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Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3
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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; 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; 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 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; 52621To 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.Publication Metadata only 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/AWhat 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.Publication Metadata only It made more sense: comparison of user-elicited on-skin touch and freehand gesture sets(Springer International Publishing Ag, 2017) Ergin, Mehmet Yarkın; N/A; Department of Psychology; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Psychology; Department of Media and Visual Arts; Havlucu, Hayati; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; 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; 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; 47278; 12532Research on gestural control interfaces is getting more widespread for the purpose of creating natural interfaces. Two of these popular gesture types are freehand and on-skin touch gestures, because they eliminate the use of an intermediary device. Previous studies investigated these modalities separately with user-elicitation methods; however, there is a gap in the field considering their comparison. In this study, we compare user-elicited on-skin touch and freehand gesture sets to explore users' preferences. Thus, we conducted an experiment in which we compare 13 gestures to control computer tasks for each set. Eighteen young adults participated in our study and filled our survey consisted of NASA Task Load Index and 4 additional items of social acceptability, learnability, memorability, and the goodness. The results show that on-skin touch gestures were less physically demanding and more socially acceptable compared to freehand gestures. on the other hand, freehand gestures were more intuitive than on-skin touch gestures. Overall, our results suggest that different gesture types could be useful in different scenarios. Our contribution to the field might inspire designers and developers to make better judgments for designing new gestural interfaces for a variety of devices.