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Publication Open Access Combining momentary and retrospective self-reflection in a mobile photo-based journaling application(Association for Computing Machinery (ACM), 2022) Department of Media and Visual Arts; N/A; Yantaç, Asım Evren; Kuşçu, Kemal; Karaturhan, Pelin; Arıkan, Ecem; Durak, Pelin; 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); College of Social Sciences and Humanities; School of Medicine; Graduate School of Social Sciences and Humanities; 52621; N/A; N/A; N/A; N/AThe concept of self-reflection is investigated in a wide range of fields, from Psychology to HCI. Different fields use different methods to trigger reflection, such as visualizing accumulated personal quantitative data, personal photos, journaling, or asking reflective questions about experiences. This study combines photo-based journaling, reflective questions and data visualization for triggering momentary and retrospective self-reflection. We prototyped a photo-based journaling app and conducted a 5-week field study (N=13) to observe in-the-wild experiences. Following, we conducted an evaluation workshop (N=9) to explore strategies for motivating reflective question answering and retrospective self-reflection. Our approach encourages momentary and retrospective self-reflection, but the question-answering process could be burdensome and retrospective self-reflection should be incentivized. For that, we compiled design strategies for both kinds of self-reflection. We contribute to the HCI literature with strategies for unifying momentary and retrospective self-reflection in photo-based journaling.Publication Metadata only Data-driven vibrotactile rendering of digital buttons on touchscreens(Academic Press Ltd- Elsevier Science Ltd, 2020) N/A; N/A; Department of Computer Engineering; Department of Mechanical Engineering; Sadia, Büshra; Emgin, Senem Ezgi; Sezgin, Tevfik Metin; Başdoğan, Çağatay; PhD Student; PhD Student; Faculty Member; Faculty Member; Department of Computer Engineering; Department of Mechanical Engineering; Graduate School of Sciences and Engineering; Graduate School of Sciences and Engineering; College of Engineering; College of Engineering; N/A; N/A; 18632; 125489Interaction with physical buttons is an essential part of our daily routine. We use buttons daily to turn lights on, to call an elevator, to ring a doorbell, or even to turn on our mobile devices. Buttons have distinct response characteristics and are easily activated by touch. However, there is limited tactile feedback available for their digital counterparts displayed on touchscreens. Although mobile phones incorporate low-cost vibration motors to enhance touch-based interactions, it is not possible to generate complex tactile effects on touchscreens. It is also difficult to relate the limited vibrotactile feedback generated by these motors to different types of physical buttons. In this study, we focus on creating vibrotactile feedback on a touchscreen that simulates the feeling of physical buttons using piezo actuators attached to it. We first recorded and analyzed the force, acceleration, and voltage data from twelve participants interacting with three different physical buttons: latch, toggle, and push buttons. Then, a button-specific vibrotactile stimulus was generated for each button based on the recorded data. Finally, we conducted a three-alternative forced choice (3AFC) experiment with twenty participants to explore whether the resultant stimulus is distinct and realistic. In our experiment, participants were able to match the three digital buttons with their physical counterparts with a success rate of 83%. In addition, we harvested seven adjective pairs from the participants expressing their perceptual feeling of pressing the physical buttons. All twenty participants rated the degree of their subjective feelings associated with each adjective for all the physical and digital buttons investigated in this study. Our statistical analysis showed that there exist at least three adjective pairs for which participants have rated two out of three digital buttons similar to their physical counterparts.Publication Metadata only Disabled and design researcher: an unexpected relationship?(assoc Computing Machinery, 2020) N/A; Department of Media and Visual Arts; Yıldız, Zeynep; Subaşı, Özge; PhD Student; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 240920This paper aims to start a conversation about rethinking design research environments and practices, As socially and physically accessible and engaging for design researchers with mixed abilities. We report a first-person account of how a design researcher can face physical and social exclusion in related environments. We recall several instances from a disabled design researcher's experiences in a design lab, in a design conference, and in the design research process itself. We recommend ways to transition design labs and research practices to more inclusive infrastructures and practices.Publication Metadata only Examining online practices of an autism parent community in Turkey: goals, needs, and opportunities(assoc Computing Machinery, 2019) N/A; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; Yıldız, Zeynep; Gatos, Doğa Çorlu; Subaşı, Özge; Yantaç, Asım Evren; Kuşçu, Kemal; PhD Student; PhD Student; Faculty Member; Faculty Member; Other; 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; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; School of Medicine; N/A; N/A; 240920; 52621; N/AAutism is a complex, life-long condition that manifests itself in unique ways in each person. Due to the complexity of the condition along with not having efficient and immediate social support, parents with autistic children often seek for and rely upon the information generated by the community (parents, caregivers, autistics and experts) on online platforms. We look into what parents of autistic individuals discuss on an online platform in Turkey, how they practice autism online and why those practices are important or relevant. Our findings show how parents cope with understanding and defining autism, and how they seek for empowering each other, and managing the everyday collectively under a dominant medical discourse around autism in Turkish context. Based on our findings, we extend the existing knowledge on collective and alternative ways of re-defining autism as lived experience and introduce recommendations on how those strategies can be integrated to design.Publication Metadata only Exploration strategies for tactile graphics displayed by electrovibration on a touchscreen(Academic Press Ltd- Elsevier Science Ltd, 2022) Ayyıldız, Mehmet; N/A; Department of Mechanical Engineering; Sadia, Büshra; Sadıç, Ayberk; Başdoğan, Çağatay; PhD Student; Faculty Member; Department of Mechanical Engineering; Graduate School of Sciences and Engineering; College of Engineering; N/A; 125489Advancements in surface haptics technology have given rise to the development of interactive applications displaying tactile content on touch surfaces such as images, signs, diagrams, plots, charts, graphs, maps, net-works, and tables. In those applications, users manually explore the touch surface to interact with the tactile data using some intuitive strategies. The user's exploration strategy, tactile data's complexity, and tactile rendering method all affect the user's haptic perception, which plays a critical role in designing and prototyping of those applications. In this study, we conducted experiments with human participants to investigate the recognition rate and time of five tactile shapes (i.e., triangle, square, pentagon, hexagon, and octagon) rendered by electro-vibration on a touchscreen using three different methods (electrovibration was active inside, on the edges, or outside the shapes), and displayed in prototypical orientations and non-prototypical orientations (i.e., 15 degrees CW and CCW to the prototypical orientation). The results showed that the correct recognition rate of the shapes was higher when the haptically active area (area where electrovibration was on) was larger. However, as the number of edges was increased, the recognition time increased and the recognition rate dropped significantly, arriving to a value slightly higher than the chance rate of 20% for non-prototypical octagon. Moreover, the recognition time for inside rendering condition was significantly shorter compared to edge and outside rendering conditions, and edge rendering condition led to the longest recognition time. We also recorded the participants' finger movements on the touchscreen to examine their haptic exploration strategies. Based on our temporal analysis, we classified six exploration strategies adopted by participants to identify the shapes, which were different for the prototypical and non-prototypical shapes. Moreover, our spatial analysis revealed that the participants first used global scanning to extract the coarse features of the displayed shapes, and then they applied local scanning to identify finer details, but needed another global scan for final confirmation in the case of non-prototypical shapes, possibly due to the current limitations of electrovibration technology in displaying tactile stimuli to a user. We observed that it was highly difficult to follow the edges of shapes and recognize shapes with more than five edges under electrovibration when a single finger was used for exploration.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 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.