Industrial Design
Permanent URI for this collectionhttps://hdl.handle.net/10679/307
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Browsing by Institution Author "OYGÜR İLHAN, Işil"
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ArticlePublication Metadata only Change in industrial designers’ jobs: The case of Turkey, 1984-2018(Taylor & Francis, 2020-08-21) Kaygan, P.; İlhan, Ali Oğulcan; İlhan, Işıl Oygür; Industrial Design; İLHAN, Ali Oğulcan; OYGÜR İLHAN, IşilThis paper examines the change in the forms of employment of industrial designers between 1984 and 2018 in Turkey. The empirical data come from the graduates of the four oldest industrial design departments in the country. Utilizing multiple sources, we collected longitudinal data on forms of employment and duration of jobs for a total of 1205 individuals. Drawing on this data, we present a descriptive analysis of the changing job patterns in in-house employment, self-employment, freelance work, academic jobs and part-time teaching jobs. Our findings show that throughout the three and a half decades (1) in-house employment remains the main form of employment, in which UX-focused jobs emerge as a recent and consistently increasing subcategory, (2) the percentage of self-employed job types dropped significantly, and this lacuna was filled by freelance jobs, and (3) there is a considerable increase in women's participation in industrial design jobs, particularly in in-house positions.Conference ObjectPublication Open Access Creative problem-solving assessment and product design education(The Design Society, 2018) Oraklıbel, R. D.; Ülkebaş, S. D.; İlhan, Işıl Oygür; Industrial Design; OYGÜR İLHAN, IşilThis study reports findings from the administration of Creative Engineering Design Assessment (CEDA) to product design. The aim is to assess the applicability of CEDA in this discipline for the analysis of students’ level of creative problem-solving (CPS) abilities throughout the years of product design education. CEDA measures CPS in four dimensions; i.e., originality, usefulness, flexibility and fluency. 225 students studying at three universities from Istanbul, Turkey completed CEDA on a voluntary basis. The analysis of the data indicates statistically significant differences between 3rd and 4th (on originality), 1st and 3rd (on usefulness), 2nd and 4th (on originality and usefulness), and 1st and 4th (on all dimensions) year students’ CEDA scores. Originality aspect of creativity seems to develop more as the students get into their final year, whereas the usefulness develops starting from the second year. While CEDA was useful as a tool to discuss our studio pedagogies, our experience in applying it in the context of product design illustrates the need to revise the instrument according to the nature of this discipline.ArticlePublication Metadata only Expertise comparison among product design students: a cross-sectional analysis(Springer, 2022-09) İlhan, Işıl Oygür; Industrial Design; OYGÜR İLHAN, IşilProduct design expertise has mostly been studied in relation to problem-solving and the act of designing. In this paper, we approach the topic from another perspective and explore the differences in product perception of students from different education levels. We conceptualize product perception as a representation of critical thinking towards designed objects and professional assessment/understanding of artifacts. Our aim is to evaluate how students’ product perception change over the years of undergraduate product design education. Data was collected through students’ written product evaluations of a ball-point pen. 41 first-year, 29 second-year, 33 third-year, and 26 fourth-year undergraduate product design students participated in the study. We analyzed students’ product evaluations through initial and focused coding. Our findings indicate a shift from ordinary to professional sense-making between the second- and third-year students. There are three main points that define the professional sense-making of students: a dependence on subjectivity, the significance attributed to users, and better synthetic capabilities that are built around form, material, manufacturing, and detailing relationships.ArticlePublication Open Access Facebook as a boundary object in industrial design studio. A sotl study(Taylor & Francis, 2017-07-28) İlhan, Işıl Oygür; Ülkebaş, S. D.; Industrial Design; OYGÜR İLHAN, IşilWe introduced Facebook groups as instructional tools in our industrial design studio courses. One of us experienced the effects of Facebook on freshmen while the other examined it with sophomores and juniors. Our analysis of the data focused on the content of students’ posts on Facebook groups, informal student interviews, our experiences in studios, and our reflective cross-evaluation. Our comparative analysis showed that Facebook better serves as a boundary object in the later years of design education. The freshmen, and partly sophomore, were not able to make effective use of this medium for exchanging knowledge. From the perspective of SoTL, this study not only helped us to experiment ways of advancing our pedagogy but also served as a platform for us to discuss and exchange knowledge on teaching and learning that is taking place in studio.ArticlePublication Open Access Hybrid workplace: Activity-based office design in a post-pandemic era(Wiley, 2022-09) İlhan, Işıl Oygür; Karahan, Ebru Ergöz; Architecture; Industrial Design; OYGÜR İLHAN, Işil; KARAHAN, EbruN/AArticlePublication Open Access Industrial design education in the age of digital products(Taylor & Francis, 2019) İlhan, Işıl Oygür; Karapars, Gülhis Zeynep; Industrial Design; OYGÜR İLHAN, Işil; KARAPARS, Gülhis ZeynepPreparing product design students for the design of digital products provides a challenge for product design educators. This paper reports an experiment in a senior-year product design studio course. Students were assigned three projects with three different strategies based on the management and the structure of the design process. The analysis of observations on students’ design processes, semi-structured interviews with students, and the analysis of design solutions revealed that students mentally separate a product’s physical form and digital interface. Students reported time management as their biggest challenge for the design of digital products. Even though they experienced problems in their design process, they think interface design skills as a part of their professional requirements. These findings indicate a need to better address the design of digital products in product design curriculum in general and studio education in particular.ArticlePublication Metadata only Intra‐organizational user‐centred design practices: The impact of design research departments at design consultancies(Wiley, 2019-12-18) İlhan, Işıl Oygür; Thompson, J. A. A.; Industrial Design; OYGÜR İLHAN, IşilThe user is a critical factor in design and innovation. Firms experiment with different approaches to involving the user in design processes, which results in new forms of intra- and extra-organizational collaboration. The establishment of in-house design research units within design consultancies is one such intra-organizational user-centred design practice that targets designer-researcher collaboration. This paper addresses this issue and reports on the findings from multiple case study research exploring the impact of in-house design research teams on designers' user knowledge construction. We utilized constructivist learning theory to assess major aspects of these intra-organizational user-centred design practices. Ethnographically informed field studies were conducted at six design consultancies representing three design fields (i.e., architecture, industrial design and interaction design) in the Northwestern United States. Three of the consultancies have design research departments and three do not. The findings indicate that in-house design research units play a role in designers' user knowledge construction via their results, processes and human resources. Among these, the active participation of designers in the research process was observed to have the largest impact because of its contribution to designers' contextual and collaborative learning about users.Conference ObjectPublication Metadata only The lived experience of child-owned wearables: Comparing children's and parents’ perspectives on activity tracking(Association for Computing Machinery, Inc, 2021) İlhan, Işıl Oygür; Su, Z.; Epstein, D. A.; Chen, Y.; Industrial Design; OYGÜR İLHAN, IşilChildren are increasingly using wearables with physical activity tracking features. Although research has designed and evaluated novel features for supporting parent-child collaboration with these wearables, less is known about how families naturally adopt and use these technologies in their everyday life. We conducted interviews with 17 families who have naturally adopted child-owned wearables to understand how they use wearables individually and collaboratively. Parents are primarily motivated to use child-owned wearables for children's long-term health and wellbeing, whereas children mostly seek out entertainment and feeling accomplished through reaching goals. Children are often unable to interpret or contextualize the measures that wearables record, while parents do not regularly track these measures and focus on deviations from their children's routines. We discuss opportunities for making naturally-occurring family moments educational to positively contribute to children's conceptual understanding of health, such as developing age-appropriate trackable metrics for shared goal-setting and data refection.ArticlePublication Metadata only The machineries of user knowledge production(Elsevier, 2018-01) İlhan, Işıl Oygür; Industrial Design; OYGÜR İLHAN, IşilA multiple case study was conducted to investigate the machineries of designers' user knowledge production at six design consultancies in the Northwestern USA in domains of architecture, industrial design, and interaction design. Karin Knorr Cetina's theory of epistemic cultures was utilised as the theoretical lens. The findings indicate that the user is not a given; instead, the user is a constructed phenomenon in design. The design process is characterised by the deconstruction and reconstruction of the user information and of experiential information, implemented to meet the epistemic needs of designers. User representations are used as the liminal knowledge. Designers manipulated this knowledge in order to narrow down the artefact to be designed.ArticlePublication Metadata only Raising the responsible child: collaborative work in the use of activity trackers for children(Association for Computing Machinery, Inc, 2020-10-14) İlhan, Işıl Oygür; Epstein, D. A.; Chen, Y.; Industrial Design; OYGÜR İLHAN, IşilCommercial activity trackers are increasingly being designed for children as young as 3 years old. However, we have limited understanding of family use practices around these trackers. To provide an overall view of how families naturally use activity trackers towards collaborative management of family health, we systematically identified 9 trackers designed for children available on 4 consumer electronics retailers. Our data is composed of 2,628 user reviews both from the consumer retailers (for the wearables) and mobile application stores (for the associated apps). Our findings indicate children's and parents' collaborative use of these technologies beyond health and wellness. Parents state that their children enjoy practicing independence and rewards while contributing to family health management and daily life requirements. Parents expect these devices to ease their life and to teach their children to become more responsible for their health, daily tasks, and schedule. However, the current designs give limited agency on child's side and require parents' active participation for wearable-app coordination. For these reasons, they do not fully address parents' expectations in decreasing their workload. On the other hand, they have the potential to facilitate family interaction with challenges structured around the data reported through trackers.Conference ObjectPublication Open Access Students’ product perception: a cross-sectional analysis(The Design Society, 2018) İlhan, Işıl Oygür; Industrial Design; Bohemia, E.; Kovacevic, A.; Buck, L.; Childs, P.; Green, S.; Hall, A.; Dasan, A.; OYGÜR İLHAN, IşilThis paper reports a study that was conducted to analyze the differences in product design students’ perception of products. While product perception is reported as one of the competencies of product design students, our knowledge on the development of this competence via design education is limited. In order to address this gap, students studying at different levels of design education at a 4-year product design programme were asked to participate in a keyword assignment study. Students were distributed a pen to analyze and asked to assign keywords that they associate to this product. The analysis of the keyword preferences across years indicates an increase in the use of keywords related to instrumental function of products. While students prefer using fact/description based keywords in the early years of design education, they rely more on opinion-based keywords in the later years. Most of these opinion-based keywords are associated with the instrumental dimension. Thus, the data from this case indicates more focus on instrumentality in the contemporary product design education.Conference 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.ArticlePublication Open Access User, research, and practice. learning from design consultancies(Taylor & Francis, 2017-07-28) İlhan, Işıl Oygür; Industrial Design; OYGÜR İLHAN, IşilThis paper reports a study that focuses on the impact of design research department on a consultancy's design process. Six 10-business-day long field studies were conducted at design consultancies representing architecture, industrial design, and interaction design. The findings show that design research departments impact the design process through design research outcomes and processes. Design research outcomes mainly target the client; but also serve as a validation tool for designers, provide a checklist for designers to target, and work as a boundary object between the client and the design team. In contrast to research outcomes, the design research processes were observed to have a deeper impact on designers through collaborative learning, contextual information, shared user scenarios, focus on user experience, and project rooms. In conclusion, rather than the existence of a design research department, the active participation of designers in the user involvement process has the biggest impact on the design process.