Researcher:
Havlucu, Hayati

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PhD Student

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Hayati

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Havlucu

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Havlucu, Hayati

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Now showing 1 - 7 of 7
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    Publication
    Increasing the packing density of assays in paper-based microfluidic devices
    (Aip Publishing, 2021) Becher, Elaina; Ghaderinezhad, Fariba; Özkan, Mehmed; Yetişen, Ali Kemal; N/A; Department of Mechanical Engineering; N/A; Department of Media and Visual Arts; Dabbagh, Sajjad Rahmani; Taşoğlu, Savaş; Havlucu, Hayati; Özcan, Oğuzhan; N/A; Faculty Member; PhD Student; Faculty Member; Department of Mechanical Engineering; Department of Media and Visual Arts; Graduate School of Sciences and Engineering; College of Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 291971; N/A; 12532
    Paper-based devices have a wide range of applications in point-of-care diagnostics, environmental analysis, and food monitoring. Paper-based devices can be deployed to resource-limited countries and remote settings in developed countries. Paper-based point-of-care devices can provide access to diagnostic assays without significant user training to perform the tests accurately and timely. The market penetration of paper-based assays requires decreased device fabrication costs, including larger packing density of assays (i.e., closely packed features) and minimization of assay reagents. In this review, we discuss fabrication methods that allow for increasing packing density and generating closely packed features in paper-based devices. To ensure that the paper-based device is low-cost, advanced fabrication methods have been developed for the mass production of closely packed assays. These emerging methods will enable minimizing the volume of required samples (e.g., liquid biopsies) and reagents in paper-based microfluidic devices.
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    Publication
    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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    Publication
    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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    Publication
    Specifying relevant textural properties for unobtrusive feedback on sports performance
    (Assoc Computing Machinery, 2019) N/A; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Havlucu, Hayati; Coşkun, Aykut; Özcan, Oğuzhan; PhD Student; Faculty Member; 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; College of Social Sciences and Humanities; N/A; 165306; 12532
    Textural changes can be promising to give feedback on sportspeople's performance who needs less attention demanding modalities. However, previous research does not address which textural property's change would be more appropriate to give information in specific contexts, i.e. sports performance feedback. We focus on sport towels as a case to understand how to give feedback on sports performance through changes in textural properties. We address the gap by conducting experiments with 32 sportspeople to investigate (1) the textural properties (i.e. roughness) that can be perceived by sportspeople through a towel and (2) that can convey information on sportspeople's performance (i.e. smooth texture - good performance). The results indicate that hardness and bendability are appropriate to convey information about sportspeople's performance. To the best of our knowledge, this result is the first to explore that a change in the state of a textural property is able to give a specific feedback.
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    PublicationOpen Access
    Tactowel: a subtle sports performance display for giving real-time performance feedback in tennis
    (Multidisciplinary Digital Publishing Institute (MDPI), 2021) Department of Media and Visual Arts; Havlucu, Hayati; Özcan, Oğuzhan; Coşkun, Aykut; Faculty Member; 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; N/A; 12532; 165306
    Sports technology enhances athletes' performance by providing feedback. However, interaction techniques of current devices may overwhelm athletes with excessive information or distract them from their performance. Despite previous research, design knowledge on how to interact with these devices to prevent such occasions are scarce. To address this gap, we introduce subtle displays as real-time sports performance feedback output devices that unobtrusively present low-resolution information. In this paper, we conceptualize and apply subtle displays to tennis by designing Tactowel, a texture changing sports towel. We evaluate Tactowel through a remote user study with 8 professional tennis players, in which they experience, compare and discuss Tactowel. Our results suggest subtle displays could prevent overwhelming and distracting athletes through three distinct design strategies: (1) Restricting the use excluding duration of performance, (2) using the available routines and interactions, and (3) giving an overall abstraction through tangible interaction. We discuss these results to present design implications and future considerations for designing subtle displays.
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    PublicationOpen Access
    Flow state feedback through sports wearables: a case study on tennis
    (Association for Computing Machinery (ACM), 2018) Department of Computer Engineering; Department of Electrical and Electronics Engineering; Department of Psychology; Onbaşlı, Mehmet Cengiz; Coşkun, Aykut; Özcan, Oğuzhan; Eskenazi, Terry; Akgün, Barış; Havlucu, Hayati; Faculty Member; Faculty Member; Faculty Member; Faculty Member; Department of Computer Engineering; Department of Electrical and Electronics Engineering; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Koç University Research Center for Translational Medicine (KUTTAM) / Koç Üniversitesi Translasyonel Tıp Araştırma Merkezi (KUTTAM); Graduate School of Sciences and Engineering; Graduate School of Social Sciences and Humanities; 258783; 165306; 12532; 258780; 258784; N/A
    Flow state is a psychological state of optimal performance. To experience flow state, one needs to receive unambiguous feedback. Previous studies have described activities with internalized feedback modalities (e.g. visual). However, they do not offer any appropriate feedback modality for the activities that may benefit from external feedback, such as opponent-based sports. Addressing the issue, we adopted a research through design process and considered tennis as our case, in which players can benefit from attaining flow [1]. This pictorial reveals our approach to design 6 wearable device concepts under 3 design themes as future directions for design practitioners and researchers.
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    PublicationOpen Access
    Designing the next generation of activity tackers for performance sports: insights from elite tennis coaches
    (Association for Computing Machinery (ACM), 2019) Coşkun, Aykut; Özcan, Oğuzhan; Havlucu, Hayati; Faculty Member; Faculty Member; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); 165306; 12532; N/A
    Wearable sport technologies and activity trackers help sportspeople by providing physiological information on their performance. However, professional sportspeople find this information irrelevant due to their high-performance training. They want these devices to provide real-time assistive feedback on their performance, despite the formidable limitations suggested by previous research on giving such feedback. On the other hand, sport coaches already give performance feedback to their sportspeople during their performance.We speculated that some of their approaches might give clues for designing activity trackers with useful real-time performance feedback. Consequently, we interviewed six elite tennis coaches to explore their approaches of communicating performance information to their players, during tennis games. In this paper, we discussed the findings by comparing them with related work and formed two design insights for giving real-time performance feedback that might lead to novel approaches for activity trackers.