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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Book Part Civilization V ve Civilization VI Sürümleri Arasında Yenilikler, Görsel Dil Ve Kullanıcı Arayüzü Tasarımı Üzerine Bir İnceleme(Urzeni Yayınevi, 2024) Erkan, Tolga; Öztoprak, Aydın[No Abstract Available]Book Part Fizik Eğitiminde Sanat, Sanat Eğitiminde Fizik(Ekonomik İşbirliği Teşkilatı Eğitim Enstitüsü Yayınları, 2024) Özsoy, Vedat[No Abstract Available]Article Mimarlıkta Zanaat Bilgisinin Dijitalleştirilmesi: Çevrimler ve Aktarımlar(İstanbul Teknik Üniversitesi, 2024) Oral Karakoç, HülyaBilgisayar destekli tasarım ve üretim araçlarına olan erişimin artmasıyla birlikte sonuç ürünün deneysel ve yinelemeli yapım süreçleri sonunda ortaya çıktığı zanaat üretimi, mimarların ve tasarımcıların ilgisini çekmiştir. Tasarım ve yapım ortamının potansiyelini yaratıcı şekilde kullanma olarak tanımlanan dijital zanaatta ise, sadece fiziksel değil dijital nesne, veri ve algoritmalar da dijital zanaatkarın geliştirip kollektif şekilde paylaştığı ürünler haline gelmiştir. Bu güncel zeminde, yeni dijital ortamlar kurgulamak, araştırılması gereken yeni bir alan olarak karşımıza çıkmaktadır. Mimarlığın zanaatla etkileşimde olduğu noktalarda, dijital ve fiziksel ortamlar arasındaki bilgi türlerinin çevrimi ve aktarımına ilişkin literatür çalışmalarının, ilgili çalışmaların sınıflandırılması açısından sınırlı olduğu izlenmiştir. Bu makale kapsamında, mimarlıktaki yapım süreçlerinde işlenen bilgi türleri arasındaki çevrimlerin dijital zanaat bağlamında kullanım olanaklarının ortaya konulması amaçlanmaktadır. Bu makalenin özgün katkısı olarak; dijital miras çalışmaları, geleneksel zanaat yapım süreçlerinin çözümlenmesi ve hibrit yapım ortamları geliştirilmesi mimarlığın zanaat ile temasta olduğu noktalar olarak belirlenmiş ve bu noktalar örnekler üzerinden açıklanmıştır. Makalenin sonuç bölümde ise mimarlıkta yapım bilgisinin parametrik hale getirilmesi ve dijitalleştirilmesi konusundaki potansiyeller ve kısıtlar tartışılmıştır.Article The Role of Social Media in Shaping Industrial Design Practices: Insights from Turkish Practitioners(Gazi Üniversitesi, 2024) Özteke Aysal, İlke; Yazıcı, Arda Bülben; Çalgüner, AlperWith the inclusion of internet technology in daily life, individuals have tended to conduct their social interactions in virtual environments. Social networking platforms, which bring together millions of people, have allowed people to move a large part of their living spaces to the virtual environment. These platforms, called social media, are occupying a more prominent place in our life day by day. Social media attracts great attention from users across a wide age range due to its interactive nature that allows interaction and gives individuals the opportunity to express their personal opinions. This aim of the study is to examine the use of visual-based social media by industrial designers in Turkey and to analyse their usage habits. Since the research aims to measure the impact of social media on the industrial design profession, social media platforms were limited and the evaluation was made through visual interaction-based social media platforms. During the data collection phase of the research, information was collected through a questionnaire distributed over the Internet to 269 industrial designers. The findings show that social media usage is inversely proportional to age; in other words, as age progresses, the duration of social media usage tends to shorten. It was determined that the device that users most frequently use to access social media platforms is the smartphone. In addition, statistical data on social media usage purposes were obtained.Article Increasing Primary School Students' Awareness of Cultural Heritage through Visual Interface Design(Eğitim Araştırmaları Birliği (EAB), 2023) Özsoy, Vedat; Koyutürk, NursenaCultural heritage is the building block of a society, a set of tangible or intangible values that have come from the past to the present and should be transferred to future generations. Today, however, it has become important that these values, which face some negative impacts, are protected and sustained, in other words, that they are sustainable. The most basic and best way to ensure sustainability is to instill awareness of cultural heritage from an early age through education. Accordingly, in this study, first, the objectives and achievements of the 1st, 2nd and 3rd grades that may be related to cultural heritage in the Primary School Life Science Lesson and Visual Arts Lesson curricula were examined. A visual interface was designed with the idea that realizing these acquisitions, which have content related to cultural heritage, supported by visuals in a digital learning environment will contribute to the retention of information. In this visual interface design, there are games such as puzzles, artifact stories, reading aloud, finding a similar artifact, etc. to teach historical ruins and artifacts that fall within the scope of cultural heritage. With this design proposal prepared for the achievements of the courses, it is aimed to increase the interest of primary school students aged 9-10 in Turkey's cultural heritage, to raise their awareness, to educate them through gamification and to contribute to their mental development in this way. In this study, qualitative research method and case study design were used, and within this framework, the purposive sampling group consisted of classroom and visual arts teachers and a visual communication designer. The opinions of the teachers and field experts were consulted about the contributions that the visual interface design prepared by the researchers could make to the realization of the relevant outcomes and its functionality and aesthetic aspects.Conference Object The Role of Using a Digital Interface to Enable Lower Secondary Students to Adopt Good Habits(InSEA Publications, 2023) Özsoy, Vedat; Tan, BesteToday, increasing living standards and the endless options that life offers to people create several uncertainties. People who do not know what to do and cannot discover what is good for them may experience difficulties in life. Not intervening in the types of behaviors acquired through human life at an early school age leads people to feelings of stress and boredom which cause them to form bad habits and sometimes appeal to violence. In addition, young people's bad habits also blunt their artistic creativity and design skills. In this paper, it was briefly mentioned how habits are shaped in individuals and how good and bad habits are formed. The study also focuses on the reasons why young students appeal to violence and how it can be prevented through art education. A digital interface has been designed to help students aged 11-14 to stay away from violence and bad habits therefore adopt good habits. The aim is to evaluate this interface, which will be used in art classes, in line with the opinions of field educators and experts. Since it is more difficult to change habits in adults and the elderly than in young people and children when it comes to external intervention, students aged 11-14 were selected as the study area, and in this context, secondary school teachers, pedagogues, and expert designers were selected as the sample and their opinions were consulted.Conference Object Raising Awareness of Primary School Students on Cultural Heritage through Interface Design(InSEA Publications, 2023) Özsoy, Vedat; Koyutürk, NursenaCultural heritage is the cornerstone of a society, a set of tangible or intangible values that have come from the past to the present and should be passed on to future generations. Today, however, it has become important that these values, which face some negative impacts, are protected and sustained. In this study, the objectives of the 1st, 2nd and 3rd grades that may be related to cultural heritage in the Primary School, Life Science and Visual Arts Lessons curricula were examined. A visual interface was designed with the idea that realizing these acquisitions, which have content related to cultural heritage, supported by visuals in a digital learning environment will contribute to the retention of information. In this interface design, there are games such as puzzles, artifact stories, reading aloud, finding a similar artifact, completing the image to teach historical ruins and artifacts. With this design proposal prepared for the outcomes of the lesson, it is aimed to increase the interest of the 7-10 age group primary school students to the cultural heritage of Turkey and to raise their awareness. In addition, it is aimed to train them through gamification and to contribute to their mental development in this way. A case study was used in this study. The study group consisted of classroom and visual arts teachers and visual communication designers. The opinions of the teachers and design experts were consulted about the contributions that the interface design prepared by the researchers could make to the realization of the relevant outcomes and its functionality and aesthetic aspects. The qualitative findings from the document reviews and interviews were evaluated to determine the contribution of the interface design and to improve it in line with the criticisms made.Conference Object Digital Transformation In Product Design Tests(Bolu Abant İzzet Baysal Üniversitesi İletişim Fakültesi, 2024) Erkan, Tolga; Öztoprak, AydınProduct design encompasses idea validation and product enhancement, while product testing ensures technical functionality and alignment with intended purposes. Testing aids in understanding user needs and satisfaction. This study highlights the advantages and disadvantages of digital product testing. It outlines six common testing types: concept testing, QA testing, A/B testing, market testing, user testing, and regression testing. Concept testing explores the feasibility of a product idea and evaluates how it may perform in the marketplace. QA testing ensures the functionality and reliability of interconnected industrial products. E-commerce platforms prefer A/B testing to optimize the user interface, and checkout processes due to the continuous testing and refinement of design elements to improve conversion rates and user satisfaction. Market testing enables testing prototypes, gathering user feedback, and validating product concepts before full-scale production. User testing conducts remote usability testing with real users for creating test scenarios, recruiting participants, and analyzing user feedback. The practice of regression testing ensures that new changes or updates to a product do not adversely impact existing functionalities. In conclusion, digital transformation in product testing offers numerous advantages, including Rapid Iteration, Analytics and Data Insights, Simulation and Virtual Testing, Real-Time Monitoring, Collaborative QA Platforms, IoT-Enabled Quality Monitoring, Digital Documentation and Traceability, Personalization, Machine Learning for User Behavior Prediction, Cloud-Based Testing Environments, Continuous Integration, and Deployment. However, digital product testing has disadvantages. These are respectively Initial Implementation Costs, Complex Test Scenarios, Limited Physical Interaction, and Data Privacy Concerns.Article Citation - Scopus: 2Exploring Areas for Improvement Through Inclusive Design: Taking Gardening as a Worthy Topic(Common Ground Research Networks, 2024) Puyuelo, M.; Rodrigo, Á.; Yazıcı, ArdaIn recent years, especially after the pandemic, a new order of values is affecting different aspects of life, which is changing priorities and forcing us to rethink our way of life. The increased awareness of enjoying nature and healthy outdoor activities positively affects the quality of life in society. For such issues affecting society, including vulnerable groups, design has gained a new value to be considered. This article introduces an academic experience of inclusive design through an open project focused on making gardening more accessible through design, in terms of both theory and practice. This proposal aimed to contribute to growing gardening as a good practice for people of all ages and capabilities; and to challenge students to define their own brief and user’s research methods when they focus on a particular design project. Furthermore, such projects can raise awareness about protecting nature and promote good living habits so that we can achieve healthier environments. These approaches are also suitable for confronting and being ready for the environmental crisis. The results indicate that design can actively contribute to inclusion through creativity, knowledge, and appreciation of nature. First, a theoretical framework is presented to form the basis of the topic. Subsequently, an establishment of the materials and methods is proposed. Finally, a brief description of some results is presented describing the design areas and details of the improvements obtained in terms of accessibility and inclusion. © 2024 Common Ground Research Networks. All rights reserved.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.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 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 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.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.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.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.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 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.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.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.

