Researcher:
Genç, Hüseyin Uğur

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PhD Student

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Hüseyin Uğur

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Genç

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Genç, Hüseyin Uğur

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Now showing 1 - 9 of 9
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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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    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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    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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    Are we 'really' connected? understanding smartphone use during social interaction in public
    (assoc Computing Machinery, 2018) N/A; Department of Media and Visual Arts; Department of Sociology; Genç, Hüseyin Uğur; Coşkun, Aykut; Gökşen, Fatoş; PhD Student; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Sociology; 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; N/A; 165306; 51292
    Excessive smartphone use has negative effects on our social relations. Previous work addressed this problem by allowing users to restrict their smartphone use. However, As this strategy requires users to have high levels of self-regulation, it may not be effective for individuals without an explicit intention to change their behavior. We propose an alternative approach to this problem, i.e. identifying ways of reducing smartphone use without restricting its use. We illustrated this approach with a study examining smartphone use during social interaction in public settings. Based on four unstructured observations in different coffeehouses and three exploratory focus groups with different age groups, we identified two themes in relation to smartphone use in public settings and discussed their implications for designing solutions that aim to enrich social interaction without limiting smartphone use.
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    KNOBIE: a design intervention for supporting chefs' sustainable recipe planning practices
    (Association for Computing Machinery, 2021) Department of Media and Visual Arts; N/A; N/A; Coşkun, Aykut; Genç, Hüseyin Uğur; Yılmazer, Hakan; Faculty Member; PhD Student; PhD Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 165306; N/A; N/A
    Reducing the environmental impact of current food production and consumption practices is a significant challenge for a more sustainable future. Even though previous HCI studies illustrated that design interventions could support more sustainable food practices in domestic contexts, little attention has been given to hospitality contexts (e.g., restaurants). Addressing this gap, we first investigated food preparation practices in restaurants (i.e., how recipes, menus and meals are prepared) through interviews with 10 chefs and instructors of culinary arts. Then, we designed KNOBIE, a design intervention aimed at supporting chefs' sustainable food preparation practices through better recipe and menu planning. In this paper, we present the results of these interviews, KNOBIE as a concept to support sustainable recipe planning and how interviews guided its design.
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    Gestural interaction in the kitchen: insights into designing an interactive display controlled by hand specific on-skin gestures
    (Routledge Journals, Taylor & Francis Ltd, 2022) N/A; N/A; Department of Media and Visual Arts; Department of Psychology; Department of Computer Engineering; Department of Media and Visual Arts; Beşevli, Ceylan; Genç, Hüseyin Uğur; Coşkun, Aykut; Göksun, Tilbe; Yemez, Yücel; Özcan, Oğuzhan; Researcher; PhD Student; Faculty Member; Faculty Member; Faculty Member; Faculty Member; Department of Psychology; Department of Computer Engineering; 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; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Engineering; College of Social Sciences and Humanities; N/A; N/A; 165306; 47278; 107907; 12532
    The kitchen is one of the busiest and messiest hubs of a home, where the hands are usually spoiled with food. In this setting, gestural interaction can offer several advantages: efficient, intuitive, and touch-free orchestration of interactive devices. Yet, research scarcely investigates the user's perspective on gesture-based systems in the kitchen and lacks designs developed through a user-centred process. With the contribution of 234 participants, we conducted formative studies that investigated users' expectations, perceived benefits, and concerns of gesture-based control in the kitchen. These studies guided our conceptual design '2HandTouch', an information display controlled by Hand Specific On-Skin Gestures (HSoS). Then, we evaluated the user experience of this design through a summative user study. We introduced four perceived benefits of HSoS use in the kitchen that has not been visible in such detail. These are i) hygiene, (ii) time management, (iii) imminent control, and (iv) an uninterrupted cooking practice. We also provided broader implications of our work for designing gesture-controlled devices in the kitchen context.
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    Designing for social interaction in the age of excessive smartphone use
    (Assoc Computing Machinery, 2020) N/A; Department of Media and Visual Arts; Genç, Hüseyin Uğur; 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; 165306
    Excessive smartphone use has negative effects on our social relations as well as on our mental and psychological health. Most of the previous work to avoid these negative effects is based on a top-down approach such as restricting or limiting users' use of smartphones. Diverging from previous work, we followed a bottom-up approach to understand the practice of smartphone use in public settings from the users' perspective. We conducted observations in four coffeehouses, six focus group sessions with 46 participants and three design workshops with 15 designers. We identified five themes that help better understand smartphone use behavior in public settings and four alternative design approaches to mediate this behavior, namely enlighteners, preventers, supporters, and compliers. We discuss the implications of these themes and approaches for designing future interactive technologies aimed at mediating excessive smartphone use behavior.
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    PublicationOpen Access
    Mind the whisper: enriching collocated social interactions in public places through audio narratives
    (Association for Computing Machinery (ACM), 2022) Department of Media and Visual Arts; N/A; Coşkun, Aykut; Genç, Hüseyin Uğur; Erdem, Duru; Yıldırım, Çaǧla; 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/A
    The quality of social interaction has great importance for psychological and physiological health. Previous research indicates that smartphones have adverse effects on collocated social interactions. Most HCI works addressed this issue by restricting smartphone use during social interactions. Diverging from previous work, we designed WHISPER, an audio narrative box that aims to enrich collocated social interactions without restricting mobile technology use. We conducted a user study in a café environment with 21 participants to understand how users react to WHISPER and how it would influence their social interactions. In this paper, we present the result of this study and discuss four implications for technologies designed to enhance collocated social interactions (Respectfulness, Balanced Ambiguity, Adaptability, and Being Targeted) and two implications for research touching upon the HCI work on Design for Behavior Change and Collocated Interactions (Designing responsible interventions for accommodating unintended outcomes and Quantifying the quality of social interactions).
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    PublicationOpen 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/A
    Taking 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.