Researcher:
Bostan, İdil

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Undergraduate Student

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İdil

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Bostan

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Bostan, İdil

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Now showing 1 - 10 of 10
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    Publication
    Through the glance mug: a familiar artefact to support opportunistic search in meetings
    (Assoc Computing Machinery, 2018) N/A; Department of Psychology; Department of Electrical and Electronics Engineering; N/A; N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Börütecene, Ahmet; Bostan, İdil; Akyürek, Ekin; Sabuncuoğlu, Alpay; Temuzkuşu, İlker; Genç, Çağlar; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; Undergraduate Student; PhD Student; Researcher; PhD Student; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; 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); KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); N/A; N/A; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); N/A; 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 Engineering; Graduate School of Sciences and Engineering; N/A; 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; N/A; N/A; N/A; 47278; 12532
    During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, A touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. the user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible interaction Framework that discusses its design space, and its impact on the users and social interaction.
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    Publication
    Coffee cup reading as an inspiration for looking into augmented mugs in social interaction
    (Springer, 2017) N/A; Department of Psychology; N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Börütecene, Ahmet; Bostan, İdil; Şanlı, Gülben; Genç, Çağlar; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; PhD Student; PhD Student; 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; 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; N/A; N/A; N/A; N/A; 47278; 12532
    Augmented mugs are mostly used as non-interactive displays showing images, or providing information about the liquid content. However, there has not been sufficient research on what kind of affordances mugs could offer as tangible interfaces and how people might use them in face-to-face social settings. To fill this gap, we examined Turkish coffee fortune-telling, a socio-cultural practice based on deliberate physical interaction with coffee cup for reading and creating stories out of coffee ground shapes. First, we organized coffee cup reading sessions with 18 fortune-tellers whose analysis yielded 11 characteristics reflecting user behavior with cups. A follow-up cross-cultural study served as a first step for understanding the potential generalizability of these findings. Our main contribution consists of the characteristics we derived and the related potential interaction techniques we discuss for augmented mugs with an inner display. We also contextualize our findings by two scenarios in which the mug is used as a tangible interface in social interaction settings.
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    Interaction between abstract agents: increasing the readability of causal events with animation principles
    (Association for Computing Machinery, 2016) Obaid, Mohammad; N/A; Department of Psychology; Department of Psychology; Department of Media and Visual Arts; Ramoǧlu, Muhammet; Bostan, İdil; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; 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; College of Social Sciences and Humanities; N/A; N/A; 47278; 12532
    In cognitive psychology, causality studies investigate simple causal relations to understand how people perceive a causal relation between agents. In those experiments, geometric shaped characters are used to examine the causal relations only. However, the actions of characters (or agents) in those experiments were not completely described as causal events by many participants, which might be the result of a shortcoming in the design of agents' actions. We believe we can improve the readability of causal events with animation principles. We created expressive actions by the use of animation principles of anticipation and reaction, which are used to emphasize the meaning of the main action with expressiveness in pre- and post- actions. To analyze the effect of expressivity and its effect on different embodiments of agents, we conducted a user study with 4 animation clips including expressivity (expressive vs. non-expressive action) and embodiment (object vs. robot embodiment) conditions. We analyzed data from 116 adult participants and the results showed that expressive actions significantly increased the readability of interaction between abstract agents in causal events. We also found that the type of embodiment has no effect on readability when we applied expressive actions into their movements.
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    Sensation: Measuring the effects of a human-to-human social touch based controller on the player experience
    (Assoc Computing Machinery, 2016) N/A; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Department of Mechanical Engineering; Department of Computer Engineering; Department of Psychology; N/A; Department of Psychology; Department of Media and Visual Arts; Canat, Mert; Tezcan, Mustafa Ozan; Yurdakul, Celalettin; Tiza, Eran; Sefercik, Buğra Can; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; PhD Student; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Department of Mechanical Engineering; Department of Computer Engineering; 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); College of Engineering; College of Engineering; College of Engineering; College of Engineering; College of Engineering; 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; N/A; N/A; N/A; N/A; 47278; 12532
    We observe an increasing interest on usage of full-body interaction in games. However, human-to-human social touch interaction has not been implemented as a sophisticated gaming apparatus. To address this, we designed the Sensation, a device for detecting touch patterns between players, and introduce the game, Shape Destroy, which is a collaborative game designed to be played with social touch. To understand if usage of social touch has a meaningful contribution to the overall player experience in collaborative games we conducted a user study with 30 participants. Participants played the same game using i) the Sensation and ii) a gamepad, and completed a set of questionnaires aimed at measuring the immersion levels. As a result, the collected data and our observations indicated an increase in general, shared, ludic and affective involvement with significant differences. Thus, human-to-human touch can be considered a promising control method for collaborative physical games.
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    Temporal expressions in speech and gesture
    (The Cognitive Science Society, 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; 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; College of Social Sciences and Humanities; N/A; N/A; 47278; 12532
    People use spatial metaphors to talk about temporal concepts. They also gesture frequently during speech. The characteristics of these gestures give information regarding the mental timelines people form to experience time. The present study investigates the expression of temporal concepts on a natural setting with Turkish speakers. We found that Turkish speakers used more metaphoric temporal phrases (e.g., short period, time flies quickly) than words referring to time without spatial content (e.g., today, nowadays) in a session where they talked about people's fortune. Spontaneous gestures were mainly classified as metaphoric and beat gestures and were mostly produced on the sagittal axis, which contradicts with the previous findings. Yet, we also found that people used vertical axis to represent current and future events. These findings suggest that lateral axis may not always be the most common direction for co-speech temporal gesture use, and the pragmatic constraints of the environment may influence the spatial conceptualization of time.
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    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; 12532
    Several 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.
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    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; Havlucu, Hayati; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; PhD Student; 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; 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; 12532
    Research 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.
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    Understanding the lonesome tennis players: insights for future wearables
    (Association for Computing Machinery, 2017) N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Media and Visual Arts; Havlucu, Hayati; Bostan, İdil; Coşkun, Aykut; Özcan, Oğuzhan; PhD Student; Undergraduate Student; 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; College of Social Sciences and Humanities; N/A; N/A; 165306; 12532
    Wearable smart devices enhance athletes' physical activities by providing physical data on their performances. However, there is a high abandonment rate regarding these devices. This study aims to understand the habits and the wishes of the tennis players in order to create a more prolonged and frequent wearable usage. As a preliminary work, we conducted an online survey on the Turkish Tennis Federation's website with 1567 participants. Later we conducted in-depth interviews with 20 professional and international tennis players to get a better understanding of their wishes. Our initial results suggest that with the increase of tennis playing frequency the wearable usage frequency increases, which has not been indicated by previous studies. However, the most striking outcome of the study is the tennis players' need for feedback regarding mental states, which should be considered for future wearables.
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    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/A
    Despite 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.
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    PublicationOpen Access
    Hands as a controller: user preferences for hand specific on-skin gestures
    (Association for Computing Machinery (ACM), 2017) Canat, Mert; Tezcan, Mustafa Ozan; Department of Psychology; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; Undergraduate Student; Faculty Member; Faculty Member; 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; N/A; N/A; 47278; 12532
    Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap in the field regarding users’ preferences about these gestures. Thus, we conducted a user-elicitation study collecting 957 gestures from 19 participants for 26 commands. Results indicate that (1) users use one hand as a reference object, (2) load different meanings to different parts of the hand, (3) give importance to hand-properties rather than the skin properties and (4) hands can turn into self-interfaces. Moreover, according to users’ subjective evaluations, (5) exclusive gestures are less tiring than the intuitive ones. We present users’ subjective evaluations regarding these and present a 33-element taxonomy to categorize them. Furthermore, we present two user-defined gesture sets; the intuitive set including users’ first choices and natural-feeling gestures, and the exclusive set which includes more creative gestures indigenous to this modality. Our findings can inspire and guide designers and developers of HSoS.