LEE- Endüstri Ürünleri Tasarımı Lisansüstü Programı - Yüksek Lisans
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ÖgeBoyutsal standartlar açısından Türkiye'de üretilen konut oturma ekipmanı tasarımı ve üretim teknolojileri ile ilişkisi(Fen Bilimleri Enstitüsü, 1992) Tatlısöz, Nilüfer ; Ünügör, Mete ; 39345 ; Endüstri Ürünleri TasarımıBu çalışmada; konut oturma ekipmanı tasarımında etkili olan faktörler içinde, önemli etkinliğe sahip olan, kullanıcının temel ve kritik boyutsal gereksinimleri incelenmiş, Ürünün gerek boyutsal, gerekse fonksiyonel açılardan performansı göz önünde tutularak, Türkiye' de üretilen konut oturma ekipmanlarında, belli bir standartlaşma olup olmadığı; varsa bu standartlaşmanın ne düzeyde olduğu saptanmaya çalışılmıştır. Ayrıca bugün ülkemizde konut oturma ekipmanı üretiminde geçerli olan üretim teknolojileri araştırılarak, bu teknolojilere göre, ürünün niteliksel ve niceliksel değerlendirmeleri yapılmıştır. Çalışmanın birinci bölümünde; mobilyanın çağlar boyunca, toplumların yaşam koşullarına, uygarlık anlayışlarına ve estetik görüşlerine paralel olarak değişik aşamalar gösterdiği, farklı biçimler aldığı; bu farklı biçimleri alırken kullanıcı gereksinimlerine de yanıt vermesi gerektiği vurgulanmaktadır. Buna bağlı olarak, günümüz deki hızlı konut yapımı sonucu, belli standartların ortaya konması zorunluluğunun doğduğu, konutlardaki standartlaşmanın yanı sıra, mekanın boyutlandırılmasına etki eden konut iç donatımında da standartların belirlenmesi gerektiği anlatılmaktadır. İkinci bölümde; günümüze kadar olan gelişimin tarihi perspektif içinde betimlenip, somut olarak sergilenebilmesi için, oturma ekipmanı tasarımına ilişkin tanım ve tarihçesi sistematik biçimde ele alınmaktadır. üçüncü bölümde; oturma ekipmanı tasarımında öncelikle kullanıcının boyutsal gereksinmelerinin belirlenmesi gerektiği, problem alanı olarak ortaya konulmaktadır. Boyutsal gereksinmelerin belirlenmesinde gerekli olan, oturma ile ilgili statik vücut ölçülerinin tanımları ve bu ölçüleri etkileyen genel faktörler ile oturma ekipmanı ta sarımında; anatomik, fizyolojik ve psikolojik prensipler anlatılmakta, belirlenen boyutsal standartlarla üretim teknolojileri arasında iliş ki kurulmaktadır. Dördüncü bölümde; "Türkiye genelinde örnekleme alanı olarak seçilen istanbul'daki üretim yapan firmalara uygulanılan bir anket araştırması yer almaktadır. Bu araştırmada firmalara üretim özellikleri, ürün özellikleri ve ürüne yönelik standartlaşma düzeyinin belirlenme si ile ilgili sorular sorulmakta ve bunların değerlendirmeleri yapıl maktadır. Beşinci bölümde; bu çalışma ile tez amaçlarına ne derecede ulaşıldığı tartışılmakta ve Türkiye'deki standartlaşma hedeflerinin belli bir oranda gerçekleştirilebilmesi doğrultusunda çeşitli öneriler ortaya konulmaktadır.
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ÖgeÇocukla birlikte gelişen çok amaçlı bebek bakım masası üzerine bir uygulama çalışması(Fen Bilimleri Enstitüsü, 1992) Baylan, Filiz ; Alphan, Ahmet ; 21841 ; Endüstri Ürünleri TasarımıGelişen teknoloji ve sanayileşme toplumumuzda, düşünce tarzının değişmesi, kültür düzeyinin yükselmesi, yaşma seviyesinin farklılışması gibi olumlu gelişmelere neden olmuştur. Gittikçe küçülen aile yapısı nedeniyle de aile içinde çocuğa verilen önem ve sunulan imkanlar da fazlalaşmıştır. Çocuğun fiziksel ve psikolojik gelişimlerine paralel olarak ihtiyaçları da daha dikkatli incelenmeye başlanmıştır. Dolayısıyla bu ihtiyaçlara cevap verebilen çocuk ekipmanlarının sayısında artış ve farklılaşmalar olmuştur. Ancak piyasada kullanılan ekipmanların içinde çocuğun ve annenin tüm ihtiyaçlarına aynı anda cevap verebilen, çocukla birlikte gelişip büyüyen ve ailelerin ekonomik durumunu zorlamadan alabilecekleri çok fonksiyonel bir ekipman açığı olduğu gözlemlenmiştir. Bu açığa cevap verebilen bir ekipman tasarımına geçilmeden önce, çocuğun fiziksel ve psikolojik gelişimleri, bu gelişimler sırasındaki ihtiyaçları, annenin çocuk bakımı sırasındaki ihtiyaçları boyutları gibi birçok konunun incelenmesi gerekmektedir. Tüm bu araştırmaların tasarımda hedeflenen amaçlara ulaşmak için yardımcı olacağı kararından yola çıkılarak, elde edilen verilerin dikkatlice değerlendirilmesi gerekmektedir. Bu bilgiler ışığında ekipmanın içermesi gereken özellikleri, yapılacak eylemlerin nerede ve nasıl çözümlenmesi gerektiğine karar verilmektedir. Tasarımın çizimleri tamamlandıktan sonra uzman yardımı ile hazırlanan anket formalarının doldurtulması ve maket atelyesinde yaptırılan prototipin denetilmesi ve sonuçların değerlendirilmesine geçilmiştir. Bilgisayar yardımıyla yapılan değerlendirmeler sonucu bu ekipmanın endüstri ürünü tasarımı olabileceğine ve seri üretim sonucu geniş bir kitleye hitap edebileceğine karar verilmiştir.
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ÖgeÇeşitli fonksiyon alanlarında kullanılması amaçlanan dönel tuvalet masası üzerine bir uygulama çalışması(Fen Bilimleri Enstitüsü, 1992) Süzer, Didem ; Alphan, Ahmet ; 21842 ; Endüstri Ürünleri TasarımıBu tez kapsamında amaç; "Tuvalet masası" ekipmanının tarih içinde gelişimi, kullanım amaçlarının yanısıra günümüz koşulları içerisinde mevcut teknolojileri kullanmaya çalışarak farklı fonksiyonların kullanıcı yaklaşımları açısından araştırılarak dönel tuvalet masası tasarımının ortaya konmasıdır. I. bölümde ilk olarak; yatak odalarının önemli bir ekipmanı olan tuvalet masasının tanımı yapılarak tarihsel süreç içindeki gelişimi, kullanımı incelenmiştir. Daha sonra tuvalet masası kullanıcısı belirlenip tanımlanarak kullanıcı özellikleri incelenerek tuvalet masasında yapılan eylemlerle günümüz tuvalet masası kullanım yerleri ve şekilleri örneklenmiştir. Bölüm sonunda ise kullanıcı açısından tuvalet masası mobilyasının etkileyen faktörler araştırılmıştır. II. bölümde I. bölüm sonuçlarına dayandırılarak Dönel Tuvalet Masası tasarımı ilk eskiz ve çizimleri ile birlikte anlatılmış ve bu tasarımı etkileyen faktörler belirlenmiştir. Proje aşamasından sonra 1/1 ölçekte, ilk prototip İ.T.Ü. Mimarlık Fakültesi maket atölyesinde imal edilmiştir. III. bölümde Dönel Tuvalet Masası tasarımına kullanıcı yaklaşımını belirleyebilmek amacıyla deney ve anket çalışmaları yapılmıştır. Deneysel çalışmalar gözlemlerle birlikte sürdürülmüştür, anket çalışmaları ile desteklenmiştir. Yaklaşık 100 kullanıcı ile görüşülmüş çalışmaları değerlendirilmesi yapılarak sonuçlar ortaya konmuştur. Sonuçta ise bu çalışma ile tez amaçlarına ne derece ulaşıldığı tartışılmıştır.
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ÖgeEndüstri ürünlerinde tasarımın değerlendirilmesi(Fen Bilimleri Enstitüsü, 1995) Teker, Murat ; Öke, Altan ; 46608 ; Endüstri Ürünleri TasarımıDeğerlendirme günümüzde tasarlama sürecinin bölünmez bir parçası haline gelmiştir. Değer verme, değerIendirme ve karar verme tasarımcı için bir yöntem sorunu olarak ortaya çıkmaktadır. Günümüzde 19.YYın el işçiliğine dayanan üretimine yönelik tasarım anlayışından vazgeçilmiş kitlesel üretime yönelik endüstri ürünlerinin tasarımına geçilmiştir. Endüstri tasarımı bugün artık dünya ekonomisinde önemli bir güç olmuştur. Endüstri tasarımının önem kazanması, ürünün ne şekilde değerlendirileceği kavramını gündeme getirmiştir. Endüstri ürününde aranan temel nitelikler işlevsellik, ekonomi ve estetiktir. Tasarımcının amacı insana uygun bir çevre yaratmaktır. Bu yapay çevreyi oluşturan tasarlanmış ürünler olduğuna göre tasarımcıya düşen görev gerek ürünlerin işlevselliğini, kullanışlılığını gerekse görsel niteliklerini geliştirmektir. Bu gelişimi ürünün tasarlanıp, üretilmesi, satılması ve kullanılması aşamalarında yapılacak değerlendirmeler sağlayacaktır. Değerlendirme ürünün özelliklerinin ortaya konması ve bu özelliklerin amaca uygunluğunun araştırılmasıdır. Endüstri tasarımı alanında ortaya konmuş bir ürünün başarısının değerlendirmesi tasarım, üretim ve satışın sağlıklı bir şekilde yapılabilmesi açısından yararlı olabileceği düşüncesi ile bu çalışma hazırlanmıştır.DeğerIendirme ile elde edilecek bilgiler ürünün geliştirilmesinde kullanılabileceği gibi aynı konuda ortaya konulacak başka bir ürünün özelliklerinin amaca daha uygun olmasını sağlayabilir.
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ÖgeCo-design approach to raise awareness: A case on fertility(Graduate School, 2021-06-11) Şaşik, Reşat ; Leblebici Başar, Deniz ; 502171910 ; Industrial DesignSince many societies are affected by taboo topics and every society absorbs them in its own way, changing people's beliefs and behaviors on a taboo topic can be challenging. Fertility, as a taboo issue, has been a hot topic for a long time because there is a trend to delay childbearing in most countries, notably among higher educated individuals. Delaying childbearing is a personal choice; however, it should be taken consciously considering its consequences as aging-related social issues. Most people lack sufficient or accurate information about their reproductive health. Due to the social context based on taboos, when behavioral change is desired through design, it should be within the framework of a co-design and participatory approach. Therefore, the current study took women's fertility as a case and aimed to explore how designed material may create awareness and encourage behavior change compared to underdesigned material on a taboo topic. A mixed method approach was taken as methodology. First, an extensive literature review was held on the key areas including fertility awareness, participatory design, and behavior change. The interdisciplinary nature of the study area enabled design, psychology, and medical subjects to merge in this design research study. In light of the literature, the design of the experiment consisted of pre-post surveys, expert interviews, a co-design workshop, and data analyses. The career goals-associated delayed childbearing among higher educated individuals may occur fertility problems. The selected participant group was higher-educated Turkish university students and academicians aged between 18 to 45 years. Firstly, the pre-survey was completed with 153 participants, 106 of whom gave their e-mail addresses to attend the post-survey. The first findings from the pre-survey showed that even highly educated people had insufficient knowledge about their fertility, which is in line with the literature. After the pre-survey, expert interviews were conducted with four experts to get insights and discover unknown facts. In the co-design workshop, both empathy mapping and brainstorming sessions were organized with twelve shareholders to explore the main features of the behavioral change model in regard to fertility potential. With these co-design sessions, a fear-inducing video was designed to motivate people by reminding them of the aging process and describing how to learn about their fertility potential. The experimental group was informed with a fear-inducing video and the control group was informed with a brief text at the beginning of the post-survey. A comparison-based analysis was performed to determine whether the video-informed participants gained awareness of their fertility or not compared to text-informed ones. The findings showed that both groups gained information; however, fertility awareness of the video-informed ones increased significantly as compared to the text-informed ones. This increased awareness can be considered the first step of behavior change on fertility issues. While almost all of the participants of the video-informed group changed their ranking of the most important factor as "ovarian reserve" contrary to their initial rankings, only half of the text-informed group ranked it as the most important. Furthermore, the video-informed group increased their true statement selections by about 70% and decreased false statement selection by 45% according to comparative analysis between their pre- and post-survey responses. In conclusion, this study showed that a designed material was more effective than an underdesigned material in creating awareness and encouraging behavior change on a taboo topic in the case of fertility. While raising awareness and encouraging behavior change, this study embraced a shift from a "designing for them" approach to a "designing with them" approach. Taken together, this thesis can be considered as one of the first studies to contribute to the literature by studying how a designed material can create awareness and encourage behavior change on taboo topics through a co-design approach. Nevertheless, there were some limitations during the study. The Coronavirus pandemic affected the study plan and decreased the sample size of the participants. All meetings were conducted online because of the pandemic. Also, long-term observation and social impact assessment could not be performed because of the short time schedule of the thesis.
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ÖgeTechnology acceptance of 3d food printers and 3d printed food in domestic environments(Graduate School, 2022) Kaya, Selvinaz Nesibe ; Gelmez, Koray ; 720517 ; Department of Industrial DesignThe acceptability of new technologies and new products by users is a popular research topic. In this research, technology acceptance of food printing will be investigated in food and appliance dimensions. Unlike the existing studies on this technology, it also looks at 3D food printing technology from a design perspective and examines the relationship between food design and 3D food printing under two main dimensions: design of food and appliance. This technology makes possible to produce food in designs that are difficult to achieve by using traditional methods. Studies show that the appearance and texture of the food has an impact on the user's decision to consume a food. In 3d food printer design, there are many factors that will affect the expectations of the users and the decision of use for a appliance that will be placed in the kitchen and to be used in producing food. Under the headings of food and appliance design, the design of the service required to present this technology to the user and the design of the interfaces where the users will make the necessary settings and modeling to get output from this product are also included in this relationship. Food printing requires some digital platforms and systems that require human interaction. It is necessary to select the dish, define the recipe and design if necessary, and adapt the data to the printer or obtain the model and print settings from online platforms. Another issue is service design, which is an important part of the usability and accessibility of a food print. The user's ability to install, use and access the hardware and software should be considered as an experience design. Work should be done on the provision of content and the provision of reliable content. 3D food printers offer a new food production method for use both at home and in food companies or small businesses, thanks to the developments in today's 3D printing technology. It allows consumers to produce personalized products at home. 3D printing can bring culinary arts and non-professional food manufacturers closer together. In the future, this technology will enable everyone to access every recipe and easily produce that dish at home whenever they want. In addition, the user can reach the food that is free from harmful ingredients and has the nutritional values they need. 3D food printers in their current form have barriers such as shelf life, lack of official regulations, constraints of usable materials and the need for processes such as cooking and freezing after printing process. Although it is frequently used in areas such as chocolate printing and cake decoration to create presentation and interesting forms, it is thought that it will change food production methods and become widespread in the future with its potential benefits such as personalized food and new food sources.
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ÖgeKullanıcı deneyimi alanında araştırma süreçlerinin incelenmesi: Araştırma tasarımına yönelik iyileştirme önerileri(Lisansüstü Eğitim Enstitüsü, 2022) Tülüce, Örsan Berkay ; Çelikoğlu, Özge ; 717974 ; Endüstriyel Tasarım Bilim DalıKullanıcı deneyimi araştırmaları farklı bağlamları ve durumları, veri noktalarını ilişkilendirerek tarif eder; belirsizliği azaltarak tasarım kararlarının alınmasını kolaylaştırır. Ürün/servis stratejilerinin, tasarım kararlarının kullanıcı etrafında, kullanıcıyı dikkate alarak şekillendirilmesinde rol oynar. İhtiyaçları izleyen veriyi elde etmek ve elde edilen veriyi aksiyon alınabilir, uygulanabilir içgörülere dönüştürmek sistematik bir yaklaşım ve farklı disiplinlerin aynı paydada buluşmasını kolaylaştıracak bir tasarım süreci gerektirir. Araştırma tasarımı süreci de, bir ürün veya servis tasarımında olduğu gibi karakteri itibariyle stratejik bir süreçtir. Kısıtlarla fırsatların, bilinenlerle bilinmeyenlerin bir amaç ve plan doğrultusunda sentezlenmesini, aksiyonların önceliklendirilmesini gerektirir. Araştırmanın ana hatlarını çizer; araştırma ihtiyacınının tanımlanmasından içgörülerin tasarım kararlarına dönüştürülmesine, araştırma sürecinin uçtan uca ne şekilde yürütüleceğini tarif eder. Araştırma sürecindeki belirsizlikleri azaltarak, çok paydaşlı ürün/servis geliştirme süreçlerinde paydaşların aynı sayfada buluşmasını, disiplinler arası diyaloğu kolaylaştırır. Karakteri itibariyle değişkenlerin öngörülemez olabildiği araştırma sürecinde karşılaşılabilecek zorlukları haritalandırır, araştırmanın uygulanmasını ve içgörülerin sentezlenip tasarım kararlarına dönüştürülmesini kolaylaştırır. Bu araştırma kapsamında, ürün/servis geliştirme süreçlerinde konumlanan, kullanıcı gruplarını anlama veya doğru tasarımı tarif etme işleviyle kullanıcı beklentilerini, yönelimlerini keşfetmeyi amaçlayan kullanıcı deneyimi araştırmalarının tasarlanması noktasındaki yaklaşımların, yaygın iş yapma pratiklerinin anlaşılmasına odaklanılmış; araştırmacıların araştırma tasarımı noktasında karşılaştıkları zorlukların anlaşılması ve bu sürecin ele alınmasını kolaylaştırıcı içgörülerin, önerilerin tanımlanması amaçlanmıştır. Bu doğrultuda, araştırma tasarımı sürecinde izlenen yönelimlerin bütüncül olarak tasvir edilmesi, yaygın yaklaşımların, iş yapış biçimlerinin tarif edilmesi amacıyla nitel araştırmalarda sıklıkla faydalanılan yarı yapılandırılmış görüşmelere başvurulmuş; çalışmakta oldukları kurumlarda farklı ünvanlar altında kullanıcı deneyimi araştırması yapmakta olan katılımcılar ile bir araya gelinmiştir. Bu aşamayı takiben elde edilen tüm sözel veri ve gözlemler yazılı hale getirilip, nitel içerik analizi yöntemi kullanılarak analiz edilmiştir. Yönelimlerin ve anlatıların gruplanarak incelenmesiyle örüntüler tanımlanmış; veriye dayalı kategoriler üzerinden bulgular sentezlenmiştir. Son olarak, kullanıcı deneyimi araştırması süreçlerinde kritik işleve sahip araştırma tasarımı sürecinin ürün/servis geliştirme süreçlerinde ele alınış şekli, araştırmacıların bu süreçte izledikleri yollar, zorlandıkları noktalar tanımlanmış; elde edilen bulgular, literatür taramasıyla da buluşturularak araştırma tasarımı sürecinin yürütülmesini kolaylaştırmaya dönük öneriler ve yaklaşımlar ortaya konmuştur. Çalışma bütüncül olarak değerlendirildiğinde, araştırma tasarımının araştırma sürecindeki etkisi ortaya konmuş, bu adımda alınan aksiyonların, yapılan tercihlerin araştırmanın verimliliği ve araştırma çıktısı noktasında ciddi farklılıklara sebep olabileceği görülmüştür. Araştırmacının araştırma tasarımı sürecinde izlediği yaklaşımda, çalışılan organizasyonun, ürün/servis sürecinde işbirliği kurulan paydaşların, araştırma kapsamında odaklanılan bağlamın son derece etkili olduğu anlaşılmış; araştırmacının arka planının, deneyim tasarımı ve araştırma bağlamına olan hakimiyetinin de bu sürecin ele alınışında belirleyici olduğu keşfedilmiştir. Bununla birlikte, araştırma tasarımı sürecinin, araştırma ihtiyacının değerlendirilmesi, araştırma kapsamının belirlenmesi, araştırma kurgusunun oluşturulması, katılımcı grubunun belirlenmesi, araştırma yürütme sürecinin planlanması olmak üzere yaygın olarak beş adımda ele alındığı; bu adımların detay düzeyinin, araştırmaya ayrılan bütçe, araştırmanın ürün/servis geliştirme sürecindeki konumu, araştırmanın gerçekleştiği ortam gibi faktörlere bağlı olarak değişiklik gösterebildiği ortaya çıkarılmıştır. Son olarak, kullanıcı deneyiminde araştırma tasarımınının yapılandırılma sürecini tarif eden içgörüler, bu süreçte araştırmacıların karşılaştıkları zorluklar, literatürle de ilişkilendirilerek tartışmaya açılmış; bu sürecin ele alınmasını kolaylaştırıcı öneriler paylaşılarak çalışma sonlandırılmıştır.
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ÖgeInvestigating user experiences with domestic service robots through metaphors: The case of robot vacuum cleaners(Graduate School, 2022-01-21) Önal, Onurcan ; Çelikoğlu, Özge ; 502181907 ; Industrial Design ; Endüstriyel TasarımUsing metaphors, telling something by meaning something other, is common in daily speech and they are thought to be constructing our conceptual structures. This thesis aims to elicit metaphors used in the expressions about domestic service robots, which are drawing the attention of users and intertwined with daily lives. Conceptualization of and interaction with domestic service robots through metaphors and metaphors' effects on the domestic service robot experience are the key issues of this research. These issues were studied through robot vacuum cleaners, a popular member of the domestic service robot genre, and with this aim, three research methods were applied within an empirical study. These research methods included unobtrusive methods, surveying and semi-structured interviews, each of which had specific sub-purposes within the study design. Firstly, unobtrusive methods were used as a discovery tool for the research field without disturbing the setting. The key insights for conducting further research methods, which comprised product specifications in the market, marketing arguments, initial steps of experiencing robot vacuum cleaners and common problems with these products, were found out with this method. Secondly, a survey research method was used to both determine the demographic profile of robot vacuum cleaner users and measure their perceptions of the robot vacuum cleaners they have been experiencing with semantic differential scales. It was observed in the survey results (N=118) that participants had been experiencing their robot vacuum cleaners for up to more than 3 years. At the same time, participants were seen as perceiving their robot vacuum cleaners as nonanthropomorphic, inanimate, likable and intelligent when asked directly with semantic differential scale items. These results provided a basis for the next research step in terms of giving tangible outcomes for user-profiles and their perceptions. Thirdly, semi-structured interviews were conducted with the voluntary survey participants. The interview schedule included topics covering participants' overall robot vacuum cleaner experience from the purchasing phase or daily routines to maintenance, difficulties, anecdotes or wishes. These interviews (N=10) were recorded and transcriptions of the interviews were analyzed by utilizing the qualitative content analysis (QCA) method. In QCA, the interview transcriptions were segmented into units of coding and each unit was matched with one or more code from the coding frame, which was structured upon concept-driven and data-driven approaches. It was seen in the QCA results that most of the units were about participants' robot vacuum cleaner experiences and half of all units included metaphors. Furthermore, experience and metaphor codes most frequently co-occurred together. This connection signaled a tight connection between the robot vacuum cleaner experience and metaphors. When this connection was elaborated in terms of metaphors, it was determined that there were four main metaphor source groups in the expressions of participants, which were "person", "animal", "space" and "vehicle". The interpretation of metaphor source groups was made afterward. Individual metaphor sources in the groups were are analyzed upon their saliences and relatednesses. The most frequent source in the most frequent source group "person" is seen as the "housekeeper" metaphor source. "Housekeeper" metaphor was salient with its "cleaning" and "autonomy" aspects, which are matching with the intended purpose of "robot" "vacuum cleaner"s. Additionally, "pet" metaphors were found salient with their "friendliness" and "playfulness" aspects or "house" metaphor sources were highlighted with their being "supply unit"s, which were indirectly contributing to "person" metaphors. Finally, a matrix that includes the metaphor sources and saliences/relatednesses is presented with the matches of determined metaphor sources and their saliences/relatednesses as a summary of the findings. These findings were then considered as direct answers to the research questions of the thesis. The study was then concluded by interpreting the use of given metaphors as the means of providing a fluent acceptance at domestic environments and an engaging experience to its users.
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ÖgeExploring the concept of product attachment: The case of precious objects(Graduate School, 2022-01-28) Gökaltay, Elif ; Çelikoğlu, Özge ; 502181903 ; Industrial Design ; Endüstriyel TasarımWhile most products lose their appeal with time some remain meaningful and precious for users that experience a form of attachment towards them. This thesis focuses on the concept of product attachment which is found to be a factor that leads users to keep their existing products for more prolonged periods instead of replacing them. This behavioral change results in lowering the high rate of consumption. The thesis consists of six chapters. The first chapter is an introduction covering the background information about the subject and presenting the aim and scope of the study along with the research questions. The second chapter includes a literature review covering topics of product attachment, meaningful products, and emotional durability. Product attachment is explored by examining product-user relationships. In the third chapter, the methodology is explained. The research has a qualitative and exploratory quality and has an interpretive approach. Two research methods have been implemented to gather data, these were cultural probes and semi-structured interviews. Literature concerning the implemented methods was provided. In the fourth chapter, all stages of fieldwork are covered. The primary research was conducted using the method of cultural probes. This method involves a period that provokes a reflection process and was selected to gather insightful material regarding participants' experiences. Following a one-week cultural probes process, a series of semi-structured interviews have been conducted to gain a deeper understanding of the data gathered from the primary research. The fifth chapter consists of the analysis and interpretation of the findings. The method of qualitative content analysis was implemented, and the according literature is presented. The cultural probes material was analyzed under sixteen main categories which corresponded to tasks that were taken as units during the coding process. The findings were interpreted and presented under main categories and subcategories. A data-driven and concept-driven strategy were pursued. As interviews were audio recorded all were transcribed. The sixth chapter is the last chapter that consists of the conclusion where it has been stated that the findings and categories derived from the research analysis corresponded with the categories of the product attachment literature.
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ÖgeInvestigating how users make sense of unused products in domestic space(Graduate School, 2022-06-14) Coşkun, Beril ; Çelikoğlu, Özge ; 502181901 ; Industrial DesignIn this study, the users evaluated their relations with their possessions that are no longer used in the home environment through these factors and practices. In the literature, the stages of the relationship that users establish with these products are defined. In this research, the user-product relationship is at a stage after a breakdown point, thus, the product is not disposed of even though it is no longer used. The main study was carried out in two stages. Survey and semi-structured interview methods were used to reveal the correlation between the determinants of product attachment and the practices of the users, and the observation method accompanied these methods. In the first stage, an online survey consisting of multiple choice and open-ended questions was conducted, which included associating unused possessions with determinants of product attachment and practices, and participants were asked to evaluate their possessions for each concept. In the second stage, interviews were conducted with 10 participants who participated in the survey and it was aimed to get more detailed and comprehensive data from users about their possessions.
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ÖgeDesign thinking in technology startups, an explorative study on design thinking implementations at ITU seed incubation center(Graduate School, 2022-10-24) Çay, Seyman ; Turan, Gülname ; 502001807 ; Industrial DesignAs a professional industrial designer and partner of a design consultancy company we have been always excited to work with new customers in new fields. For this reason, as a design office, providing industrial design services, we were also interested in entrepreneurship ecosystem, and after expanding our business development area here, we had opportunities to meet many technology-based entrepreneurs and develop projects with them. The demand for cooperation with entrepreneurs increased, as expected and we started to devote some of our time to the field of entrepreneurship, in order to stay up-to-date, follow the innovations and improve ourselves on how to advance better project processes and communicate them. When we started to develop more projects with entrepreneurs from different fields, we noticed over time some recurring challenges and realized that some aspects of these challenges differ from those experienced with companies. The need to identify these challenges and thus to better understand entrepreneurs and manage the project processes was clear. Taking this as a starting point, I came to the idea of conducting a case study research on this subject. It can be stated that the subject of this thesis is based on personal experiences gained in the projects developed in cooperation with the entrepreneurs. Since my professional business relations are with entrepreneurs in ITU Seed Incubation Center (ITU Seed), I decided to conduct the research with the startups here. Another important reason for this was that ITU Seed was affiliated with the university I was enrolled in and therefore was open to resource access, and therefore open to resource access, which is one of the most important issues in the research. Thus, while contributing to the literature, I wanted to be able to make this contribution through the university I graduated from. The courses where I shared my professional experiences with students in the ITU industrial design department and the corporate commitment built over the years had an impact on this also. ITU Seed is the incubation mechanism of ITU Arı Teknokent, that supports technology start-ups at any stage and contribute to their success by providing them guidance for government and privet support programs, preparation for investor meetings and presentations, and trainings mentoring program. When we look at these trainings, we see that new entrepreneurs participate in an intensive program that combines the 'Business Model Canvas and Lean Startup' method with the "Design Thinking" method, adapted to ITU Seed. Within this frame, the subject of this study is to reveal how entrepreneurs at ITU Seed Incubation Center use design thinking method. The research aims to focus on design thinking processes of startups and obtain findings about how the stages are fconstructed. To be more specific, we attempt to look at the stages of design thinking and understand how design thinking perceived, applied and implemented by the startups. Since design thinking approach is most valuable in the early stages of the design process when opportunities are being identified and new concepts are being proposed (Postma et al, 2012). Within this regard, such a problem and hypothesis can be understood by investigating how entrepreneurs iterate the early stages in the process and how they implement design thinking in these stages of the project they are developing. Here we found it necessary to emphasize the distinction at on which level design thinking positioned in organizations, since design practices can interface with organisations on different levels (Dorst, 2011). There are two different discourses discussing design thinking. Johansson and Woodilla (2010) clearly point out these two separate discourses and name them as the 'design discourse' and the 'management discourse'. Management discourse focuses on the need to improve managers' design thinking skills for better business success Johansson and (Woodilla, 2010). For a more clear explanation of management discourse, Brown (2009) presents design thinking as a human-centered approach to innovation inspired designer's way of working and thinking, which people with non-design backgrounds can use. In this study we will focus on design discourse and usage of design thinking be the entrepreneur on their projects in terms of design thinking is a catalyst for innovation and bringing new things into the world (Plattner et al, 2011). Now we would like to mention the methods and tools to be used in the research to obtain this data set. The aim of this study is to focus the design thinking processes of startups at ITU Seed and reveal how design thinking perceived, applied and implemented within the project process. Since case studies are pertinent when the research addresses an explanatory question 'How or why did something happen?' (Yin, 2014), in order to investigate this field, a qualitative case study method and explorative approach are best suited for this study. The preparation for data collection is one of the most important stages of the research. Yin (2009) mentions, training for a case study investigation actually begins with the definitions of the questions being addressed and the development of the case study design. We determined the semi-structured interview as the method to be used in the case study research, we aimed to reach more reliable information by directing the people we will meet with this way, and we started by preparing the topics and questions we would talk about. Since we had difficulties in finding suitable sampling in this study, the snowball method was used to determine the interviewees. Except for the three entrepreneurs we reached this way, we conducted interviews with two mentors we met during the study, as the mentors could provide invaluable divergent data that can be included in research and the findings could be useful in terms of understanding other stakeholders of the subject and achieving data triangulation by increasing data diversity. In summary, this study is based on semi constructed interviews conducted with 3 startups in the pre-incubation phase of ITU Seed, and 2 mentors and 1 designer, identified as other stakeholders on the practices of design thinking in startups at ITU Seed. For the analysis and interpretation of all outcomes from the study, we used affinity diagram analysis method. Data obtained from the audio recordings of the interviews used as input for the analysis and were clustered. Three prominent clusters emerged relevant to the research questions, we called 'concepts'. We named the expressions that can be placed under these concepts, which can be considered as the main heading in a sense, as sub-concepts, and we visualized the results by sorting them according to the most emphasis. We now want to present these findings. Three prominent concepts have been already mentioned as perception of design thinking, application of design thinking and implementation of design thinking. Now we would like to explain in what sense they are used in this study an the main characteristics of each startup. We evaluated the answers of startups to the questions, 'What do you understand when it comes to design thinking?' and 'What does design thinking mean to you and to your organization?', under perception of design thinking. We can list the findings that they emphasized clearly and that, in a sense, show their characteristic of perception as follows: Startup A iterative problem solving, startup B design project management and startup C mindset and methodology. For the second concept, we evaluated the answers of startups to the question, 'Why or when do you need design thinking?', under application of design thinking. We can list the findings that they emphasized clearly show their characteristic of application as follows: Startup A understanding customers/users, startup B design development and startup C exploring new opportunities. For the last one, we evaluated the answers of startups to the question, 'What are the methods and tools you use in your design thinking processes?', under implementation of design thinking. We can list the findings that they emphasized clearly show their tool for implementation as follows: Startup A participatory action research, startup B POC field test observation and startup C interview with potential customers. The findings include data on the perception, application and implementation of design thinking of startups, as well as on design thinking structures, key benefit of design thinking for their organization or key success factors. This study is significant in terms of revealing how entrepreneurs operating in ITU Seed Incubation Center use design thinking methods in their projects, collecting data that can also be used in further studies in this field, and making suggestions about how they can use this method more efficiently and effectively. The results to be obtained will not only contribute to the entrepreneurial ecosystem for entrepreneurs to use design thinking more effectively, but also to the value creation of technology-based entrepreneurs by using them, to update the contents of the entrepreneurial trainings given at ITU Seed Incubation Center.
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ÖgeThe role of color as a design element and its effects on consumer preferences in high-end products(Graduate School, 2023) Kovziridze, Mariam ; Turan, Gülname ; 818686 ; Industrial Design ProgrammeThe concept of color has been found to be essential in understanding the world and the objects within it. It plays a crucial role in identifying and re-identifying items and helps in locating them in space. Color is experienced and understood on various levels, ranging from the fundamentals that all humans share to the most swiftly changing cultural developments. Product designers have been improving both the aesthetic and functionality of produced goods since the introduction of mass production during the Industrial Revolution. Even today, designers still face the challenge of improving the aesthetics and functionality of products and seek to create new forms. The visual domain of a product includes every aspect of its appearance, including shape, color, texture, and material. It is an undeniable fact that a product's external appearance is one of the most important determinants. The structure, form, material, dimension, surface, and color of a product are all factors that influence its visual domain. The visual appearance of a product is vital for delivering information to customers, such as when pricing provides a first impression, and product appearance creates inferences about other product qualities. However, the visual domain of a product is subjective, and there are no specific rules to identify what is "correct" or "wrong" in the context of a product's appearance. Luxury is a term that fuels a multibillion-dollar worldwide industry and is used to characterize expensive items and affluent lifestyles. The concept of luxury has changed and been redefined as historical milestones affecting social developments and people's ways of life have been reached. Luxury products assume a crucial function in the global economy, drawing a wide spectrum of consumers. Therefore, color plays a crucial role in luxury branding by shaping consumers' attitudes and inclinations. The color of luxury items is associated with different emotions and psychological associations that influence consumers' perceptions and valuation of a product. The selection of colors in luxury branding is often purposeful and tactical, with the goal of establishing a particular brand identity and attracting a specific consumer group. Colors are employed as a tool to establish a unique brand identity and allure the intended audience. The strategic use of color allows luxury brands to establish a unique brand identity and differentiate their products from those of their rivals, enhancing their perceived value and customer loyalty.
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ÖgeNesnelerin ekolojisi bağlamında mutfağın ekosistem metaforu ile anlamlandırılması(Lisansüstü Eğitim Enstitüsü, 2023) Uyanık, Oben Sena ; Çelikoğlu, Özge ; 502201915 ; Endüstriyel Tasarım Ana Bilim DalıTasarım disiplininde yıllar boyunca tasarımın rolü ve önemi tartışılarak ürün estetiği, üretim biçimi ve malzemesi gibi konuların üzerinde durulmuştur. Zamanla tasarım araştırmalarının merkezine kullanıcıyla olan etkileşim alınarak daha anlamlı nesneler ve ürünler yaratılması ve kullanıcı yaşamlarının iyileştirilmesi amaçlanmaktadır.Anlamlar kullanıcısıyla etkileştiğinde doğar ve her türden etkileşim bağlamında dönüşür ve yeniden üretilir.Kullanıcıyı merkeze alan tasarım yaklaşımlarında kullanıcı deneyimi ve pratiklerine odaklanılarak kullanıcı çevresindeki tüm etkileşimler çeşitli kapsamlarda anlamlandırılmaya çalışılır. Tasarım süreçlerinde kullanıcıyı anlayabilmek, onun isteklerini, ihtiyaçlarını ve içgörülerini onun dilinden tanıyıp yakalayabilmek oldukça önemlidir. Tasarım araştırmacıları kullanıcıyı gözlem, katılımcı gözlem, kültür incelemeleri (cultural probes), görüşmeler gibi çok çeşitli yöntemlerle kavramaya çalışır. Kültür incelemeleri (cultural probes) kullanıcıların tercihlerine,yaşam tarzlarına odaklanarak onların iç dünyalarını keşfeder ve tasarım sürecindeki yaratıcı fikirlerin üretimine katkı sunar. Ancak kullanıcı nesne ilişkisi kesiti dışında nesneler arası etkileşimler de tasarım senaryoları için oldukça önemlidir. Nesnelerin birbirlerine davranışları, tutumları, bir arada oluşturduğu anlamlı ekoloji sistemi, tasarıma ilham verici çıkış noktalarını tespit edebilmek adına elverişlidir. Bunun yanında, tasarım araştırmalarında metaforların kullanımı ürün geliştirme sürecinde, kullanıcılardan anlamlı veriler elde edilmesinde ve halihazırda var olana yaratıcı bir perspektiften bakabilmesinde bir araç olarak görülebilmektedir. Metaforlar, kullanıcıların kendi deneyimlerini daha iyi anlamalarına ve aktarmalarına, tasarımcıların ise bu deneyimleri tasarım sürecine entegre etmelerine yardımcı olur.Mutfak; işlevleri, pratikleri, günlük kullanımı ve içindeki nesneler dünyasıyla birden çok etkileşimin bir arada olduğu ev içi mekanlardan biridir. Araştırmanın konusu gündelik hayatın en aktif mekanı olan mutfağa ve bu mekanın barındırdıklarına ekosistem metaforu ile bakarak anlamlı ilişki izlerini takip edebilmektir. Araştırma sürecinde kültürel incelemeler (cultural probes) ve yarı yapılandırılmış görüşme yöntemi uygulanmıştır. Kültürel incelemeler çalışmasında yer alan on dokuz katılımcı, mutfaklarına ve mutfak eşyalarına dair görevlerin ve soruların yer aldığı yedi günlük çalışma ile kendilerini ve deneyimlerini belgelemişlerdir. Ardından on katılımcı ile yapılan görüşmeler ve bazı katılımcı mutfaklarına dahil olunarak yapılan gözlemler ile çalışma derinleştirilerek elde edilen veriler etnografik içerik analizi yöntemiyle irdelenmiştir. Yürütülen alan çalışmasında ortaya çıkan veriler, ekoloji metaforu ile aralarında örtüşmeler kurularak incelendiğinde, mutfak ekosistemi ve mutfak etkileşimleri başlıklarında iki ana bulguya varıldığı görülmüştür.Mutfak ekosisteminin merkezinde pratiklerden ve deneyimlerden oluşan mutfak rutinini devam ettirmek yer alırken rutini etkileyen ışık, ses, ısı ve koku gibi faktörlerin anlamı bu bağlamda keşfedilmeye çalışılmıştır. Mutfaktaki etkileşimler ise ekosistemdeki ilişkiler ile paralel şekilde irdelenerek işbirlikçi etkileşimler ve rekabetçi etkileşimler başlıkları altında aktarılmıştır. Nesneler arası işbirliklerinde ritüel, malzeme, işlev ve fiziksel nitelik kavramları önemli olurken, nesne kullanıcı işbirliğinde ürün bağı, ergonomi, performans ve tasarruf gibi unsurlar öne çıkmıştır. Nesneler arası rekabet işlev ve enerji kaynağı özelinde ilerlerken, kullanıcı nesne rekabeti, katkı temsili, temas isteği ve dağınıklık kaygısı gibi çeşitlenmiştir. Bu araştırma ile mutfak, ekosistem metaforu perspektifinde keşfedilip, sınırları içerisindeki nesnelerin ekolojisi ise etkileşimleri bağlamında araştırılmıştır. Bu tez ışığında ortaya çıkan bulgular mutfak, mutfak nesneleri ve kullanıcılar arasındaki karmaşık ilişkiyi anlamada tasarım araştırmacılarına ve tasarımcılara yol gösterici olabilir. Ayrıca tez mutfak sınırları içindeki eşyaların tasarım süreçlerini iyileştirmede tasarım pratiğine katkı sunabilir ve ilgili alanda daha fazla araştırma yapılmasına davet ederek endüstriyel tasarımcıların bu alanlara daha fazla odaklanmasına ilham olma potansiyeline sahiptir.
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ÖgeMaking sense of data within the context of user-centered design: A study on amateur running(Graduate School, 2023-01-19) Genç, İrem ; Çelikoğlu, Özge ; 502191908 ; Industrial DesignWith the datafication of an ever-increasing range of human activities, Big Data, as a social, cultural and technological phenomenon has fundamentally altered various aspects of human life. As one of these aspects, sport activities have started being increasingly datafied, addressing not only professional, but also amateur and recreational athletes from a wide range of disciplines. Getting immensely popular in public life and being adopted by millions of people worldwide, running has also become highly engaged in data practices, especially with the increasing attention to self-tracking technologies. Considering this increasing presence of data in everyday life contexts, exploring how data becomes meaningful for the ones who generate, track, and record it has vital importance to understand the real value and potential of data in today's world, as well as in design studies. Hence, the aim of this study is to investigate data sense making practices of amateur runners from a user-centered design perspective. Defining sense making as an active process emerging through human-artifact interaction and embracing meaning as the central concept in human-centered design, it focuses on the ways data become meaningful and gain value in the context of running. In the first step of the study, a fieldwork is conducted by using three research methods. First, unobtrusive measures are embraced and used throughout the fieldwork to gain a general understanding about the topics under research. Also, an online qualitative survey is used to gain a comprehensive insight about runners, running communities and running experience in the broadest sense. Then, in the light of survey findings, in-depth semi-structured interviews are conducted to better understand both the runners' running experience and their interactions with the artifacts in the running context. After the fieldwork is completed, qualitative data gathered through interviews is analyzed by carrying out qualitative content analysis. Finally, all findings are interpreted accordingly. In this way, the act of data sense making of amateur runners is described. The findings of the study show that this act is complex and has a variety of elements involving physical, emotional, environmental, device-related and social ones. With this complex nature, the act of data sense making in amateur running is defined with two main categories: "data resolution" and "data response". Accordingly, the meaning, value and role of data in running are identified and explained under three main subjects: "data as a means in running", "data as an end in running" and "data as a burden in running". The findings of the study demonstrate that data have gained various meanings for different runners as they interact with them. Also, these meanings affect and shape the ways runners use and interact with their trackers, their tracking practices, their engagement with running itself and their self-perceptions and self-presentations in terms of their runner identities. In this sense, it is understood that their data and related practices have a significant role in runners' running experience, affecting its both performative and social dimensions. As the concluding remarks, some ideas are shared in terms of how the current findings can provide insights for design research and practice. Embracing data itself as an artifact and recognizing the fluid presence of data across different everyday life contexts are presented as the potential contributions to the design domain. Also, it is argued how the act of data sense making described in this study can be a design tool for future studies in the intersection of data and design. Moreover, some suggestions are made for future studies. These studies can examine data practices not only in various sports activities, but also in a variety of human activities that have been datafied in today's world. Also, examining these studies across generations can provide further perspectives in better understanding the presence of data in society and positioning it in design studies in a more inclusive way. As for the concept of self-tracking, artificial intelligence technologies can open up new perspectives in this regard.
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ÖgeRethinking cultural probes through metaphors: The case of working from home(Graduate School, 2023-06-12) Gürel, Rengin ; Çelikoğlu, Özge ; 502191920 ; Industrial DesignUser-centered design focuses on users and their experiences to guide, inform, and inspire the design process. Toward a better understanding of the user experience, designers and design researchers rely on user data obtained by a variety of user research methods. Some of these data collection methods such as cultural probes and semi-structured interviews are suitable to collect narratives from users that reveal their thoughts, wishes, and aspirations. Although design research has focused on the potential of user narratives to direct the design process, the metaphors in these narratives have not been fully explored. Metaphors are present in many aspects of daily life, including language, thought, and behavior. And, they are not merely literary devices that help to understand one thing in terms of another. Metaphors form the way people think and experience the world. And they are the devices that help to convey one's experience and encourage creative thinking. The literature review shows that the relationship between design and metaphors is explored by many researchers. Previous studies on metaphors and design predominantly focuses on how designers use metaphors as an instrument for creativity and inspiration. Designers employ metaphors to come up with unique answers to design problems. However, design literature mostly explores metaphors created by designers, and studies that pay attention to how metaphorical narratives of users can communicate their experience and inspire the design process remain limited. From this perspective, this thesis aims to explore how metaphors in user narratives can stimulate designers to generate design concepts. Design research utilizes various innovative methods to inform and inspire the design process such as workshops, collage, card sorting, and cognitive mapping. Among these, the cultural probes approach has gained prominence and is frequently employed to collect qualitative data based on the self-documentation of the participants. Maps, postcards, and other items are gathered together in probe kits, which are designed to elicit creative responses. The cultural probes method enables users to express themselves freely because the researcher and participants are not in the same environment. Therefore, this strategy helps to comprehend the user experience, including the aspects of people's life that are not immediately accessible to designers. As a result, the cultural probes method promotes the creative design of products and systems. One of the experiences that designers and design researchers need to comprehend in order to develop better products and systems is the working practices of users. Working from home practice, though it dates back to the late 1990s, has recently been popularized as a result of the COVID-19 pandemic. Since the practice of working from home has become more common in developing countries due to poor traffic conditions, the spread of computers, and easy access to mobile phones, it has been discussed in the literature that working from home may become a norm in the future. For this reason, making sense of this practice from the perspective of the user is important in terms of its contribution to the design literature and discipline. In this thesis, the cultural probes approach is employed to gather user data in the form of literal and metaphorical text to comprehend users' experiences working from home. The study focuses on how metaphorical speech can reveal details about the user experience, and influence the ideation stage of the design process. The research relies on semi-structured interviews along with the cultural probes method to collect data from designers. Then, the study utilizes the qualitative content analysis method to analyze the collected data from users, and designers. The empirical study conducted in the scope of this thesis includes three phases, which are explained in the sixth chapter. In phase I, user research was conducted to investigate the users' working from home experience. The user research aimed to gather user narratives with literal and metaphorical contents with the cultural probes method. In phase II, the collected user data were communicated to the participating designers along with a design brief. Lastly, in phase III designers responded to the presented user data, and how they utilized them in their design ideation process. The study relies on qualitative content analysis to analyze two sets of data: user narratives collected with cultural probes, and designer responses that contain their reflections on the material, and initial design ideas. The findings of the study are presented on three main topics: findings on the users' experience working from home, followed methodology, and use of metaphorical narratives in design ideation. The findings of the research suggest that narratives with metaphorical contents can inspire designers during their ideation process, and encourage designers to empathize with users. In terms of generated design ideas, the study indicates that metaphorical narratives lead to more thorough design ideas, which are more detailed and holistic compared to the ideas triggered by only the literal user narratives. Moreover, metaphorical user tales served as the inspiration for design concepts that heavily focus on the concept of interaction. According to the study carried out for this thesis, user accounts with metaphorical expressions may be vital tools for understanding user experience and serving as an inspiration for design practice.
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ÖgeThe relationship between design and refurbishment in the furniture sector within the scope of circular economy(Graduate School, 2023-06-15) Çevik, Tuğçe ; Küçüksayraç, Elif ; 502201916 ; Industrial DesignA comprehensive change for achieving a circular economy in the consumption and production systems is needed. This transformation requires redesigning the production system by considering each stage of the product life cycle. One of the requirements of the circular economy concerning the product life cycle is refurbishment. Refurbishment has an important impact on reducing waste generation by extending the life of products and reducing the use of resources for new product production. Refurbishment is effective in the furniture industry. The furniture sector has been studied by considering eco-design criteria. Refurbishment systems have also been studied in various sectors. Unlike previous studies, the original value of this research is to examine refurbished furniture with sustainable design approaches at the product and product-service system design levels. In this scope, multiple case studies have been conducted. As a result, an in-depth analysis of furniture refurbishment systems, potentials for improvement, and recommendations aiming for the transfer to other sectors were developed. The thesis consists of five chapters. The first part is the introductory part. The first part includes the reasons that form the basis of the research problem, the requirements in the literature, the scope of the research, and the aims of the research. The main research question is as follows: What are the necessary criteria in the consumption and production systems of refurbished products in the furniture sector, at the level of product design and product-service systems design? The sub-questions are: What are the difficulties encountered while designing refurbished furniture product-service systems and how can they be overcome? How can design contribute to refurbished product-service systems? The second part of the thesis includes a literature review on sustainable product-service systems and circular product design. Accordingly, the literature content brings together topics such as "environmental sustainability", "product design strategies for sustainability", "ecological design", "cyclical design", "product life cycle design", "emotionally durable design", and "a rhetoric of functional object arrangement". Finally, it is mentioned how refurbished furniture differs from second-hand furniture theoretically and practically. In the third section, selected methods and cases are explained. The main research method of the project is a case study. Case studies provided a holistic view and deep and explanatory data to be collected. As the data collection method required for case analysis, online research, on-site observation, and interviews were made. The interviews were composed of both open-ended questions to understand the product service system and a checklist that would be useful in determining the product design criteria categorized based on the product design literature. In the third part, a detailed explanation is provided of why Dank! and Spotçu Mimar were chosen as the companies for case study research. Additionally, detailed information obtained through online research about these companies is presented. In the fourth chapter, research findings and discussion are presented. As a result of the interviews, how the company processes are carried out is explained comparatively. The product service systems of both cases were mapped by the literature. In addition, according to the results obtained from the product checklist, the design features that should be included in the furniture to be included in the refurbished process are included. The fifth section is the conclusion section. The inferences obtained as a result of the analyses are included. Further research recommendations are indicated. In conclusion, researching companies that contribute to the increased sales and enhanced reliability of refurbished products in Turkey will significantly contribute to the literature on design and sustainability. It is imperative that research areas about this subject matter expand over time. As biases against second-hand products diminish, these types of services and offerings will become increasingly preferred. Studying their contributions to consumption culture and sustainability is important.
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ÖgeExploring how cultural probe kits are designed: Towards a guide for design researchers(Graduate School, 2023-06-20) Apak, Gülce ; Çelikoğlu, Özge ; 502201908 ; Industrial DesignUser-centered design refers to an approach to design which places emphasis on the needs and expectations of users while developing design ideas and includes users in the design process. To gain an in-depth understanding of the users' needs, values, thoughts, and feelings, user-centered design utilizes research methods that collect, depict, and make sense of data on user experience. In this sense, designers and design researchers utilize diverse user research methods varying from traditional approaches to innovative approaches to obtain user data. Cultural probes, one of the innovative approaches, is considered as a data collection technique that inspires and informs design by adopting a participatory essence. The method is implemented through the cultural probe kits that assist participants to conduct practicing textual, visual, or three-dimensional self-documentations by assigning them predefined tasks that invite them to describe their experiences, actions, thoughts, and feelings through various ways. By completing these tasks, participants provide designers and design researchers with a variety of user data to analyze to develop an empathetic understanding with potential users and generate design ideas. In the prior studies, cultural probes are often included as a method used in research design to gather information about a particular user experience, a particular product, or the characteristics of a community. There are a few examples examining the approach itself by illustrating how the method is applied in detail. Among these, not many studies explored the process of developing a cultural probes kit by focusing on the probe kit components. From this perspective, this thesis intends to gain an in-depth understanding about the process of developing cultural probe kits by taking various aspects of cultural probe materials into account and, as a result, to propose a guide that helps to improve probe design decisions. To that end, two data collection methods, which are document analysis and participant observation, were employed in this thesis. These data collection techniques enabled gaining a broad knowledge on contents and materials consisting of the kits and the process of designing cultural probe kits. Followingly, the collected data sets were analyzed with qualitative content analysis in order to draw out outcomes that will be transformed into a framework to guide careful design of cultural probe kits. The empirical study followed within the scope of this thesis consists of two studies: a main study and a supplementary study. In the main study, which was conducted in three phases, data on contents and materials consisting of the kits and the process of designing cultural probe kits was collected, these data sets are analyzed and explained in detail, and in the third phase, the findings that will be synthesized into the guide content were presented. The supplementary study was conducted with an intent to observe the initial implementation of the guide. Accordingly, the guide was distributed to its first practitioners and after they developed cultural probe kits, their feedback on the guide was received. The main findings of the study were achieved as a result of the main study and synthesized for developing the guide. Initial findings proposed four categories to understand contents and materials constituting the cultural probe kits: kit components, equipment, task types and activities, and task features. The varying sub-components and different properties of these components were illustrated in detail under these categories. With further analysis, more detailed findings which enabled making deeper interpretations were illustrated and consequently, particular instructions that offer strategies to improve probe design decisions were asserted. These instructions were outlined under three main aspects of developing cultural probe kits: preparing cultural probe tasks, arranging tools and equipment, and ensuring relevance with the research focus. All these findings were synthesized for creating a guide which systematically describes the process of developing cultural probe kits and provide guidance to design researchers in order to make effective probe design decisions. Additionally, with the supplementary study, the first implementation of the guide provides a framework to design researchers for organizing the overall process of designing cultural probe kits, making sense of the properties of cultural probes contents and materials, and therefore, utilizing them more effectively and carefully.
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ÖgeDesigning an expert system for non-expert users in oral health: Story of a hybrid design research(Graduate School, 2023-06-23) Göçhan, Deniz ; Bağlı, Hümanur H. ; 502171903 ; Industrial DesignThe subject of this thesis is the research, development, and design process of an expert system that I designed for non-experts in the field of pediatric oral health, which started as an enterprise project and later received the TÜBİTAK 1512 Techno-initiative Capital Support Program grant. In this thesis, you will read about the maturation of my idea that I created as a dentist, its transformation into a mobile application prototype within the scope of the TÜBİTAK project, the testing processes, the difficulties encountered, and how I tried to overcome them. In empirical research, the independence of the researcher and the notion that examines the subject from an outsider's perspective are very important. I, on the other hand, was the leading actor in the three-year enterprise story that I addressed as a researcher in this thesis. At every stage of the product from an idea to a prototype; I spent a lot of time applying to institutions, developing the algorithm, and designing the interfaces and the system. For these reasons, I did not want to write down the research I conducted in the process as if I were an observer. Because that would be quite wrong. Thus, the complexity of the process and my inseparable relationship with the product led to the need to adopt a hybrid approach to the subject. In my approach, I combined the three forms of design research that Frayling described. The "Research through Design" approach allowed me the freedom to convey what I experienced in the process from my perspective, without skipping any steps. Since it is not possible to generalize about entrepreneurship based on my own story, there could not be a more appropriate method in which I would be involved as a subject. The research I conducted to enable non-expert users to use an expert system was exactly in line with the "Research for Design" approach. Because at the end of the day, my goal was to improve the product. The "Research into design" approach enabled me to document data that emerged independently of the product I designed and could contribute to the literature. I am aware that in this approach I have adopted, a portrayal of dissociative identity emerges. I became a "Research through Design" researcher while describing my process, a designer when researching to improve the product, and sometimes a design researcher who intends to contribute to the literature. A researcher can wear these hats in different periods. I wore all these hats during one study. Therefore, in this thesis, you will witness hybridity just like my process. This thesis touches on more than one area. Therefore, what I have told can be evaluated from many different angles. It can be considered as the process of developing an entrepreneur's product, the place of digital products in the field of oral health, a critique of the way dentists handle these products in the literature, the difficulties in developing a medical device, designing of artificial intelligence and human interaction, the effort to bring an expert system closer to the non-expert user, the design's role in all these aspects or as a different method attempt at design.
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ÖgeDesign studio learning for developing creative skills in children: Insights from Arkki Türkiye(Graduate School, 2023-07-07) Divriş, Lara ; Başar Leblebici, Deniz ; 502201910 ; Industrial DesignEngaging in creative problem-solving anticipated through design studio pedagogy for design students is considered beneficial for early ages to gain 21st-century skills. This study aims to explore the outcomes of design studios in terms of creative skills and abilities and to analyze how children can acquire those skills through a design studio- based adopted educational model called Arkki. The study is based on the observations made by the researcher, an Arkki Türkiye facilitator, during design workshops with children. Arkki, School of Architecture for Children and Youth, is a Finnish-based affiliation that organizes architecture and design workshops for children aged 4-19 since 1993. Using a project based education, Arkki's main aim is to teach children the skills of 21st-century involving creativity, with a hands-on approach and using play, where children can learn by doing. Since 2021, Arkki has been operating in Türkiye under the name Arkki Türkiye partnering with Türkiye Design Council. The study's theoretical framework starts by establishing similarities between the workshops conducted by Arkki and design studio pedagogy. To establish a theoretical framework for the study, a literature review was conducted on the design process, design studio learning, creativity, creative problem-solving, and the relation of play with creativity and design education. Additionally, the educational model of Arkki was explained by reviewing related literature, including the similarities with the design studio, how play was included in its workshops, and the skill evaluation made by Arkki Türkiye. After establishing these relationships within the theoretical framework, the aim was to assess the outcomes and processes of the identified Arkki workshops, measuring children's ability outcomes regarding design studio achievements and creative skills. The goal was to highlight the gains of a design studio-focused education in children's creative skills development. The literature review enabled the designing of an assessment tool named the Creative Development Measurement Scale, an outcome of the thesis, to measure children's creative abilities. The five-dimensional creativity model assessment created by the OECD, which was the source of Arkki Turkey's assessment model, was re-designed by refining the Arkki Türkiye Development Map (ATDM) Arkki Türkiye uses. The re-designing process was made in light of the literature review involving creativity and design studio outcomes and the help of a focus-group study conducted with Arkki Türkiye facilitators. The data gathered through workshops were analyzed through the Creative Development Measurement Scale. The findings suggested that the creative skills of children participating in the workshops improved significantly. Furthermore, comparative analyses were conducted to examine the differences between the skill development of children who attended multiple modules of the workshops and those who attended only one module. It was found that skill development in terms of continuity was generally significant. However, when comparing the skill development of two different age groups who received different workshops, no significant difference was observed as expected. This finding indicated that designing an educational model according to age abilities was essential for parallel development in different ages. Secondly, valuable insights were obtained through semi-structured interviews with Arkki Turkey facilitators to explore the impact of play in Arkki-inspired design studio workshops. The findings from these interviews highlighted the importance of incorporating play elements into design studio pedagogies for children, showcasing the positive effects of play on various subjects. The interviews shed light on how play contributes to children's learning experience, creativity, and problem-solving skills. It was revealed that children used play for exploration, imagination, learning, understanding, and critical thinking. The use of play was compatible with design pedagogy and parallel to methods such as peer learning, learning by doing, and creative problem-solving. As a result of this study, it is discussed that design studio models like Arkki may contribute to children's creative problem-solving skills. Additionally, the advantages and examples of providing design studio pedagogy to children through play were presented, emphasizing that play can effectively enhance design studio outcomes for children. As the development of 21st-century skill creativity is considered in high demand across educational fields and the skills of the future, it is essential to investigate further how the design studio insights can contribute to enhancing creativity for children. In conclusion, design learning, supported with play, can support children in developing essential creative skills and abilities needed in the 21st century.
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ÖgeThe experience and opinions of designers on using design systems in their design process(Graduate School, 2024) Çalışır, İrem Ezgi ; Alppay, Ekrem Cem ; 502201903 ; Industrial DesignAlthough design systems have long been adopted and used in the industry, especially by organizations that produce digital products and where software and design teams work in an integrated manner, it is a subject where academic research is very limited and insufficient. A design system is a system that lives by combining reusable components, modules, and codes with designers and stakeholders in a coherent guideline planned in accordance with the vision of the brand, company, and organization. Design systems keep pace with the rapid development of technology, enabling companies today to offer consistent and scalable products to their users. Developing a good working design system depends on many factors; one of the most important is the designer. The designer's expertise in system construction, seamless integration into the design process, and effective communication with project stakeholders are paramount. Gaining efficiency from design systems is a long-term endeavor for an organization; each new design requirement and iteration from project stakeholders could feed this system and reveal potential problems. The extent to which designers integrate these systems into their processes and their thoughts about them are inevitably important. For these reasons, the main aim of this thesis is to explore and learn designers' thoughts and opinions about integrating design systems into their design processes. The research questions are, "What are the experiences and opinions of designers regarding the integration of design systems into design processes?" and "What is the importance of design systems according to designers?" This study also aims to understand the positive and negative effects of designers' use of design systems in their processes. The first part of the literature review provides information about the user experience design, designer, and the design process. The second part analyses the history of the design system, its definition, the elements that make up the design system, and the value it adds to the system concepts. Two different data collection methods were used in the study, and the studies were conducted in two different languages, English and Turkish. A total of 43 designers responded to the online questionnaire. In this questionnaire, a total of 23 questions were asked of the designers about their experiences and opinions on design systems, along with demographic structure questions, and the answers to these questions were analyzed. In the second step of the data collection phase, pilot interviews were conducted, and the interview questions were finalized and analyzed. A total of 16 expert designers from 4 different countries participated in the semi-structured interviews. Each designer who participated in the second stage of the study also participated in the online questionnaire study. In this study, 11 questions were asked. The answers were recorded and analyzed in audio and video format. The online questionnaire and semi-structured interviews were analyzed using thematic and statistical analysis methods, and the results were compared and evaluated. According to the results of the analyses, it is evident that the design systems have a crucial position in design processes. It is seen that a properly and systematically designed design system supports designers' daily work and acts as a guide. In organizations that have matured in using design systems as a guide, it is also stated that this system can add value to all project stakeholders. The success and contribution of design systems in designing "consistent" products and their success in being a "guide" were interpreted as the most important factors. In addition to these results, it is also seen that participants who experience a design system that is not designed correctly have negative criticisms and observations about the system. As a result of the studies, it can be concluded that the use of design systems in design processes is generally positive and welcomed by designers. Another finding is that the construction phase of design systems varies depending on the vision of the brand, company, and product and how they understand the problems of the audience they want to reach. This phase affects the process of designers. Designers generally stated that using design systems in their processes does not restrict their creativity, that it is necessary to have a certain system, and that they design usable and systematic products with their team thanks to this system. Design systems are evolving with new tools and methodologies every day, and it is very important for designers to keep themselves up-to-date during this evolution and to offer applicable and usable products in harmony with their teams.