★Terminology+for+the+Test

** Biomimetic design (from Lab 6) **
Biomimicry is an innovative design method that seeks the solutions by "mimicking" the patterns and the strategies of nature. The innovators can learn from natural methods through research and consulting. Through biomimicry, the designers can apply the sustainable and eco-friendly patterns of nature into their solutions and our lives.

The Biomimicry Innovation Method states that biomimicry helps the company and the innovators create products that are sustainable, perform well, and save energy, cut the costs, eliminate the "wasts", heighten and define the product categories, drive revenue, and build the brand image of being innovative and proactive in terms of the envrinment.

==== Closed loop production is a sustainable system in which a product is created using renewable energy, with no pollutant output and no waste. The materials sued in production are recycled and reused rather than discarded. ====

==== This “art form” of bodystorming, which departs radically from ideational methods, is referred to as “embodied storming” to distinguish it from other forms called bodystorming that are already contested and because it is supported by theories of embodied cognition ==== ==== The actual part of acting out the prototype is called "embodied storming". Embodied storming takes into consideration the limitations on traditional designing, and therefore is a new, more effective method of bodystorming. ====

Our world is greatly connected these days through technology; an always connected society

Ex. Making a comfortable chair

A specialized ability used by dolphins and bats to navigate their surroundings. They use sound waves to bounce off of objects to tell them if there is an oncoming obstacle. Example in business: UltraCane, a sonar-enabled cane for the visually-impaired uses sonar-like technology to prevent collisions. The cane sends out sound waves ahead of the person holding it. These sense upcoming objects and warn of an oncoming obstacle's location.

Embodied storming as opposed to previous definitions of bodystorming (Lab 5)
**Bodystorming** is a technique sometimes used interaction design or as a creativity technique. Usually used to create things for people with disabilities, creators act as though they have a certain impairment and through experience, are able to determine what users encounter first and design things based on experience.

Embodied storming enables rapid communication between people, as well as the speedy generation of unjudged, uncompromised design proposals and scenarios. As a new mode of bodystorming, embodied storming helps to create stories or themes out of the things we observe around us. Embodied storming focuses on need states and can be applied as a design-research method that helps identify gaps and opportunities. Need states are conditions of a situation that require satisfaction or reveal a breakdown.

Externalized costs (LAB4)
real costs of making stuff arent captured in the price. We arent paying for what we buy. I.e a radio for $4.00 somthing like a radio....wont pay the rent for the person who sold it. LOSS OF NATURAL RESOURCE PAYED. health insurance. People pitched in for all these products.

Fixed identity (LAB3 / not clear enough)
Cell phones are used greatly for personal identification. Cellphones are one of the most carried around objects, and additionally, it is one of the three most utilized objects that one carry’s. Cell phones contain personal information of the owner. Additionally, in some developing countries, cell phones number are increasingly being used as personal identification by using them as house numbers. Cell phone numbers of the members of the family are written in place of a house number. Cell phones provides individuals who have no other form of fixed identity with a cell phone number that can be used as a type of personal identification number.

'Generate-do-learn' scenarios
As a new mode of bodystorming, embodied storming helps to create stories or themes out of the things we observe around us, the things we perceive. It enables translation of this tacit knowledge into rapid communication and the generation of ideas, contributing to an envisioned scenario. It lets people act as people, by collaborating in tight “generate-do-learn” cycles. Participants engage one another in simulating experiences and processes that are designed through joint acting and improvisation.

Human-behaviour researcher (Lab3)
His(Cheap Chase) mission, broadly defined, is to peer into the lives of other people, accumulating as much knowledge as possible about human behavior so that he can feed helpful bits of information back to the company

Inclusive capitalism (Lab3)
encouraging economic growth through commerce; enabling everybody to partake in the economy

'Just in time'
An example of the “just in time” concept is when a fisherman wants to sell his good for the market price to gain a better profit. He can use his cellphones to connect to other market traders, or use his cellphone to gain knowledge of the stock market. This enables him to sell his goods for a fair and current price. A fisherman with a cellphone has benefit over a fisherman without a cell phone as the fisherman without the cellphone may feel displaced, disenfranchised, or alienated from a potentially thriving market economy.

Materials throughput
the total amount of matter and energy involved at each and every stage of the economic cycle: extraction, production, use and disposal.

Microfinancing (LAB3/Can the Cellphone help end global poverty?)
The provision of small loans (microcredit) to poor people to help them engage in productive activities or grow very small businesses. The term may also include a broader range of services, including credit, savings, and insurance.

Mobile-phone banking, and how it works
programs that allow customers to use their phones to store cash credits transferred from another phone or purchased through a post office, phone-kiosk operator or other licensed operator. With their phones, they can then make purchases and payments or withdraw cash as needed. Hammond of the World Resources Institute predicts that mobile banking will bring huge numbers of previously excluded people into the formal economy quickly, simply because the latent demand for such services is so great, especially among the rural poor.

National happiness
In the U.S. we have more stuff than ever before, but polls show that our national happiness is actually declining. Our national happiness peaked sometime in the 1950s, the same time as this. - we have less time for the things that make us happy. we work more to pay for the stuff we buy.

Need to work in teams (from Lab 07)
Bill Monggridge defines "design as a collaborative process" as a way to solve the problems in more progressive ways by working as a "team." The heavily involved designers would gather together and support each other to collaborate and integrate each other's different ideas and designs to make "better" designs. The designers who believe that "shared minds" would be more effective than individual minds, and come together in a same room to brainstorm their ideas.

Participatory design (from Lab 07)
Bill Monggridge especially highlights the importance of involving people from different backgrounds within the designing process to share more variety of ideas; another thing he mentioned in the video was the importance of involvement of actual people who are going to sue the design, in other words the "participatory design." By working together with the clients, the designers become really aware of what the clients and people who will going to use the designed products need, and change the context of the design to suite those needs.

Perceived obsolescence (LAB4)
Now perceived obsolescence convinces us to throw away stuff that is still perfectly useful. I.e. fashion changes.. why women’s shoe heels go from fat one year to skinny the next to fat to skinny?

====** Planned obsolescence ** another word for “designed for the dump.” It means they actually make stuff that is designed to be useless as quickly as possible so we will chuck it and go buy a new one. It’s obvious with stuff like plastic bags and coffee cups, but now it’s even big stuff: mops, DVDs, cameras, barbeques even, everything! ====

Proximate literacy
that it is better for illiterate consumers to be able to turn to their neighbour and ask them for help because they own the same or similar device, than to struggle with a new interface that needs to be learned (there are many types of illiteracy – the classic definition refers to textual illiteracy, but it might be technical, mobile, financial, numerical — all of which impact use).

'Sente' money transfer (LAB3)
The sente money transfer is a banking system used in Uganda. An example of this was provided in the article, in which a person in the city of Kampala is able to send money to family member or a loved one in the rural area with the use of prepaid calling cards to send airtime which can consequently be converted into money. The process allows the transfer of money whilst eliminating the concept of travelling and transferring the money in person. The process allows individuals to send money in areas where banking services are not available.

the collective ideas of a team of designers; more effective than the sum of their individual minds

Tacit knowing
knowing more than we can tell

Tangible Earth (from Lab 07)
Tangible Earth is an "interactive globe" that its interface can be handled, rotated, and visually changed by hands. Its features are real time, and you can see what is happening in the real world that are represented on the virtual earth of Tangible Earth. This means you can see the virtual typhoon or a tsunami on the interface as it is really forming from the other side of the world.

Ex. To design navigational interactions for a Chinese visitor; creating stories of an experience help design for technology, connectivity and other non-physical attributes

Upstream waste (LAB4)
is all the harvesting of raw materials, manufacturing processes and transportation of stuff that happens before it gets to you.

Use-case theater
To date bodystorming has been used in three main ways. The first of these is the idea of working the space or place in which the product you are designing will ultimately be used. A second bodystorming methodology is what we call “strong prototyping” in the space or place in which the product or service will be used. The third methodological variant and most popular form of bodystorming is what we call “use-case theater” This involves prototyping the space and place of your product’s use by employing living personas or “actors” and “props.”

Zero waste (from Lab 04)
Zero waste is a philosophy that encourages the redesign of resource life cycles so that all products are reused. Any trash sent to landfills and incinerators is minimal. Zero Waste is a goal that is ethical, economical, efficient and visionary, to guide people in changing their lifestyles and practices to emulate sustainable natural cycles, where all discarded materials are designed to become resources for others to use. Zero Waste means designing and managing products and processes to systematically avoid and eliminate the volume and toxicity of waste and materials, conserve and recover all resources, and not burn or bury them. Implementing Zero Waste will eliminate all discharges to land, water or air that are a threat to planetary, human, animal or plant health.