Communication Design
Permanent URI for this collectionhttps://hdl.handle.net/10679/310
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ArticlePublication Metadata only A challenging design case study for interactive media design education: Interactive media for individuals with autism(Springer International Publishing, 2014) Yantaç, A. E.; Orhun, Simge Esin; Ünlüer Çimen, A.; Communication Design; ORHUN, SimgeSince 1999, research for creativity triggering education solutions for interactive media design (IMD) undergraduate level education in Yıldız Technical University leaded to a variety of rule breaking exercises. Among many approaches, the method of designing for disabling environment, in which the students design for the users with one or more of their senses disabled, brought the challenge of working on developing interactive solutions for the individuals with autism spectrum conditions (ASC). With the aim of making their life easier, the design students were urged to find innovative yet functional interaction solutions for this focused user group, whose communicational disability activate due to the deficiencies in their senses and/or cognition. Between 2011 and 2012, this project brief supported by participatory design method motivated 26 students highly to develop design works to reflect the perfect fit of interaction design to this challenging framework involving the defective social communication cases of autism.Conference ObjectPublication Metadata only An approach for the design of smart tools and environments based on networked experiences(IEEE, 2015) Orhun, Simge Esin; Communication Design; ORHUN, SimgeFast improvements in information communication technologies and demanding market conditions trigger the development of most digital services and products, which have been discussed for their adverse effects on their users today. Neglecting the potential and possible contributions of information architecture within the design process is recognized to be one of the causes for incompatibility of the tools to the perceptual and behavioural qualities of users, especially where the scale of physical space is concerned. This study looked for an approach for the design of smart environments and technological tools based on developing multi-dimensional networking and interconnected experiences. In order to reach the objectives of this study, spatial communication projects that focus on experience design were created and studied in 2010-2012 in the design studio course in the Department of Communication Design of a well-established university. The analysis of 84 projects reflected the importance of integrating the physical data as an element of design within the process of obtaining compact design solutions.BookPublication Metadata only Church of Chora: Istanbul's Byzantine Marvel(2017) Sarantopoulos, Elias; Communication Design; SARANTOPOULOS, EliasThe Church of Chora book is the most comprehensive digital guide describing some of the oldest and finest surviving Byzantine mosaics and frescoes in the Church of the Holy Saviour (formerly the Kariye Camii and now the Kariye Müzesi) in Chora located in Edirnekapı district, Istanbul, Turkey. The Church of Chora book has been created with such passion and zest, the way I always feel entering the building. The use of interactive maps, voice narrations, and videos greatly improve reader experience. It provides unique and very detailed photographs capturing some of the oldest and finest surviving Byzantine mosaics and frescoes as well as citations and references from the Old and New Testament. It gives readers an opportunity to learn about the life of the Virgin Mary and Jesus Christ among other biblical events. One evidently comes to appreciate the work of Theodoros Metochites, the church’s main instigator. It’s an emotional feeling one gets seeing the grand Byzantine architecture and exquisite detailed work all around the building, delivering a stunning experience for any visitor. You will dive deep into the beautiful depiction of Christianity as this digital guide will educate, entertain, and hopefully bring you to visit Istanbul and see its magnificence.Conference ObjectPublication Metadata only Integrating architectural approaches in communication design education to improve awareness in affordance design(International Institute of Informatics and Systemics, IIIS, 2017) Orhun, Simge Esin; Communication Design; Callaos, N.; Sanchez, B.; Savoie, M.; Tremante, A.; ORHUN, SimgeThe expansion of the range for the design of products in the field of Communication Design (CoD) calls for new teaching strategies to be sought by educational scholars due to the intense experience of digital natives with the digital tools and technology. In order to equip CoD students with better understanding of the importance affordance design for developing new tools and applications, this paper proposes an educational model that is based on the concepts of the discipline of architecture. By making use of analogical thinking, the formbased aspects of architectural design are adapted to the virtual aspects of communication design and have been applied in the studio design course that focuses on spatial communication between the years of 2009-2012 with 3 different versions of the design brief. Having based the research on a real-life problem, the outcomes reflected the benefits of making use of specialized knowledge of different disciplines in order to solve problems, whose solutions are beyond the scope of one discipline. © by the International Institute of Informatics and Systemics.Conference ObjectPublication Metadata only Exploring the mutual relationship between research and consultancy for a commercial design product in the area of communication design(International Institute of Informatics and Systemics, IIIS, 2017) Yıldırım, Yasemin; Orhun, Simge Esin; Communication Design; Callaos, N.; Sanchez, B.; Savoie, M.; Tremante, A.; YILDIRIM, Yasemin; ORHUN, SimgeDue to challenges brought by the advancements in information technologies, transferring the knowledge and obtaining effective solutions in the early design process has gained importance, as it has become very difficult to obtain the desired efficiency and user satisfaction of any service of a product, if it has been developed in the methodological perspective of one discipline. This paper tries to explore the potential of the discipline of Communication Design (CoD) to provide consultation to engineers, with regard to its expertise on developing interactions and methodologies for the design of tools and products using advanced technology. For this purpose, a research was conducted with the aim of giving consultancy for the analysis of the efficiency of four kiosks located in Ozyegin University and four alternative user scenarios, which were developed in collaboration with CoD students in Interaction Design Ergonomics course of the 2015 Fall semester, were shared with the provider group. The outcomes brought by the relationship between research and consulting are discussed in terms of obtained achievements and benefits for researchers, design students as well as engineers.ArticlePublication Metadata only Ottoman foundations of Turkish typography: A field theory approach(MIT Press, 2018) Özkal, Özlem; Communication Design; ÖZKAL, ÖzlemThis paper examines the formation of the field of typography in the Ottoman Empire from within a field-based perspective. By approaching typography as a strategic action field, it analyzes the typographic environment and its various actors from mid-nineteenth to early twentieth centuries according to the criteria of field formation. Through explicatory historical evidence, it demonstrates that the field of typography was in the process of formation in the late Ottoman period.Book PartPublication Metadata only From digital to analogue: An interdisciplinary case study to enhance the communication of design products through physical constraints(Springer, 2020) Orhun, Simge Esin; Communication Design; ORHUN, SimgeEmerging technologies have the potential to make everyday life easier with an increasing number of benefits. However, it is argued that digital products are developed from a techno-centric perspective rather than being human-centered. With the complicated structures they have, they may also cause dissatisfaction and difficulty in their use, due to the unfamiliarity to the mental models of the users. In the area of human-computer interaction, many learning and outcomes have been achieved. This research aims to explore how this knowledge can be benefited for the design of products that are controlled by analogue means. Within the scope of the research, 5-week workshop was planned and applied to Communication Design senior students, who had many design experience with digital media. The outcomes revealed that, when user-centered design method and metaphorical thinking are integrated in the design process, the products’ cognitive, physical, sensory and functional affordance improved. © 2020, Springer Nature Switzerland AG.ArticlePublication Open Access Designing for children’s reflections in collaborative interaction mediated by technology: A systematic literature review(Interaction Design and Architectures, 2021) Baykal, Gökçe Elif; Torgersson, O.; Eriksson, E.; Communication Design; BAYKAL, Gökçe ElifReflection is an integral part of collaborative interaction. However, we know little about how to design for reflection in collaborative activities mediated by technologies. This systematic literature review focuses on children’s reflections within the collaborative practices in child-computer interaction research and investigates (1) the link between reflection and collaborative activities, (2) the types of collaborative technologies to scaffold reflection, and (3) the methodological approaches to analyze reflection. We searched the ACM Digital Library, Scopus and ProQuest which resulted in 141 papers that make the link between terms ‘reflection’ and ‘collaboration’ explicit, where only 13 of these involve children as the primary actors of reflection. The results show that this topic is increasingly gaining attention, however, the link between reflection and collaborative interaction remains underdeveloped. The contribution of this study is to provide a theoretical and methodological basis to understand, analyze and support children’s reflections within a collaborative activity through technology.Conference ObjectPublication Metadata only The CoCe design space: Exploring the design space for co-located collaborative games that use multi-display composition(ACM, 2021) Eriksson, E.; Baykal, Gökçe Elif; Torgersson, O.; Bjork, S.; Communication Design; BAYKAL, Gökçe ElifIn this paper, we map out the CoCe design space - a design space for co-located collaborative games that use multi-display composition. The design space grew out of the analysis of game instances based on the 4in1 concept. First, we did a horizontal analysis of 16 game instances with 31 corresponding gameplay design patterns (GDP), followed by a vertical analysis of 89 GDPs occurring in the description of the GDP Cooperation. Through inductive analysis, we have identified four perspectives with corresponding dimensions that span the CoCe design space. By applying the CoCe design space with game instances, we illustrate how it can be used both as an analytic tool for analysis of games and also as a generative tool in the design or re-design of cooperative games that use multi-display composition.ArticlePublication Metadata only Invisible to visible: Identifying the emerging communication needs in the 'new normal' through design research(Universidade do Vale do Rio dos Sinos, 2021-01) Orhun, Simge Esin; Yıldırım, Yasemin; Communication Design; YILDIRIM, Yasemin; ORHUN, SimgeThe pandemic, which started at the end of 2019, has affected societies in their own socio-cultural contexts and altered the interactions of human beings through their use of personal spaces and objects. Changes in the design of a wide range of objects varying from small tools to urban furniture are anticipated, as the "new normal" will be fully established in the coming months and years. We believe that each individual is recognized to be affected by a different aspect of pandemic, which yielded the fact that for such cases the paradigm for design may shift to favor user needs more than maintaining usability. This study examined the personal behavioral transformations after the acceptance of "new normal" and the reflections on the design of everyday objects or spaces. We developed a design research method which guided the students, to turn inwards and relate with their needs that arouse in the pandemic period with one selected city narrative found in the novel Invisible Cities, by Italo Calvino. In this method . From the analysis of 17 works based on abductive reasoning, two different categories were obtained: (i) 5 generic cases supported by user scenarios, (ii) 3 groups of artifacts interacted by analogue means.ArticlePublication Metadata only What FabLearn talks about when talking about reflection — A systematic literature review(Elsevier, 2021-06) Baykal, Gökçe Elif; Van Mechelen, M.; Wagner, M.-L.; Eriksson, E.; Communication Design; BAYKAL, Gökçe ElifFabLearn is a venue for researchers and practitioners within computing, design and making in education where reflective practices are an integral part. This paper presents a systematic literature review on the use of the term reflection in FabLearn research. With this review, we provide an answer to the questions (1) what reflection means in FabLearn research, (2) how these reflections are stimulated and scaffolded in practice (i.e., teachers/facilitators and students/participants), and (3) what types of concerns or subject matters take place in reflective practices. The review is conducted in FabLearn US and Europe proceedings between 2014–2019, and resulted in 68 papers included in the analysis. The findings show that FabLearn research need to develop solid theoretical groundings and frameworks as guidelines to scaffold students’ reflection, and more in-depth understanding of reflection to investigate and carry out a more comprehensive conceptualization of the term.Conference ObjectPublication Metadata only Digital design literacy in K-9 education: Experiences from pioneer teachers(Association for Computing Machinery, Inc, 2021-06-24) Van Mechelen, M.; Wagner, M.-L.; Baykal, Gökçe Elif; Charlotte Smith, R.; Iversen, O. S. S.; Communication Design; BAYKAL, Gökçe ElifBased on a comprehensive account of digital design literacy, we report from an interview study with pioneer teachers to disclose their experiences from teaching design in formal K-9 education. Unique for the study is that the interviewees were highly qualified K-9 teachers with research-based in-service training in design and more than three years of teaching experience in the area. Our findings suggest that digital design literacy supports children's agency and empowerment in relation to digital technology. Moreover, digital design literacy provides children with four broad competence areas of effective teamwork, contextual inquiry, imagination and creation, and design process navigation. Our study also demonstrates that digital design literacy does not fit seamlessly within the path of conventional school courses. Several structural barriers in formal education such as summative assessments, teacher-roles, failure-prevention and children's lack of experiences with open-ended assignments are reported and discussed in relation to previous studies in child-computer interaction research.Conference ObjectPublication Metadata only Scaffolding preschool children's upcycling experiences through free vs. guided play activities(ACM, 2022-05-30) Ağırbaş, Selin; Kızıltan, Aslı Seher; Badem, Çağla Irmak; Baykal, Gökçe Elif; Communication Design; BAYKAL, Gökçe Elif; Ağırbaş, Selin; Kızıltan, Aslı Seher; Badem, Çağla IrmakWaste management is becoming more important than ever before and teaching children about recycling and upcycling from early ages can be fun and rewarding. This study aims at engaging preschool children in upcycling activities through a playful toy kit, namely TOYI. To this end, we investigate free and guided play conditions for using the toy kit by looking at children's creations. We report preliminary qualitative results derived from parents' diaries and reflections on their children's use of the toy kit while engaging in two conditions. The overarching goal is to develop a digital platform to scaffold children's upcycling activities and the results of this study provide preliminary insights about how to support children's engagement in these activities through free and guided play sessions.Conference ObjectPublication Metadata only The role of learning theory in child-computer interaction - a semi-systematic literature review(ACM, 2022-06) Eriksson, E.; Baykal, Gökçe Elif; Torgersson, O.; Communication Design; BAYKAL, Gökçe ElifIn this paper, we explore the role of learning theory in the Child-computer interaction (CCI) community's leading venues: the Interaction Design and Children (IDC) conference and the International Journal of Child-Computer Interaction (IJCCI). Searching all publications in the IDC conference proceedings and IJCCI, 63 papers that use the word stem ĝ€?FOR VERIFICATION>learn∗' in title, abstract and keywords were included in the corpus. Based on an analysis of these papers, our semi-systematic literature review demonstrates that assessment of learning regarding transfer of learning and controlled groups is rare, that the main role for learning theory is application, and that four main theoretical positions on learning can be recognized: constructivism, constructionism, cognitive theories, and socio-cognitive theory. The paper further presents an overview of how and which learning theories are used, and outlines paths for future CCI research based on the results.Conference ObjectPublication Metadata only Quadropong - Conditions for mediating collaborative interaction in a co-located collaborative digital game using multi-display composition(ACM, 2022-10) Eriksson, E.; Pedersen, J. O.; Bagge, R.; Kristensen, J. B.; Lervig, M.; Torgersson, O.; Baykal, Gökçe Elif; Communication Design; BAYKAL, Gökçe ElifIn this demo, we present Quadropong, a co-located collaborative digital game using multi-display composition. It consists of conditions in the form of ten game instances designed to mediate various levels of collaborative interaction in players. The conditions were designed based on variations in interdependence and in symmetry and asymmetry in skills and resources. The preliminary results from playtests indicate that it is possible to design conditions to mediate various levels of collaborative interaction.Book PartPublication Metadata only Ottoman women's print network and their creative contribution to print culture in Turkey(Peter Lang AG, 2022-11-04) Özkal, Özlem; Durmaz, Ö.; Communication Design; Archer-Parré, C.; Moog, C.; Hinks, J.; ÖZKAL, ÖzlemN/AConference ObjectPublication Metadata only Studying children's manipulative gestures in spatial puzzle play with VR hand tracking: Analysis of goal-directed actions(ACM, 2022-12-01) Baykal, Gökçe Elif; Leylekoğlu, Ali; Sezer, Can Bora; İlhan, Işıl Oygür; Communication Design; Industrial Design; BAYKAL, Gökçe Elif; SEZER, Can Bora; OYGÜR İLHAN, Işil; Leylekoğlu, AliThis paper presents insights about children's manipulative gestures in a spatial puzzle play (i.e. tangram) in both real and virtual environments. We present our initial work with 11 children (aged between 7 and 14) and preliminary results based on a qualitative analysis of children's goal-directed actions as one dimension of gestural input. Based on our early results, we list a set of goal-directed actions as a first stage for developing a manipulative gestural taxonomy. For a more comprehensive view, we suggest a further in-depth investigation of these actions combined with hand and finger kinematics, and outline a number of paths for future research.Book PartPublication Metadata only The weight of the cinematic landscape in Wim Wenders' road trilogy films(IGI Global, 2023) Çavuş, Metin; Communication Design; ÇAVUŞ, MetinThe three films that create Wim Wenders' Road Trilogy (Alice in the Cities, Wrong Move, Kings of the Road) are examples of modern cinema. Even though landscapes occupy an important place in road movies, in Wenders' modern trilogy they are much more critical. Here, Wenders experiments with different styles of modern cinema, and the presentation of landscapes is very diverse. In one film, long landscape scenes interrupt the narrative; in another, they have an alienating effect. Landscapes with different formal applications help to reflect the inner journeys of the characters. In the Road Trilogy, the cinematic landscape is a complex production with multiple intertextual references and the tension between different gazes complicates its representation. Rather than being 'pure', the autonomous landscapes in Wenders' films are dialectic constructs helping the characters to change. Wenders emerges as a pragmatic director experimenting with different formal practices in his early period.Conference ObjectPublication Metadata only Studying children's object interaction in virtual reality: A manipulative gesture taxonomy for VR hand tracking(Association for Computing Machinery, 2023-04-19) Baykal, Gökçe Elif; Leylekoǧlu, Ali; Arslan, Sude; Özer, D.; Communication Design; BAYKAL, Gökçe Elif; Leylekoǧlu, Ali; Arslan, SudeIn this paper, we propose a taxonomy for the classification of children's gestural input elicited from spatial puzzle play in VR hand tracking. The taxonomy builds on the existing manipulative gesture taxonomy in human-computer interaction, and offers two main analytical categories; Goal-directed actions and Hand kinematics as complementary dimensions for analysing gestural input. Based on our study with eight children (aged between 7-14), we report the qualitative results for describing the categories for analysis and quantitative results for their frequency in occurring in children's interaction with the objects during the spatial task. This taxonomy is an initial step towards capturing the complexity of manipulative gestures in relation to mental rotation actions, and helps designers and developers to understand and study children's gestures as an input for object interaction as well as an indicator for spatial thinking strategies in VR hand tracking systems.Conference ObjectPublication Metadata only Collaboration in co-located collaborative digital games - towards a quadripartite taxonomy(Association for Computing Machinery, 2023-04-19) Baykal, Gökçe Elif; Eriksson, E.; Torgersson, O.; Communication Design; BAYKAL, Gökçe ElifIn this paper, we propose a taxonomy for the classification of collaborative interaction situations derived from studying a set of co-located collaborative gameplay sessions. The taxonomy builds on the MDA framework and Activity Theory (AT) as top-level attributes, and offers the analytical dimensions WHAT, WHO, WHEN and HOW, each containing a number of sub-categories, for evaluating different levels of collaborative interaction mediated by games. The work is based on a three stage process: design of game instances, data collection, and analysis of play sessions. This taxonomy is an initial step towards capturing the complexity of collaboration mediated by games, and helps in understanding and studying collaboration as a phenomena in game design. Our preliminary work provides a characterization of multiple dimensions of collaborative interaction, providing game designers a starting point for deeper understanding into collaborative interaction mediated by a collocated gameplay.