Research Outputs
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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.Publication Metadata only Acting 2.0: when entertainment technology helps actors to perform(Assoc Computing Machinery, 2015) Kade, Daniel; Lindell, Rikard; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; Ürey, Hakan; Özcan, Oğuzhan; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; College of Engineering; College of Social Sciences and Humanities; 8579; 12532Motion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and discusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.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 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 Metadata only 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; Genç, Hüseyin Uğur; Coşkun, Aykut; Gökşen, Fatoş; PhD Student; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Sociology; 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; 51292Excessive 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.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; Özcan, Oğuzhan; Göksun, Tilbe; Coşkun, Aykut; Beşevli, Ceylan; Genç, Hüseyin Uğur; Yıldız, Mert; Faculty Member; Faculty Member; Faculty Member; Researcher; PhD Student; PhD Student; Department of Psychology; Department of Media and Visual Arts; 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 Citizen (in)security?: social media, citizen journalism and crisis response(The Pennsylvania State University, 2014) Watson, Hayley; Finn, Rachel L.; Scifo, Salvatore; Department of Media and Visual Arts; Baruh, Lemi; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 36113The use of social media in a crisis has been applauded, and is witnessing an increase in uptake among those involved in crisis management activities, including citizens. Whilst some challenges have been discussed elsewhere, somewhat lacking is a discussion on the impact of sharing information on the security of those that may have been recorded. Accordingly, this working paper aims to provide preliminary results of an initial mapping task that seeks to examine the impact of the use of social media in a crisis on the social and ethical wellbeing of the security of the citizen. Authors argue that the heightened involvement of citizen journalism results in the filtering of information after its online publication which raises concerns relating to the dissemination of false information and a threat to an individual's privacy. Such issues should be adequately addressed in the encouragement and use of citizen contributions in crisis response.Publication Metadata only ColVis: collaborative visualization design workshops for diverse user groups(Ieee, 2020) Nagel, Till; N/A; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; PhD Student; Faculty Member; 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; N/A; 52621Understanding different types of users' needs can even be more critical in today's data visualization field, as exploratory visualizations for novice users are becoming more widespread with an increasing amount of data sources. The complexity of data-driven projects requires input from including interdisciplinary expert and novice users. Our workshop framework helps taking design decisions collaboratively with experts and novice users, on different levels such as outlining users and goals, identifying tasks, structuring data, and creating data visualization ideas. We conducted workshops for two different data visualization projects. For each project, we conducted a workshop with project stakeholders who are domain experts, then a second workshop with novice users. We collected feedback from participants and used critical reflection on the process. Later on, we created recommendations on how this workshop structure can be used by others. Our main contributions are, (1) the workshop framework for designing data visualizations, (2) describing the outcomes and lessons learned from multiple workshops.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; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; Faculty Member; Faculty Member; Department of Psychology; 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; 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 Data sensemaking in self-tracking: towards a new generation of self-tracking tools(Taylor & Francis Inc) Karahanoglu, Armagan; Department of Media and Visual Arts; Coşkun, Aykut; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 165306Human-Computer Interaction (HCI) researchers have been increasingly interested in investigating self-trackers' experience with self-tracking tools (STT) to get meaningful insights from their data. However, the literature lacks a coherent, integrated and dedicated source on designing tools that support self-trackers' sensemaking practices. To address this, we carried out a systematic literature review by synthesizing the findings of 91 articles published before 2021 in HCI literature. We identified four data sensemaking modes that self-trackers go through (i.e., self-calibration, data augmentation, data handling, and realization). We also identified four design implications for designing self-tracking tools that support self-trackers' data sensemaking practices (i.e., customized tracking experience, guided sensemaking, collaborative sensemaking, and learning sensemaking through self-experimentation). We provide a research agenda with nine directions for advancing HCI studies on data sensemaking practices. With these contributions, we created an analytical information source that could guide designers and researchers in understanding, studying, and designing for self-trackers' data sensemaking practices.