Researcher:
Coşkun, Aykut

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Faculty Member

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Aykut

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Coşkun

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Coşkun, Aykut

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Now showing 1 - 10 of 42
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    Publication
    More-than-human concepts, methodologies, and practices in HCI
    (Association for Computing Machinery, 2022) Cila, Nazlı; Nicenboim, Iohanna; Frauenberger, Christopher; Wakkary, Ron; Hassenzahl, Marc; Mancini, Clara; Giaccardi, Elisa; Forlano, Laura; Department of Media and Visual Arts; Coşkun, Aykut; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 165306
    The last decade has witnessed the expansion of design space to include the epistemologies and methodologies of more-than-human design (MTHD). Design researchers and practitioners have been increasingly studying, designing for, and designing with nonhumans. This panel will bring together HCI experts who work on MTHD with different nonhumans as their subjects. Panelists will engage the audience through discussion of their shared and diverging visions, perspectives, and experiences, and through suggestions for opportunities and challenges for the future of MTHD. The panel will provoke the audience into reflecting on how the emergence of MTHD signals a paradigm shift in HCI and human-centered design, what benefits this shift might bring and whether MTH should become the mainstream approach, as well as how to involve nonhumans in design and research.
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    Publication
    GROW: a smart bottle that uses its surface as an ambient display to motivate daily water intake
    (Assoc Computing Machinery, 2018) N/A; N/A; Department of Media and Visual Arts; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Kaner, Gül; Erdoğan, Deniz; Genç, Hüseyin Uğur; Coşkun, Aykut; Dinçer, Salih Berk; PhD Student; Undergraduate Student; PhD Student; Faculty Member; Undergraduate Student; 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; 165306; N/A
    Water is an essential nutrient for human health. However, individuals may ignore drinking enough water due to the rush of everyday life. We present Grow, a conceptual smart bottle prototype designed to encourage users to drink water regularly. Our concept utilizes bottle surface as an ambient display instead of a traditional screen-based display to give feedback. Grow tracks daily water intake through an embedded liquid level sensor. It gives positive, abstract, non-intrusive and aesthetic feedback through heating up different parts of a thermo-chromic print on its surface (a tree image). We also present the results of a user study exploring 10 prospective users' reactions to Grow as well as their expectations of smart water bottles in general.
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    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; 165306
    Time 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.
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    Publication
    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/A
    This 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.
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    Publication
    Promoting sustainability through behavior change: a review (vol 41, pg 183, 2015)
    (Elsevier, 2016) Zimmerman, John; Erbuğ, Ciğdem; Department of Media and Visual Arts; Coşkun, Aykut; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 165306
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    Make it a circular city: experiences and challenges from European cities striving for sustainability through promoting circular making
    (Elsevier, 2022) Metta, Julie; Bakırlıoğlu, Yekta; Bachus, Kris; Department of Media and Visual Arts; N/A; Coşkun, Aykut; Çay, Damla; Faculty Member; PhD Student; 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
    A growing number of cities are deploying circular economy practices to contribute to the Sustainable Development Goals (SDGs). Makerspaces are community-driven initiatives enabling the collaboration between a city's diverse stakeholders in that objective. They can enhance the citizens' contribution to circularity by engaging them in circular ''making'' activities (e.g., reuse, repair, sharing) and by providing them with novel means, skills, and knowledge in these activities. However, cities face various challenges during the process of engaging citizens to create a vibrant circular city. Based on an in-depth analysis of experiences and challenges in seven European cities, which attempted to embrace the SDGs through circular making activities, this paper presents ten engagement-related challenges and five strategies to overcome them. Integrating these challenges and strategies in a strategy-challenge matrix offers several recommendations for cities striving to address SDGs through establishing and maintaining circular makerspaces.
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    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; 165306
    Food 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.
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    User orientation maps: an approach to address user - diversity in design for sustainable behaviour
    (Taylor & Francis, 2017) Erbug, Cigdem; Department of Media and Visual Arts; Coşkun, Aykut; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 165306
    There has been an increasing tendency among design researchers to explore the potential of design to change user behaviour in the interest of sustainability. To date, numerous techniques have been proposed, aimed at providing more guidance to design researchers and practitioners on how to encourage sustainable behaviour. Choosing a technique suitable for both the target behaviour and the target user is a critical task when designing for sustainable behaviours. The influence of individual characteristics on user compliance with different techniques makes this task more compelling for designers. To make this task easier for them, we offer a new approach, called the ` user orientation map', to explore and represent user diversity by showing the range of user types and techniques to promote behavioural change for each user type. We illustrate this approach with a case study on eco- friendly driving, and identify nine user types.
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    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/A
    What 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.
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    What is participatory design in Turkey?
    (Association for Computing Machinery, 2022) Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; N/A; N/A; N/A; N/A; Yantaç, Asım Evren; Coşkun, Aykut; Bakırlıoğlu, Yekta; Ramirez Galleguillos, María Laura; Çay, Damla; Gürbüzsel, İpek; Bensason, Ivon; Faculty Member; Faculty Member; Researcher; PhD Student; PhD Student; Master Student; Other; Department of Media and Visual Arts; N/A; N/A; N/A; N/A; N/A; N/A; Koç Üniversitesi KARMA Gerçeklik Teknolojileri Eğitim, Uygulama ve Yayma Merkezi (KARMA) / Koç University KARMA Mixed Reality Technologies Training, Implementation and Dissemination Centre (KARMA); College of Social Sciences and Humanities; College of Social Sciences and Humanities; 0; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 0; 52621; 165306; 164439; N/A; N/A; N/A; N/A
    PDC places Turkey will run with a focus on local issues of participation, aiming to build and strengthen the Participatory Design ecosystem in Turkey. In line with the PDC 2022 central theme of embracing cosmologies in Participatory Design (PD), this aim will be realized by two kinds of activities. First, Skills Workshops are sessions where the general public and marginalized communities (e.g., migrants, women) will be introduced to PD through making together. Second, we will host a full day of project presentations and a panel discussion about PD, discussing current PD projects within Turkey and future directions and visions. The ultimate goal of these activities is to understand how PD is practiced in Turkey and identify the challenges we face around participation while building a community around it. This publication presents the activities conducted in the frame of PDC places in Turkey between August and September 2022.