Researcher: Yantaç, Asım Evren
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Yantaç, Asım Evren
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Publication Metadata only Notes from the front lines: lessons learnt from designing for improving medical imaging data sharing(Association for Computing Machinery (ACM), 2014) Woźniak, Paweł; Romanowski, Andrzej; Fjeld, Morten; Department of Media and Visual Arts; Yantaç, Asım Evren; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 52621This paper presents results from participatory design studies conducted in a children's hospital. We conducted extensive user studies to understand the specific needs and design constrains in a foetal-heart imaging unit. We describe the lessons learnt in the design process, focusing on the peculiarities of the setting and providing insights to help with the design of future systems in similar environments. We conducted panel discussions, semi-structured interviews, shadowing and constructed two system prototypes to learn about user interactions. We provide a description of the environment, a summary of the important stakeholders and an assessment of the current infrastructure. We noted a significant discrepancy between our case hospital and reported hospital practice. Our main contributions are: (1) a thorough understanding of a unique clinical environment gained through an extensive user study; (2) a detailed account of a participatory design process conducted in the setting and (3) a set of seven design considerations (lessons learnt) for future inquiries.Publication Metadata only Emotionally mediated spatial experience with AR(assoc Computing Machinery, 2017) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Şemsioğlu, Sinem; Gökçe, Yağmur; Yantaç, Asım Evren; PhD Student; N/A; Faculty Member; Department of Media and Visual Arts; N/A; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621This paper speculates and explores how emotional awareness and communication can be enhanced with the mediation of spatial experience. Based on two exploratory user studies, we designed and prototyped a conceptual system that mediates the spatial attributes of the surroundings according to user's choices and their emotional state. We then conducted user studies with the prototype. We contribute to existing literature by sharing our insights into potential use cases and implications of an emotionally responsive space.Publication Metadata only Qualitative dimensions of technology-mediated reflective learning: the case of VR experience of psychosis(Association for Computing Machinery, 2021) Department of Psychology; Department of Psychology; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; Department of Media and Visual Arts; N/A; N/A; Eskenazi, Terry; Günay, Aslı; Yantaç, Asım Evren; Vatansever, Ali; Şemsioğlu, Sinem; Gürkan, Onur; Akbaş, Saliha; Kuşçu, Kemal; Faculty Member; Faculty Member; Faculty Member; Faculty Member; Teaching Faculty; PhD Student; Researcher; PhD Student; Other; Department of Psychology; Department of Media and Visual Arts; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 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; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduade School of Social Sciences and Humanities; 258780; 222027; 150162; 52621; 121209; N/A; N/A; N/A; N/ASelf-reflection is evaluation of one’s inferential processes often triggered by complex social and emotional experiences, characterized by their ambiguity and unpredictability, pushing one to re-interpret the experience, and update existing knowledge. Using immersive Virtual Reality (VR), we aimed to support social and emotional learning (SEL) through reflection in psychology education. We used the case of psychosis as it involves ambiguous perceptual experiences. With a codesign workshop, we designed a VR prototype that simulates the perceptual, cognitive, affective, and social elements of psychotic experiences, followed by a user-study with psychology students to evaluate the potential of this technology to support reflection. Our analyses suggested that technology-mediated reflection in SEL involves two dimensions: spontaneous perspective-taking and shared state of affect. By exploring the subjective qualities of reflection with the said dimensions, our work contributes to the literature on technology-supported learning and VR developers designing for reflection.Publication Metadata only Storytelling before or after prototyping with a toolkit for designing classroom robots(Association for Computing Machinery, 2020) Department of Media and Visual Arts; N/A; Yantaç, Asım Evren; Kırlangıç, Güncel; Faculty Member; Master Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 52621; N/AStorytelling is an effective approach that is used in interaction design to help align users' needs throughout the design process. In this paper, we utilize a storytelling approach with hands-on design toolkit activities to investigate how the experimental order effect can have an impact on the overall outcomes. In particular, we focus on a robotic design toolkit that aims to involve children in the process of designing assistant classroom robotic artifacts. We report the findings of a study conducted with 28 children that designed their own classroom robotic assistance using the toolkit before and after storytelling. We conclude the paper with discussion on the order effect and design findings. This paper aims to contribute to the literature with insights on how to implement storytelling along with a prototyping toolkit; approaches that are highly valued in interaction design research and practice recently.Publication Metadata only Learning from the users for spatio-temporal data visualization explorations on social events(Springer Int Publishing Ag, 2016) N/A; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; 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; 52621The amount of volunteered geographic information is on the rise through geo-tagged data on social media. While this growth opens new paths for designers and developers to form new geographical visualizations and interactive geographic tools, it also engenders new design and visualization problems. We now can turn any kind of data into daily useful information to be used during our daily lives. This paper is about exploration of novel visualization methods for spatio-temporal data related to what is happening in the city, planned or unplanned. We, hereby evaluate design students' works on visualizing social events in the city and share the results as design implications. Yet we contribute by presenting intuitive visualization ideas for social events, for the use of interactive media designers and developers who are developing map based interactive tools.Publication Metadata only Probing human-soundscape interaction using observational user experience methods(Assoc Computing Machinery, 2016) N/A; Department of Mechanical Engineering; Department of Media and Visual Arts; Yücetürk, Selman; Obaid, Mohammad; Yantaç, Asım Evren; Master Student; Undergraduate Student; Faculty Member; Department of Mechanical Engineering; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Engineering; College of Social Sciences and Humanities; N/A; N/A; 52621Sound, whose perception depends on spatial, temporal and cognitive factors, is an intangible issue within interaction design. It is not very easy for interaction designers to explore, understand, or ideate on this intangible and complex phenomenon as they mostly rely on visual language, sketches, or physical prototypes. In this paper, we present initial insights to the design of an interactive mediated sound reality system, which refines the users' interaction with a soundscape. The main contribution of this study is the insights gathered through the use of three observational user experience (UX) methods: (1) note-taking in soundwalks; (2) soundscape visualization; (3) auditory journey maps to overcome the above-mentioned difficulty in rationalizing the intangibility of human-soundscape interaction with focusing, recording and reflecting spatial, temporal and interactive aspects of soundscape.Publication Metadata only Designing with and for preschoolers: a method to observe tangible interactions with spatial manipulatives(Association for Computing Machinery, 2018) Van Mechelen M.; N/A; Department of Psychology; Department of Media and Visual Arts; Baykal, Gökçe Elif; Göksun, Tilbe; Yantaç, Asım Evren; Researcher; 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; 328406; 47278; 52621To date, the developmental needs and abilities of children under 4 years old have been insufficiently taken into account in the early stages of interaction design. This paper addresses this gap in the research by exploring how children between the ages of 26 and 43 months interact with spatial manipulatives. To this end, we modified intervention techniques for early spatial learning found in cognitive developmental studies and combined these with design methods used in Child-Tangible Interaction (CTI). From the former we borrowed the Preschool Embedded Figures Test (PEFT), and from the latter a storytelling approach incorporated into structured tasks with hands-on tools. In this paper, we first discuss related work on early spatial learning and CTI methods. Then, we describe a case study conducted with 14 parent-child dyads. Finally, we present the results, which offer insight into young children’s mental rotation skills, different rotation action strategies and parental input requirements. Our findings contribute to design methods to elicit age specific knowledge about young children’s hands-on learning, and set forth techniques and design considerations for evidence-based CTI to scaffold early spatial thinking skills.Publication Metadata only Developing transmedia puzzle play to facilitate spatial skills of preschoolers(Assoc Computing Machinery, 2016) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Psychology; Baykal, Gökçe Elif; Alaca, Ilgım Veryeri; Yantaç, Asım Evren; Göksun, Tilbe; Researcher; Faculty Member; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Psychology; 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; 328406; 50569; 52621; 47278This proposed project aims to develop a research-driven interactive product that facilitates spatial skills of preschoolers. Here, we present the preliminary qualitative results of a user study with the paper prototype of Fungram, merging physical tangram pieces on the screen within a narrative context. A pilot study was conducted with eight children between the ages of 25 and 48 months, who were presented tangible tangram pieces along with two sets of papers with and without narrative context. Our preliminary qualitative data indicates that narrative context helps children's coherence of abstract figures and triggers rotation of geometric tangram pieces. This study provide insights about children's user needs and action strategies within the proposed use scenario with graspable puzzle pieces related to screen interaction at this age range. We suggest that transmedia play expand opportunities for children to employ their spatial skills in different settings.Publication Metadata only What is happening in the city? A case study for user-centred geovisualisation design(Taylor & Francis Ltd, 2019) Nagel, Till; N/A; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; 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; 52621For citizens, being aware of what is happening in their urban surroundings becomes challenging as more information from diverse sources becomes available. In this paper, we describe our user-centered approach of designing an interactive tool making use of urban data visualisations to facilitate people's decisions about social and cultural events. After gathering the needs of urban actors through formative user studies, we identified beneficial data types and collected a variety of data sets from publicly accessible online sources. For the aim of enabling casual exploration of events in the city, we designed a set of geovisualisation prototypes and designed a variety of evaluative user studies based on established geovisualisation techniques. The main aim here is to enable casual exploration of events in the city more than the intended search for specific events. We developed two prototypes that make use of two different geo-visualisations to represent events: Prototype A uses common location markers, and prototype B uses a novel glyph design to visualize more types of data at a glance. We share the lessons learned from the results of our study, which will inform the design of geographical data visualisations for citizens.Publication Metadata only Preliminary studies on exploring autistic sensory perception with sensory ethnography and biosensors(Springer, 2016) N/A; Department of Media and Visual Arts; Gatos, Doğa Çorlu; Yantaç, Asım Evren; 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; 52621More than anybody else, individuals with Autism Spectrum Disorder (ASD) easily suffer from environmental stimuli and sensory overloads due to their particular sensory perceptual systems which also cause attention related problems as well as communication difficulties in everyday lives. In our previous interaction design explorations for augmenting attention of autistics, we suggested that it would be beneficial to keep track of autistics’ individual differences and needs, and provide information accordingly [1]. Even though the existing methods that examine autistic sensory perception provide extensive knowledge, they are insufficient to provide in-depth user specific live data for a learning and a sensory-aware system which satisfy such particular differences. Thus, as we carry on ideating attentive user interfaces for autistics, our current studies focus on possible research methods which can access sensory perceptual data in individual levels. Here in this paper, we share our preliminary insights from the studies on exploring sensory ethnography and, depending on our three ongoing and interconnected prototypical studies, we suggest that this can reveal and represent novel ways of seeing the already known information of how autistics perceive the world and insights for the design of a sensory ethnography tool.