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Communication Design

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    Conference paperPublication
    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.
  • 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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    BookPublication
    Church of Chora: Istanbul's Byzantine Marvel
    (2017) Sarantopoulos, Elias; Communication Design; SARANTOPOULOS, Elias
    The 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.
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    Conference paperPublication
    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 paperPublication
    An approach for the design of smart tools and environments based on networked experiences
    (IEEE, 2015) Orhun, Simge Esin; Communication Design; ORHUN, Simge
    Fast 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.
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    Conference paperPublication
    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, Simge
    The 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.
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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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    Conference paperPublication
    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.
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    Conference paperPublication
    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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    Conference paperPublication
    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.