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Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3

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    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; Department of Computer Engineering; Department of Media and Visual Arts; Baytaş, Mehmet Aydın; Yemez, Yücel; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; 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; 12532
    Drawing 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.
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    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; Department of Sociology; Department of Media and Visual Arts; Kocaman, Yağmur; Mert, Aslı Ermiş; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; 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; 12532
    3D 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.
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    Learning from the users for spatio-temporal data visualization explorations on social events
    (Springer Int Publishing Ag, 2016) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; PhD Student; Faculty Member; 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; N/A; 52621
    The amount of volunteered geographic information is on the rise through geo-tagged data on social media. While this growth opens new paths for designers and developers to form new geographical visualizations and interactive geographic tools, it also engenders new design and visualization problems. We now can turn any kind of data into daily useful information to be used during our daily lives. This paper is about exploration of novel visualization methods for spatio-temporal data related to what is happening in the city, planned or unplanned. We, hereby evaluate design students' works on visualizing social events in the city and share the results as design implications. Yet we contribute by presenting intuitive visualization ideas for social events, for the use of interactive media designers and developers who are developing map based interactive tools.
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    More-than-human concepts, methodologies, and practices in HCI
    (Association for Computing Machinery, 2022) Cila, Nazlı; Nicenboim, Iohanna; Frauenberger, Christopher; Wakkary, Ron; Hassenzahl, Marc; Mancini, Clara; Giaccardi, Elisa; Forlano, Laura; Department of Media and Visual Arts; Department of Media and Visual Arts; Coşkun, Aykut; Faculty Member; College of Social Sciences and Humanities; 165306
    The last decade has witnessed the expansion of design space to include the epistemologies and methodologies of more-than-human design (MTHD). Design researchers and practitioners have been increasingly studying, designing for, and designing with nonhumans. This panel will bring together HCI experts who work on MTHD with different nonhumans as their subjects. Panelists will engage the audience through discussion of their shared and diverging visions, perspectives, and experiences, and through suggestions for opportunities and challenges for the future of MTHD. The panel will provoke the audience into reflecting on how the emergence of MTHD signals a paradigm shift in HCI and human-centered design, what benefits this shift might bring and whether MTH should become the mainstream approach, as well as how to involve nonhumans in design and research.
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    GROW: a smart bottle that uses its surface as an ambient display to motivate daily water intake
    (Assoc Computing Machinery, 2018) N/A; N/A; Department of Media and Visual Arts; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Media and Visual Arts; Kaner, Gül; Erdoğan, Deniz; Genç, Hüseyin Uğur; Coşkun, Aykut; Dinçer, Salih Berk; PhD Student; Undergraduate Student; PhD Student; Faculty Member; Undergraduate Student; 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; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; N/A; 165306; N/A
    Water is an essential nutrient for human health. However, individuals may ignore drinking enough water due to the rush of everyday life. We present Grow, a conceptual smart bottle prototype designed to encourage users to drink water regularly. Our concept utilizes bottle surface as an ambient display instead of a traditional screen-based display to give feedback. Grow tracks daily water intake through an embedded liquid level sensor. It gives positive, abstract, non-intrusive and aesthetic feedback through heating up different parts of a thermo-chromic print on its surface (a tree image). We also present the results of a user study exploring 10 prospective users' reactions to Grow as well as their expectations of smart water bottles in general.
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    Informing design decisions for advice mediating handheld devices by studying coffee cup reading
    (Assoc Computing Machinery, 2016) N/A; Department of Psychology; Department of Psychology; Department of Media and Visual Arts; Department of Psychology; Department of Media and Visual Arts; Börütecene, Ahmet; Bostan, İdil; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; Faculty Member; Faculty Member; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 47278; 12532
    Several studies have been made on advice encounters supported by tabletop displays, yet the potential of handheld devices in enhancing advice interaction still remains open to research. As an attempt to fill this gap in the literature, we chose Turkish coffee fortune-telling, as it is a centuries-old practice of giving advice that is based on the use of a cup and saucer. We organized sessions with 34 fortune-tellers and analyzed their verbal and non-verbal interaction during advice instances. Our analysis resulted in 7 preliminary design considerations: single-hand interaction, beat gestures to augment advice messages, body as a reference point, different ways of sharing information, manipulating objects to soften advice messages, multiple advisor profiles and regulating gaze interaction. To see how these considerations would be employed in practice, we organized a participatory design workshop which yielded 6 handheld device concepts that proposed stimulating mechanisms for advice interaction.
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    Customizing developmentally situated design (DSD) cards: informing designers about preschoolers' spatial learning
    (Assoc Computing Machinery, 2018) N/A; Department of Psychology; Department of Media and Visual Arts; Department of Psychology; Department of Media and Visual Arts; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; Faculty Member; Faculty Member; 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; 328406; 47278; 52621
    To date, developmental needs and abilities of children under 4 years old have been insufficiently taken into account at the early stages of technology design. Bekker and Antle [6] created developmentally situated design (DSD) cards as a design tool to inform children's technology designers about children's development starting from 5 years of age. In this paper, we describe how we customized DSD cards for a specific developmental skill (i.e., spatial learning) of children between 2- and 4-year-olds for tangible interaction design. The cards were evaluated after a user study in which 19 participants from different backgrounds used the cards in three design workshops. Our analysis of observational notes and online survey identify and discuss how specific card features support or limit use by our participants. We draw on our findings to set forth design considerations and possible refinements that make age specific knowledge about very young children's spatial learning to inform technologies based on tangible interaction.
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    The design of social drones a review of studies on autonomous flyers in inhabited environments
    (Assoc Computing Machinery, 2019) Baytaş, Mehmet Aydın; Zhang, Yuchong; Obaid, Mohammad; Fjeld, Morten; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; PhD Student; Faculty Member; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 52621
    The design space of social drones, where autonomous flyers operate in close proximity to human users or bystanders, is distinct from use cases involving a remote human operator and/or an uninhabited environment; and warrants foregrounding human-centered design concerns. Recently, research on social drones has followed a trend of rapid growth. This paper consolidates the current state of the art in human-centered design knowledge about social drones through a review of relevant studies, scaffolded by a descriptive framework of design knowledge creation. Our analysis identified three high-level themes that sketch out knowledge clusters in the literature, and twelve design concerns which unpack how various dimensions of drone aesthetics and behavior relate to pertinent human responses. These results have the potential to inform and expedite future research and practice, by supporting readers in defining and situating their future contributions. The materials and results of our analysis are also published in an open online repository that intends to serve as a living hub for a community of researchers and designers working with social drones.
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    Children in 2077: designing children's technologies in the age of transhumanism
    (ACM SIGCHI, 2020) Buruk, Oğuz; Baykal, Gökçe Elif; Acar, Selçuk; Akduman, Güler; Baytaş, Mehmet Aydın; Best, Joe; Kocaballı, A. Baki; Laato, Samuli; Mota, Cássia; Papangelis, Konstantinos; Raftopoulos, Marigo; Ramchurn, Richard; Sádaba, Juan; Thibault, Mattia; Wolff, Annika; Department of Media and Visual Arts; Department of Psychology; Department of Media and Visual Arts; N/A; N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Özcan, Oğuzhan; Göksun, Tilbe; Coşkun, Aykut; Beşevli, Ceylan; Genç, Hüseyin Uğur; Yıldız, Mert; Faculty Member; Faculty Member; Faculty Member; Researcher; PhD Student; PhD Student; Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); N/A; N/A; N/A; N/A; N/A; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 12532; 47278; 165306; N/A; N/A; N/A
    What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children's lives and technologies were not explored deeply. In an age, where technologies such as under-skin chips or brain-machine interfaces can clearly be defined as transhumanist, our aim is to reveal probable pitfalls and benefits of those technologies on children's lives by using the power of design fiction. Thus, main contribution of this paper is to create diverse presentation of provocative research ideas that will foster the discussion on the transhumanist technologies impacting the lives of children in the future.
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    Are we 'really' connected? understanding smartphone use during social interaction in public
    (assoc Computing Machinery, 2018) N/A; Department of Media and Visual Arts; Department of Sociology; Department of Media and Visual Arts; Department of Sociology; Genç, Hüseyin Uğur; Coşkun, Aykut; Gökşen, Fatoş; PhD Student; Faculty Member; Faculty Member; 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; 165306; 51292
    Excessive smartphone use has negative effects on our social relations. Previous work addressed this problem by allowing users to restrict their smartphone use. However, As this strategy requires users to have high levels of self-regulation, it may not be effective for individuals without an explicit intention to change their behavior. We propose an alternative approach to this problem, i.e. identifying ways of reducing smartphone use without restricting its use. We illustrated this approach with a study examining smartphone use during social interaction in public settings. Based on four unstructured observations in different coffeehouses and three exploratory focus groups with different age groups, we identified two themes in relation to smartphone use in public settings and discussed their implications for designing solutions that aim to enrich social interaction without limiting smartphone use.