Researcher:
Genç, Çağlar

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PhD Student

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Çağlar

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Genç

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Genç, Çağlar

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Now showing 1 - 9 of 9
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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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    Publication
    Head mounted projection display and visual attention: visual attentional processing of head referenced static and dynamic displays while in motion and standing
    (Association for Computing Machinery (ACM), 2016) Soomro, Shoaib; Duyan, Yalçın; Olcer, Selim; Balcı, Fuat; Urey, Hakan; N/A; Department of Media and Visual Arts; Genç, Çağlar; Özcan, Oğuzhan; PhD Student; Faculty Member; Department of Media and Visual Arts; N/A; 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; 12532
    The Head Mounted Projection Display (HMPD) is a growing interest area in HCI. Although various aspects of HMPDs have been investigated, there is not enough information regarding the effect of HMPDs (i.e., head referenced static and dynamic displays while a user is in motion and standing) on visual attentional performance. For this purpose, we conducted a user study (N=18) with three experimental conditions (control, standing, walking) and two visual perceptual tasks (with dynamic and static displays). Significant differences between conditions were only found for the task with dynamic display; accuracy was lower in walking condition compared to the other two conditions. Our work contributes an empirical investigation of the effect of HMPDs on visual attentional performance by providing data-driven benchmarks for developing graphical user interface design guidelines for HMPDs.
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    Publication
    Programming a robotic toy with a block coding application: a usability study with non-programmer adults
    (Springer, 2017) Ramoğlu, Muhammet; Rızvanoğlu, Kerem; N/A; Genç, Çağlar; PhD Student; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; N/A
    Recently, sophisticated robotic toys have commercially emerged into our lives. Apart from being only a toy, some of these smart devices are programmable for accomplishing commands given by the end-user. However, usually, end-users are not experts in robotics or programming. In order to explore the usability issues related to the non-programmers’ experience of controlling the robotic toys, we conducted a user study with non-programmers (N = 9) by using Sphero (a robotic toy) and tested its mobile application, called SPRK Lightning Lab for Sphero, which adopted visual programming language with a block-based coding interface. Our procedure consisted of a pre-test and a semi-structured post-test interview as well as an exploring session for the participants and three tasks with a short semi-structured interview at the end of each task. Our findings, which highlighted the usability issues of SPRK Lightning Lab for Sphero application, contribute to the field by providing design suggestions on using a digital medium and a tangible device together, the usability issues of block coding by non-programmers and learnability in a robotic toy application.
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    Publication
    Forming visual expressions with augmented fashion
    (Sage Publications Inc, 2017) Yilmaz, Sejda Inal; Can, Kemal; N/A; N/A; Department of Media and Visual Arts; Genç, Çağlar; Buruk, Oğuz Turan; Özcan, Oğuzhan; PhD Student; PhD Student; Faculty Member; Department of Media and Visual Arts; 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; N/A; N/A; 12532
    Wearable devices have a crucial impact on our bodies since they directly affect our appearance. However, wearable design practitioners focus more on the practical functionalities of the technology, leaving more investigation needed on what kind of visual expressions the technology might enable on wearable devices. With a critical approach on this functional perspective, the authors conducted a design workshop with fashion design and engineering students in which they first created art expressions and then wearable devices by using technological components. This practitioner's essay reflects on the resulting hands-on design experiences in new visual expressions that would not have been possible with just traditional materials.
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    Publication
    Exploring computational materials for fashion: recommendations for designing fashionable wearables
    (Chinese Institute of Design, 2018) Buruk, Oğuz Turan; Yılmaz, Sejda İnal; Can, Kemal; N/A; Department of Media and Visual Arts; Genç, Çağlar; Özcan, Oğuzhan; PhD Student; Faculty Member; Department of Media and Visual Arts; 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; 12532
    Fashion is becoming an inevitable part of wearable devices. Yet, it is not clear how the cross-pollination between computational materials and fashion design might suggest directions for fashion designers who are unfamiliar to this concept. Exploring this territory is important for providing actionable directions to those individuals in exploring fashionable expressions. Therefore, we followed a three-pillared research through design method: (1) a design workshop with 14 fashion design and six engineering students, in which they created seven artifacts by exploring computational and fashion materials, (2) analysis of the workshop outcomes to extract design themes on how computational materials provided interactive opportunities for fashion designers, and (3) semi-structured interviews with 10 wearable design experts from different countries on the results of our analysis. Then, we refined our findings from feedback provided by the experts to finally formulate five design recommendations for designers along with the strategies that they can follow for applying them. In this respect, the recommendations we developed are as follows: (1) giving information through fabric augmentation, (2) defining bi-directional interaction between the contexts and garments, (3) controlling the form of the garments, (4) embellishing surfaces, and (5) supporting the three-dimensional shape of the garment with computational materials.
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    PublicationOpen Access
    Exploring dynamic expressions on soft wearables for physical exercises
    (Association for Computing Machinery (ACM), 2018) Balcı, Fuat; Özcan, Oğuzhan; Genç, Çağlar; Erkaya, Merve; Faculty Member; Faculty Member; 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); 51269; 12532; N/A; N/A
    Recent design approaches of wearables for physical exercising are often alienating the data from its specific experiences and/or limited to conventional display modalities for presenting information. As an alternative perspective, the aim of this paper is to explore in-situ social and individual experiences that activity related dynamic changes on garment surfaces might evoke in the context of exercising at the gyms. To investigate these, we conducted a design workshop (N=11, 3 gymgoers, 5 interaction and 3 fashion designers). Our results provide design insights for further research on how dynamic expression could alter (1) wearer's sense of achievement via solidifying unobservable efforts & achievements and could (2) trigger social interactions.
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    PublicationOpen Access
    Exploring computational materials for fashion: recommendations for designing fashionable wearables
    (Chinese Institute of Design, 2018) Buruk, Oğuz Turan; Yılmaz, Sejda İnal; Can, Kemal; Özcan, Oğuzhan; Genç, Çağlar; Faculty Member; PhD Student; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); 12532; N/A
    Fashion is becoming an inevitable part of wearable devices. Yet, it is not clear how the cross-pollination between computational materials and fashion design might suggest directions for fashion designers who are unfamiliar to this concept. Exploring this territory is important for providing actionable directions to those individuals in exploring fashionable expressions. Therefore, we followed a three-pillared research through design method: (1) a design workshop with 14 fashion design and six engineering students, in which they created seven artifacts by exploring computational and fashion materials, (2) analysis of the workshop outcomes to extract design themes on how computational materials provided interactive opportunities for fashion designers, and (3) semi-structured interviews with 10 wearable design experts from different countries on the results of our analysis. Then, we refined our findings from feedback provided by the experts to finally formulate five design recommendations for designers along with the strategies that they can follow for applying them. In this respect, the recommendations we developed are as follows: (1) giving information through fabric augmentation, (2) defining bi-directional interaction between the contexts and garments, (3) controlling the form of the garments, (4) embellishing surfaces, and (5) supporting the three-dimensional shape of the garment with computational materials.
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    PublicationOpen Access
    Howel: a soft wearable with dynamic textile patterns as an ambient display for cardio training
    (Association for Computing Machinery (ACM), 2019) Genç, Çağlar; Ekmekçioğlu, Yavuz Ali; Özcan, Oğuzhan; Balcı, Fuat; Ürey, Hakan; PhD Student; Faculty Member; Faculty Member; Faculty Member; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Engineering; N/A; N/A; 12532; 51269; 8579
    In-situ exploration of heart rate (HR) zones during cardio training (CT) is important for training efficiency. However, approaches for monitoring HR, either depend on complex visualizations on small screens (i.e., smartwatches) or intrusive modalities (i.e. haptic, auditory) that might force the attention to the information. We developed an early prototype, Howel, a novel wrist-worn soft wearable to display HR zone information during CT. Our concept utilizes mapping information onto dynamic patterns (color changing stripes) as an easy-to-understand ambient display. To preserve non-intrusiveness, it uses non-emissive modality by heating thermochromic paints on its textile surfaces. Early feedback from three participants suggests that soft wearables with non-emissive dynamic patterns have potential (1) to embed information organically on the body, (2) to give easy-to-understand in-situ intensity information and (3) to keep the attention on the exercise instead of performance measures.