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Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3
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Publication Metadata only An institutional perspective: how gatekeepers on a higher education interact for the organization of access(Springer, 2023) Department of Media and Visual Arts; Yıldız, Zeynep; Subaşı, Özge; Department of Media and Visual Arts; Graduate School of Social Sciences and HumanitiesThere is growing research on how collaborative systems could support equity in shaping access for marginalized communities in different contexts. Higher education institutions are essential contexts for examining issues around equity-based organization of access for diverse populations, including people with disabilities. However, there is a shortage of research in CSCW investigating equal access in higher education settings. To address this gap, in this case study, we aim to have a closer look at how gatekeepers (people who are responsible for accessibility) in a higher education institution organize access for members with disabilities. Gatekeeping has long been discussed in disability justice to examine systemic and institutional barriers for people with disabilities. We reveal how gatekeepers interact and collaborate around existing institutional communication channels to collect access-related requests and distribute access in the higher education setting. Our data shows that existing practices come with institutional challenges hindering equity and inclusion for members with disabilities. Key issues revealed through our findings are (1) communication tools and non-shared definitions around access, (2) lack of tools for experience documentation, (3) ineffective feedback loops around access requests, (4) impact-based prioritization for access requests. We discuss how our analysis contributes to equity-oriented system design for future collaboration around organizing higher education access at the institutional level.Publication Metadata only Virtual collaboration tools for mixed-ability workspaces: a cross disability solidarity case from Turkey(Assoc Computing Machinery, 2023) Department of Media and Visual Arts; Yıldız, Zeynep; Subaşı, Özge; Department of Media and Visual Arts; Graduate School of Social Sciences and HumanitiesA growing body of literature on mixed-ability teams within HCI investigates how disabled and non-disabled people collaborate. Still, how diferent disabilities can interact in a mixed-ability team is underexplored, especially for long commitments and in non-western contexts. As an emerging perspective in accessibility studies in HCI, disability justice emphasizes the importance of cross-disability collaborations. Collaborative access, interdependence, and crossdisability dialogue are keys to building accessible mixed-ability interactions. We conducted ten in-depth interviews with the members of a unique mixed-ability team (which includes people with diferent physical disabilities) using the same workspace with crossdisability interactions in Turkey. We aim to understand the requirements for an accessible mixed-ability virtual workspace and to identify practical design considerations for cross-disability solidarityoriented virtual collaboration tools. To ensure equal access in virtual workspaces, we suggest implications for centering collective access, balancing external power dynamics, and supporting language and cultural diversities.Publication Metadata only Mind the whisper: enriching collocated social interactions in public places through audio narratives(Assoc Computing Machinery, 2022) Department of Media and Visual Arts; Genç, Hüseyin Uğur; Erdem, Duru; Yıldırım, Çaǧla; Coşkun, Aykut; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and HumanitiesThe quality of social interaction has great importance for psychological and physiological health. Previous research indicates that smartphones have adverse effects on collocated social interactions. Most HCI works addressed this issue by restricting smartphone use during social interactions. Diverging from previous work, we designed WHISPER, an audio narrative box that aims to enrich collocated social interactions without restricting mobile technology use. We conducted a user study in a cafe environment with 21 participants to understand how users react to WHISPER and how it would influence their social interactions. In this paper, we present the result of this study and discuss four implications for technologies designed to enhance collocated social interactions (Respectfulness, Balanced Ambiguity, Adaptability, and Being Targeted) and two implications for research touching upon the HCI work on Design for Behavior Change and Collocated Interactions (Designing responsible interventions for accommodating unintended outcomes and Quantifying the quality of social interactions).Publication Metadata only Topics in assistive technologies and inclusion for older people: introduction to the special thematic session(Springer Science and Business Media Deutschland GmbH, 2024) Hallewell Haslwanter, Jean D.; Panek, Paul; Department of Media and Visual Arts; Subaşı, Özge; Department of Media and Visual Arts; College of Social Sciences and HumanitiesThis special session aims to carry forward discussions on Active Assisted Living (AAL), focusing on both new technologies for older adults and the various social aspects of their development. The papers cover different aspects of the special theme. Some detail the creation or introduction of tailored technologies to meet the specific needs of seniors, including monitor technologies and an interactive system. Others explore methods like co-design and new heuristics to ensure these systems truly address real-world needs. While yet others focus on topics of concern, such as ageist biases of computer science graduates and designing living spaces to better allow existing technologies to be integrated. Overall, the papers recognize the unique challenges of developing systems for older adults while acknowledging the diversity within this age group.Publication Metadata only Designing for data sensemaking practices: a complex challenge(Association for Computing Machinery, 2024) Karahanoǧlu, Armaǧan; Department of Media and Visual Arts; Coşkun, Aykut; Department of Media and Visual Arts; College of Social Sciences and HumanitiesThe framework we presented here is a way to explain how self-trackers make sense of their data, translating them from numbers into meaningful insights. Understanding the data sensemaking process, however, is only the first step in designing for data sensemaking. Developing a new generation of tools that support individuals’ sensemaking practices is a significant challenge.Publication Metadata only Reading, play, and critical engagement with cultural heritage: associating children with orientalist paintings through an interactive picturebook(Routledge, 2023) Dinç, Betül Gaye; Department of Media and Visual Arts; Subaşı, Özge; Alaca, Ilgım Veryeri; Department of Media and Visual Arts; College of Social Sciences and HumanitiesPublication Metadata only Is it just a score? understanding training load management practices beyond sports tracking(Association for Computing Machinery, 2024) Karahanoğlu, Armağan; Postma, Dees; Scheltinga, Bouke Leonard; Gouveia, Rúben; Reidsma, Dennis; Reenalda, Jasper; Department of Media and Visual Arts; Coşkun, Aykut; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Social Sciences and HumanitiesTraining Load Management (TLM) is crucial for achieving optimal athletic performance and preventing chronic sports injuries. Current sports trackers provide runners with data to manage their training load. However, little is known about the extent and the way sports trackers are used for TLM. We conducted a survey (N=249) and interviews (N=24) with runners to understand sports tracker use in TLM practices. We found that runners possess some understanding of training load and generally trust their trackers to provide accurate training load-related data. Still, they hesitate to strictly follow trackers' suggestions in managing their training load, often relying on their intuitions and body signals to determine and adapt training plans. Our findings contribute to SportsHCI research by shedding light on how sports trackers are incorporated into TLM practices and providing implications for developing trackers that better support runners in managing their training load.Publication Metadata only Exploring projection based mixed reality with tangibles for nonsymbolic preschool math education(Assoc Computing Machinery, 2019) N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Salman, Elif; Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; Ürey, Hakan; Master Student; Researcher; Faculty Member; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Engineering; N/A; N/A; 47278; 12532; 8579A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math trainings. In this paper we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.Publication Metadata only Hotspotizer: end-user authoring of mid-air gestural interactions(Association for Computing Machinery, 2014) N/A; Department of Computer Engineering; Department of Media and Visual Arts; Baytaş, Mehmet Aydın; Yemez, Yücel; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Computer Engineering; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Engineering; College of Social Sciences and Humanities; N/A; 107907; 12532Drawing from a user-centered design process and guidelines derived from the literature, we developed a paradigm based on space discretization for declaratively authoring mid-air gestures and implemented it in Hotspotizer, an end-to-end toolkit for mapping custom gestures to keyboard commands. Our implementation empowers diverse user populations - including end-users without domain expertise - to develop custom gestural interfaces within minutes, for use with arbitrary applications.Publication Metadata only Exploring users interested in 3D food printing and their attitudes: case of the employees of a kitchen appliance company(Taylor and Francis inc, 2022) N/A; N/A; Department of Sociology; Department of Media and Visual Arts; Kocaman, Yağmur; Mert, Aslı Ermiş; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Sociology; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 125323D Food Printing (3DFP) technology is expected to enter homes in the near future as a kitchen appliance. on the other hand, 3DFP is perceived as a non-domestic technology by potential users and domestic users' attitudes and everyday habits received less attention in previous 3DFP research. Exploring their perspective is needed to reflect their daily kitchen dynamics on the design process and discover possible new benefits situated in the home kitchen. on this basis, this study focuses on finding potential 3DFP users and explores their attitudes towards using 3DFP technology in their home kitchens through a two-stage study: First, we prioritized potential users based on their relationship with food through a questionnaire and found six factors that positively affect their attitude towards 3DFP: cooking every day, ordering food less than once a month, eating out at least a couple of times a month, having a mini oven, A multicooker, or a kettle, liking to try new foods, thinking that cooking is a fun activity. Second, we conducted semi-structured interviews with seven participants to discuss the possible benefits and drawbacks of 3DFP technology for their daily lives in the kitchen. Results revealed two new benefits that 3DFP at home may provide: risk-free cooking and cooking for self-improvement. We discuss the potential implications of these two benefits for design and HCI research focusing on how to facilitate automation and pleasurable aspects of cooking into future 3DFP devices.