Researcher: Erkaya, Merve
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Erkaya, Merve
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Publication Metadata only Code notes: designing a low-cost tangible coding tool for/with children(Association for Computing Machinery (ACM), 2018) N/A; Department of Psychology; N/A; Department of Psychology; Sabuncuoğlu, Alpay; Erkaya, Merve; Buruk, Oğuz Turan; Göksun, Tilbe; PhD Student; Undergraduate Student; PhD Student; Faculty Member; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Sciences and Engineering; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; N/A; 47278Programming has become an essential subject for today's education curriculum and as a result, the importance of creating the right environments to teach is increasing. For such environments, featuring tangible tools enhances creativity and collaboration. However, due to their high prices, current tangible tools are not reachable by most of the students. We developed Code Notes as a low-cost, attainable and tangible tool aimed to motivate children to support programming education. Code Notes is comprised of an Android app and code-cardboards to teach the basic concepts in programming. We continue to develop the platform with insights gained from children. This paper shares the design phases of Code Notes and observations from our two-month programming project. We also presented some future concepts of Code Notes that offer an active and embodied interaction with the teaching material.Publication Metadata only Investigating the effects of legacy bias: user elicited gestures from the end users perspective(Assoc Computing Machinery, 2018) N/A; Department of Psychology; N/A; Department of Media and Visual Arts; Beşevli, Ceylan; Erkaya, Merve; Buruk, Oğuz Turan; Özcan, Oğuzhan; Researcher; Undergraduate Student; PhD Student; 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; N/A; N/A; N/A; 12532User elicitation studies are commonly used for designing gestures by putting the users in the designers' seat. One of the most encountered phenomenon during these studies is legacy bias. It refers to users' tendency to transfer gestures from the existing technologies to their designs. The literature presents varying views on the topic; some studies asserted that legacy bias should be diminished, whereas other stated that it should be preserved. Yet, to the best of our knowledge, none of the elicitation studies tested their designs with the end users. In our study, 36 participants compared two gesture sets with and without legacy. Initial findings showed that legacy gesture set had higher scores. However, the interviews uncovered that some non-legacy gestures were also favored due to their practicality and affordances. We contribute to the legacy bias literature by providing new insights from the end users' perspective.Publication Open 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/ARecent 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.