Endüstriyel Tasarım Bölümü / Department of Industrial Design
Permanent URI for this collectionhttps://gcris3.etu.edu.tr/handle/20.500.11851/265
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Browsing Endüstriyel Tasarım Bölümü / Department of Industrial Design by Department "Fakülteler, Güzel Sanatlar Tasarım ve Mimarlık Fakültesi, Endüstri Ürünleri Tasarımı Bölümü"
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Patent Akıllı Açık Alan Egzersiz Sistemi(Türk Patent ve Marka Kurumu, 2018-10-02) Öztoprak, AydınBu buluş, üzerinde yapılan egzersizler sonucu oluşan titreşimleri algılayan ve söz konusu titreşimleri analiz ederek kullanıcı aktivitesini görünür, ölçülür ve kayıt altına alınabilir hale getiren akıllı açık alan egzersiz sistemi (1) ile ilgilidir.Article Citation - Scopus: 7Cross Impact Analysis: an Alternative Way of Qualitative Data Analysis of Repertory Grid Technique(Inderscience, 2015-12) Kuru, ArmağanUser research in understanding people's needs and expectations is a critical part of the design process. Researchers have sought to find methods that help them to collect data and lead the design process properly. To achieve this, several methods have been borrowed from other disciplines, one of which is repertory grid technique (RGT). While RGT has been widely used in user research, a common understanding of how the qualitative data of RGT should be analysed is still missing. This paper explores the qualitative and quantitative data analysis methods of RGT and suggests using cross impact analysis (CIA) for data analysis of qualitative data. It compares the results of suggested qualitative data analysis with the results of quantitative analysis. The paper further discusses the potentials of CIA and makes suggestions about usage of it.Conference Object Design for Physical Activity: Design Aspects of Wearable Activity Trackers(Design Soc, 2015) Kuru, Armağan; Erbuğ, ÇiğdemMany people use wearable activity trackers to gather personal behavioral data, make better decisions, and make changes to their behavior. While the proliferation of new products on the market makes collecting personal data easier, what people expect from these products remains an open question. To uncover which features of these products lead people keep using, a one-week user study was conducted with people who use these products to support or track their behavior. Baseline interviews were conducted and participants were asked to interact with a typical wearable activity tracking product. The study reveals that people are open to use and accept these kinds of products. Still, resistance to keep using the system can be a major common point of the people, even though they can be volunteer and enthusiastic to use these products. This research also reveals the product qualities that people expect from these products to keep using the system. At the end, design implications for future products are offered.Conference Object Citation - WoS: 5Citation - Scopus: 8Engaging Experience With Physical Activity Tracking Products(Springer Verlag, 2015) Kuru, Armağan; Forlizzi, J.Many people use physical activity tracking products to gather personal behavioral data, make better decisions, and make changes to their behavior. While the proliferation of new products on the market makes collecting personal data easier, how to help people engage with these products over a long period of time remains an open question. To uncover which features of physical activity tracking products lead to engaging experience, we conducted a study with people who use physical activity tracking products to support or track behavior change. We conducted baseline interviews and had participants interact with either a BodyMedia armband or a FitBit activity tracker. Participants rated their experience with the product daily for a period of four weeks and reflected on their engagement at the end of the study. Through synthesis and analysis of the study findings, we draw out four characteristics for engaging experience in physical activity tracking product use: connectivity, curiosity, personalization, and motivation. © Springer International Publishing Switzerland 2015.Article Citation - WoS: 22Citation - Scopus: 24Exploring Experience of Runners With Sports Tracking Technology(Taylor and Francis, 2016-11) Kuru, ArmağanRunning has been perceived as an easy way of becoming physically active. Over time, amateur runners start to use technology to keep track of their training and be aware of their improvement. In that sense, this article explores runners’ experience with activity tracking technology. After giving a brief review of literature in user experience and running experience, this paper demonstrates the runners’ experience with tracking technology through an empirical study conducted with 30 runners. The paper illustrates the experience of runners with sports tracking technology over time, by discussing the importance of usefulness, interactivity, connectivity, and personalization of information within the experience.Conference Object Generating Positive Emotions During Driving: the Product Qualities of a Car Affect Emotional Conditions(Universidad de los Andes, 2014) Şener, Sevcan YardımOur lives depend on mobility, and we spend much of our precious time undertaking transportation activities during our daily routines. Generally, these activities may seem like a waste of time and turn out to be self-torture. What's more, being a passenger is somehow more advantageous than being a driver, because drivers have to concentrate only on the activity of driving. Since traffic involves unexpected and unfortunate events, this stressful environment generates negative feelings. From this point of view, driving seems to be an activity generating more negative feelings than positive ones. In this framework, this study aims to find out cues about driving activity and design solutions which generate positive effects by identifying the underlying reasons and expectations of the users with regard to product qualities.Conference Object "i Need That Data": Exploring the Data Experience of Amateur Runners(Universidad de los Andes, 2016) Kuru, ArmağanRunning is an affordable way of becoming physically active. Currently, amateur runners utilize running trackers to keep records of their training and be aware of their performance. These special type of users experience "data" in addition to the running trackers. While there are studies that examine the experience of physical activity trackers, there is no study that explore the data experience of runners. Thus, this paper explores the dimensions of data experience of amateur runners who employ running trackers to learn about their performance. By giving a brief review of literature, this paper demonstrates how amateur runners experience data and how they expect to be informed, through a qualitative study conducted with 30 amateur runners. The paper will end with design suggestions to support the design of future running trackers that better meet amateur runners' data needs.Conference Object Project Process Cards: a Self-Evaluation Tool for Design Studio(Middle East Technical University Faculty of Architecture Department of Industrial Design, 2019) Tosun, Mert; Öztoprak, Aydın; Berkman, Ali EmreIndustrial design education is about process rather than product. Design education requires students to follow particular paths for learning design practice during their journey to proposing design solutions. A design studio course is characterized by hands on learning, learning by doing, collaboration, trial and error, peer learning and constructive criticism. Generally, evaluation of student performance is associated with the evaluation of the final design solution. However, the process that generated the final design solution is as important and useful as the final design solution. With project process cards (PPC) we aimed to collect students’ self-reflection during the design process. The gap between students’ self- evaluation of their performance and instructors’ expectations from the students creates confusion in both parties. Project process cards are weekly self-reports that are borrowed from user experience research studies. A digital report template with two main sections, activities and reflection, is provided by the teaching staff. During the study we utilized PPC in 3rd and 4th year industrial design studio courses with a total of 101 students and the students prepared 563 cards. We received positive feedback and acceptance on students’ side, as they used the tool for self-reflection. On the instructors’ side, PPC served as a documentation and communication medium to increase the quality of communication between the students and the instructors.Article Supported Design Trauma Board A Physiomechanical Study(Türkiye Acil Tıp Derneği , 20119) Türkeli, A.; Polat, O.; Genç, S.; Yılmaz, B.; Yaşar, E.; Günalp, M.; Oğuz, A. B.; Öztoprak, AydınIntroduction: The use of backboard is a widely-accepted practice for the stabilization of major trauma cases. Discomfort and pressure pain due to the use of backboard are common complications. In this study, we aimed to reduce the discomfort and pressure pain due to the use of backboard. Materials and methods: The study was carried out with 20 healthy volunteers. In the first stage, the volunteers were placed in the supine position for 5 minutes on the standard backboard(STB) and on the supported backboard(SUB). The pressures in the occipital, scapular, and sacral regions were measured while lying on an STB and an SUB. In the second stage, the volunteers were placed in the supine position on an STB or an SUB as two episodes of 60 minutes. Visual Analog Scale(VAS) was used for evaluation of the pain at 10,15,30,45 and 60th minutes. Results: When the VAS scores while lying on an STB and an SUB were compared in the volunteers, general pain and pain in the occipital, scapular, and sacral regions were found to be statistically significantly decreased at all minutes while lying on an SUB. When the pressures while lying on an STB and an SUB were compared in the volunteers, there was no statistically significant difference between the areas exposed to the pressure above the capillary filling pressure in the occipital and scapular regions. However, as a positive result, the area exposed to the pressure below the capillary filling pressure in the sacral region while lying on an SUB was found to be high at a statistically significant level. Conclusion:Although it is needed to be slightly improved in terms of the pressure due to lengthened transport time and lengthened waiting time on a backboard, the SUB, which we used to reduce pressure pain, was demonstrated to provide significant benefits.Article Teknolojik Ürünlerde Kullanıcı Deneyimi Üzerine Bütünsel Bir Model(Süleyman Demirel Üniversitesi, 2015-11) Kuru, ArmağanDesign can serve as the connector between people and technology. Each technological development creates new and unique experience. In relation, user centered methods can be utilized for understanding the way people wish to use and interact with technological products. It is recently argued that experience of and interaction with certain products or systems is different each time. One important point in experience is that it is subjective, private and personal. Experience of each person is different from one another, as abilities, motivations and expectations of each person can be different. While a specific technology can cause positive experience for one person, it can cause negative results for another. There are several frameworks in UX literature focusing on experience of users with systems, products or specific kind technologies. Refining and redesigning these frameworks is required to help the designers to get the most benefit from the HCI and design literature. User experience brings a holistic perspective on user-product interactions. Even though various definitions are made, a common ground is observed in defining the dimensions of experience. As a result, the aim of this paper is to explore the models that explain the user experience of technological products and put forward a holistic picture of user experience of technological products.Conference Object To Simulate or Not To Simulate? Challenges in Digitally Prototyping Hmi Interactive Technologies(Springer, 2019-09) Şener, Sevcan Yardım; Pedgley, OwainThis study of automotive HMI (human-machine interface) design is built around the fact that traditional product modelling and testing tools (i.e. foam-clay mock-ups, working prototypes) are increasingly being replaced by simulation technologies. The development of these technologies creates challenges as well as opportunities for product design teams. This study was carried out as a workshop to understand these challenges. A shortlist of fourteen new in-vehicle interactive technologies was determined through a literature review, followed by recruitment of four experts to evaluate the simulation of these technologies. The evaluation was based on pre-set criteria regarding the suitability, availability of tools and extent of research and development required to simulate the interactive technologies, within a context of new product design and development.

