Publications with Fulltext
Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/6
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Publication Open Access Evaluation of the usefulness of path of long-term user experience model in design process(Taylor _ Francis, 2020) Karahanoğlu, Armağan; Department of Media and Visual Arts; Bakırlıoğlu, Yekta; Researcher; Department of Media and Visual Arts; College of Social Sciences and Humanities; 164439User experience evolves in accordance with users' attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.Publication Open Access Designing for new forms of vulnerability exploring transformation and empowerment in times of COVID-19(Association for Computing Machinery (ACM), 2021) Struzek, David; Cerna, Katerina; Paluch, Richard; Bittenbinder, Sven; Mueller, Claudia; Reuter, Arlind; Stamato, Lydia Hamidi, Foad; Vines, John; Department of Media and Visual Arts; Subaşı, Özge; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 240920Our workshop will concentrate on vulnerability of specific social groups due to various reasons, including COVID-19, and the potential for technology design to result in empowerment. We want to address issues of what new forms of vulnerabilities emerge and how we can design digital environments in a way that acknowledges vulnerability but also has the potential to empower people in ways that are meaningful for them. When planning the workshop, we will also reflect on social situations that can result in vulnerabilities for participants. Therefore, we will ensure that interested participants will experience low barriers to participation include a variety of people with different backgrounds and ensure that interaction happens based on equality principles and in an atmosphere of solidarity. Participants can exchange ideas and thoughts without worrying about being exposed to biased assumptions. The workshop will allow for non-hierarchical and cooperative discussion and collaboration through interactive online exercises, resulting in a collaboratively developed zine. Finally, the social sustainability of the workshop will be ensured through a website, mailing lists, joint publications and continuous contact.Publication Open Access An online causal inference framework for modeling and designing systems involving user preferences: a state-space approach(Hindawi, 2017) Kozat, Süleyman Serdar; Department of Media and Visual Arts; N/A; Baruh, Lemi; Delibalta, İbrahim; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; 36113; N/AWe provide a causal inference framework to model the effects of machine learning algorithms on user preferences. We then use this mathematical model to prove that the overall system can be tuned to alter those preferences in a desired manner. A user can be an online shopper or a social media user, exposed to digital interventions produced by machine learning algorithms. A user preference can be anything from inclination towards a product to a political party affiliation. Our framework uses a state-space model to represent user preferences as latent system parameters which can only be observed indirectly via online user actions such as a purchase activity or social media status updates, shares, blogs, or tweets. Based on these observations, machine learning algorithms produce digital interventions such as targeted advertisements or tweets. We model the effects of these interventions through a causal feedback loop, which alters the corresponding preferences of the user. We then introduce algorithms in order to estimate and later tune the user preferences to a particular desired form. We demonstrate the effectiveness of our algorithms through experiments in different scenarios.Publication Open Access A challenging design case study for interactive media design education: interactive media for individuals with autism(Springer, 2014) Orhun, Simge Esin; Çimen, Ayça Ünlüer; Department of Media and Visual Arts; Yantaç, Asım Evren; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 52621Since 1999, research for creativity triggering education solutions for interactive media design (IMD) undergraduate level education in Yildiz Technical University leaded to a variety of rule breaking exercises. Among many approaches, the method of designing for disabling environment, in which the students design for the users with one or more of their senses disabled, brought the challenge of working on developing interactive solutions for the individuals with autism spectrum conditions (ASC). With the aim of making their life easier, the design students were urged to find innovative yet functional interaction solutions for this focused user group, whose communicational disability activate due to the deficiencies in their senses and/or cognition. Between 2011 and 2012, this project brief supported by participatory design method motivated 26 students highly to develop design works to reflect the perfect fit of interaction design to this challenging framework involving the defective social communication cases of autism.