 4. Making available copies to the public; 5. Performing, showing or playing the work in public; 6. Broadcasting or including the work in a cable program services; and 7. Making adaptations or doing any of the above in relation to an adoption How to attack “Piracy” in recording industry? However, the recording industry is hardly to identity every single illegal music download. Even of all piracies are located, a large number of copyright suits would be required. Instead of attacking the problem on the receiving end, the industry attacked the manufacturers in hopes of re-centralizing the infringements: 47 Case Study –The Development and Impact of Digital Music Napster Inc. Case (1999) In 1999, the recording industry attacked the Napster inc. Napster Inc. is founded by a 19 years old Shawn Fanning. He developed a music file sharing system called Napster, which allowed users to share their MP3s free over the internet. It is based on peer-to-peer technology (P2P), which essentially enables users to link their computers directly to each other via the internet to share whichever files they choose. In December of 1999, the Recording Industry Association of America (RIAA), which represents a host of recording companies, took action by filing a federal lawsuit against Napster for copyright infringement. In 2001, Napster offered $1 billion to the record companies in hope settling the lawsuit. Record companies, however, insisted that Napster block all of the unauthorized exchange copyrighted songs. Research Topic: Is there any government policy in Hong Kong to protect the music industry from the music piracy? What are the impacts of piracy problem to our music and movie industries? Protection with Technology Advancement: Digital Right Management (DRM) To protect music from illegal download and playback, music industry also deployed some technological protection service. One of the employed technologies is Digital Right Management (DRM). The technology aims to control use of digital media by preventing access, copying or conversion by end users to other formats. According to Microsoft, DRM is “a technology that enables the secure distribution, promotion, and sale of digital media content on the Internet” (“Digital rights,” 2002). Many online companies use DRM to restrict users to copy and reproduce their music: 48 Case Study –The Development and Impact of Digital Music 1) The iTunes Store, run by Apple Inc., allows users to purchase a track online for $.99 US. The tracks purchased use Apple's FairPlay DRM system. Downloaded music can be only played on Apple Inc.’s MP3 player – Ipod (or similar devices such as iPhone). 2) Sony offers music download service with the protection of OpenMG DRM technology. Music download from this store is only playable on computers running Windows and Sony hardware (such as PSP) 3) In Hong Kong, EOL Asia. com employed Microsoft Digital Right Management (DRM) technology to protect from illegal playback. The downloaded music can be burnt onto CDs or transferred to those portable digital players which support WMA protection. However, these different DRM systems are not interoperable. Some online consumers may find that their downloaded music files cannot play on his digital players. Each online store require their users to install a client software and their downloaded music file can be only played on some specify portable digital players (with the use of same DRM system). Decline of DRM? Although DRM can help to protect the Internet music from illegal usage, some online music store, such as eMusic and Amazone do not use DRM. Apple’s iTune store also start to sell DRM free music. Apple's Steve Jobs has called on the music industry to eliminate DRM in an open letter titled Thoughts on Music: Why would the big four music companies (1) agree to let Apple and others distribute their music without using DRM systems to protect it? The simplest answer is because DRMs haven’t worked, and may never work, to halt music piracy. Though the big four music companies require that all their music sold online be protected with DRMs, these same music companies continue to sell billions of CDs a year which contain completely unprotected music. That’s right! No DRM system was ever developed for the CD, so all the music distributed on CDs can be easily uploaded to the Internet, then (illegally) downloaded and played on any computer or player. 49 Case Study –The Development and Impact of Digital Music Notes: (1) The four big companies are Universal, Sony BMG, Warner and EMI. Those four companies control the distribution of over 70% of the world’s music. The Future of MP3 and Music Industry The music industry has been declining in the past few years. CDs are not sold in the numbers that they used to. However, the bloom of digital music also create some good news to the industry. In the report of IFPI 07: Digital Music Report, they have the following findings: 1) Record companies’ digital music sales are estimated to have nearly doubled in value in 2006, reaching a trade value of approximately US$2 billion. 2) Single track downloads are estimated to have totaled 795 million in 2006, up 89 per cent on 2005. 3) The number of tracks available online doubled to reach over four million on leading services in the last year. 4) Portable music players are helping drive digital music consumption. Portable player sales totaled around 120 million in 2006, an increase of 43 per cent on the previous year (Understanding and Solutions). 5) New revenue streams and business models emerge. Social networking sites exploded in popularity while advertising-supported models such as video licensing on Yahoo! Music and MSN emerged as a potentially exciting revenue stream for record companies. 6) Lawsuits are having an impact. Recent research from analysts Jupiter shows that illegal file-sharing in Europe has been contained in the last year, in the context of a 30 per cent increase in broadband household penetration. The potential for digital download and mobile music stores to generate serious revenues is certainly there, but until issues such as DRM models are resolved, music industry might still have some work to do before it really hits back. 50 Case Study –The Development and Impact of Digital Music Research Topic: People are using various peer-to-peer (P2P) file-sharing technologies to share digital files in the Internet. What are the specifications of P2P technology? Please provide one example of a P2P software and explain its pros and cons. 51 Case Study –The Development and Impact of Digital Music Project 1 : Webpage design for a music company Objective: 1. To investigate the business environment of internet music industry 2. To understand the design process and design a webpage platform that can fulfill the need of an internet music download business Numbers of Students per group: 5 – 6 students per group Task: Design a webpage for a music download business Details: In this project, students are required to form a design team to prepare design sketched and computer graphic mock-ups for the design of an online store. The design team is working for a well established music company. The company has a huge amount of music stock (with different styles) and wants to start the music download business within a month. Our students, who act as the design team members, are required to develop a webpage prototype with the following requirements: A. Target customer: age 12 – 45 B. Webpage design: i. Homepage: it should be attractive for the youth and people can easily find their favorable music. Some new albums will also be promoted on the homepage. ii. Search page: it should be easily to understand and people can easily find their favourite music here iii. Payment page: Credit card is the only payment method in this music download business. Customers have to pay $5 for each music track (MP3 only). 52 Case Study –The Development and Impact of Digital Music Development Process: 1) Define roles among members: students should first define their roles in this project: a) A project leader should be selected to monitor the development process; b) 1 – 2 researcher/analyst are required to investigate the competitors (other music download company); c) 1 – 2 web designers are required to develop the webpage prototype. 2) Research and analysis: students should first conduct researches and visit various internet music download webpage, analyze their business models and study their webpage design considerations. 3) Webpage design: according to the results of previous research, students should develop the prototype. Students can first draft the design with pencil on paper. After further discussion, they should develop the design with computer software, such as Adobe Photoshop or Illustrator. (Reminder: No need to develop an interactive webpage!!! Just focus on the design and how it fulfill the business need) Project Presentation and Submission: There will be two verbal presentations. Students are also required to submit the group report. Presentation 1 (10 mins): Students should first introduce their projects (with background researches): 1) Other popular music download webpage design and their design specifications, such as color scheme, no. of pages, service provided etc 2) Design idea and consideration: students should explain their design idea of this project: how can it attract people stay on the webpage? What kind of services that it can provide? 53 Case Study –The Development and Impact of Digital Music Presentation 2 (10 mins): Students are required to present and explain their final design. Students should introduce their design considerations and how do their final design encourage potential customers stay and purchase music on the website. Final Submission: The detail report, including all the research data, proposals, recommendations and the presentation file. 54 Case Study –The Development and Impact of Digital Music Project 2 – MP3 and the Music Industry Objectives: Students should be able to: 1) conduct research on a topic which related to music industry and copyright. 2) understand the current situation of music industry and music piracy. Instructions: 1) Students are divided into groups (3 – 4 students per group); 2) Each group selects one of the following research topic; 3) Conduct research on the topic; 4) Prepare and present the findings. Project Presentation Duration: 10 minutes per group Research Topics: 1) MP3 download has caused huge damage to the music industry. Are there any good effects it brings to the industry? Please states. 2) What is the future development of the music industry in this digital era? Can mobile music download become an important revenue stream for the industry? 3) If you are a CEO of a record company, what means will you propose to increase the revenue from the online music store? 55 Case Study –The Development and Impact of Digital Music References CHI JEN HSIEH (2002) From "the MP3 revolution" to pay-to-play [electronic resource]: The political economy of digital music HACKER SCOT (2000) MP3 The definitive guide Sebastopol [Calif.]: O'Reilly HSIEH CHI JEN (2002) From "the MP3 revolution" to pay-to-play: The political economy of digital music Sony History – Mini Disc : a replacement for the Audio Compact Disc http://www.sony.net/Fun/SH/1-21/h4.html What is MEPG? http://www.webopedia.com/TERM/M/MPEG.html Copyright Ordinance http://www.hkcla.org.hk/eng/Copyright/Copyright_Ordinance_Content.htm A History of the iPod: 2000 to 2004 Tom Hormby and Dan Knight - 2005.10.14, revised 2007.09 http://lowendmac.com/orchard/05/origin-of-the-ipod.html#1 Gramophone record http://en.wikipedia.org/wiki/Gramophone_record#Early_speeds Apple's Jobs: Just say no to DRM http://www.mp3.com/features/stories/8588.html Digital Right Management http://en.wikipedia.org/wiki/Digital_rights_management Apple - Thoughts on Music http://www.apple.com/hotnews/thoughtsonmusic/ 數碼娛樂的基石─數碼版權管理 http://www.rthk.org.hk/mediadigest/20060115_76_120767.html 56 Case Study –The Development and Impact of Digital Music We encourage collaborative learning throughout this case study; therefore peer assessment and evaluation on their learning were suggested. It is recommended that you take a minute to evaluate and reflect on your own leaning after each lesson. provided. A simple checklist rubric is You will also take responsibility to assess the performance of other groups during the final presentation with the scored rubrics. Teacher will take the role as a moderator. The assessment rubrics will make the assessment more accountable and let you have a clear goal to strive for your best. Assessment Rubrics for Final Presentation (design presentation) Team: _________________ Student Name: __________________ Focus of Assessment: Teamwork Criteria Date: ____/_____/_________ Self Peer Teacher 7. I understand the lesson objectives. Yes / No Yes / No Yes / No 8. I work with team members cooperatively. Yes / No Yes / No Yes / No 9. I give my views responsibly. Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No 11. I can draw conclusion after this lesson. Yes / No Yes / No Yes / No 12. I am satisfied with my learning today. Yes / No Yes / No Yes / No 10. I respect and listen to other members’ ideas. 57 Case Study –The Development and Impact of Digital Music Assessment rubrics (Presentation) Students can use these rubrics for peer assessment of the final presentation. Teacher needs to explain and discuss these criteria with the students. Peer Assessment for Final presentation Team: Date: Assessors: Class: Presentation Attitude Knowledge Focus No ___/___/ ______ Scores Assessment Criteria Scores 1 1 2 3 4 5 ← Understanding of the topic → 6 7 8 9 10 N/A 2 1 2 3 4 5 ← Content is consistent with the topic → 6 7 8 9 10 N/A 3 1 2 3 4 5 ← Content is supported with evidence → 6 7 8 9 10 N/A 4 1 2 3 4 5 ← Content is at appropriate level → 6 7 8 9 10 N/A 5 1 2 3 4 5 ← Show key concept in content → 6 7 8 9 10 N/A 6 1 2 3 4 5 ← Show effort in group discussion → 6 7 8 9 10 N/A 7 1 2 3 4 5 ← Show effort in information search → 6 7 8 9 10 N/A 8 1 2 3 4 5 ← Show effort in preparing presentation → 6 7 8 9 10 N/A 9 1 2 3 4 5 ← Show competency in IT skills → 6 7 8 9 10 N/A 10 1 2 3 4 5 ← Show organization skills → 6 7 8 9 10 N/A 11 1 2 3 4 5 ← Present their views and idea clearly → 6 7 8 9 10 N/A 12 1 2 3 4 5 ← Logical and consistent flow of ideas → 6 7 8 9 10 N/A 13 1 2 3 4 5 ← Have interaction with audiences → 6 7 8 9 10 N/A 14 1 2 3 4 5 ← Show appropriate use of visual aids → 6 7 8 9 10 N/A 15 1 2 3 4 5 ← Have eye contact with audiences → 6 7 8 9 10 N/A Total Scores * Performance descriptors: 1 is incomplete; 5 is fair; 7 is good; 8 is very good; 9 is outstanding 58 Case Study – The Success of an Innovation - Smartphones Technology Education Key Learning Area Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context. Authentic Context: Level: Students could understand the success of an innovative product design through an example, namely Smartphone. S3 Knowledge Context Covered: Common topics – Design & Application (Product design) 59 Case Study – The Success of an Innovation - Smartphones Author Mr O Hin-ming, Brian Senior Project Manager, VTC Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 60 Case Study – The Success of an Innovation - Smartphones Background Smartphone is the most popular modern communication device and considered highly successful product in the world; the features and functions provided by the phone are particularly attractive to the young generation and businessmen. Smartphone is a product which embraces all the latest technologies such as multimedia, and internet-enabled mobile phone. Smartphones usually come with multi-touch screen including virtual keyboard and buttons. The functions provided by smartphones normally include camera phone, portable media player, text messaging and visual voicemail. It also offers Internet services including e-mail, web browsing, and local Wi-Fi connectivity, and is able to work faster than 3G cellular networks. Smartphone was named Time magazine's Invention of the Year in 2007 In a foreseeable future, smartphone will become peoples’ essential tool just like clothes and shoes that we are using each day. The Features of smartphones Function Soft Keyboard Visual Voicemail Camera Music Multi-touch display HTML email client Maps application Wireless communications Special Features Makes call by a name or number in the address book, a list of favourites, or a call log. Automatically syncs all contents from a PC, Mac, or Internet service With SMS application, prevents and corrects incorrect entries making it easy and efficient to use Random and direct access to any messages, hence, enabling quick selection of the messages Takes high resolution photos Enables photo management Display albums with a flick of a finger Posts pictures directly to a Web Gallery Provides iTunes Wi-Fi Music Store Enables to browse, review, buy, download and store music Enables to browse web pages Easy zoom in and out Gets email from POP3 or IMAP mail services Displays photos and graphics along side text Easy-to-use touch interface to view maps and satellite images, or get directions and traffic information GSM, Wi-Fi and Bluetooth for data connection 61 Case Study – The Success of an Innovation - Smartphones The Story (1) - How smartphones were born Visionary and Seizing the Opportunities In 2002, Steve Jobs, the founder of Apple Inc., started thinking about developing a phone which can provide all-in-one services to consumers embracing multiple features provided by separate phones, iPods, BlackBerrys, and MP3 players. In order to make the new product more successful, Jobs knew he would eventually need to venture into the wireless world, hence, he started to think about smartphone. The First Hurdle – Identifying the Problems In the fall of 2006, Steve Jobs had tasked to a group of engineers with the idea of creating a smartphone. At that time, the whole design was not ready and yet to prove the idea worked. The problems seemed endless such as the phone dropped calls constantly, the battery stopped charging before it was full, data and applications routinely became corrupted and unusable. Marketing Strategy and Corporate Image To fix all the problems seemed unlikely because the time leading to the launch of the product was imminent and short and the smartphone was supposed to be the centerpiece. Jobs had used the event as a showcase to launch his biggest products, and Apple-watchers were expecting another dramatic announcement. If the smartphone wasn't ready in time, the corporate image would be damaged. Jobs changed his marketing strategy and had finally negotiated terms with the wireless division of Cingular, the telecom giant, to be the smartphone's carrier. In return for five years of exclusivity, Apple allowed roughly 10 percent of smartphone sales in AT&T stores, and a thin slice of Apple's iTunes revenue, AT&T had granted Jobs unprecedented power. He had also convinced AT&T into spending millions of dollars and thousands of man-hours to create a new feature, so-called visual voicemail, and to reinvent the time-consuming in-store sign-up process. He had also wrangled a unique revenue-sharing arrangement, garnering roughly HK$80 a month from every smartphone customer's AT&T bill. On top of all that, Apple retained complete control over the design, manufacturing, and marketing of the smartphone. Jobs had done the unthinkable: squeezed a good deal out of one of the largest players in the entrenched wireless industry. Now, the least he could do was meet his deadlines. 62 Case Study – The Success of an Innovation - Smartphones Team Work and Meeting Deadlines After getting all the needed deals, the engineers and designers were working tirelessly and frenetically in the next three months The team work and need to meet deadlines were fully evidenced by seeing people screaming in the office and engineers frazzled from all-night coding sessions, quit, only to rejoin days later after catching up on their sleep. Product Evaluation and the Values of Design But by the end of the push, just weeks before the launch, Jobs had a prototype to show to the suits at AT&T. In mid-December 2006, he met wireless boss Stan Sigman and showed off the smartphone's brilliant screen, its powerful Web browser, and its engaging user interface. Sigman was uncharacteristically effusive, calling the smartphone "the best device I have ever seen." Six months later, on June 29, 2007, the smartphone went on sale. At press time, analysts were speculating that customers would snap up about 3 million units by the end of 2007, making it the fastest-selling smartphone of all time. It is also arguably Apple's most profitable device. The company nets an estimated HK$600 for every HK$3,000 smartphone it sells, and that's not counting the HK$1,870 it makes from every two-year AT&T contract an smartphone customer signs. Meanwhile, about 40 percent of smartphone buyers are new to AT&T's rolls, and the smartphone has tripled the carrier's volume of data traffic in cities like New York and San Francisco. Smartphone is considered a successful product by the virtue of the leader’s foresight of future market, integration of technologies, customers’ satisfaction and innovative outlook design. The down side of smartphone is the relative higher cost as compared to the competitors’ products, lack of video recording function, frequent charging of the battery, replacement of battery by Apple dealers, and proprietary Bluetooth device such as the ear voice reception device. The Role of a Leader But as important as the smartphone has been to the fortunes of Apple and AT&T, its real impact is on the structure of the HK$88 billion-a-year US mobile phone industry. Now, in the pursuit of the contract, every manufacturer is racing to create a phone that consumers will love (user-centred), instead of one that the carriers approve of (monopolized market). "The smartphone is already changing the way carriers and manufacturers behave," says Michael Olson, a securities analyst at Piper Jaffray. 63 Case Study – The Success of an Innovation - Smartphones The Story (2) - The technologies incorporated in smartphones Smartphone is really a piece of creative product of today; it embraces many innovations and applications of new technologies. The design has made due considerations on various aspects such as customer, energy and materials. It will change the way you think about a mobile device. Smartphone is not just a piece of ordinary mobile phone because it provides the advanced features which are much more than a mobile phone can perform. The advanced features are enabled by the integration of multiple technologies which include wireless, embedded systems, software, computer network, touch screen, and materials. Smartphone can be seen as a widescreen iPod with touch controls on just everything including music, audiobooks, videos, TV shows, and movies and you can enjoy them on a beautiful display. It also allows you to sync the content from the iTunes library on your PC or Mac and access it all with the touch of a finger. 64 Case Study – The Success of an Innovation - Smartphones With its large multi-touch display and innovative new software, smartphone lets you control everything using only your fingers. You can type using the predictive keyboard, glide through albums with Cover Flow, scroll through photos with a flick, or zoom in and out on a section of a web page — all with the smartphone multi-touch display The ease of control has given smartphone a leading edge in phone service. Smartphone uses OS X, as the operating system which allows you to access the software on a handheld device, including rich HTML email, full-featured web browsing, and favourite applications including Address Book and Calendar. Smartphone is also fully multi-tasking allowing you to read a web page while downloading your email in the background. This feature satisfies the customers’ need and save their time in performing multiple tasks at the same time. Smartphone uses quad-band GSM, the global standard for wireless communications. It also supports AT&T’s EDGE network, 802.11b/g Wi-Fi, and Bluetooth 2.0 with EDR, which links to Apple’s compact Bluetooth headset. When you move around, smartphone automatically switches between EDGE and Wi-Fi to provide the fastest data connection possible. This feature satisfies the customers’ need to access data while they are moving around. The accelerometer detects when you rotate smartphone from portrait to landscape, then automatically changes the contents of the display, so you immediately see the entire width of a web page or a photo in its proper landscape aspect ratio. This feature is designed for user friendliness. The proximity sensor immediately turns off the display to save power when the display is not required and prevent inadvertent touches. Another power-saving feature is the ambient light sensor. This intelligent sensor automatically adjusts the display’s brightness to the appropriate level for the current ambient light. This design is meant for environmental 65 Case Study – The Success of an Innovation - Smartphones protection and energy saving. With a 2-megapixel camera and an advanced photo management application, smartphone goes beyond anything on a phone today. It automatically syncs photos with your PC or Mac when you dock. With smartphone’s Maps application and easy-to-use touch interface, you can view maps and satellite images, or get directions and traffic information. 66 Case Study – The Success of an Innovation - Smartphones The Story (3) - Smartphone technical specifications Size and weight • Height: 4.5 inches (115 mm) • Width: 2.4 inches (61 mm) • Depth: 0.46 inch (11.6 mm) • Weight: 4.8 ounces (135 grams) In the box • smartphone • Stereo Headset • Dock • Dock Connector to USB Cable • USB Power Adapter • Documentation • Cleaning/polishing cloth Capacity • 8GB flash drive Display • 3.5-inch (diagonal) widescreen multi-touch display • 480-by-320-pixel resolution at 163 ppi • Support for display of multiple languages and characters simultaneously Operating system • OS X 67 Case Study – The Success of an Innovation - Smartphones GSM • Quad-band (850, 900, 1800, 1900 MHz) Wireless data • Wi-Fi (802.11b/g) • EDGE • Bluetooth 2.0+EDR Camera • 2.0 megapixels Audio • Frequency response: 20Hz to 20,000Hz • Audio formats supported: AAC, Protected AAC, MP3, MP3 VBR, Audible (formats 1, 2, and 3), Apple Lossless, AIFF, and WAV Video • Video formats supported: H.264 video, up to 1.5 Mbps, 640 by 480 pixels, 30 frames per second, Low-Complexity version of the H.264 Baseline Profile with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; H.264 video, up to 768 Kbps, 320 by 240 pixels, 30 frames per second, Baseline Profile up to Level 1.3 with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; MPEG-4 video, up to 2.5 Mbps, 640 by 480 pixels, 30 frames per second, Simple Profile with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats • TV out: Component and composite video out through dock connector (with AV cables sold separately). Supports NTSC (up to 480i) and PAL (up to 576i). Headphones • Stereo earphones with built-in microphone • Frequency response: 20Hz to 20,000Hz • Impedance: 32 ohms 68 Case Study – The Success of an Innovation - Smartphones Mac system requirements • Mac computer with USB 2.0 port • Mac OS X v10.4.10 or later • iTunes 7.5 or later Windows system requirements • PC with USB 2.0 port • Windows Vista Home Premium, Business, Enterprise, or Ultimate Edition; or Windows XP Home or Professional with Service Pack 2 or later • iTunes 7.5 or later Environmental requirements • Operating temperature: 32° to 95° F (0° to 35° C) • Nonoperating temperature: -4° to 113° F (-20° to 45° C) • Relative humidity: 5% to 95% noncondensing • Maximum operating altitude: 10,000 feet (3000 m) Input and output • Smartphone 30-pin dock connector 3.5-mm stereo headphone minijack • Smartphone Dock Dock connector Power and battery • Built-in rechargeable lithium ion battery • Talk time: Up to 8 hours • Standby time: Up to 250 hours • Internet use: Up to 6 hours • Video playback: Up to 7 hours • Audio playback: Up to 24 hours [http://www.apple.com/ihone/specs.html] 69 Case Study – The Success of an Innovation - Smartphones The Story (4) - Attributes leading to smartphones being successful User Centred Design – friendly interface such as touch screen and scrolling feature and multi-tasking Customers’ wants – smartphone include all the functions from mobile phone to all different kinds of communications Entrepreneurship and enterprise – leadership, vision, collaborations with worthy partners and teamwork Green design – sensors incorporated for energy saving Data retrieval – at finger tip and downloading is possible under moving situation Applications of modern technologies – web browser, 3G, WiFi, GPS, Camera/Photo, multi-touch screen, Accelerometer, sensors, Internet search engine, wireless network, LCD display and adaptable keyboard Marketing strategy – first launch world wide attracting 270,000 buyers within the first 30 hours, and all-in-one design strategy Product evaluation – well acceptance by customers reflected the sale volume of 1.39 million in 2007 Aesthetic Design IP – with over 300 patens Good use of resources – partnering with different worthy partners such as AT&T, YouTube and Google etc to provide a wide range of services Room for improvement Undisputedly, smartphone is a piece of state-of-the-art product, however, there are still rooms for improving the shortcomings, such as the batteries can be replaceable, and the accessories of the smartphone be more compatible with non-proprietary products. With the advent of new technology, smartphone should become more client-oriented and friendly to use. 70 Case Study – The Success of an Innovation - Smartphones Activities Group Discussion and Brainstorming You should read the materials contained in the story and search from relevant websites to compile a table showing the features, functions and attributes of a smartphone. You should then use the table to discuss on what makes the product so successful. Questions: 1. What are the attributes leading to smartphone being so successful? 2. Discuss and understand each of the attributes. 3. Compare the functions and prices between an smartphone and a Personal Data Assistant (PDA) device 4. Think of an innovative product designed with the use of appropriate technology and considerations of the product attributes. 5. What should designers and engineers be considering during the design and manufacturing stage of a new product? Assignments Group Presentation: PowerPoint Individual Report: 300 words of your own writing plus references from other sources 71 Case Study – The Success of an Innovation - Smartphones Assessment Assessment Rubrics Group Presentation Assessing Target Group Assessment Component % (out of 100) (1) Effort by the group 15 (2) Organization of the presentation 15 (3) Contents 20 (4) Flow of the presentation 15 (5) Time keeping 5 (6) Peer’s score 5 Individual (7) Command of language 10 Assessment (8) Confidence and attractiveness 10 (9) Peer’s score 5 Report Assessment Assessing Target Component % (out of 100) (1) Effort 25 (2) Organization of the report 20 Individual (3) 25 Assessment (4) Presentation skills 20 (5) Time keeping 5 (6) Peer’s score 5 Contents 72 Case Study – The Success of an Innovation - Smartphones References 1. 2. http://en.wikipedia.org/wiki/Personal_data_assistant http://en.wikipedia.org/wiki/Smartphone 73 此頁空白 This is a blank page. 74 Case Study – 3G: Green Design, Green Technology and Green Enterprise Technology Education Key Learning Area Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context. Authentic Context: Students could understand the issues of Green design, Green Technology and Green Enterprise in response to environmental issues through an example, namely energy saving lightings. Level: S3 Knowledge Context Covered: Common Topic – Technology & Society (Environmental issues) 75 Case Study – 3G: Green Design, Green Technology and Green Enterprise Author Mr Li Yu-wai Head of Department (Design and Technology) Tang Shiu Kin Victoria Government Secondary School Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 76 Case Study – 3G: Green Design, Green Technology and Green Enterprise Background Since the Industrial revolution, human beings are producing more CO2 and other greenhouse gases. This causes the global temperature to rise and induces global climate change, melting of icebergs in poles, and rising of sea water level. All these are caused by the greenhouse effect. This becomes the most concerned topic of the world. “It also changes the world enterprise operation,” said by Sigmar Gabriel, the commissioner of environment, Germany Government. An enterprise consultancy firm, Accenture, reported in 2008 that over 64% consumers would be willing to pay 11% more in average to buy less greenhouse gases emission products and service, 89% consumer had changed their habit and were willing to buy products that were more environmental friendly and with low energy consumption. The two extracts above have stated that more and more people are concerning the climate change and the global warming effect. They have more concern about environmental issues when making their buying decision. Worldwide enterprises are market-driven and become more environmental conscious. Therefore, enterprises need to make more environmental pledge and action to build brand images, products and service more Green. 77 Case Study – 3G: Green Design, Green Technology and Green Enterprise The Story What is Green Design? Green design is driven by the consumers’ awareness of environmental-friendliness, it is also known as “Design for Environment” or “Sustainable Design”. It does not only apply to consumer products, it also applies to Green Architect. By the help of emerging materials technology, designers can now make products that are more environmental friendly to the ecosystem. Green design is also viewed as a corporate responsibility to the society. Basically, the definition of Green design can be known as designing a product of low energy consumption, less packaging, less harmful substances, less weight, recyclable, longer lifetime and more reliable. Some people consider that a good design is also a Green design. If a product has no market value, no user wants to buy it, it turns out to be rubbish, it is also not environmental friendly. Examples of Green Design The design of vacuum cleaner with no filter bags inside can be regarded as a Green design as it produces less rubbish – the “used filter bags” after its service lifetime. Some vacuum cleaners use reusable filter bags that may reduce the number of filter bags to be deposed. However, the cleaning of reusable filter bags wastes a lot of water that is not environmental friendly. It poses also hygienic problem if the reusable filter bags are not cleaned properly and regularly. A product that can be easily dissembled and recycled is also regarded as a Green design. Some TV manufacturer claim that their TV products are also Green design with less number of screws to be used and easy dismantled parts. The ease of dismantle can facilitate recycle by reducing the labour and cost involved in the recycling process. http://i.i.com.com/cnwk.1d/i/bto/20080107/ECOTV_270x276.gif 78 Case Study – 3G: Green Design, Green Technology and Green Enterprise Conflicts of Green Design To some enterprises, it is not easy for them to make Green design. Take computer manufacturing companies as an example. If they design a computer of low energy consumption, the processing speed of CPU must be lowered and it may not be able to meet the requirements of users. If the company uses no-lead substitute components, the materials cost will be very high. If the recycle rate is increased, the labor cost of dismantling and classifying the used products into reusable and recycling parts will lower their sale profit. Class Activity One You are a group of product designers. Use a Concept Map to present the ideas of Green MP3. You have only 5 minutes to complete your tasks and then share your ideas to your classmates. For group use 79 Case Study – 3G: Green Design, Green Technology and Green Enterprise What is Green Enterprise? Green enterprise is not only referring to the businesses in the recycling spots. It applies to an enterprise that has an overall environmental-friendly policy in developing their products. The key concerns are: (1) Low energy consumption; (2) No harm; and (3) Recycle. Sony has launched a notebook computer of eco-conscious features. It uses the recycled materials for packaging and no-lead components. It has a rechargeable battery recycle plan for the users. The slim design itself can minimize the use of natural resources and the case is made of easy-to-recycle materials. The Green policy of Sony is that it promises to donate one percent of each notebook price to non-profit environmental organizations. The company is also offering rebates to consumers who trade in their used PCs for recycling. http://www.circuitcity.com/IMAGE/product/enlarged600/son/PC.SON.VGNFW140EH.CN.JPG Recycling Scheme by Green Enterprise Many international enterprises have launched their used products recycling scheme to promote recycling rate. Most of them have very definite strategy for recycling. Motorola has launched a new phone that includes a recycling pre-paid envelope in the packaging. When the consumers no longer use the current phone (or previous phones), they can mail back the phone to Motorola by using the envelope for recycling. The picture below is a carbon free certified mobile phone. It is made of plastics coming from recycled water bottles. The plastic parts of this phone are also recyclable. The packaging uses 100 percent recycled paper and vegetable ink. Vegetable based ink or vegetable ink is a kind of environment friendly ink which is made from vegetable oil. The basic solvent of vegetable ink is made from different varieties of vegetable oils instead of petroleum. This will greatly reduce the amount of VOCs (volatile organic compounds) emitting into the atmosphere. It takes a bit longer to dry as compared to other petroleum ink. 80 Case Study – 3G: Green Design, Green Technology and Green Enterprise http://www.ubergizmo.com/15/archives/2009/01/moto_w233_renew_green_phone.html Laws governing the electrical and electronic waste In 2005, Restriction of Hazardous Substances Directives, RoHS and Waste Electrical and Electronic Equipment, WEEE passed a law to ban the use of 6 harmful substances in consumer products and increase the percentage of recycling used products by the enterprise. It was because used electrical and electronics products had contributed 5% of the solid waste in the whole world. Most of the used products were hazardous to the environment. Class Activity Two Conduct an Information search to answer the following questions. Suggested website for reference: http://en.wikipedia.org/wiki/Restriction_of_Hazardous_Substances _Directive 1. What are the coverage of RoHS and WEEE on electrical and electronic products? ________________________________________________________________ ________________________________________________________________ 2. What are the six harmful substances to be banned by RoHS? ________________________________________________________________ __________________________________________________________ 81 Case Study – 3G: Green Design, Green Technology and Green Enterprise Pollutants from Electrical and Electronic products One abandoned TV set contains 1.8 kg of lead. When it is put into the landfill, the lead will probably be drained into underground water. Taking-in of this lead-polluted water will cause a serious detrimental effect to the human nervous system. The PVC used in the outer layer of conducting wires for all electrical appliances will produce fatal gases when they are burnt in the incinerator. The BFR often used in the printed circuit board also has this fatal effect. Astonishingly, there are tremendous amount of mercury inside the LCD monitor, if they are abandoned in the landfill, it will cause a disaster to the ecosystem and eventually to the human beings. The enterprise takes an initiative to launch a stringent recycling scheme for their products not only because of the laws enacted (though it is related to an enterprise survival). It is mainly driven by the consumers’ awareness of environmental issues. In the past, most of the enterprises deliberately shorten the product life cycle and launch new models frequently to promote sale and profit. However, it also causes over usage of natural resources and causes tremendous pollution problem by the wasted products. Up to this moment, the recycling of used products by enterprise is only 11%, it is still far away from the environmental point of view. Alternate or Renewable Energy Solar energy seems to be the most possible alternate energy to fossil fuel in next 20 years. It is expected that 10% of the energy consumed by the whole world each year will come from solar energy. The popularity is mainly due to the breakthrough in technology. The cost of solar panel will drop to a level that most of the families can afford to buy. The wind power comes next as the speed of wind power that is still not high enough for generating sufficient electricity in most regions. The limitation from mechanical parts seems not to be solved in the near future. The ethanol and organic diesel will be the second choice to substitute the fossil fuel. 82 Case Study – 3G: Green Design, Green Technology and Green Enterprise Class Activity Three Conduct an Information search to answer the following questions. Suggested website for reference: http://en.wikipedia.org/wiki/Brominated_flame_retardant 1. What is BFR? Why it is used in the printed circuit board? ________________________________________________________________ ________________________________________________________________ 2. Why the recycling rate is so low? What factors hinder the enterprise to recycle the used products? ________________________________________________________________ ________________________________________________________________ Example 1: Energy Saving Lightings - Compact Fluorescent Light (CFL) Bulbs CFLs can improve the quality of environment and reduce business and home energy bills. Generally speaking, lighting uses roughly 10-20% of the total energy expenditure in 83 Case Study – 3G: Green Design, Green Technology and Green Enterprise commercial buildings. At homes, lighting consumes 5%-8% of the total energy bill. Substituting standard incandescent bulbs by CFL bulbs will use approximately 70% energy less for nearly the same amount of light output. Replacing a 100-watt incandescent with a 32-watt compact fluorescent bulb can save at least US$30 in energy costs over its service lifespan. CFL bulbs usually last up to 10 times longer than the less efficient light bulbs, thus, maintenance costs are reduced. (Source from U.S. Consumer Product Safety Commission) Common replacements: 9W compact fluorescent light bulb replaces a 40W standard bulb; 13W compact fluorescent light bulb replaces a 60W standard bulb; 23W or 24W compact fluorescent light bulb replaces a 100W standard bulb. Do you know what materials/parts are inside the CFL bulbs? Example 2 : Energy Saving Lightings - Fluorescent Light What does T5 mean? The “T” in lamp nomenclature represents the shape of the lamp-tubular. The number following the “T” usually represents the diameter of the lamp in eighths of an inch (1 inch equals 2.5 centimetres). T5 lamps have a diameter equal to 5 times an eighth of an inch, or 5/8”. These lamps are approximately 40% and 60% smaller than T8 and T12 lamps respectively. 84 Case Study – 3G: Green Design, Green Technology and Green Enterprise Diagrams of lamp ends of T5, T8, and T12 lamps as below show that pin base type of T5 lamps is different from that of T8 and T12 lamps. T5 lamps have a miniature bi-pin base while T8 and T12 lamps use a medium bi-pin base. Are T5 lamps really good for the environment? It has been tested by EMSD that the efficacy of 28W T5 lamps is equivalent to that of T8 and T12 lamps and consumes 36% less energy than those of T8 and T12 lamps, the compact size of T5 lamps can reduce the amount of materials used in their manufacture. The potential toxic substance contamination and packaging materials needed for shipment and sale will become less. Thus, T5 lamps can have less impact on the global environment than T8 lamps. In addition to their smaller dimensions, T5 lamps have an improved phosphor coating that prevents mercury from being absorbed into the phosphor and the bulb glass. Therefore, this technology allows the reduction of mercury content in the lamp. A T5 lamp contains less than 30 milligrams of mercury. What is the mercury content in traditional florescent lamp? Advantages of using T5 florescent lamp Compared to the larger T8 or T12 lamps, T5 lamps save material. The reduced surface area allows manufacturers to use less glass and phosphor material in manufacturing T5 lamps than those of T12 lamps. Manufacturers claim that a T5 lamp requires 38% less glass than a T8 lamp. In a whole, T5 lamps can reduce packaging materials by up to 50%. 85 Case Study – 3G: Green Design, Green Technology and Green Enterprise Class Activity Four – Technological Principles of CFLs Conduct an information search and through class discussion to answer the following questions. Suggested websites for reference: http://en.wikipedia.org/wiki/Compact_fluorescent_lamp http://www.winstar-lighting.com/chinese/t5_advantage_c.htm 1. Now we all know CFLs can highly reduce the electricity bill but not at the expenses of the amount of light output. Do you know what materials are inside the CFL bulbs? Why most of the CFLs are in the shape of spiral tube? ________________________________________________________________ ________________________________________________________________ 2. As explained above, the T5 has more benefits to the environment than T8 and T12, however, why not so many people are going to replace their fluorescent lamps at home? ________________________________________________________________ ________________________________________________________________ 86 Case Study – 3G: Green Design, Green Technology and Green Enterprise Tasks 3 to 4 students in a group Conduct extensive information search about the Green design, Green technology and Green enterprise Role play: School Manager and Product Designer Task 1: School Manager Assuming that you are a manager of the school, you have to propose a sustainable Green policy for the school. The objective of the proposal is to provide school with a number of feasible Green policies to save energy and be environmental friendly. The strategies may include, for examples, the replacement of energy-saving hardware, control of paper use and the use of alternate energy, etc. You can draft the proposal based on your school situation. You need to conduct interviews to collect primary data from the stakeholders in schools, such as principal, teachers, fellow students, parents, clerical and supporting/minor staff. The proposal can be presented with PowerPoint and in papers. Task 2: Product Designer Assuming that you are a group of Product Designers, you need to design an Electronic gadget. What Green design and Green policy will you consider in the product development cycle? You need to explain the Green design parameters in the PowerPoint presentation and design a poster to highlight the Green features of your product. 87 Case Study – 3G: Green Design, Green Technology and Green Enterprise Form and Worksheet Interview Record Form For individual/group use Worksheet Code : Date: _____ /_____/ ______ D&T/CS-3G-WS01 Group/Name : Class: ________ Interview school stakeholders to collect information about the way of promoting Task: sustainable Green policy in school Name of Interviewee: ______________Suggested Interview Questions: 1. Do you think our school is Green enough? 2. What measures can be taken to cut down the electricity bill? 3. Should we replace all existing lightings by the energy saving lightings? 4. Can we reduce the use of paper? 5. Can we breakeven the capital cost to be invested in improving the energy efficiency? Teacher Remarks: 88 Case Study – 3G: Green Design, Green Technology and Green Enterprise Worksheet: Propose a sustainable Green policy For group use Worksheet Code : Date : ____ /_____/ ______ D&T/CS-3G-WS02 Group: Task: Class : _________ Propose a sustainable Green policy for a school Objectives: Existing Situation/Problem: (Hint: Based on the information collected by the focus group interviews to summarize the major area of concern about the Green issue of the school campus) Action Plan: (Hint: Prepare a to-do list with major time frame to improve the school sustainability) Justifications: (Hint: Provide evidences or forecast the measures to be taken that can improve the school sustainability) Resources: (Hints: Considering the existing resources that can be rearranged to implement the plan without additional funding) Budget Planning: (Hints: Allocate funding/resources to the plan) Schedule: (Hints: Prepare a feasible schedule that can minimize the impact to the school daily operation) Manpower/organization: (Hints: Estimate the manpower and man-hour needed to implement the plan) Teacher Remarks: 89 Case Study – 3G: Green Design, Green Technology and Green Enterprise Worksheet: List Green design features For individual/group use Worksheet Code : Date: _____ /_____/ ______ D&T/CS-3G-WS03 Group/Name : Task: Class: ________ List the Green design features to be adopted in your new product. Type of Product: Green Design Features: (Hints: Design features need to be quantified, such as the percentage of packaging materials to be saved and the percentage of weight to be reduced, and explanation on how these design features can be regarded as‘Green design) Teacher Remarks: Poster Design Worksheet For individual use Worksheet Code : Date: _____ /_____/ ______ D&T/CS-3G-WS04 Name : Task: Class: ________ Design a Promotion Poster for your new product with focus on the Green design features. (Hints: A Green message or slogan should be included in your design) Teacher Remarks: 90 Case Study – 3G: Green Design, Green Technology and Green Enterprise Assessment Rubrics for Final Presentation The checklist rubric Assessment Code: SAS-CHK-01 Student Name: __________________ Focus of Assessment: Teamwork Criteria 13. I understand the lesson objectives. 14. I work with team members cooperatively. 15. I give my views responsibly. 16. I respect and listen to other members’ ideas. 17. I can draw conclusion after this lesson. 18. I am satisfied with my learning today. Team: _________________ Date: ____/_____/_________ Self Peer Teacher Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No Yes / No The peer assessment rubric Assessment Code: Presentation Attitude Knowledge SAS-CHK-02 Peer Assessment for Final presentation Team: Date: ___/___/ ______ Assessors: Class: Focus No Scores Assessment Criteria Scores 1 12345 Understanding of the objective 6 7 8 9 10 N/A 2 12345 Have the “know-how” 6 7 8 9 10 N/A 3 12345 Clear definition of work 6 7 8 9 10 N/A 4 12345 Content is at appropriate level. 6 7 8 9 10 N/A 5 1 2 3 4 5 Assign appropriate responsibility and person 6 7 8 9 10 N/A 6 12345 Good communication 6 7 8 9 10 N/A 7 12345 Fair share of workload 6 7 8 9 10 N/A 8 12345 Good time management 6 7 8 9 10 N/A 9 12345 Work in synergy 6 7 8 9 10 N/A 10 1 2 3 4 5 Active participation 6 7 8 9 10 N/A 11 1 2 3 4 5 Appropriate strategy 6 7 8 9 10 N/A 12 1 2 3 4 5 Appropriate organization 6 7 8 9 10 N/A 13 1 2 3 4 5 Appropriate workload 6 7 8 9 10 N/A 14 1 2 3 4 5 Show appropriate of IT or equipment 6 7 8 9 10 N/A 15 1 2 3 4 5 Show quality output 6 7 8 9 10 N/A Total Scores * Performance descriptors: 1 is incomplete; 5 is fair; 7 is good; 8 is very good; 9 is outstanding effort and 10 is excellent. 91 Case Study – 3G: Green Design, Green Technology and Green Enterprise References 1. Compact Fluorescent Light Bulbs http://www.bellaonline.com/articles/art37906.asp 2. Proposal writing http://www.nsf.gov/pubs/1998/nsf9891/nsf9891.htm#step1 3. Hong Kong Productivity Council http://www.hkpc.org/html/eng/common/index.jsp 92 Case Study: Design Process with Ergonomic (Teacher’s Guide) 93 Case Study (Teacher’s Guide) – Design Process with Ergonomic Author Mr Leung Pak-yuen, Beam Senior Lecturer, Department of Product and Interior Design Hong Kong Design Institute. Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 94 Case Study (Teacher’s Guide) – Design Process with Ergonomic Case Study: Design Process with Ergonomic (Teacher’s Guide) 1. General Information 1.1 Subject: Design and Technology 1.2 Level: S3 1.3 Learning elements in TE: Knowledge Contexts Common topics • Compare and analyse Impact • Experience the design considerations complexity of the Research and in different situations real world by analysis to develop critical considering social, Design brief thinking skills economical and Design approaches Search relevant technological Problem solving and information from the factors in product decision-making Internet to develop an design Evaluation understanding of the • • Design Process • Process • • Be aware of the background of the influences of the topics commercial value Conduct a research of the product, and Design & Application (design on human dimension human consumer consideration) and design a pair of behaviour / social Product design Head immobiliser Headset • Human factor paper glasses status / Ergonomic study in accordingly psychological and Identify and solve an emotional needs Asia region • Marketing ergonomic design Technical aspects problem by going through a complete design cycle 95 Case Study (Teacher’s Guide) – Design Process with Ergonomic 1.4 Key Features and Task Definition Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context, and so provide an additional resource that can add a new dimension to learning about technology and design. Authentic Context: Students could understand the importance of the consideration of ergonomic in the design process through two examples, namely “SpeedBlocks Head Immobilizer” and “Motorola NFL Headset, Generation II” Knowledge Context Covered: Common topic - Design & Applications Ergonomic in a practical term is the study of human factor including the human dimension and activity. However, during the process on designing, other factors will have to be incorporated. As our society getting more complex, the needs for design are no longer only on a very primitive base of dimension. Besides, comfort is also no longer only on the size, easy to be used, and tactile feeling. Consideration today also spread to commercial value of the product, human consumer behaviour, social status, psychological and emotional needs. In the two case studies, we try to explain the relationship of ergonomic with the other considerations within the design process. The reality is that comfort sometimes has to be reconsidered in some contexts. Other than this, the learning experience provided by this case study enables students to develop critical thinking skills. They will experience the complexity of the real world by considering social, economical and technological factors in problem-solving and decision–making. 1.5 Learning Outcomes Students should be able to: 1. Have better understanding of the ergonomic in the design process. 2. Develop analytical skills in problem solving and decision making. 3. Understand the basic consideration between ergonomic, marketing, technological aspect on design. 4. Investigate and evaluate innovative design concerning the ergonomic. 5. Consider the development of ergonomic study in Asia region. 6. Develop skill on expressing individual views, ideas and research findings in various ways, including written report and verbal presentation. 96 Case Study (Teacher’s Guide) – Design Process with Ergonomic 2. Teaching Notes 2.1 The Essentials of Ergonomics Ergonomics should be considered in the design of virtually any product, system or environment. Failure to do so may lead to designs which do not fit the physical, psychological or sociological needs of the user which are unlikely to be commercially successful. The human sciences of psychology, anatomy and physiology provide information about the abilities and limitations of people, and the differences that exist between individuals. People vary in many ways including body size and shape, strength, mobility, sensory acuity, cognition, experience, training, culture and emotions. Ergonomists are trained in analytical techniques which identify these user characteristics that should inform the design process. So, in basic terms ergonomics is about ensuring a good fit between people; the things they do, the objects they use and the environments in which they work, travel and play. 2.2 The importance of ergonomics Designers are trained to consider the people who will use the products, systems and environments they design, but they also have many other factors to consider. All too often commercial or time pressures mean that ergonomics principles are compromised or not given adequate priority until too late in the design process. However, in recent years crowded and competitive markets, raised consumer expectations, and new legislation have lead to a more rigorous application of ergonomics. Fundamental themes of ergonomics, such as 'user-centred design', 'user-friendly', 'inclusive design' and 'usability' have become buzz-words within the design industry. Far from being a constraint on creativity, ergonomics can be applied at the earliest stages of the design process, defining user needs and identifying opportunities for innovation. 97 Case Study (Teacher’s Guide) – Design Process with Ergonomic 2.3 Ergonomic in different culture – SizeChina project Every product that touches the human body needs correct fit to function properly. Today products are created for a western population by using data from European and North American Data, As a result, eyeglasses, face masks, safety helmets and other products that depend on good head fit have consistently failed to function properly for Chinese users. For the first time ever, designers now have access to authentic ergonomic data on the head and face shapes of Chinese populations. SizeChina is a project funded by Hong Kong government and managed by the School of Design, Hong Kong Polytechnic University. The SizeChina offers designers access to a precise digital 3D database of Chinese head and face shapes, based on sophisticated analysis of raw data gathered from more than 2000 individuals at six different mainland China locations. The SizeChina products for designers include a full selection of digital and physical models. The primary product is a line of standard head forms generated from statistical analysis of the cleaned data. The averages head from represents a composite view summarizing measurements taken from adults between age 18 and 70. The average head is available in a gender-neutral overall average size. 98 Case Study (Teacher’s Guide) – Design Process with Ergonomic 2.4 Ergonomic in different age and needs – inclusive design Even the simplest of products can be a nightmare to use if poorly designed. Our ancestors didn't have this problem. They could simply make things to suit themselves. These days, the designers of products are often far removed from the end users, which makes it vital to adopt an ergonomic, user-centred approach to design, including studying people using equipment, talking to them and asking them to test objects. This is especially important with 'inclusive design' where everyday products are designed with older and disabled users in mind. The number of people in the world aged 75 and over is forecast to be increase especially in developed countries. As such, there is a need to extend the range of application of equipment, services and systems designed for the general population. Data needs to be available on relevant aspects of the capability of the whole population including older and disabled people. The aspects include the physiological (for instance, range of limb movement, strength, vision, and hearing) and the psychological (for example, cognitive, reaction time, memory). Anthropometric data is also required (size and shape ranges of people). With data such as this available, a knowledge base can be generated for access by conscientious designers. 2.5 The cost benefits of ergonomics interventions Musculoskeletal disorders (MSDs) are costly to businesses - they affect around 1 million people a year and are the most common occupational illness in the UK (Health and Safety Executive (HSE) figures). However, what is less certain is how to tackle them. Ergonomics uses scientific and evidence-based knowledge about people - their physical and psychological capabilities and limitations - to design workplaces and work activities so that individuals work better, are less likely to injure themselves or make errors. In business terms, investment in ergonomics interventions will be good for the company’s profitability. 2.6 Entering the digital era Ergonomic studies have become the main point on the case studies shown as the product investigated is closely attached to our human body. With the development of 99 Case Study (Teacher’s Guide) – Design Process with Ergonomic technology, we have enter the digital world for more than 20 years, where a new page on ergonomic was written. New products related to computer, video game and internet were launch to market in thousands every year. Ergonomic around this area has been higher developed especially on the input and output device which still high attached to human body. The latest gaming mouse for gamer having more than 5 buttons. While human body still only have 5 fingers on our right hand. Other than typing, the mouse can almost do all the job within an action game. Microsoft Habu Laser Gaming Mouse http://www.geek.com/microsoft-habu-laser-gaming-mouse/ 2.7 Further ahead – Emotional ergonomics Emotional ergonomics is the study highlighting of the sensory perception of touch with a paring down of the perception of sight. With new technology, both digital and material world are developing in high speed. Technological advancements in the material processes of shaping and production enable designer to convey the smooth surface of a sleek skin which feeds the brain with sensory emotions. The rationalization of material and functional complexity creates a totally different new effect. Technological developments in product components have led to a smaller size. Chip, microprocessor, and nanotechnologies make the function-related components within a product less noticeable in the final design, allowing designer having more freedom in studying the emotional response of the user. These studies led to successful design considering quick response and easy-to-use functionality. The Apple iPod is a successful design on emotional ergonomics. The tactile feeling of sliding your thumb on the circular control plate is a pure physical sense. This touch sense pair with the animated visual images on the screen and form a quick response. 100 Case Study (Teacher’s Guide) – Design Process with Ergonomic These provide a fresh experience to the user in controlling the device, or entering the music. 3. Learning and Teaching 3.1 Organization Theme: Design Process with Ergonomic No. of periods: 11 periods Duration of each period: 35 mins Assignments: • Self-assessing questions (Worksheet) • Making paper card glasses (Worksheet) • Product analysis (Worksheet) • Product design (Worksheet, presentation) 3.2 Schedule of Work Period 01 Teaching /Learning Activities Introduction of Case Topic Teacher should explain the case study topic. It will cover different design stages and introduction to ergonomic Teacher needs to explain the assessment method and the expected learning outcomes – new design solution with PowerPoint presentation and worksheet 101 Case Study Period 02 03 (Teacher’s Guide) – Design Process with Ergonomic Teaching /Learning Activities Studying the case story Students need to understand the case as the background information; Self-assessing questions help them to identify the key issues; Class assignment in groups Encourage them to discuss the topic area in their group; Group carry on the problem identification works at home Forming groups and brainstorming Teacher divides students into small group and encourages them to work in team. Grouping in according to their strengths and interest; Teacher can show a few minutes of “Design in Progress” by RTHK, to stimulate their interest to the topic Teacher asks the groups to discuss the problems found and summarize on the worksheet. 04 05 -06 07 08-09 10-11 Idea generation should start with brain storming among groups. Idea sketches suggested to be A3 Idea generation Idea sketches were drawn by team members as home work. Discussion among groups in selecting the best 3 ideas. Presentation of the selected ideas to the class. Home works: preparing detail drawing and making test model Development Student will require to make test model for the design solution 2 lessons will be required for student in making testing with real material. Home works, discussion on selecting the final design idea. Final design Groups presentation with the test model and the final design sketches Home work: final design drawing Final design and presentation preparation Work on the final model, drawing and PowerPoint presentation. Home work: presentation preparation Final presentation Students should final check and rehearse their presentation; Teacher explains the presentation Teacher gives timely feedback and correct answers if necessary. 102 Case Study (Teacher’s Guide) – Design Process with Ergonomic 3.3 Related Teaching Resources In this case, the visual representation on ergonomic together with the cases will be will be more stimulating to the students than the textual basis. DVD regarding the design with ergonomic is available: RTHK production of TV program Design in Progress (Episode 4 Product X Design X Life Style – weight scale design), Publisher: RTHK & Hong Kong Design Centre. Teachers can use the DVD as a stimulus to students with a more realistic local design situation in ergonomic. 4. Model / Suggested Answers Suggested answer to Self-assessing Questions: 1. What are the items in the design process? Design Brief Researching Analysis Problem identification Conceptualization and development Realization Evaluation Client presentation Production and Commercialization Consumer generating further needs 2. Who are the users of the SpeedBlocks Head immobilizer? The emergency medical technicians (EMTs) and the patient 3. List out the consideration of the design brief for the SpeedBlocks head immobilizer? It had to immobilize the patient’s head, even if the patient was disoriented and struggling. The essence for EMTs is time. The product should be used quick and easy in the field. The product would be of open enough construction to give doctors physical and verbal access to the patient. It should be flexible enough to be used on a two-year-old child or a helmeted motorcyclist. 103 Case Study (Teacher’s Guide) – Design Process with Ergonomic The product would have to be attachable to a variety of styles of backboards, as they are not standardized. The product should not interfere with x-ray. It should be easily cleaned and stored. 4. What design detail was rejected by the EMTs? The foldable feature was rejected 5. What is the name of the test that a final model was tested on site by the user? Field test 6. What is the benefit of having a back wrapped design feature for the Motorola headset? The Motorola logo can be appear at the back of the coach. 7. List out the difference between the Motorola headset and the immobilizer project? The needs for the design are different. Although both are improvement from the last version of product, the immobilizer’s needs is on ergonomic, the Motorola headset is on the advertising of the brand. Original design concept is from different needs. The immobilizer is straight forward in using ergonomic to solve ergonomic problems. The Motorola head set using ergonomic to solve an advertising problem. E.g. idea on the back wrapped design and enlarged mouth piece. Privacy is considered in the Motorola head set, but not the immobilizer. The large month piece designed to avoid lip reading from the opponent. This design affects the weight, structure and aesthetic, some parts create other ergonomic problem. The immobilizer considered as a universal design which should fulfil requirement from different people with different age, size, and culture. For ergonomic, the Motorola headset is mostly consider the coaches. The immobilizer considered ergonomic both users, the patient and the EMTs. The immobilizer considered method of adapting other equipments (the spineboard), the Motorola headset being individual during operation. The immobilizer consider the wastage problem created, with design morality, designer only use disposable material when necessary. Motorola head set did not have this consideration. 104 Case Study (Teacher’s Guide) – Design Process with Ergonomic 5. Assessment The checklist assessment rubrics are given to each student for their self-evaluation after each lesson. Teacher can discuss the checklist with them to perform formative assessment. Teacher should record the checklist results and monitor the students’ progress. The score rubrics are given to assess the final presentation by teacher and peers. The rubrics criteria can be subject to change by the teacher professional judgment. The benefit of using score rubrics is that students can know which areas they have performed well and which areas need improvement. Students should know the assessment criteria before working on the case so that they can divert their focus onto their learning. For a fair assessment, students can request to be assessed individually instead of as a group. They can state their percentage of contribution to the case before the assessment. Scores can be calculated in accordance to the contribution percentage and allocate to individual student. 6. Reference Materials / A list of further reading materials Lynn Haller and Cheryl Dangel Cullen, Design Secrets: Products 2, Page One Publishing Private Limited. 2006 Laura Slack, What is Product Design? Page One Publishing Private Limited, 2006 http://www.sizechina.com http://www.laerdal.co.uk/document.asp?subnodeid=10926843 http://www.ergonomics4schools.com http://www.ergonomics.org.uk http://www.designcouncil.org.uk/ 105 此頁空白 This is a blank page. 106 Case Study: The Development and Impact of Digital Music (Teacher’s Guide) 107 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Author Mr Hui Ka-man Lecturer, Department of Communication Design and Digital Media Hong Kong Design Institute Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 108 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Case Study: The Development and Impact of Digital Music (Teacher’s Guide) General Information Level: S3 Learning elements in Technology Education: Knowledge Contexts Common topics • Process • Technology & Society Realise the development of influence of the Ethical issues digital music development of Changes in lifestyle technology digital music to our Analysis the daily lives Information Processing and advantages and Presentation disadvantages of of piracy on music Application of various music industry Information Technology technology issues related to the • use of IT) • • • • Investigate the Impact Design and Applications Design Considerations Product design • • • Realise the impact Understand the Search and discuss concept, issues related to advantages and piracy and copyright disadvantages of Small group digital rights discussions and management presentation • Realise the future development of digital music technology Key Features and Task Definition Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context. Authentic Context: Students could realise the influence of technology and discuss relevant ethical issues such as piracy and copyright through the study of the development of digital music. Knowledge Context Covered: Common topic - Technology and society 109 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Teaching Notes Audio Technology Development A) What is MPEG? Short form for Moving Picture Experts Group, pronounced m-peg, is a working group of the International Organization for Standardization, widely known as ISO, which is an international standard-setting body. In digital audio and video technology world, MEPG also refers to the family of digital video compression standards and file formats developed by the group. MPEG generally produces better-quality video than competing formats, such as Video for Windows, Indeo and QuickTime. MPEG files previously on PCs needed hardware decoders (codecs) for MPEG processing. MPEG algorithms compress data to form small bits that can be easily transmitted and then decompressed. MPEG achieves its high compression rate by storing only the changes from one frame to another, instead of each entire frame. The video information is then encoded using a technique called Discrete Cosine Transform (DCT). MPEG uses a type of lossy compression, since some data is removed. But the diminishment of data is generally imperceptible to the human eye. The major MPEG standards include the followings: MPEG-1: The most common implementations of the MPEG-1 standard provide a video resolution of 352-by-240 at 30 frames per second (fps). This produces video quality slightly below the quality of conventional VCR videos. Currently we use this codec to compress VCD. MPEG-2: Offers resolutions of 720x480 and 1280x720 at 60 fps, with full CD-quality audio. This is sufficient for all the major TV standards, including NTSC, and even HDTV. MPEG-2 is used by DVD-ROMs. MPEG-2 can compress a 2-hour video into a few gigabytes. While 110 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music decompressing an MPEG-2 data stream requires only modest computing power, encoding video in MPEG-2 format requires significantly more processing power. MPEG-3: Originally was designed for HDTV but was abandoned in place of using MPEG-2 for HDTV. Nowadays, it refers to an audio compression code – ISO-MPEG Audio Layer 3. MPEG-4: A graphics and video compression algorithm standard that is based on MPEG-1 and MPEG-2 and Apple QuickTime technology. Wavelet-based MPEG-4 files are smaller than JPEG or QuickTime files, so they are designed to transmit video and images over a narrower bandwidth and can mix video with text, graphics and 2-D and 3-D animation layers. MPEG-4 was standardized in October 1998 in the ISO/IEC document 14496. IFPI IFPI is the short name of International Federation of the Phonographic Industry. This international organization aims to protect copyright and promote the common interests of the music industry. More details can be found on the website: http://www.ifpihk.org/www_1/index01e.php or http://www.ifpi.org 111 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music The impacts of MP3 –Music Piracy, Copyright and Digital Right Management (DRM) Copyright law The contents of this section are intended to provide a general guide to the subject matter and you are advised to refer to the Copyright Ordinance (Cap 528, Laws of Hong Kong) or seek professional advice for specific details. What is Copyright? The first step of building a secure digital music service platform was to seek strong copyright protection. Copyright law plays three important roles in supporting the culture industry. First, copyright is a legal institution that provides a framework for designating marketable rights in intellectual property. Second, copyright is an economic institution that excludes other competitors in the market and ensures income during periods of low sales. Third, copyright is a cultural institution in which the concept of art, individual rights, collective freedom, and intellectual property is re-encoded. Copyright law is the foundation of the recording industry’s income stream. A large amount of the recording industry’s revenues comes from the exploitation of various rights. To conclude, Copyright is a form of protection to the creators of original works of authorship, including literary, dramatic, musical, artistic, sound recordings, broadcasts and certain other intellectual works. The law gives the owners of copyright exclusive rights to deal with their works in a number of ways, such as: 1) 2) Copying; Issuing copies to the public; 3) 4) 5) 6) In the care of computer programs or sound recordings, renting copies to the public; Making available copies to the public; Performing, showing or playing the work in public; Broadcasting or including the work in a cable programme services; and 7) Making adaptations or doing any of the above in relation to an adoption 112 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music In many cases, the creator will also have the moral right to be identified on his or her work and to object to distortions and mutilations of his or her work. Like physical property, copyright cannot generally be used without the owner’s permission. In Hong Kong, copyright protection is automatic as soon as there is a record in any form of the material that has been created, and there is no official registration. The principle legislation on copyright in Hong Kong is the Copyright Ordinance (Cap 528, Laws of Hong Kong) as amended. How long does copyright last? Copyright law is not only about the protection of copyright owners. It is also intended to protect the interests of the public and to make sure that that public has access to intellectual property. Several tendencies in copyright law are likely to change that ideal balance. First, the concentration of copyright ownership had become a private matter, in which property rights are largely controlled by the culture industries. This is especially true in the recording industry. Copyright usually belongs to the company for which the musician works, or to the publishers that disseminate the work. Second, the government limits a copyright owner’s exclusive right through various exceptions in the law such as limited duration of copyright coverage. The exceptions have become loopholes that the recording industry has sought to close, producing a tendency toward narrowing public access to copyrighted works. The protection period varies according to the type of protected work. In general, the terms of protection in Hong Kong are as follows: • For a literary, dramatic, musical or artistic work, copyright lasts for the life of the author plus 50 years from the end of the year in which he/she died; • For a sound recording, copyright expires 50 years from the end of the year in which it was made or, if released during that period, 50 years from the end of the year of release; • For a film, copyright expires at the end of the period of 50 years from the end of the year in which the death occurs of the last to die of the principal 113 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music director, the author of the screenplay, the author of the dialogue, and the composer of music specially created for and used in the film; • For a broadcast or cable programme, copyright expires at the end of the period of 50 years from the end of the year in which the broadcast was made or the programme was included in a cable programme service; • For the typographical arrangement of a published edition, copyright expires 25 years from the end of the year in which the edition was first published. Finally, there were efforts on the part of the global capitalist class to seek strong copyright regulations on the international level. Agreements and treaties were made among countries to ensure corporate copyright owners a stable overseas income stream. Additional Information Copyright protection technology: Digital Right Management Digital rights management technologies attempt to control use of digital media by preventing access, copying or conversion by end users to other formats. It is an umbrella term that refers to access control technologies used by publishers and copyright holders to limit usage of digital media or devices. Factors affect the usage of DRM in Online Music Industry: 1) Methods to bypass DRM There are many methods to bypass DRM control on audio and video content. Advance technology development enable user to develop computer software to decrypt the DRM protection codes. 2) Music Industry Situation Many online music stores started to give up the usage of DRM in their music download service. In 2007, Steven Jobs (Apple Inc.) comment the usage of DRM in online music industry as following (Through on Music, 2007): 114 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Today’s most popular iPod holds 1000 songs, and research tells us that the average iPod is nearly full. This means that only 22 out of 1000 songs, or under 3% of the music on the average iPod, is purchased from the iTunes store and protected with a DRM. The remaining 97% of the music is unprotected and playable on any player that can play the open formats. In 2006, under 2 billion DRM-protected songs were sold worldwide by online stores, while over 20 billion songs were sold completely DRM-free and unprotected on CDs by the music companies themselves. The music companies sell the vast majority of their music DRM-free, and show no signs of changing this behavior, since the overwhelming majority of their revenues depend on selling CDs which must play in CD players that support no DRM system. So if the music companies are selling over 90 percent of their music DRM-free, what benefits do they get from selling the remaining small percentage of their music encumbered with a DRM system? There appear to be none. For more information about the usage of DRM on iPod, pls access to the following address: Apple Launches iTune Plus: Higher Quality DRM-Free Tracks Now Available on the iTunes Store Worldwide http://www.apple.com/pr/library/2007/05/30itunesplus.html 115 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music The Future of MP3 and Music Industry Teacher Notes: - Web downloading and audio streaming are based on the architecture of server-client. In addition, peer-to-peer file sharing networks allow computer users to swap music files directly with one another, without going through a centralized file server or a middleman. - One of the most popular Peer-to-Peer file sharing technologies is BitTorrent (Protocol). It is designed to allow efficient distribution of large amounts of data and is one of the best ways to distribute large files, such as videos and high-quality MP3s, with minimal demand on hardware resources and communications bandwidth. Additional Information: Digital Music Distribution: Web downloading and audio streaming The distribution of digital music usually begins with a compact disc (CD) recorded by independent artists or record labels. It was introduced in 1982, and since then, a large percentage of the music industry’s content has already been made available in this unprotected digital form. By using computers and widely available software programs known as rippers or digital audio extractors, digital signals from CD tracks can be easily captured and saved to various storage formats. Once data is saved to a hard drive, it can be rewritten in a variety of formats for distribution via downloading or streaming. MP3 is the most popular download format used by numerous MP3 websites to send files via the Internet using the World Wide Web. When a Web browser requests downloading a file, the server transmits a non-streaming file using http. The file arrives in byte, accumulating in random access memory (RAM) until the complete file has been transferred. 116 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Peer-to-peer file-sharing networks Web downloading and audio streaming are based on the architecture of server-client. Peer-to-peer file sharing networks allow computer users to swap music files directly with one another, without going through a centralized file server or a middleman. The idea of peer-to-peer was popularized by Napster in 1999. Napster is not actually a pure example of peer-to-peer network. Its architecture was based on a central server database that stores and sorts the titles of music files. Through this central server, Napster connected a user to the computer of thousands of other music traders. The Napster program application included an MP3 player (software), chat capability with Napster’s website. To download a music file, a computer user had to follow three steps: (1) Download the Napster application and install it on a personal computer; (2) Use the software to log on to Napster’s server. When a search was made, the server checked its database for any other Napster users who were online and had that file. (3) If the server found a match, Napster put the computer that had the sought-after file directly in touch with the computer that wanted it. The user merely clicked on it and downloaded the song directly from the other user’s hard drive. Figure 1: Meet the Napster 117 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music One of the most popular peer-to-peer file sharing technologies is BitTorrent (Protocol). It is designed to allow efficient distribution of large amounts of data and is one of the best ways to distribute large files, such as videos and high-quality MP3s, with minimal demand on hardware resources and communications bandwidth. BitTorrent uses a peer-to-peer strategy in which every user's computer contributes. Its idea is to redistribute the cost of upload to receivers, when several people are downloading the same file at the same time; they upload pieces of the file to each other. Figure 2: the digital file sharing with BitTorrent Protocol 118 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Scheme of Work No. of periods: 6 periods Duration of each period: 70 mins. Level: S3 Computer laboratory and/or Design and Technology Workshop Venue: No 01 Topic Activities 1) Introduction of the case Demonstrate Teaching Aids various audio - Teacher introduces the audio technology storage media development to students. Teacher can 2) Watch Video 3) Group Discussion demonstrate various audio storage media. Teacher show the youtube video: How Vinyl Vinyl, Cassette Tape, CD and Mini disc 新聞透視 2007 v.4 ch.1 數碼 侵權 Video Clip Records are Made? (Part 1 and Part 2) to help students to have better understand of the Vinyl production. - Teacher introduces the case to students and explains to them various related issues including Copyright and Copyright Protection Technology (DRM). 1) - Teacher show the video “ v.4 ch.1 新聞透視 2007 數碼侵權” to simulate their interests to the topic 02 Understand the current situation and design 1) Watch Video prototype for a website - Teacher explain Design Project Requirement (worksheet 1) to students MP3 on CD sale from 2) Student discussion - Teacher divides students into small group and 1) Video: The impact of Money magazine 2004. TVB Pearl encourages them to work in team. - Teacher show the video “The impact of MP3 on CD sale” to simulate their interests to the topic - Students start their discussion during the lesson 119 2) Project 1 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music No 03 Topic Activities 1) Setting the design Student Teaching Aids Project 1 Presentation Students present their findings on the topic: 2) Project Discussion 1) Student - Current music download business situation - Other music download website design and their concerns - Students website design idea and their considerations Teachers give comments about their projects. 04 Design Project Presentation Students present their final design with the use of 1) Project 1 2) Project 2 1) Project 2 Presentation computer software, such as PowerPoint or Photoshop. 2) Student Project Discussion Research Project Discussion Teacher introduces the research project to students. Students are required to select one of the research topics among the list in the worksheet 2 or any interest “think about it” or “research topic” in the content pages as their final project presentation topic. 05 Preparing for presentation Project Discussion Students should submit a draft of final group presentation and present their intensive information research and literature review of the case. Teacher should give timely feedback and recommendations Students should prepare a peer assessment form for the final presentation. 120 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music No 06 Topic Activities Teaching Aids 1) Project Organizing presentation Project Presentation Teacher should organize the presentation to take place. Each group should present their findings through multimedia format and propose practical recommendations to solve the problem. Each group can post their presentations to the web for publication. 121 2 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Project 1 : Webpage design for a music company Objective: 3. To investigate the business environment of internet music industry 4. To understand the design process and design a webpage platform that can fulfill the need of an internet music download business Brief: Numbers of Students per group: 5 – 6 students per group Task: Design a webpage prototype for an music download business Details: In this project, students are required to form a design team and prepare design sketched and computer graphic mock-ups for the design of an online store. The design team is worked for a well established music company. The company has a huge amount of music stock (with different styles) and wants to start the music download business within a month. Our students, who act as the design team members, are required to develop a webpage prototype with the following requirements: A. B. target customer: age 12 – 45 webpage design: i. Homepage: it should be attractive for the youth and people can ii. easily find their favorable music. Some new albums will also be promoted on the homepage. Search page: it should be easy to understand and people can easily find their favors here iii. Payment page: Credit card is the only payment method in this music download business. Customers have to pay $5 for each music track (MP3 only). 122 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Development Process: 1) Define roles among members: students should first define their roles in this project: a) Project leader should be selected to monitor the development process; b) 1 – 2 researcher/analyst can help to investigate the competitors (other music download company); c) 1 – 2 web designers are required to develop the webpage prototype. 2) Research and analysis: students should first conduct researches and visit various internet music download webpage, analyze their business model and also their webpage design considerations. 3) Webpage design: according to the results of previous research, students should develop the prototype. Students can first draft the design with pencil and paper. After further discussion, they should develop the design with computer software, such as Adobe Photoshop or Illustrator. (Reminder: No need to develop an interactive webpage!!! Just focus on the design and how it fulfill the business need) Project Presentation and Submission: There will be 2 presentations and 1 final submission Presentation 1 (10 mins): Students should first introduce their projects (with the some background researches): 1) Other popular music download webpage design and their design specifications, such as color scheme, no. of pages, service provided etc 2) Design idea and consideration: students should explain their design idea of this project: how can it attract people stay on the webpage? What kind of services that it can provide? 123 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Presentation 2 (10 mins): Students are required to present and explain their final design to teachers and classmates. Students have to introduce their design considerations and how do their final design encourage potential customers stay and purchase music on the website. Final Submission: The draft design and the final design, which embedded into a PowerPoint file. 124 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Project 2 – MP3 and the Music Industry Objectives: 1) Enable students to conduct research on a topic which related to music industry and copyright. 2) Encourage students to develop knowledge through research process. 3) Enable students to understand the current situation of music industry and music piracy. Instructions: 1) Students are divided into groups (3 – 4 students per group); 2) Each group selects one of the following discussion topics or any research topic in the content pages; 3) Conduct research on the topic; 4) Prepare and present the topic. Project Presentation Duration: 10 minutes per group Research Topics: 1) MP3 download has caused huge damage to the music industry. Are there any good effects it brings to the industry? Please states. Teacher hints: E-business model will became more and more popular in the future, people are using various MP3 players to listen music and most of the young are used to download music to their mobile phone. The business potential of digital music is huge and students can find out updated figures in the internet. 125 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music 2) What is the future development of the music industry in this digital era? Can mobile music download become an important revenue stream for the industry? Teacher hints: Teacher can encourage students to investigate the current music industry situation and their future movements. Some music industry organizations, such as IFPI, had conducted several researches and had drawn suggestions about the future development of music industry. (http://www.ifpi.org/content/section_statistics/index.html) Students can learn some insight from those reports. 3) If you are a CEO of a record company, what means will you propose to increase the revenue from the online music store? Teacher hints: Students should be able to find out the actual amount of music industry revenues and the basic operation of E-business. According to the facts, they can suggest solution for the music industry. 126 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music Teaching Notes: Additional information Advantages of Digital Music: Fisher (2000) summarized five social and economic advantages of digital music. 1) Since most of recording revenue goes to record companies, retail stores and other middlemen, not musicians and composers. Digital music can save cost associated with disintermediation. Musicians could earn more or consumers could pay less or both. 2) Distribution of containerless digital files can eliminate the problem of overproduction or underproduction of CDs. 3) Consumers could get exactly the music they wanted, instantly and without the annoyances of traveling or shipping. 4) As the new technology becomes widely adopted, new artists and bands that focus on niche markets will rapidly increase. Each new development in recording technology enables new voices to be heard, and to be heard in new ways. Voices that are systematically stifled by mainstream media can find alternative expression through digital music. 5) Digital music will cause the decentralization of power. On the one hand, the cultural power of the Big Five record companies will decrease; on the other hand, consumers of digital music can easily produce their own music. Social and economic cost of digital music However, the unauthorized reproduction and distribution of digital music also raise the issues of social and economic cost. Traditionally, information goods are expensive to create and assemble but cheap to reproduce. The production of information good involves high fixed cost and low marginal cost, which means the cost of producing the first copy of information good, may be substantial, but the cost of producing (or reproducing) additional copies is negligible (Shapiro and Varian, 1999, p.3). This traditional model works well when products are fixed in physical 127 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music substrates such as vinyl, cassettes, or CDs, or in analog formats. Even though there was always some piracy problem, it was relatively limited; it is when information is digitized that copying becomes a real problem. But digital reproduction and distribution of information change this law. There are several reasons for this change (National Research Council, 2000, pp. 28-39): 1) Access to digital information inevitably means making a copy, even if only a temporary copy; 2) Information in digital form can be easily and inexpensively reproduced and each successive copy is indistinguishable from the original one; 3) Information in digital form is largely liberated from the medium that carries 4) Digital information will generate new kinds and uses of information; 5) Information in digital form increases the use of licensing. In addition to these factors, computer networks further amplify the consequences of digital reproduction. The reasons are in two folds: high-speed computer networks and information in digital form allows multiplicity of access and access at a distance; high-speed computer networks enable immediate, inexpensive worldwide distribution of information. 128 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music References Through on Music http://www.apple.com/hotnews/thoughtsonmusic Music industry betting on mobile http://news.bbc.co.uk/1/hi/programmes/click_online/7130596.stm http://www.antig.com/technology/technology_fuel_cell_types.htm Video: 新聞透視 2007 v.4 ch.1 數碼侵權 Video: The impact of MP3 on CD sale from Money magazine 2004. TVB Pearl http://www.hk-lawyer.com/2001-6/June01-cover.htm http://www.ipd.gov.hk/eng/copyright.htm CHI JEN HSIEH (2002) From "the MP3 revolution" to pay-to-play [electronic resource]: The political economy of digital music HACKER SCOT (2000) MP3 The definitive guide Sebastopol [Calif.]: O'Reilly HSIEH CHI JEN (2002) From "the MP3 revolution" to pay-to-play: The political economy of digital music Sony History – Mini Disc : a replacement for the Audio Compact Disc http://www.sony.net/Fun/SH/1-21/h4.html What is MEPG? http://www.webopedia.com/TERM/M/MPEG.html Copyright Ordinance http://www.hkcla.org.hk/eng/Copyright/Copyright_Ordinance_Content.htm 129 Case Study (Teacher’s Guide): The Development and IMPACT of digital Music A History of the iPod: 2000 to 2004 Tom Hormby and Dan Knight - 2005.10.14, revised 2007.09 http://lowendmac.com/orchard/05/origin-of-the-ipod.html#1 Gramophone record http://en.wikipedia.org/wiki/Gramophone_record#Early_speeds Apple's Jobs: Just say no to DRM http://www.mp3.com/features/stories/8588.html Digital Right Management http://en.wikipedia.org/wiki/Digital_rights_management Apple - Thoughts on Music http://www.apple.com/hotnews/thoughtsonmusic/ 數碼娛樂的基石─數碼版權管理 http://www.rthk.org.hk/mediadigest/20060115_76_120767.html 130 Case Study: The Success of an Innovation Smartphones (Teacher’s Guide) 131 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Author Mr O Hin-ming, Brian Senior Project Manager, VTC Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 132 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Case Study: The Success of an Innovation - Smartphones (Teacher’s Guide) 1. General Information 1.1 Subject: Design and Technology 1.2 Level: S3 1.3 Learning elements in TE: Knowledge Contexts Common topics • • design features of (environmental issues, products • • (application of IT) • • Roles of designers and engineers • Technology-driven product on modern life • Social responsibility in product design Group presentation of research findings Design & Application Impact Compare and analyse technological products Information Processing & Presentation • Information search for Technology & Society changes in lifestyle) • Process • Vision for an enterprise Writing a report to (basic elements of discuss emerging design, design technologies and consideration, product attributes of a design) successful product 1.4 Key Features and Task Definition Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context, and so provide an additional resource that can add a new dimension to learning about technology and design. Authentic Context: Students could understand the success of an innovative product design through an example, namely Smartphone. Knowledge Context Covered: Common topics – Design & Application (Product design) Email communication, browsing the Internet for different kinds of information, talking through the phone, listening to music, taking pictures, exchanging data (in analogue or digital form), using wireless networks and so on are typical modern life activities. We 133 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones need these things for business, living, social activities, entertainment, learning, and communications. They are with us in this modern world; a world which technology has enriched the living quality and enabled convenient communication. Hong Kong is an international city where high-tech and innovative products are coming to the market from time to time; people are exposed to lots of innovative products which have deep impact on the way of living. In the last 20 years, we have witnessed how technology has improved our quality of life and we expect technology will continue to affect our way of living. Mobile phone is a typical technology-driven product that has great impact on modern life. Smartphone embraces emerging and converging technologies in a product that addresses the needs of customers with multi-function on communication and entertainment. By using smartphone as the theme for this case study, we attempt to introduce how technologies are applied to an innovative product, what makes the product successful and what other issues are related to this product such as IP, energy, environment, and entrepreneurship and enterprise. Students will experience the complexity of the real world by considering different perspectives in the application of technology. They should not be limited to considering smartphone as the only product which is technology driven; they can embark on another technology laden product which is also changing the living environment in the world. 1.5 Learning Outcomes Students should be able to: 1. Understand the roles of designers and engineers 2. Consider the social responsibility in product design 3. Appreciate the values of adopting appropriate technologies and new technologies in a new product 4. Understand that technology can foster a better living environment for the world 5. Understand the importance of vision for an enterprise 134 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones 2. Teaching Notes 2.1 The Story Please refer to the Learning Resource Materials 2.2 Learning and Teaching 2.2.1 Organization Theme: A Better World with Technology No. of periods: 11 periods Duration of each period: 35 mins. 2.2.2 Assignments: • Group Presentation: PowerPoint • Individual Report: 300 words from student’s own writing plus references from other sources 2.2.3 Worksheet: Worksheets are provided alongside with the context, reading materials and references given in the case study. The worksheets provide a platform for students to study the case in greater depth. The questions in the worksheets serve as formative assessment tools to provide feedback to students which show how well they have learned from the topic. To address learners’ diversity, hints are also provided in the worksheets to guide students in one way or another in order to complete the learning tasks successfully and at their own pace. 2.2.4 Group Discussion and Brainstorming Ask students to read the materials contained in the story and search from relevant websites to compile a table showing the features, functions and attributes of an smartphone. Students should then use the table to discuss on what makes the product so successful. 135 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones 2.2.5 Schedule of Work Period 01 Teaching /Learning Activities Introduction of Case Study Teacher should explain the case study to students. It covers the introduction, background and introduction to smartphone Teacher needs to explain the assessment method and the expected learning outcomes – A better world with technology PowerPoint presentation and worksheet 02 Studying the Case Students need to understand the case as background information Questions are provide to help them to identify the key issues and clues for discussion, presentation and report writing 03 Group members carry on self-study at home Forming Groups and Planning for the Preparatory Work Teacher divides students into small group and encourages them to work in team Teacher can show few minutes of video clip on smartphone, to stimulate their interest to the case Teacher asks the groups to discuss the features/functions of each technology and attributes to a successful product then summarize them on a worksheet. 04 – 05 Group members share the preparatory work and do them at home. Research, Brainstorming and Debate Guided discussion among group members and between groups Compare the research works among group members and use of Internet wherever there is a need to strengthen or verify the point under discussion Discussion with other groups. 136 Case Study Period 06 -07 (Teacher’s Guide) –The Success of an Innovation – Smartphones Teaching /Learning Activities Development Home works: prepare an interesting and attractive presentation for the group and an individual report Agreeing on the findings, conclusion, views and final version of the presentation The presentation should be done with group members on the main theme of the case (the focus is not necessarily on smartphone) Report should be done by each student on self selective subjects such as aesthetic design, some of the attributes, green design or entrepreneurship etc. 08-09 10-11 Presentation Assessment PowerPoint presentation to class Assessment according to the assessment rubrics Teacher gives timely feedback and correct answers if necessary Report Assessment Each student should present his/her report to class Assessment according to the assessment rubrics Teacher to give timely feedback and correct answers if necessary 3. Questions and Keywords for the Answers 1. What are the attributes leading to smartphone being so successful? User-centered design, address the market needs, applications of leading technologies, modern design, the Apple entrepreneurship and enterprise, and green design etc. 2. Discuss and understand each of the attributes. • User-centered design: good user interfaces such as touch screen, icon, web searching, photo display, accelerometer and auto-sizing etc. • Address the market needs, all-in-one design: mobile phone, photo taking, iPod, album and internet functions • Leading technologies: mobile, embedded systems, multi-touch display, software and wireless • Aesthetic design: contemporary outlook • Apple entrepreneurship: marketing, teamwork, servicing, brand names and 137 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones product maintenance • Green design: accelerometer, proximity sensors and use of chargeable long life battery 3. Compare the functions and prices between an smartphone and a Personal Data Assistant (PDA) device A PDA is a pocket size computer and offers basically the same functions as an smartphone. The differences are mainly the costs and capabilities between the two communication devices. smartphone is, in general, cheaper but with lesser capability than PDA such as the word processing and data storage capabilities. 4. Think of an innovative product designed with the use of appropriate technology and considerations of the product attributes. An open-ended question for the students. The learning outcomes include: understanding of the roles of designers/engineers, available technologies, creative thinking, product evaluation, green issues, and entrepreneurship. 5. What should designers and engineers be considering during the design and manufacturing stage of a new product? User-centred design, green design, social responsibility, form a good team working on the product, and use of contemporary technologies etc. 4. Assignment: Worksheet Assignment 1: Functions of smartphones There are various types of smartphones on the market. Prepare a table showing the types of phones and their functions. Submit it in the form of a PowerPoint or a document. Assignment 2: Views of smartphone users Students need to interview owners of various types of smartphones, such as the principal, teachers, classmates and parents. Collect their views on the functions of smartphones. Prepare a report and submit it in the form of a PowerPoint or a document. 138 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Table Comparing the Functions of Smartphones For individual / group use Worksheet number: Date: ____ /_____/ ______ D&T - WS01 Class: Group / Name: Assignment Prepare a table showing the types of smartphones and their common functions. 1. Information search Type of phones: Functions: 6. 1. 1. 7. 2. 2. 8. 3. 3. 9. 4. 4. 2. Analysis of common functions Teacher’s comments: 139 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Record of Interview For individual / group use Worksheet number: Date: ____ /_____/ ______ D&T - WS02 Class: Group / Name: Assignment: Interview users of smartphones and collect their views on the functions of the phones. Name of interviewee: _____________ Interview questions: • What is the type of your smartphone and what functions does it possess? • Which of the functions do you use and what information do you send? Teacher’s comments: 5. Assessment The checklist assessment rubrics are given to each student for their self-evaluation after each lesson. Teacher can discuss the checklist with them to perform formative assessment. Teacher should record the checklist results and monitor the students’ progress. The score rubrics are given to assess the final presentation by teacher and peers. The rubrics criteria can be subject to change by the teacher’s professional judgment. Students should know the assessment criteria before working on the case. 140 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Assessment Rubrics Each assessing component is marked from 0 to 10, with 0 assigning to the student with zero contribution to the component and 10 being the maximum score given to each component. Group Presentation Assessing Target (1) Component Effort by the group % (out of 100) 15 Group (2) Organization of the presentation 15 Assessment (3) Contents 20 (4) Flow of the presentation 15 (5) Time keeping 5 (6) Peer’s score 5 Individual (7) Command of language 10 Assessment (8) Confidence and attractiveness 10 (9) Peer’s score 5 Criteria of the assessing components (1) Effort: evidence to show active participation within and outside the group (2) Organization of the presentation: how well the PowerPoint is being organized, the style of presentation and attractiveness of the design (3) Contents: appropriate and well prepared contents (4) Flow of presentation: each member has fair share of the presentation, smooth flow and picking up questions (5) Time keeping: within the assigned minutes for the presentation (6) Peer’s score: an overall mark for the group (7) Command of Language: fluency and proper use of speaking language (8) Confidence and attractiveness: eye-contact loud, clear, precise presentation are the essential elements of being confident; attractiveness means able to draw audiences’ attention (9) Peer’s score: an overall mark for individual 141 Case Study (Teacher’s Guide) –The Success of an Innovation – Smartphones Report Assessment Assessing Component Target % (out of 100) (1) Effort 25 (2) Organization of the report 20 Individual (3) Contents 25 Assessment (4) Presentation skills 20 (5) Time keeping 5 (6) 5 Peer’s score Each assessing component is marked from 0 to 10, with 0 assigning to the student with zero contribution to the component and 10 being the maximum score given to each component. Criteria of the assessing components (1) Effort: evidence to show active participation in class and engagement on self-studying (2) Organization of the report: how well the report is being organized and sectioned for different areas of the report (3) Contents and Use of English: appropriate and well prepared contents, understanding of the subject matter, and expressing views (4) Presentation Skill: attractive, lively, smooth running and able to pick up questions (5) Time keeping: within the assigned minutes for the presentation (6) Peer’s score: an overall mark for the group 6. References http://en.wikipedia.org/wiki/Personal_data_assistant http://en.wikipedia.org/wiki/Smartphone 142 Case Study: 3G - Green Design, Green Technology and Green Enterprise (Teacher’s Guide) 143 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Author Mr Li Yu-wai Head of Department (Design and Technology) Tang Shiu Kin Victoria Government Secondary School Project Coordinators Mr Li Yat-chuen Senior Training Consultant Institute of Professional Education And Knowledge, VTC Mr Tsang Siu-wah, Ephraim Training Consultant Institute of Professional Education And Knowledge, VTC The copyright of the materials in this Case Study belongs to the Education Bureau of the Government of the Hong Kong Special Administrative Region. Duplication of materials in this Case Study may be used freely for non-profit making educational purposes only. In all cases, proper acknowledgements should be made. Otherwise, all rights are reserved, and no part of these materials may be reproduced, stored in a retrieval system or transmitted in any form or by any means without the prior permission of the Education Bureau of the Government of the Hong Kong Special Administrative Region. © Copyright 2010 Note by the Institute of Professional Education And Knowledge, VTC: Every effort has been made to trace the copyright for the photographs and images in this Case Study as needed. We apologize for any accidental infringement and shall be pleased to come to a suitable arrangement with the rightful owner if such accidental infringement occurs. 144 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Case Study: 3G - Green Design, Green Technology and Green Enterprise (Teacher’s Guide) 1. General Information 1.1 Subject: Design and Technology 1.2 Level: S3 1.3 Learning elements: Knowledge Contexts Common topics • Information search (Environmental issues, Green environmental different Design, Green Technology and issues stakeholders • Design & Application (Design • Apply knowledge in • Green sense to the “3 Green” enterprise Writing a proposal operation Consumer education on Green policy for (Consumers’ rights and a school climate change and Develop global warming • communication and Systems & Control organization skills Application of systems (Electronic products: Fluorescent Light) . Operations & Manufacturing • Reflection from different views of consumers’ choice) • • from Internet on consideration, Product design) • • Impact Technology & Society Green Enterprise) • Process Project management (Planning and organizing work, Cooperation and coordination in projects) 145 • Response to Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 1.4 Key Features and Task Definition Case Study: Students should be made aware of the relevance of the technology they are studying to the real world. Case studies on technology and design enable students to put their learning into an authentic context, and so provide an additional resource that can add a new dimension to learning about technology and design. Authentic Context: Students could understand the issues of Green design, Green Technology and Green Enterprise in response to environmental issues through an example, namely energy saving lightings. Knowledge Context Covered: Common Topic – Technology (Environmental issues) & Society Students in this generation are going to face the “third” industrial revolution of Green economy whilst the “second one” is said to be the emerging of IT industry. A report from the American Solar Energy Society stated that one in every four Americans would work in environmental related enterprise in the next generation. They would be regarded as ‘Green Worker”. The “Green Ability” would also be an attribute to be considered by the employer. In this case study, students should build up a clear concept of “Green Design”, “Green Technology” and “Green Enterprise”. Students should understand the effect from consumers’ Green sense to enterprise operation. Students should build up a sense about what technologies have developed in order to respond to the climate change and global warming and what policy and operation the enterprises have made in response to the increasing demand from Green conscious consumers. In the study, students will apply their knowledge to propose a sustainable Green policy for their school. It will be conducted in form of a competition. Each group needs to make a presentation of their plan. The winning group will put their plan into action in their campus with other group members as their partners. 146 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 1.5 Learning Outcomes Students are expected to: 1. Have a sense of global economy regarding the environmental issue; 2. Understand the detrimental effect of electronic products to the environment; 3. Understand what the Green design concept is; 4. Understand what Green technologies are being used and developed for; 5. What policies are being adopted by “Green Enterprise” in response to environmental conscious consumers; 6. Consider the economical factor in Green policy; 7. Propose a sustainable Green policy for the school or propose a conceptual design of a Green electronic gadget; 8. Develop their communication and organisation skills by implementing their plan. 2. Teaching Notes 2.1 The story Please refer to the Resource Materials 2.2. Learning and Teaching 2.2.1 Organization Theme: Understanding of Green design, enterprise and technology No. of periods: 12 periods Duration of each period: 35 mins Assignments: • Research: Worksheets: • Tasks: 1. Interview record 2. Propose a sustainable Green Policy 3. List Green design features 4. Poster design • Group Presentations: PowerPoint • Implementation of the proposed sustainable Green policy plan for the school 147 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 2.2.2 Schedule of Work Period 01 02-03 Teaching / Learning Activities Understanding the case and tasks Briefly explain the case topic; Explain the tasks and activities; Explain the assessment criteria; Brainstorming a MP3 product; Complete Class Activity One; Complete evaluation sheet before the lesson ends. Forming groups and Studying the case Form groups of 3 to 4 students per team; Introduce the story of the case study; Information search about RoHS, WEEE, CFLs and T5; Guide students to complete Class Activity Two to Four through small group and class discussion; 04-05 06-08 Complete evaluation sheet before the lesson ends. Research and data collection Encourage small group discussion to understand the case content; Conduct an interview to collect primary information; Use Interview Record Sheet; Prepare for a 10 minutes presentation; Teacher provides guidance to each group but not the answer. Prepare a School Plan / Product Design Task 1 Guide students to apply the knowledge acquired to propose a sustainable Green policy for their school; Guide students to prepare an implementation plan; Guide students to prepare an evaluation or criteria to assess the implementation of the project; Guide students to propose a project schedule. Task 2 Design a conceptual design of a Green electronic gadget based on the agreed criteria; Present design ideas in a poster; Propose marketing strategy. 148 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Period 09-10 Teaching / Learning Activities Presentation Students deliver a 10 minutes presentation of their proposal on a proposal Green policy or a Green product design; Teacher and peer assessment; Students will vote which plan/product will be selected for implementation or which one is the best environmental-friendly design. 11-12 Implementation of school Plan Students use their time after school to organize this activities; Teachers provides resources and guidance to the students. 149 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 3. Activities and suggested answers A. Class Activity One 1. You are a group of product designers. Use a Concept Map to present the ideas of Green MP3. 2. You have only 5 minutes to complete your tasks and share your ideas afterward. Tips to students: A Green MP3 may comprise the following environmental parameters • A compact size smaller than the regular ones, use less materials • Use recyclable materials • Use less packaging materials • Low energy consumption with energy saving mode; • Green policy to promote recycle practice of customers; • Longer life span • Compliance with RoHS regulations. Remarks: • Students need to substantiate their ideas with specific elaborations. • Teacher may invite those groups with great ideas to share in the lesson. Teacher may also facilitate small group discussion by sitting in the groups. B. Class Activity Two Conduct an Information search to answer the following questions. Suggested website for reference: http://en.wikipedia.org/wiki/Restriction_of_Hazardous_Substances_Directive 1. What is the coverage of RoHS and WEEE on electrical and electronic products? Categories of Electrical and Electronic equipment affected by RoHS and WEEE are small and large household appliances, IT & telecommunication equipment, consumable equipment (such as electrical toothbrushes and printers), lighting equipment, electrical & electronic tools, toys, leisure & sports equipment and automatic dispensers. Coverage of WEEE extends to medical devices, monitoring and control instrument. 150 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 2. What are the six harmful substances banned by RoHS? Lead, Mercury, Cadmium, Hexavalent Chromium, Polybrominated biphenyis (PBB) and Polybrominated diphenyl ethers (PBDE) Remarks: Teacher can ask students to conduct information search about the full name and functions of PBB and PBDE in electronic and electrical appliances as a further activity. C. Class Activity Three 1. What is BFR? Why it is used in the printed circuit board? BFR stands for Brominated flame retardants which are group of brominated organic substances that have an inhibitory effect on the ignition of combustible organic materials. The electronics industry accounts for the greatest consumption of BFRs. In computers, BFRs are used in printed circuit boards and components, such as connectors, plastic covers and cables. BFRs are exceptionally effective in fire prevention. They reduce the probability that an item will ignite. Brominated flame retardants hinder the spread of the fire and thus provide valuable extra time for evacuation in the early stages of a fire. That is critical to the life saving. 2. Why the recycling rate is so low? What hinder the enterprise to recycle the used products? It is all about the cost. The cost includes high labour cost in classifying the types of recyclable wastes and transportation cost. The profit made from the reused materials usually cannot cover the cost spent in recycling the materials. Most enterprises suggest that government should subsidise this recycling scheme by providing land to establish recycling spot so as to reduce the transportation cost. The used products should be designed to be easily classified and dismantled for reuse and recycle. Remarks; Students are expected to have their own ideas when answering these open-ended questions. The suggested answers provided are for reference only and teachers should have their professional judgment and knowledge to give appropriate feedbacks to the students. Teacher should also concern about the participation and involvement of students in their learning process rather than the answer itself. 151 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise D. Example 1 - Energy Saving Lightings Do you know what parts are inside the Compact fluorescent light bulbs? There are two main parts in a CFL: the gas-filled tube (also called bulb or burner) and the electronic ballast. An electrical current from the ballast flows through the gas, causing it to emit ultraviolet light. The ultraviolet light then excites a phosphor coating on the inside of the tube. This coating emits visible light. The basic construction of typical electronic ballast involves a low-pass filter, rectifier, buffer capacitor and a high frequency oscillator. The basic operation is that after passing a low-pass filter, the mains voltage at 50Hz power frequency is rectified by an AC/DC converter. This converter also contains the buffer capacitor, which is charged with a DC voltage. In the high frequency oscillator this DC voltage is transformed into a high frequency voltage which provides the power for the lamp. E. Example 2 Fluorescent Light What is the mercury content in traditional florescent lamp? CFLs contain a very small amount of mercury sealed within the glass tubing – an average of 4 milligrams. By comparison, older thermometers contain about 500 milligrams of mercury – an amount equal to the mercury in 125 CFLs. Thanks to technology advances and a commitment from members of the American National Electrical Manufacturers Association, the average mercury content in CFLs has dropped at least 20 percent of 4 milligrams in the past year. Some manufacturers have even made further reductions, dropping mercury content to 1.4 – 2.5 milligrams per light bulb. F. Class Activity Four 3. Now we all know CFLs can greatly reduce the electricity bill but not at the expenses of the amount of light output. Do you know what materials are inside the Compact fluorescent light bulbs? Why most of the CFLs are in the shape of spiral tube? 152 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise There are two main parts inside a CFL, the gas-filled tube (also called bulb or burner) and the magnetic or electronic ballast. Electrical energy, in the form of an electrical current, from the ballast flows through the gas, causing it to emit ultraviolet light. The ultraviolet light then excites a white phosphor coating inside of the tube. This coating emits visible light. CFLs that flicker if they use a magnetic ballasts; CFLs with electronic ballasts are now much more common. Spiral tube type can increase the surface area of florescent materials and concentrate the light intensity and density at a minimal volume. 4. As explained above, the T5 has more benefits to the environment than T8 and T12, however, why not so many people are going to replace their fluorescent lamps at home? T5 is more expensive than T8 and T12. T5 has higher capital cost but it will be justified in the long run by its energy saved (consumes 36% energy less compared with T8 and T12). However, users need to replace the base and the ballast which is quite expensive. Users usually do not see the urgent need to replace the whole set of fluorescent lamp, they will keep the old base and ballast and just replace the tube at much lower cost. Extended Learning: “What is Ballast?” can be a further activity for the students. Brief comparison between Electromagnetic Ballast and Electronic Ballast: • Compared to electromagnetic ballast, energy losses in electronic ballast are reduced as the solid state circuit contains no conventional copper windings. The energy saved by electronic ballast can be up to 28% as recommended by EMSD. • Benefits of electronic ballast over electromagnetic ballast: Rapid or instant starting of lamp without flickering. One ballast can be designed to drive more than one lamp, whereas one electromagnetic ballast can only drive one lamp. Increased lifetime due to lower operating current. Quiet operation. Dimmable version is also available. No visible flicker during operation. No stroboscopic effect by high frequency operation. Low operating temperature and reduce blackening in the vicinity. Much lighter in weight. 153 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise 4. Tasks Teacher can duplicate and customize the form for their use. Interview Record Form For individual/group use Worksheet Code : D&T/CS-3G-WS01 Date: _____ /_____/ ______ Group/Name : Task: Class: ________ Interview the school stakeholders to collect information about the way of promoting sustainable Green policy in school Suggested Answers: Name of Interviewee: ______________ The interviewees may be the Principal, teachers, fellow students and clerical staff. Suggested Interview Questions: 10. Do you think our school is Green enough? Usually the school cannot be regarded as a perfect Green school as there must be room for improvement and more environmental friendly. 11. What measures can be taken to cut down the electricity bill? Control the use of lightings, air conditioners, electrical appliances and computers in terms of time and good practices, such as turning off the computers immediately after using. 12. Should we replace all the lights by the energy saving ones? Replace the traditional light bulbs with CFLs and T5 Fluorescent lighting. Calculate the capital investment and the energy saved during the expected life span when using the CFLs and T5 fluorescent lighting.. 13. Can we control the use of paper? Limited use of paper, quota control, use printed-paper or recycled paper, print both sides. 14. Can we breakeven the cost invested to improve the energy efficiency? Check against the energy saving labels of the electrical appliances so as to calculate the energy saved during a certain period of time. To find out the time the devices need to be used to cover the extra money spent in new installation. Teacher Remarks: 154 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Worksheet: Propose a plan on sustainable Green policy For group use Worksheet Code : D&T/CS-3G-WS02 Date : ____ /_____/ ______ Group: Task: Class : _________ Propose a plan on sustainable Green policy for a school Objectives: e.g. : To reduce the expenditure in electricity bill by 8% Existing Situation/Problem: e.g.: Lightings used in the classroom and corridors are all T12 fluorescent lights. The expenditure in lightings may now occupy high percentage of total energy consumption. Action Plan: e.g. Calculate the total number of lightings to be replaced. The capital cost involved such as the cost of materials and the installation fee. Justifications: e.g. Calculate the money saved during the servicing life of CFLs and fluorescent lights. Forecast the time for breakeven to balance the energy saved during the service life and the capital cost. Resources: e.g. The energy saving label for the calculation of energy expenditure. Budget Planning: e.g. The unit price of CFLs and T5 fluorescent lighting plus the installation fee. Schedule: e.g. To find out the schedule that minimize the impact on normal operation of classroom teaching and safety. Manpower/organization: e.g. Contract out the installation work, assign menial tasks such as cleaning to minor staff of the school or commission to social enterprise. Teacher Remarks: 155 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Worksheet: List Green design features For individual/group use Worksheet Code : D&T/CS-3G-WS03 Date: _____ /_____/ ______ Group/Name : Task: Class: ________ List the Green design features to be adopted in your new product. Type of Product: Green Design Features: (Hints: Design features need to be quantified, such as the percentage of packaging materials to be saved and the percentage of weight to be reduced.) Suggested Answers: Calculate the percentage of size reduced; Suggest environmental friendly materials; Design a packaging with less materials; Recycling scheme, such as pre-paid envelope and trade-in used product; Use less parts, recycle-easy design; Reliable and use longer. Teacher Remarks: 156 Case Study (Teacher’s Guide) : 3G– Green Design, Green Technology and Green Enterprise Worksheet: Poster Design For individual use Worksheet Code : D&T/CS-3G-WS04 Date: _____ /_____/ ______ Name : Task: Class: ________ Design a promotion poster for your new product with focus on the Green design features. Hints: Use freehand sketching to present your ideas; Colour pencils for rendering is recommended; Highlight all Green features in additional to the product specifications; Communication and aesthetics are the assessment criteria. Teacher Remarks: 5. Assessment Please refer to the Resource Materials. 6. References • Compact Fluorescent Light Bulbs • http://www.bellaonline.com/articles/art37906.asp Proposal writing • http://www.nsf.gov/pubs/1998/nsf9891/nsf9891.htm#step1 Hong Kong Productivity Council http://www.hkpc.org/html/eng/common/index.jsp 157 此頁空白 This is a blank page. 158 159