Communication Design
Permanent URI for this collectionhttps://hdl.handle.net/10679/310
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Book PartPublication Metadata only Anti-vaccination in the post-truth era: Who will we trust?(IGI Global, 2023-12-18) Ege, Övünç; Communication Design; EGE, ÖvünçScience denialism, or the decline/loss of trust in scientific knowledge, is related to losing the value of truth as a phenomenon, the post-truth era is a period in which truth is devalued and fluid. This study reveals the relationship between this concept, which permeates a wide range of areas from political discourses to daily life practices, and the pandemic, which is a global crisis. It also seeks to reveal how the pandemic reproduces hegemonic relations. This study addresses the relationship between the posttruth era and anti-vaccination and aims to understand how anti-vaccine individuals view COVID-19 vaccines. The study included in-depth interviews with five vaccine opponents. There were found to be recurring themes in the interview data. One of the core ideas of post-truth, science denialism, was used to investigate these issues. The hierarchy between classes, the prominent theme in the data collected from the opponents of vaccination, was analyzed with a critical perspective.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.ReviewPublication Metadata only Assessment of learning in child–computer interaction research: A semi-systematic literature review(Elsevier, 2023-06) Baykal, Gökçe Elif; Eriksson, E.; Torgersson, O.; Communication Design; BAYKAL, Gökçe ElifIn this paper, we investigate and map out how learning is assessed in Child–computer interaction (CCI) research. We have conducted a semi-systematic literature review in the CCI community's leading venues: the Interaction Design and Children (IDC) conference and the International Journal of Child–Computer Interaction (IJCCI). This eventually led to 30 publications that use the word stem ‘learn*’ in title, abstract and keywords being included in the corpus. Based on our analysis of these publications, the results demonstrate that there are three main strands of research approaches, namely quantitative, qualitative and mixed-methods, some of which are design-based. The case studies taking a qualitative approach dominate the field whereas the mixed-methods approach remains low in number. Furthermore, the findings showed that basic characteristics of research design and approaches to the assessment of learning are rarely defined, and that assessment of learning is scarcely operationalized. This affects the methodological rigor and possibility of understanding causality of technology interaction in children's learning. It was also found that only a limited number of works include assessment of learning regarding transfer of learning and controlled groups. The main findings from this review describe the current state-of-the art and address the gaps in CCI research in presenting evidence for learning in children as a desired impact. We conclude with suggestions for future avenues for the assessment of learning in CCI.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.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 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.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.Conference ObjectPublication Open Access Collective co-design activities with children for designing classroom robots(ACM, 2023-11) Obaid, M.; Baykal, Gökçe Elif; Kırlangıç, G.; Göksun, T.; Yantaç, A. E.; Communication Design; BAYKAL, Gökçe ElifIn order to design classroom robots that meet children's expectations, it may be useful to involve children in the design process. In this paper, we propose a suite of activities that can be utilized collectively to help in co-designing classroom robots. We outline the details of a combination of activities including building a robot model using a dedicated robot toolkit, a placement activity, a story-telling activity, and an interview. We explore the use of these activities through a study with 31 children (8-15 years old), where we analyzed the data using a framework for the design of social robots extended to cover the classroom situation. Our study showed that the activities could help distinguish some clear group preferences regarding the embodiment of the robot, especially the head, arms, and legs, the role of the robot, and the personality. While we used these activities in a study to illustrate their use for an open-ended design process of a classroom robot, we argue that the proposed suite of activities complement each other and may help robot designers to involve children in the design process in a holistic way. This can allow designers to gain elaborate and in-depth insight from children who do not usually (and necessarily) have domain knowledge in classroom robot technologies, and can promote them to articulate ideas and views about the prospective attributes in terms of physical appearance, contextual behavior, and social interaction.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 Developing participatory methods to consider the ethics of emerging technologies for children(Association for Computing Machinery, 2023-04-19) Hourcade, J. P.; Baykal, Gökçe Elif; Communication Design; BAYKAL, Gökçe ElifThis SIG will provide child-computer interaction researchers and practitioners, as well as other interested CHI attendees, an opportunity to discuss topics related to developing participatory methods to consider the ethics of emerging technologies for children. While the community has extensively debated on ethical issues, we have not had ample discussion of methods to study the ethical implications of emerging technologies. Consequently, we have been largely reactive and have not made significant contributions to public discussions on these topics, leaving these largely to experts from other fields. Our community is well-placed to contribute unique perspectives by leveraging its expertise in participatory methods, combining expert views with those of stakeholders, including children.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 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.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.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.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.Conference ObjectPublication Metadata only MotiCards: Developing designer cards for children’s intrinsic motivation of daily tasks(ACM, 2023-06) Çelik, Defne; Albayrak, Dilara; Oğuz, Almira; Taylan, Begüm; Baykal, Gökçe Elif; Communication Design; BAYKAL, Gökçe Elif; Çelik, Defne; Albayrak, Dilara; Oğuz, Almira; Taylan, BegümIntrinsic motivation plays an important role in learning or engagement, and the factors that identifies intrinsic motivation have been insufficiently taken into account at the early stages of technology design for children. In this work-in-progress paper, we describe how we develop cards for children’s intrinsic motivation in carrying out everyday tasks in home environment. The content of the cards were derived from 50 parents’ views extracted through an online survey as well as a desk research literature review. Then we evaluated the cards in a focus group with four experts from different backgrounds in developmental research. We draw on our findings to set forth design considerations and possible refinements that make age specific knowledge about 9-13-year-old children’s intrinsic motivations to inform technology design in child-computer interaction field.ArticlePublication Metadata only My Creative World (MCW): Improving creative thinking in elementary school-aged children(Taylor & Francis, 2023-07-14) Balci, F.; Baykal, Gökçe Elif; Göksun, T.; Kisbu, Y.; Evren Yantaç, A.; Communication Design; BAYKAL, Gökçe ElifMany training programs have aimed to improve creative thinking abilities in various settings. The study of relevant literature revealed a relatively lower number of creativity programs for children than those developed for adults. The current work introduces a new and comprehensive nine-week long creativity intervention program implemented (out of school-setting) in 8- to 11-year-old children of socioeconomically disadvantaged families in Turkey. The intervention program was organized around four main themes (Persona, Object, Surrounding, Experience) and composed of nine activities: collection making, identity box, building a memory-device, designing an object, sensory mapping, designing a space, visual storytelling, exploring an imaginary planet, and solving a social conflict. Children (n = 159) were randomly assigned to experimental and control groups, and they took the Torrance Tests of Creative Thinking both before and after the intervention. Results showed that children in the experimental group had significantly higher verbal fluency and originality scores at the posttest compared to the control group. These results provide further evidence for the trainability of creativity and introduce a novel, affordable creativity intervention program that is feasible enough to be implemented in and out of the school setting.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 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 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.