Researcher: Yıldız, Mert
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Yıldız, Mert
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Publication Metadata only Time perceptions as a material for designing new representations of time(Assoc Computing Machinery, 2020) N/A; N/A; Yıldız, Mert; Coşkun, Aykut; PhD Student; Faculty Member; 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; 165306Time is a growing topic of interest in HCI. Technological developments and changes in everyday life routines are creating new perceptions of time that are getting widespread in HCI. While these perceptions expand our current understanding of time, designing for them is an important yet an overlooked challenge. In this work, we investigated five time concepts from HCI literature (right time, clock time, digital time, plastic time, and collective time). We conducted a photography capturing task with four design researchers to understand how they interpret and perceive these time concepts. We then created two design speculations based on their perceptions and interpretations to illustrate how emerging time concepts can inspire new design ideas around representations of time.Publication Metadata only Take back control of your time: design activity for reflecting on time and timekeeping practices(The Design Society, 2021) Umulu, Sıla; Şener, Bahar; Department of Media and Visual Arts; N/A; Coşkun, Aykut; Yıldız, Mert; Faculty Member; PhD Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 165306; N/AThis paper reports on the procedure and the results of a design activity carried out to reflect on time and timekeeping practices. The design activity involved a diary study followed by an idea generation workshop in the scope of a graduate level course with the participation of 12 graduate level industrial design students. The paper first explains the procedure of the design activity. Then, it presents the outcomes under two themes: i) timekeeping related insights: the students’ reflections on their timekeeping practices and ideas on how to improve these practices to support wellbeing; ii) pedagogical insights: students' thoughts and instructors’ reflections on the online diary-keeping and conducting the workshop remotely. The findings are believed to be beneficial for inspiring designers interested in designing interventions to support better time management practices; and for design educators interested in conducting remote diary study and/or workshop in distance education settings.Publication Metadata only Stop wasting, start tasting! Design speculations for reducing food waste in the hospitality sector(Assoc Computing Machinery, 2019) N/A; N/A; N/A; N/A; Department of Media and Visual Arts; Genç, Hüseyin Uğur; Yıldız, Mert; Yılmazer, Hakan; Coşkun, Aykut; PhD Student; N/A; N/A; PhD Student; Faculty Member; Department of Media and Visual Arts; N/A; N/A; N/A; N/A; College of Social Sciences and Humanities; N/A; N/A; N/A; N/A; 165306Food is an essential nutritional source for all humans, yet tons of food is wasted at an increasing rate each year. Although previous HCI studies examined this issue, most of this work focuses on the domestic context. To the best of our knowledge, no study explored the food waste in hospitality sector from a design perspective. Addressing this gap, we made observations and interviews in a high-end hotel restaurant kitchen to better understand the sources of food waste in restaurants. From our findings, we envisioned three design speculations which can inspire HCI researchers and practitioners explore this issue further.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 Wwall: a public water dispenser system to motivate regular water intake in the office environment(Assoc Computing Machinery, 2019) N/A; Department of Media and Visual Arts; Yıldız, Mert; Coşkun, Aykut; 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; 165306Water is an essential nutritional source. Its deficiency negatively influences our mental and physical health. Despite this, people may forget drinking enough water due to the everyday rush in places like office environments. Previously, HCI researchers addressed this problem via developing interactive technologies aimed at motivating regular water intake. However, these technologies heavily rely on giving individual feedback on water intake and self-monitoring as a behavior change strategy. We expanded this existing design space with a new concept: Wwall, a smart water dispenser system which differs from previous examples as it 1) gives collective feedback along with individual feedback via an ambient display, and 2) uses cooperation to motivate regular water intake. In this WIP, we present our design and prototyping process as well as directions for future work.Publication Open Access Take back control of your time: design activity for reflecting on time and timekeeping practices(The Design Society, 2021) Umulu, Sıla; Şener, Bahar; Department of Media and Visual Arts; Yıldız, Mert; Coşkun, Aykut; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 165306This paper reports on the procedure and the results of a design activity carried out to reflect on time and timekeeping practices. The design activity involved a diary study followed by an idea generation workshop in the scope of a graduate level course with the participation of 12 graduate level industrial design students. The paper first explains the procedure of the design activity. Then, it presents the outcomes under two themes: i) timekeeping related insights: the students’ reflections on their timekeeping practices and ideas on how to improve these practices to support wellbeing; ii) pedagogical insights: students' thoughts and instructors’ reflections on the online diary-keeping and conducting the workshop remotely. The findings are believed to be beneficial for inspiring designers interested in designing interventions to support better time management practices; and for design educators interested in conducting remote diary study and/or workshop in distance education settings.Publication Open Access A study into designing an ambient water bottle that supports users' water-intake tracking practices(Cambridge University Press (CUP), 2021) Department of Media and Visual Arts; N/A; Coşkun, Aykut; Yıldız, Mert; Yılmazer, Hakan; Genç, Hüseyin Uğur; 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; Graduate School of Social Sciences and Humanities; 165306; N/A; N/A; N/ATaking on the challenge of motivating users to drink water regularly, we designed a smart water bottle that can track water intake behavior and inform users about this behavior through ambient feedback. We then conducted two studies to explore the bottle's feedback design from the perspective of users and designers. First, we conducted semi-structured interviews with 10 prospective users and found that they would like to receive personalized, precise, gamified and reminding feedback. Second, we conducted a design workshop with 13 professional designers to explore the range of visualizations that can be used to give feedback. Analyzing these visualizations, we identified three reminder types (augmenting, restoring and balancing) and six visualization styles grouped according to three dimensions of ambient displays (representation fidelity, notification level, aesthetic emphasis). In this paper, we first explain our water bottle concept along with existing solutions. Then, we report the results of these studies. Finally, we discuss the potential implications of the results for our own work as well as for designing ambient displays aimed at supporting users' water intake tracking practices.