Communication Design

Permanent URI for this collectionhttps://hdl.handle.net/10679/310

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  • Conference ObjectPublicationOpen 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 Elif
    In 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.
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    Book PartPublication
    Anti-vaccination in the post-truth era: Who will we trust?
    (IGI Global, 2023-12-18) Ege, Övünç; Communication Design; EGE, Övünç
    Science 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.
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    Conference ObjectPublication
    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 Elif
    This 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.
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    Conference ObjectPublication
    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 Elif
    In 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.
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    Conference ObjectPublication
    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, Sude
    In 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.
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    Book PartPublication
    The weight of the cinematic landscape in Wim Wenders' road trilogy films
    (IGI Global, 2023) Çavuş, Metin; Communication Design; ÇAVUŞ, Metin
    The 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.
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    Conference ObjectPublication
    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, Begüm
    Intrinsic 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.
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    ArticlePublication
    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 Elif
    Many 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.
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    ReviewPublication
    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 Elif
    In 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.
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    Conference ObjectPublication
    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 Irmak
    Waste 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.
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    Conference ObjectPublication
    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 Elif
    In 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.
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    Conference ObjectPublication
    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 Elif
    In 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.
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    Book PartPublication
    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, Özlem
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    Conference ObjectPublication
    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, Ali
    This 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.
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    ArticlePublication
    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, Simge
    The 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.
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    ArticlePublication
    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 Elif
    FabLearn 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.
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    Conference ObjectPublication
    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 Elif
    In 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.
  • ArticlePublicationOpen 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 Elif
    Reflection 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.
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    Conference ObjectPublication
    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 Elif
    Based 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.
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    Book PartPublication
    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, Simge
    Emerging 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.