Publications without Fulltext
Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3
Browse
10 results
Search Results
Publication Metadata only Probing human-soundscape interaction using observational user experience methods(Assoc Computing Machinery, 2016) N/A; Department of Mechanical Engineering; Department of Media and Visual Arts; Yücetürk, Selman; Obaid, Mohammad; Yantaç, Asım Evren; Master Student; Undergraduate Student; Faculty Member; Department of Mechanical Engineering; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Engineering; College of Social Sciences and Humanities; N/A; N/A; 52621Sound, whose perception depends on spatial, temporal and cognitive factors, is an intangible issue within interaction design. It is not very easy for interaction designers to explore, understand, or ideate on this intangible and complex phenomenon as they mostly rely on visual language, sketches, or physical prototypes. In this paper, we present initial insights to the design of an interactive mediated sound reality system, which refines the users' interaction with a soundscape. The main contribution of this study is the insights gathered through the use of three observational user experience (UX) methods: (1) note-taking in soundwalks; (2) soundscape visualization; (3) auditory journey maps to overcome the above-mentioned difficulty in rationalizing the intangibility of human-soundscape interaction with focusing, recording and reflecting spatial, temporal and interactive aspects of soundscape.Publication Metadata only Communicating Turkish-Islamic identity in the aftermath of the Gaza flotilla raid: who is the "us" in "us" versus "them"?(Cambridge Univ Press, 2011) Popescu, Mihaela; Department of Media and Visual Arts; Baruh, Lemi; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 36113On May 31, 2010, Israeli Defense Forces raided the ship Mavi Marmara, part of a six-vessel flotilla aiming to break the Israeli naval blockade of the Gaza Strip and to deliver supplies to Gaza. Using comments posted on Turkish online discussion forums in the aftermath of the raid that resulted in the death of nine passengers, this article analyzes how the incident was appropriated to negotiate between Turkishness and Islam as two alternative, yet coinciding forms of collective identity. Particularly, the article will compare different discursive strategies that were utilized in "general-interest" and "Islamic-leaning" online discussion groups. A deductive thematic analysis of 585 posts in general-interest and Islamic-leaning forums found significant differences in how metaphors of the body-blood, sacrifice, and martyrdom-as well as in-group/out-group comparisons were used in order to support a territorial-based nationalism versus a religion-based identity. The analysis also discusses the rhetoric that enabled discussants in general-interest forums to negotiate the tensions between the two collective identities.Publication Metadata only Reading, play, and critical engagement with cultural heritage: associating children with Orientalist paintings through an interactive picturebook(Taylor and Francis, 2023) Dinç, Betül Gaye; N/A; Department of Media and Visual Arts; Subaşı, Özge; Alaca, Ilgım Veryeri; Faculty Member; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 240920; 50569This study examines how an interactive picturebook prototype facilitates children's exposure to a museum collection of artworks presenting cultural heritage in Istanbul, Turkey. Picturebooks foster children's creative, cultural, and critical explorations in museums. Many Human-Computer Interaction studies support museum interaction with concerns on children's learning. Embodied re-enactment of the past supports criticality and plurality of difficult cultural heritages. In line with Critical Heritage studies, this research prototypes an interactive picturebook for the Suna and İnan Kıraç Foundation's Orientalist Painting Collection tested by seven children in Pera Museum. Our results challenged the status quo in how educational materials in museums can be tailored in more contextualised ways to inspire children to a deeper understanding of diverse heritages. Therefore, this study provides insights for practitioners on developing tools for children tailored for complex and challenging museum collections.Publication Metadata only 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; Börütecene, Ahmet; Bostan, İdil; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; 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; 12532Several 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.Publication Metadata only Is smart home a necessity or a fantasy for the mainstream user? a study on users’ expectations of smart household appliances(Chinese Institute of Design, 2018) Department of Media and Visual Arts; N/A; Department of Psychology; Coşkun, Aykut; Kaner, Gül; Bostan, İdil; Faculty Member; PhD Student; Undergraduate Student; Department of Media and Visual Arts; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; 165306; N/A; N/ADespite the various benefits that smart home technologies offer, they are not widely adopted by mainstream users. Understanding the expectations of future users is fundamental to facilitate the widespread adoption of these technologies. With a focus on smart household appliances, this paper presents 1) mainstream users’ preference for smart product features, 2) perceived benefits of these features and potential use cases in which these benefits are prominent, 3) users’ expectations of smart household appliances as well as differences in the expectations of different user types, and 4) design recommendations derived from synthesizing the results with previous work. Twenty indepth interviews were conducted to elicit users’ expectations. Participants comprised single living individuals, people living with friends or relatives, housewives and dual income families who represent early adopter and early majority technology adoption categories. The results indicated that flexible autonomy and remote control have great potential for facilitating the widespread use of smart household appliances when they are combined with the ability to increase users’ competence in household activities through providing guidance.Publication Metadata only The future of books and reading in HCI(Association for Computing Machinery (ACM), 2016) Wozniak, Pawel W.; Lischke, Lars; Billinghurst, Mark; Department of Mechanical Engineering; Department of Media and Visual Arts; Obaid, Mohammad; Alaca, Ilgım Veryeri; Undergraduate Student; Faculty Member; Department of Mechanical Engineering; Department of Media and Visual Arts; College of Engineering; College of Social Sciences and Humanities; N/A; 50569Technology is fundamentally changing the reading experience and book design. While the invention of industry-scale printing transformed books into a mass product, interactive technology enables new types of engagement during reading. Books can have multifarious form factors; their visual representation can change in accordance to the environment and user needs. The aim of the workshop is to discuss emerging interactive book-related technologies (e.g. Augmented Reality or Tangible Interfaces) and elaborate on methodologies that can be used to evaluate content and the interplay between form and content. The workshop will investigate how novel technologies can inspire, support and enrich the reading experience.Publication Metadata only Towards a sustainable crowdsourced sound heritage archive by public participation: the soundsslike project(Association for Computing Machinery (ACM), 2016) Kuscu, Huseyin; N/A; Department of Media and Visual Arts; Yelmi, Pınar; Yantaç, Asım Evren; PhD Student; Faculty Member; Department of Media and Visual Arts; Graduate School of Sciences and Engineering; College of Social Sciences and Humanities; N/A; 52621This paper explains how user-centered design approach shapes a cultural heritage project in the sustainability context. The project aims to protect urban sounds as intangible cultural heritage elements and turn the action of protecting sounds into a collaborative work. Sounds are of great significance in daily urban life and in culture as they carry emotions and awaken cultural memories. Thus, they deserve to be protected and transferred to next generations. In this paper, we first evaluate soundscapes as an intangible cultural heritage element, second we explore the presentation techniques in soundscape studies in the literature, then we explain how the methods implemented step by step, and finally we introduce the two outcomes: the library archive (The Soundscape of Istanbul project) and the crowdsourced web archive (The Soundsslike project). The Soundscape of Istanbul project aims to collect and archive cultural and urban sounds of the city while The Soundsslike project is basically a crowdsourced online sound archive which invites people to record symbolic urban sounds and upload them to the online sound archive. This online platform was built and displayed in an exhibition by means of an interactive tabletop interface to learn more from users and contributors, and to enrich the archive content by raising public awareness of urban sounds.Publication Metadata only Aesthetics of displacement: Turkey and its minorities on screen(Cambridge Univ Press, 2016) N/A; Department of Media and Visual Arts; Rappas, İpek Azime Çelik; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 183702N/APublication Metadata only Mediated reality mirror: towards a study with autistic users(Assoc Computing Machinery, 2016) Fjeld, Morten; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Gatos, Doğa Çorlu; Özdeşlik, Beste; Yantaç, Asım Evren; PhD Student; Undergraduate Student; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621Open offices, despite their tangible advantages, are challenging for autistic individuals due to continuous visual and social interruptions. In order to filter out these distractions and enhance autistics' attention and communication with their coworkers, here we introduce the mediated reality mirror (MRM) concept deriving from the inspiring developments in diminished and augmented reality. We conducted two bodystorming workshops and interviews with 14 non-autistic participants in order to inform the design process of MRM and our future studies with autistics which is a one shot opportunity. In this paper we present the outcomes of the workshops and the interviews as well as their contributions to our future studies with autistic users of MRM.Publication Metadata only Exploring computational materials for fashion: recommendations for designing fashionable wearables(Chinese Institute of Design, 2018) Buruk, Oğuz Turan; Yılmaz, Sejda İnal; Can, Kemal; N/A; Department of Media and Visual Arts; Genç, Çağlar; Özcan, Oğuzhan; PhD Student; Faculty Member; Department of Media and Visual Arts; 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; 12532Fashion is becoming an inevitable part of wearable devices. Yet, it is not clear how the cross-pollination between computational materials and fashion design might suggest directions for fashion designers who are unfamiliar to this concept. Exploring this territory is important for providing actionable directions to those individuals in exploring fashionable expressions. Therefore, we followed a three-pillared research through design method: (1) a design workshop with 14 fashion design and six engineering students, in which they created seven artifacts by exploring computational and fashion materials, (2) analysis of the workshop outcomes to extract design themes on how computational materials provided interactive opportunities for fashion designers, and (3) semi-structured interviews with 10 wearable design experts from different countries on the results of our analysis. Then, we refined our findings from feedback provided by the experts to finally formulate five design recommendations for designers along with the strategies that they can follow for applying them. In this respect, the recommendations we developed are as follows: (1) giving information through fabric augmentation, (2) defining bi-directional interaction between the contexts and garments, (3) controlling the form of the garments, (4) embellishing surfaces, and (5) supporting the three-dimensional shape of the garment with computational materials.