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ÖgeAn action research on the integration of virtual reality into industrial design education(Graduate School, 2021-10-13) Hamurcu, Ahmet ; Öğüt, Şebnem ; Rızvanoğlu, Kerem ; 502142901 ; Industrial Product DesignIndustrial designers have always tended to use computers and computer-based technologies that they believe will help them do their works better and easier, and thereby, they quickly adopted them. Also, these technologies adopted by professionals have usually been used by industrial design students and/or educators and they were integrated into industrial design education shortly after their adoptions because it is conducted as a simulation of professional life. However, although Virtual Reality (VR) technology that is one of the computer-based technologies has become economically available for designers with the release of VR headsets such as HTC Vive and Oculus Rift in 2016, and has already been adopted by professionals, how it can be integrated into industrial design education is still unclear. Moving from this point of view, this thesis explores how VR technology can be integrated into industrial design education. For this purpose, an action research was conducted by trying to use it under the real conditions of an industrial design studio course. In the first step of the research, a systematic literature review on related works in addition to the general literature review and a preliminary study with prospective users (industrial design students and instructors) were carried out to reveal (i) what the former studies regarding the use of VR technology in industrial design education are; (ii) what these studies say about this issue; and (iii) what the opinions of potential users, who are industrial design students and instructors, about the use of VR technology in industrial design education are. The systematic literature review showed that VR technology was tried to be used before in the professional practices of industrial design as: a usability evaluation tool; an ergonomic evaluation tool; a visualization tool; a product demonstration tool; a presentation tool; an interactive prototyping tool; an immersive mood board; a sketching tool; and a collaboration tool. However, none of these types of use was tried to be employed before under the real conditions of the educational setting of an industrial design studio course. The preliminary study was conducted with industrial design students and instructors who came from 10 universities in Turkey. In this preliminary study, first, VR technology was introduced to the participants. Then, it was experienced by the participants. And then, both quantitative and qualitative data based on their opinions were collected and analyzed. The results of the preliminary study revealed that: (i) potential users are eager to use VR technology; (ii) however, they have reservations as well as their positive opinions about using it in industrial design studio courses; and (iii) almost all these reservations are related to its usability. In the second step, an in-studio study was planned based on the findings of these studies, and with a focus on getting started by eliminating or by minimizing these reservations as much as possible. In the third step, in line with this planning, VR technology was tried to be used in the studio-based practices of an industrial design studio course. This in-studio study was carried out in the course "EUT 320E Industrial Product Design III" with the project issue "Smart Electric Minibus Design for Anadolu Isuzu". This course was the 3rd year industrial design studio course of Istanbul Technical University (ITU) Department of Industrial Design, which was conducted in the 2017-2018 spring semester. In this process where the course process and the research process merged, the researcher worked: as one of the instructors of the course; as an operator who is responsible for installing and running the VR system properly, and responsible for its being used easily and hygienically; as an educator who will meet the learning need for VR. In the in-studio study, (i) how VR technology can be integrated into the jury practices of industrial design education was questioned by making the use of it mandatory by students for design representation and presentation purposes, and then, by trying to use it in the jury sessions; and (ii) how it can be integrated into other studio-based practices of industrial design education was questioned by making it available for use during the studio hours of the course, and then, by observing whether it will be used for/in other studio-based practices. Throughout the project process of the course, it was attempted three times to integrate VR technology into the jury practices of the course. In the last attempt, this was achieved. Each attempt was scrutinized with the observations recorded during the jury sessions and the interviews with the user groups after the jury sessions. The interviews with the students were held as group interviews, whereas the interviews with the instructor-jurors were held one-to-one. Since it was not possible to hold face-to-face interviews with the invited jury members, their opinions were tried to be gotten via e-mail. These attempts and examinations show step-by-step how VR technology can be integrated into the jury practice of industrial design education by developing solutions in line with the needs and demands of students and instructors. On the other hand, it was observed that (i) making VR available for use during the studio hours and giving a short training on how to use its hardware and software opened the way of using it as a design evaluation tool by students; and (ii) neither students nor instructors demanded or attempted to use VR in other practices and activities where students and instructors got involved together. In the last step, considering the results of the in-studio study, (i) the usability level of the proposed way for using VR technology in the final jury session was measured with the help of the System Usability Scale (SUS); (ii) the final assessments of students and instructors on the VR technology they used during the project process and its use in the educational practice of industrial design were revealed with the help of the interviews with students and instructors and the questionnaire items adapted from the scale items of the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) and the Net Promoter Score (NPS); and (iii) the reasons why VR technology was not used in other practices and activities where students and instructors got involved together were questioned with the help of interviews with students and instructors. The SUS score was calculated as 71.3. This score indicates that the usability of the last proposal for using VR technology in the jury practices of industrial design education is OK but can be improved. Besides, the final assessments of students and instructors on the VR technology they used during the project process and its use in the educational practice of industrial design revealed that although they found VR technology useful in various aspects and easy to use at various degrees, they still had some reservations in their minds. However, this time, these reservations were based upon (i) whether the facilitating conditions about the frequent or the continuous use of VR technology were sufficiently present; and (ii) the thought that using it for evaluating designs of small products will not be so useful. On the other hand, it was seen that the reasons why VR technology was not used in other practices and activities where students and instructors got involved together were related to (i) not having yet sufficient familiarity and mastery of its use in such activities and practices; (ii) perceiving VR as a technology that would only enable to evaluate and/or present the whole – not the parts – of a design over a finished model; and (iii) not being its set-up ready for use when needed. In addition to all these, participants stated that for the use of VR technology in industrial design education to be sustainable, (i) it should be easily accessible and usable for both students and instructors with a permanent installation in the studio environment; (ii) it should be led/managed by at least one instructor/executive; and (iii) the requirements of the technology such as installation/setup, learning, operating, and maintenance requirements should be met by at least one technical person/expert/operator. As a result, this thesis study contributes to the relevant literature (i) by showing, step-by-step, one of the ways of integrating VR technology into the jury practice of industrial design education; (ii) by revealing the clues of how it can be integrated into other studio-based practices of industrial design education; and (iii) by outlining what might be the possible attitudes of industrial design students and instructors towards the use of VR technology in industrial design studio courses before and after the actual use of it in those courses. This thesis study is one of the first attempts in the literature to integrate VR technology into industrial design education by trying to use it under the real conditions of an industrial design studio course. Hence, its outcomes need to be verified and/or improved with similar studies. Besides, how it can be integrated into other studio-based practices of industrial design education is still not clear enough because the relevant part of the study has been conducted with an unstructured intervention. Therefore, it should be noted that there is also need for further studies to be carried out with structured interventions on this issue.
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ÖgeAssessment of using kansei engineering results on the product design processes of novice designers(Graduate School, 2021-11-15) Erol, Ayşe ; Başar Leblebici, Deniz ; 502152901 ; Industrial DesignThe thesis was completed in two parts. In the first part, a Kansei Engineering study was carried out using the Turkish traditional tulip-shaped tea glass which was chosen as a widely used and culturally valued product for Turkish people. In the second part, the results of the Kansei Engineering study were presented to one of the two groups of novice designers in an experimental setup to investigate the following two research questions: "What is the role of using the results of Kansei Engineering methodology on the products of novice designers regarding the perceived quality in terms of user preferences?" and "How do the design processes of novice designers differ when they are exposed to the results of the Kansei Engineering methodology?".
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ÖgeBeden ürün diyaloğu: Beden odaklı analiz ve tasarımda yeni olanaklar(Lisansüstü Eğitim Enstitüsü, 2023-10-13) Özdemir Gürgün, Ayşe Asya ; Turan, Gülname ; 502162908 ; Endüstriyel TasarımBu çalışma kapsamında endüstrinin ve endüstrinin ürettiği ürünlerin kullanıcı bedeni ile kurdukları ilişki beden odağı üzerinden incelenecektir. Çalışma kapsamında endüstriyel ürünlerin beden deneyiminin analiz edilmesi, bu analize dair veriler oluşturmak ve bu verileri yazılı ve görsel kayıtlar ile elde etmek çalışmanın temel motivasyonudur. Çalışma kapsamında kullanıcıların endüstriyel ürünlere dair beden deneyimini incelemek ve bu deneyimi kayıt altına almak hedeflenmiştir. Bu hedef ile tasarım literatürüne ürün kullanıcı ilişkileri, kullanıcı deneyimi ve ürün tasarım süreci açılarından beden odaklı bir inceleme ile katkı sunulacaktır. Böylelikle araştırma tasarım alan yazını bakımından nesne ve beden arasında var olan diyalog biçimlerini ve ortak fiziksel alanı yeniden değerlendirilebilme, yoruma açabilme olanağını da işaret eder. Çalışma endüstrinin ürettiği ürünlerin insan bedeni ile kurduğu fiziksel diyaloğun analizini araştırma amacındadır. Bu amaçla temsilci olarak belirlenen nesne kümeleri üzerinden nesne ve beden diyalog olasılıklarının araştırılmasını hedefler. Çalışmanın hedeflediği araştırmanın amacı birinci yönü tasarım ürünlerinin kullanıcı bedeni ile kurduğu diyaloğun beden odaklı bir bakış ile analizi iken, ikinci yönü kullanıcı bedeni ile diyalog halinde olan endüstri ürünlerinin beden diyaloğunun analizidir. Her iki analizin de çalışmaya katkıları alan literatürü bakımından farklı değerleri işaret eder. Beden odaklı bir analiz kullanıcı bedenine dair alanı sorgulama, tartışmaya açma ve yeniden yorumlama imkânı sunarken, endüstri ürünlerinin kullanıcı bedeni ile kurduğu diyaloğu analiz etmek geleceğe dair yeni tasarım ürünlerinde yeni tasarım kriterlerinin aranmasına, kurgulanmasına imkân sağlar. Kullanıcı bedeni ile endüstriyel ürün arasında kurulan diyaloğun beden odağı ile analiz edilmesi, söz konusu diyaloğun geliştirilebilmesi, değiştirilebilmesi ve bu sayede yeni nesil ürünlerin tasarım biçiminin, kullanım pratiklerinin ve ürün dilinin güncellenmesine olanak sağlama potansiyeli taşır. Ürün tasarımında kullanıcıların Beden deneyiminin örtük bir veriden açık ve okunması kolay bir veriye aktarılmış olması tasarımcıya nesneye dair beden deneyimi yakalama ve yeniden kurgulama imkanını sunar. Bu olanak farklı amaç ve farklı kullanım pratiklerine ait nesnelere tasarım yoluyla yeni beden deneyimleri atayabilme potansiyelidir. Ürünlere dair beden deneyimini bir diyalog olarak yakalamak ve verilerle tartışmaya sunmak bu deneyimi yeniden kurgulayabilme imkanını da yoruma açar. Tasarım nesnelerinin beden ile çalışma biçimlerini, beden ile ortak kullandıkları alanı, temas yüzeylerini ve eylem pratiklerini araştırarak bu pratikleri diyalog biçimi olarak diyagramlar ile ortaya çıkaran çalışma, endüstriyel tasarım disiplini içerisinde beden ve nesne iletişimi /etkileşimini tartışmaya açmak hedefindedir. Çalışma bu amaçla beden odaklı bir araştırma yürüterek ürünlerin beden ile çalışma biçimlerini dört diyalog alanı altında tartışmaya sunar. Araştırmanın yöntem çoklu nitel verilerin analiz edilmesine olanak sağlayan beden haritalama yöntemidir. Beden haritalama kullanıcıların beden deneyimlerini nicel veriler olarak yoruma açmaya imkân sağlayan beden deneyimi odaklı bir araştırma yöntemidir. Belirtilen dört diyalog alanı içerisine atanan sekizer temsilci nesne olmak üzere deney içerisinde toplam otuziki temsilci nesne kullanılmıştır. Ek olarak literatür içerisinden kullanımına karar verilen onaltı beden parçası seçilerek araştırma seti içerisine eklenmiştir. Temsilci nesne ve beden parçalarının çoklu eşleştirilmesine dayalı bir test tasarlanarak uzman kullanıcıların katılımı ile araştırma yürütülmüştür. Araştırma belirtilen ürünlerin kullanıcı bedeni ile kurdukları diyaloğun adört diyalog alanını ve atanan temsilci nesnelerin sağlamasını yaparak diyalog kavramının tartışmaya sunulmasını hedefler. Elde edilen bulgular bar grafikler ve radar diyagramlar ile görselleştirilerek analiz edilmiştir. Sonuç olarak çalışmanın ortaya koyduğu diyagramlar tezin hipotezi olan kullanıcı bedeni ve tasarım ürünü diyaloğunun dört ana grupta incelenebileceği fikrini verilerle görünür kılmıştır. Elde edilen verilere göre beden ve ürün arasındaki diyalog beden ile bütün, beden işlevinden bağımsız, beden ile işlevlenen ve bedenin devamında başlıkları altında özetlenen gruplara indirgenebilir. Bu indirgeme beden ve ürün diyaloğunu incelemek, tartışmak ve yeniden yorumlamak adına çeşitli okumalara imkân sağlamıştır.
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ÖgeBeyond the product: Expanding orders of design and its implications for industrial design education in Turkey(Graduate School, 2021-07-27) Duman, Seda ; Timur, Şebnem ; 502132904 ; Industrial Product DesignThis dissertation explores the expanding field of the industrial design discipline and its implications for undergraduate industrial design education in Turkey. Even with the most cursory review of the recent literature, one can easily see that the scope of the industrial design discipline is getting broader, and both the design profession and discipline are going through a radical change. This thesis study portrays this evolution throughout the key historical movements and investigates correlations with the current status of industrial design education in Turkey. The main argument is that we need a new educational framework to assist future designers to find their ways and roles amid the ambiguity of the 21st century's complex problems and act responsibly for sustainable change. The whole research consists of three main stages that follow and support each other. At the first stage, a broad range of literature was reviewed to create a landscape for the reader providing an overall understanding of the disciplinary and professional evolution of the field. Different taxonomy models systematically portraying the expanded field of design were collected. They were analyzed to extract patterns and content to develop a specific framework for exploring and informing industrial design programs. As an outcome of the literature review and synthesis, an integrated model– Orders of Design Education (ODE) was developed. The proposed model- with its supplements- was utilized as a research tool and an organizing schema for the whole content of this thesis. ODE was specifically designed for evaluating and developing industrial design curricula and projects from the synthesis of the related ordering frameworks in the literature. This framework is the first contribution of this research to the design education literature. It can be used as a diagnostic or exploratory tool to analyze a complete program, as well as can provide a basis for constituting independent design courses or projects. The second stage was for exploring the current status and scope of industrial design education in Turkey. The exploratory research was carried out by mutual evaluation of the content analysis of the program curricula with the survey study. The primary purpose of the survey study was to obtain embedded information about the qualities of studio projects and the coverage of competencies. The second purpose was distilling exemplary educational practices and projects from the answers for further investigation. To support and elaborate the gathered information through survey study, the curricula of the participating departments and their course contents were examined within the scope of content analysis. The third and last stage was a focused one. It presents the identified exemplary curricular structures and projects in detail. Following the exploratory phases of the research, case studies were undertaken in five industrial departments in Turkey. The main purpose of the evaluation of these cases was to reveal exemplary educational practices at industrial design departments in Turkey and accordingly to nourish the future developments of design education. The final stages of this research were written in a critical transition period in education and other social settings. It was during the global Covid-19 outbreak and when educational institutions switched to online education. Virus outbreak suspended in-person lectures and forced design schools, studios, and events to switch digital learning platforms. New norms are being built in design education, and this is reshaping many conventional processes of designing, producing, communicating, and teaching. The case studies presented in this thesis, collocate pioneer experiences so far in industrial design education. It includes alternative pedagogical practices carried out in different spaces and time intervals, in different networks (virtual, in-house, external networks) with the participation of various actors. It is predicted that the information and experiences gathered from case studies and the Orders of Design Education framework which was designed within the scope of this thesis will contribute to the research and development activities in the field of industrial design education.
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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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ÖgeBridging the GAP between product and user: A design framework to establish a free relationship with tehnology(Graduate School, 2023-07-17) Tatlısu, Enver ; Turan, Gülname ; 502152906 ; Industrial DesignIn a world dominated by technology, the way we interact with products and built environment has a significant impact on our lifestyle, mental health, social interactions, and more fundamentally our relationship with nature. The thesis "Bridging the GAP Between Product and User: A Design Framework to Establish a Free Relationship with Technology" acknowledges this impact and seeks to enhance the quality of human life by suggesting ways of bridging the GAP between product and user. A fundamental assumption in this work is that design can influence our behavior, our habits, and the very fabric of our society. When a product is designed thoughtfully, it not only serves a functional purpose but also cultivates a more virtuous life. This involves designs that promote wellbeing, facilitate meaningful relationships, encourage sustainable practices, and foster gratitude towards nature's gifts. The core argument of the thesis calls for a transformation in our understanding and interaction with technology, shifting from an instrumental view towards acknowledging it as "techne-logos". The essence of this argument is the necessity for a design framework that nurtures a more organic, holistic, and interconnected interaction with technology, thereby bridging the GAP between users and products. This shift is paramount in an era where technology is an integral part of our daily lives and not merely a luxury or a tool. It permeates every facet of our existence, from communication and work to education, entertainment, and healthcare. Seeing technology as "techne-logos" invites us to consider it not merely as an instrument, but as a combination of art, craft, and understanding. It is about recognizing technology as an embodiment of human creativity and rationality that intertwines with our lives. In this perspective, technology becomes an extension of human intent, a harmonious interaction that enhances human capacities, and an avenue for expressing human values and aspirations. It allows for a symbiotic relationship where we shape technology, and technology shapes us, in a cycle that promotes growth, understanding, and a higher quality of life. This transformative view of technology, as proposed in this thesis, encourages us to reconsider our relationship with technology and nature, thus opening new pathways for a more integrated and humane technological future. Recognizing and respecting nature's offerings forms an integral part of leading a virtuous life. Our position here is to elevate design beyond mere materialistic goals – utilizing sustainable materials or reducing waste – and deeply permeating in the very ontology of the design process, embodying a more profound, phenomenological understanding of our relationship with nature. This thesis emphasizes the importance of 'being-in-the-world' and our interconnectedness with our environment. We argue that recognizing our existence is not separate from nature, but deeply rooted within it, helps us understanding and integrating nature into our design process. This may transform design into a reflective process where the design itself mirrors the rhythm of nature, where design learns from nature's efficiency, resilience, and interconnectedness, where encourages us to empathetically understand nature, not as an object to be used, but as a partner to co-exist with. In this regard, the design framework presented in the thesis seeks to bridge the GAP between products and users. It aims to foster a more holistic, symbiotic, and empathetic relationship with technology and nature. It incorporates various contemporary initiations towards this end which respect human dignity, nature's bounty, and the wider ecological system including design approaches and methodological tools. The objective is not just to create functional and efficient products, but to enable a harmonious relationship between users, products, and nature. Chapter 1 sets the stage by presenting the purpose, significance, scope, and limitations of the study. The thesis is driven by the necessity to comprehend the current relationship between products and users and to develop a holistic framework that encourages a more symbiotic connection. The research design is outlined to elucidate the study's trajectory, and the research objectives and questions emphasize on exploring, understanding, and bridging the GAP between product and user. In Chapter 2, a comprehensive literature research is presented to explore the concept of the "GAP". By discussing cognitive, behavioral, and embodied approaches, the study investigates various aspects of product-user relations. This chapter reveals that this GAP is a complex product of Cartesian dichotomies, instrumentalization of technology, and linear models of innovation, all of which have influenced the evolution of products from hand-crafted items to the current era of digital products. It also explores the conceptual positioning of the product and user, shedding light on how the 'blackbox' nature of finished products and the passive persona of users contribute to the GAP. Furthermore, the chapter scrutinizes the role of the market as a reckless organizer of complex networks of relations, leading to a widening of this GAP. The chapter then moves towards strategies and approaches for bridging the GAP. It explores contemporary design approaches like inclusive and user-centered design, sustainable and ethical design, and innovative design strategies. Further, it delves into user-driven innovation and development strategies such as the Prosumer/Prosumption strategy, social innovation, and responsible innovation. This segment also includes a discussion on education and empowerment strategies like promoting digital citizenship and lifelong learning, community-driven development, policy and regulation for sustainable development, and interdisciplinary collaboration for sustainability. The chapter concludes with a discussion on Heidegger's philosophy and its implications for design emphasizing that Heidegger's philosophy forms the backbone of the HOOME design framework proposed in this thesis. Chapter 3 presents the research methodology of the study. The strategy of the study is outlined, along with the theory construction method. The crux of the thesis, a new design framework titled "Holistic Overarching Design Framework from Ontology to Methodology – HOOME" is introduced. Its layered structure and dimensions are explained in detail, including its ontological layers (Being and Understanding) and methodological layers (Constructing and Sustaining). HOOME Design Framework aims to facilitate a free relationship with technology, free from the constraints of traditional industrial methods, and to allow the realization of alternative technological possibilities. This is demonstrated through its application in several industrial design studio projects. Each project's design process and outcomes are analyzed, providing practical insight into the implementation of the framework. The evaluation of the proposed framework's effectiveness forms a crucial part of the study. This was achieved through a two-stage expert evaluation process, applying both binary and Likert scale evaluations. Chapter 4 presents results and discusses the expert evaluation of the HOOME framework and its applications in the design projects, providing a thorough breakdown of the results from two stages of expert evaluation, both for individual projects and for the overall design process and framework. The rich dataset revelaed by the expert evaluation validates the effectiveness of the HOOME Design Framework and demonstrates its potential in addressing the GAP between product and user in design. Chapter 5 concludes the thesis, encapsulating the research journey and underlining the implications of the study. How the study contributes to current design knowledge, shedding light on the existing GAP between products and users and proposing a novel, holistic, overarching design framework to bridge this GAP is presented. The HOOME framework, in essence, is argued to redefine the user-product relationship, laying a foundation for more user-centric, ethical, sustainable, and responsible product design and use. Through this comprehensive journey, the thesis calls for a reorientation of our perspective towards product design and user interaction. By developing a holistic framework, it provides a robust platform to bridge the GAP between users and technology, fundamentally shifting the way we interact with and perceive technology in our everyday lives.
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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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ÖgeCraft knowledge as a catalyst in new product development: Collaborative work of designers and craftspeople in companies(Graduate School, 2021-09-07) Temeltaş, Handan ; Kaya Pazarbaşı, Çiğdem ; 502142908 ; Industrial DesignThis thesis investigates how the knowledge and skills of craftsmen are evaluated in the new product development (NPD) process in companies through the collaboration between craftsmen and designers. This thesis's primary research question is how craftsmen's knowledge is transferred to product design and new product development. This thesis focuses on the following elements of craftsmanship: First, material and production possibilities are used to define types of craftsmanship. The environmental conditions in which craftsmen work change depending on the materials used. While a glass master or metal master needs a high degree of heat, a master producing leather and shoes work in a different environment. Second, craft is formed with knowledge of the past as well as interact with today's forms of production. Therefore, it is necessary to understand this historical process so that today's forms of industrial production do not break with craftsmanship. The relationship of the master with the industry and the continuation of this relationship makes it necessary to question with whom the master collaborates. The designer is the person who collaborates with the craftsman in the NPD process. The use of the craftsman's knowledge and skills in the companies discussed in this thesis is the result of collaboration with the designer. Craft production and industrial production seem to be separated in the 21st century. However, in some sectors, it is impossible to fully industrialise. In craft-based or craft-related industries, manufacturing processes are still influenced by craft. Today, there are individual craftspeople, craftsmen as employees working in manufacturing, craftsmen in the industry or craftsmen cooperating with the industry. Even though the industry has automated production systems, it is very important why the industry still needs the knowledge and support of the craftsman. Even in industries that are fully automated, it is useful to cooperate with craftsmen to understand the material behaviour more economically and quickly during the prototyping process. Craft knowledge and experience are also useful in semi-automatic production systems. For instance, this knowledge can be used during the moulding and prototyping process. Knowledge is the most valuable input and output feature for businesses and industry. Since craft knowledge is tacit knowledge that is transmitted through experience, transforming, and using this knowledge can be valuable and strategically important for companies. According to the craft and NPD literature in the fields of design, crafts, creative industries and management, the transfer of craft knowledge to new products or processes is possible through collaboration. This research uses a multi-case study method. One of the main reasons for the choice of this method is to understand the similarities and differences between the cases by evaluating each process in detail. In this study, the companies selected as cases are from the glassware, leather and furniture sectors that develop new products and employ or collaborate with craftsmen. In determining the companies, the presence of industrial designers and craftsmen in the NPD process were taken into consideration. In addition, the employment of industrial designers in the company was used to indicate the value they give to design and NPD. The data obtained in this study consist of the researcher's observations, field notes, semi-structured in-depth interview records and transcribed texts. The interviews were generally completed in two or three parts spread over different days. Following an in-depth interview during the first visit to the companies, any areas of uncertainty that emerged during the preliminary interview were discussed in more detail in the secondary interviews. The semi-structured in-depth interview questions are presented in the appendices at the end of this report and are divided into the following topics: (1) general information about the company, (2) information about the interviewee, (3) craftsmen's position in the company and the collaboration capabilities of the company, (4) NPD and innovation processes in the company, (5) contribution of craftsmen to NPD, (6) factors that facilitate the contribution of craftsmen and incorporate the views of stakeholders and (7) sectoral assessment and competition. Through thematic analysis, codes were created and grouped to identity and describe the themes. In the next step, the classified data were associated by comparing and demonstrating similarities. Maxqda, a computer-aided qualitative data analysis tool, was used throughout these analysis processes. As a result of the interviews, a total of 168 different codes were created. These codes were grouped into seven themes: craftsmen's features, NPD, manufacturing, collaboration with craftsmen, craftsmen's contribution to NPD, knowledge, and management/strategy. The craftsman's holistic approach to the product, combined with her/his experience in mass production in the sector, enables her/him to identify the problems encountered in the product design and production stages and find solutions to these problems. Prototyping, which is the most fundamental support that the craftsman can provide to the industry, results from this knowledge. The craftsman is also tasked with sharing her/his ideas about making and materials during the product development phase. Craftsmen's contributions to NPD are related to idea development, problem identification and problem solving through their knowledge of materials and construction methods and their contributions during the prototype stage. In both small-scale and large-scale companies, the most important contribution of craftsmen to NPD is making prototypes. A prototype enables the NPD team to discuss, develop and test the producibility of a product based on a three-dimensional object. The prototype made during product design allows the team to see the product in three dimensions and to make changes to it. In addition to their contribution to prototype creation, craft masters can also offer solutions for problems encountered during product development. In areas where craft knowledge feeds the development of new products, these collaborations occurred in three main ways in this thesis study. In the first type, craftsmen worked as employees within a large-scale company. In the second form, craftsmen supported production and NPD as outside labourers and stakeholders. In the third form, craftsmen established their own enterprise company in which they directly oversaw manufacturing. There are two essential conditions for a company to benefit from craftsmen's knowledge during the NPD process. First, the collaborating company must have a goal to develop and design new products. Second, the industry must have an ongoing need for craft knowledge and experience that craftsmen can fulfil. The craftsman supports the existence of craft by presenting his production power as a flexible model for companies that outsource production. In this way, the craftsman gains access to an environment where she/he can sell his products. In addition, craftsmen producing for different companies offer companies an opportunity to measure the trends and pulse of the market. Although companies do not always see craftsmanship as a factor that creates innovation, they understand the importance of craftsmen in their industry. The craftsman is consulted for her/his specialised knowledge in materials and construction methods in the fields of production and prototyping. This contribution, which allows the craftsman to identify and solve problems with the prototype, is critical for product development. Consequently, to continue collaboration with craftsmen in the future, companies must need or prefer to use craft knowledge. This is possible through factors such as the continuation of the need for tacit knowledge in the relevant sectors, the continuity of the importance of craftsmanship to provide rapid prototyping with real material and the value of handmade products in the market.
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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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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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ÖgeDeveloping student performance in industrial design studios through self-regulated learning strategies(Graduate School, 2022-02) Akdeniz Ateş, Aysun ; Turan, Gülname ; 502142906 ; Industrial DesignPerpetual changes in the world require individuals with deep knowledge and skills to navigate the economy and society, and as a result, the twenty-first century necessitates agency, awareness, and the ability of learners to deal with complex problems. Providing learners with these skills is important at all education levels. Industrial design (ID) studios in universities can facilitate these abilities as they provide students with essential skills and experiences to cope with complex real-world problems that are accepted as key characteristics of design practice. Along with the changing target competencies, self-regulated learning encompassing metacognitive, motivational, and behavioral strategies has attracted much attention in the last four decades due to its contribution to academic skills. These academic skills promote future competencies related to learning strategies. The value of self-regulated learning skills for academic achievement has been shown in different domains. However, the role they play in design studio education has been understudied. This thesis investigated the self-regulated learning strategies in the 3rd-year industrial design studio to improve the design learning process of the industrial design students in the studio regarding self-regulation. Underpinned by the social-cognitive view of self-regulated learning, this study used a two-phase mixed-method research design in which both quantitative and qualitative data collection and analysis methods were utilized. In each step of the research, several research questions were examined, which eventually influenced the overarching research question: How can an efficient design learning environment be designed in terms of SRL strategies to improve students' design performance? In the first research phase of this thesis, an exploratory research design was conducted to uncover the differences in the use of self-regulated learning strategies and motivational factors between high and low-achieving industrial design students in the 3rd-year industrial design studio course. We applied a convergent mixed methods design with Scale on Self-regulation in Learning (i.e., self-report questionnaire) and semi-structured interviews to gain a comprehensive understanding of students' strategy use. The integrated analysis of quantitative data from 47 industrial design students and qualitative data from 16 industrial design students demonstrated differences between high and low achieving design students' self-regulated learning skills in relation to the use of metacognitive, motivational, and behavioral strategies. Building on the first phase, in the second research phase of this thesis, an experimental research study was conducted. An intervention study that was developed based on the findings of the first phase was conducted to promote self-regulated learning strategies in an industrial design studio. Similar to the first phase, a convergent mixed-method research design was applied while collecting data from the intervention study through both quantitative (i.e., pre and post-test self-report questionaries, grades of the students, and feedback questionary) and qualitative methods (i.e., semi-structured interviews). The analysis of this phase aimed to explore the impact of the intervention study on students' design learning process in a design studio, particularly on gaining self-regulated learning skills and design performances of the students. The integrated analysis of the quantitative and qualitative data on self-regulated strategy changes revealed that design students who engaged with an intervention that is aimed at supporting self-regulated learning strategies demonstrate increases in metacognitive strategies (i.e., goal planning, self-monitoring, and self-evaluation); motivational strategies (i.e., self-efficacy, goal orientation, and task value), and behavioral strategies (i.e., seeking information and seeking help). Besides, the quantitative analysis (i.e., grade comparisons) demonstrated that design students who engaged with an intervention that is aimed at supporting self-regulated learning strategies demonstrate increased grades compared to the students who did not engage with the intervention in the same studio class. In brief, the intervention study supporting self-regulated learning strategies in industrial design studios had a developmental effect on students' engagements with some of the self-regulated learning strategies and on their design performances. Questioning the claims of the learner-centered and constructivist approach to studio education, this study has moved the focus to learner autonomy using a self-regulation approach. The findings helped to understand the variability of students' learning styles and delineate areas of self-regulated learning strategies that should be strengthened to support students – especially underachievers. The explanatory and experimental studies that were conducted in this dissertation aimed to provide design educators, students, and researchers with a foundation to understand the self-regulated learning strategies in the industrial design studio. Instead of providing instructions with generalizable conclusions, the findings of this dissertation should be read in the light of the research context. The implications are shared to assist with design educators and learners with regards to several facets of teaching, learning, and searching in industrial design education. Besides, with the guidance of the findings, and based on the self-regulated learning theory, a model for the self-regulated learning process regarding the relationship between and within the three design studio actors (i.e., design learner, design project, and design studio) could be proposed. This model suggests that the communication between the actors of the design studio can be regulated through self-regulated learning strategies. In this sense, experience sharing as a motivational activity to develop social self-efficacy, watching self-recordings as a metacognitive strategy for self-realization of deficiencies, and meta-studio activities as a behavioral strategy to strengthen the accessibility of the studio environment were proposed as self-regulated learning activities which can be engaged in the studio process. To the best of our knowledge, this study is known to be the first to examine SRL strategies quantitatively and qualitatively through SRL intervention in an industrial design studio. Hence, through this study, we anticipate our contribution in two levels. First, by providing insights from design studio education, which is a creativity-focused learning environment with natural learning conditions and simulation of real-life, this study contributes to the education literature. Second, regarding the ongoing deep changes in both educational, theoretical, and practical aspects of design -which is signifying a new order of design and a new generation of designers who tend to become decision-makers- this study fills a gap within the existing body of design pedagogy and instruction in industrial design relative to self-regulated learning. It highlights the importance of students' self-awareness, learning strategy preferences, and motivational aspects in the studio education process. Design studios will not fulfill their potential to foster SRL skills through the signature pedagogy unless individual student differences are paid attention to. Studio education needs improvement to encourage students to develop their learning skills. The implementation of SRL strategies based on individual differences in design learning environments can help to improve the design performance, especially, of less accomplished students.
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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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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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ÖgeFormation of a multiperspective approach to use sharing service system design in Turkey(Graduate School, 2021-08-16) Yüksel Uçkan, Can ; Kaya Pazarbaşı, Çiğdem ; 502132906 ; Industrial DesignThe planetary boundaries were exceeded in the Anthropocene, as the scale of the crisis started to be visible. Some societies seem untouched by the crisis due to their material prosperity and wealth, while others experience it with floods, massive drought, and fires threatening their homes and lives. Demographic trends do not reflect a positive picture either; the two largest countries by population are preparing 3 billion middle-class consumers to emerge by 2030. They are ready to consume – as Western civilization has already- tons of mass-produced, cheap commodities half of which will end up in landfills if nothing more sustainable is offered. Scientists search for ways that are an alternative to ill-planned production and consumption models. In the last three decades, the insufficiency of ameliorating only the production methods was understood. Efforts to develop alternative paths for our mainstream consumption system gained impetus in society. With that motivation and drive of technological substructure developments, alternative production and consumption methods emerged rapidly. The ancient term, sharing, became the term for the fastest growing economy in the last 20 years. Use-sharing systems became a substantial and engaging part of that massive economy. Millions of people stayed at each other's homes, drove to work together with people they have never met before, or utilized the cars that were parked in their street without owning them. Thousands went the weekend camping with the tents and tools they rented from their neighbour or the local sharing hub; they experienced the joy of creating their DIY projects with the tools they rented and with the help of their skilled neighbour. In Turkey however, the majority still do not utilize these systems because in some countries, they are still under-developed, and the number of successful examples is very limited. Researchers from several domains investigate the factors of success and failures, the motivations of users, the drivers, and the barriers affecting the sustainability of the service systems. There are several explicit and implicit distinctions between use-sharing systems, such as substructure, features of the service, transaction mediums, operational details, and socio-cultural assets, which make their task difficult and broad. In this research, the reasons for acceptance and barriers of use-sharing systems in Turkey were investigated via three cases from different fields. The first one of these cases, the Library of Things, was a web platform for item sharing between members. Yolyola was a ride-sharing system running on a web platform for members. The face-to-face use-sharing model of communal launderettes in Izmir was the last case of interest within the scope of the research. These three disparate fields offered extensive data regarding various aspects of use-sharing and analysed similarities and differences among the different models. The literature research included the socio-psychological dimensions of sharing, ownership, and societal relations through the services from the lens of value-belief- norm (VBN), motivation, and social practice theories. The affects of motivation theory and VBN theory on our decision-making and actions provided insights to understanding the participants' reactions towards the selected use-sharing systems. With the lens of social practice theory, sharing cases were approached as social events requiring reciprocity, a context, and the societal and individual image of the shared object. In the explorative phase of the research, the participants and founders were interviewed, and physical conditions were examined. The action flow on websites, the touchpoints, the relations of members with platforms, and peer-to-peer connections were scrutinized with appropriate service design tools for explaining the execution of services. The service blueprints highlighted the areas with the deficiency or potential to develop. In the second phase, the complementary aspects of VBN, motivation, and social practice theories provided new dimensions from sociology and psychology domains. A theoretical framework proposal for intervention was structured. This delivered insights to create flexible and resilient propositions within the lens of service design from several aspects. Different service propositions were made at variable complexity levels to reflect how the proposed framework for intervention would be practiced in real-life cases. The value propositions of each service addressed the findings from the exploration phases of the study. These propositions were made considering the participants' knowledge, consciousness, societal norms, and the interconnectedness of participant's habits with these new practices. The contribution to the knowledge of the thesis is explained with its practical and theoretical dimensions. As for the practical aspect, the study constitutes a documentary basis about the use-sharing cases in Turkey, which is a fragmental field for the service design domain. The major theoretical contribution is the formation of a framework for intervention for service design, which is a prerequisite for use-sharing services as they have both social and individual aspects. Three focal multiperspective lens is proposed to develop several business models for each case with several complexity and temporal clause. The micro level proposals are incremental enhancements, which supply quick and feasible solutions to each system. The complemantary perspective was employed with the service tools while drawing new blueprints for each case and reconfiguring the details according to the social needs and technical substructure. The meso level proposals are more complex with their stakeholder arrangements. These proposals carry full capacity application of the models and their outcomes are expected to be visible in longer period. In both web platform cases, different key partners and key activities are offered with different value propositions. The macro level proposals are generated with the expectation of triggering social norm changes with the exposed business models. These business models are configurated with the evaluation of social changes international arena in the last two decades and their reflections on the Turkish context. The interaction between international markets is fast enough to affect each other in short time. The youth responds to the market changes and react in several ways, which signal the changes in norms of the society in long term. Sharing is a reciprocal, peer to peer and interactive action; the changes through sharing action affects the whole society through time. Sharing the products, washing machines, and vehicles requires and creates several business models and each of these models are designed with the contextual differences of the society. However, they slightly change the society that they were designed for with every sharing action took place through them. Because both the societies and systems designed within these societies' regulations are dynamic constructions. It is a fact that Turkey needs the benedictions of these systems. The applicability and compatibility of the systems to the economic and social context are the main arguments. The acceptance of the use-sharing systems by a community is the precondition for their success and viability. These systems would be efficient and long-lasting with the help of the extensive multi-perspective approach proposed in this research. This research was aimed to be a source for either private initiatives or community services creating new collaborations with different stakeholder groups to realize new use-sharing systems.
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ÖgeGiyilebilir teknolojilerde kullanıcı deneyimi: Giyme biçimleri üzerine karşılaştırmalı bir analiz(Lisansüstü Eğitim Enstitüsü, 2023-05-11) Başkan, Ahmet ; Berk Göncü, Gözde ; 502162909 ; Endüstriyel TasarımGiyilebilir teknolojiler, bilgisayar ve elektronik teknolojilerindeki son yıllarda yaşanan gelişmeler ile ortaya çıkan bir kavramdır. Günümüzde ise artık giyilebilir teknolojiler ile hayatımızın birçok alanında karşılaşmaktayız. Sağlık, iyi yaşam, spor ve eğlence gibi birçok alanda ürünler hayatımıza dahil olmaktadır. Giyilebilir teknoloji alanında hem akademik hem de sektörel birçok araştırma ve gelişme gerçekleşmektedir. Bu araştırma ve geliştirmeler biyoloji, fizyoloji, tıp, malzeme bilimleri, bilgisayar, tekstil, moda, tasarım, elektronik ve mühendislik gibi alanları kapsayan disiplinlerarası süreçtir. Bu gelişmeler sonucunda ise birçok farklı formda giyilebilir teknoloji ürünü üretilmektedir. En bilinen örnekler akıllı saatler, akıllı bileklikler, akıllı gözlükler olsa da bu ürünler haricinde aksesuar, tekstil, dövme (yamalanabilir) ve implant olarak tasarlanan farklı birçok ürün de mevcuttur. Zamansal olarak giyilebilir teknoloji ürünlerini incelediğimizde de aksesuar olarak takılabilen ürünlerden zamanla giyilebilen, yamalanabilen ve implante edilebilen giyilebilir teknoloji ürünlerine doğru bir ilerleme gözlemlenmektedir. Giyilebilir teknolojiler üzerine yapılan çalışmalar giyilebilir teknolojilerin gelecek yıllarda ürün çeşitliliğin, satış rakamlarının, kullanım oranlarının hızla artacağını göstermektedir. Hayatımızda çok daha fazla yer alacak olan bu giyilebilir teknolojilerin için ise en büyük sorun kullanıcıların ürün terk etme süresidir. Yapılan çalışmalar göstermektedir ki giyilebilir teknoloji kullanıcıları ürünleri kullanmayı kısa bir sürede bırakmaktadırlar. Bu yüksek terk etme oranının en önemli nedenlerinden birisi de olumsuz kullanıcı deneyimleridir. Özellikle vücudumuza temas etmekte olan ve uzun süreler kullanılan bu ürünler için kullanıcı deneyimi dikkate alınarak tasarımlar gerçekleştirilmelidir. Kullanıcı deneyimi, bir ürün, sistem veya hizmet ile kullanıcı arasında bir bağlam çerçevesinde gerçekleşen algı ve tepkilerdir. Ürün, kullanıcı ve bağlam olarak bu üç bileşenin haricinde kullanıcı deneyimini etkileyen bir diğer önemli etkende zamandır. Kullanıcı deneyimi zaman içerisinde değişmekte ve gelişmektedir. Bu süreç kullanıcının ürün kullanımından önce sahip olduğu ihtiyaç ve beklentileri ile başlamakta ve kullanım anında yaşadığı deneyimler ve kullanım sonrasında ürün hakkında oluşturduğu düşünceler olarak devam etmektedir. Bu nedenle ürün kullanıcı deneyimi araştırmalarında uzun süreli araştırmalar hem gerekli hem de oldukça zordur. Kullanıcı deneyiminin niteliklerini incelendiğinde ise kullanıcı deneyiminin verimlilik, kullanılabilirlik, yararlılık gibi araçsal olan pragmatik özelliklerinin yanı sıra duygular, zevk, memnuniyet gibi öznel olan hedonik özelliklere sahip oldukları görülmektedir. Giyilebilir teknolojilerde yaşanmakta olan evrimsel süreç dikkate alındığında bu tez çalışmasında giyilebilir teknolojilerdeki yüksek terk etme problemi kullanıcı deneyimi çerçevesinde ele alınacaktır. Gerçekleştirilecek olan bu araştırmada aksesuar temelli giyilebilir teknolojiler ve tekstil temelli giyilebilir teknolojilerin kullanıcı deneyimi karşılaştırılması amaçlanmaktadır. Bu karşılaştırma sonucunda ise giyilebilir teknolojiler olumlu ve olumsuz deneyimler olarak kullanıcı deneyiminin zamansallığı ve kullanıcı deneyiminde pragmatik ve hedonik nitelikler olarak tartışılacaktır. Bu tartışma sonucunda ise giyilebilir teknolojilerdeki uzun süreli kullanılmama problemleri tasarım açısından incelenecektir. Bu hedefler doğrultusunda araştırma yöntemi olarak nitel ve nicel yöntemler birlikte kurgulanarak karma araştırma yöntemi tercih edilmiştir. Bu tez çalışması için planlanan araştırma yöntemi üç aşamadan oluşmaktadır. Bu üç aşama giyilebilir teknolojilerde kullanım öncesi, kullanım anı ve kullanım sonrası deneyimleri araştırmak olarak kurgulanmıştır.
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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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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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ÖgeAn onto-phenomenological inquiry on the post-industrial maker experiences through the lens of actor network theory(Fen Bilimleri Enstitüsü, 2020) Dilek, Özgün ; Kaya, Çiğdem ; 652705 ; Endüstri Ürünleri Tasarımı Ana Bilim DalıThis thesis investigates the phenomenon of 'being maker' as emerged in the post-industrial conditions. Through the maker experiences, the thesis exposes the relations among the entities in the interactive network of tools, materials, people and places. The question of agency in the creative practices of makers is one of the main concerns of this thesis. As a secondary one, how maker experiences can transform the industrial forms of design practices follows. This research uses qualitative methodologies, and conducts a phenomenological inquiry with the ontological lens of Actor Network Theory (ANT). The phenomenological inquiry is developed as a part of uncovering meaning and articulating the lived experiences of makers. In this research, ontological side addresses different agencies in the maker network, phenomenological side bridges the human world relationship and the epistemological side, which supports design theory, generates an onto-phenomenological inquiry to know the realities of makers. Even phenomenology seeks for the conditions of the entities as perceived as in the human experiences, the use of ANT perspective brings an unexperienced 'worlds in the making' foreground that emerge in the process of interactive relations among human and non-human entities. Using ANT perspective allows the investigation of dynamic socio-material relations in maker ecology. The philosophical discussion of this thesis addresses the separation of objects and subjects, followed by the separation of roles, expertises and professions in the production, consumption cycles of industrial design. For this reason, critical approaches to industrial design are reflected for their attempt on seeking better connection with the things and the meanings in design. The thesis combines the relevant literature on the dichotomies of industrialization and the critical approaches to that condition. This literature supports the onto-phenomenological inquiry on the experiences of makers and the following investigation of the emerging concepts, behaviours, competences and meanings in the socio-material practices of makers. How these practices generate an alternative material culture to the industrial forms of design practices is highlighted for achieving new perspectives in design research. Main data collecting method of this research includes literature review, observation and semi-structured interviews with the maker participants. Literature review developed an understanding of maker practices in relation with the industrialisation and the global maker movement, which extends from today to the pre-industrial forms of design. Literature review supported observations and built connections between what was investigated and what could be investigated in maker practices. Observations took place in four different maker and technology fairs and four meet-ups between 2014 and 2017. Photographs were taken and material data as flyers, magazines, books were collected in these maker events to reflect the material and communicative relations in the maker network in İstanbul. Following the observations, semi-structured interviews were conducted with the nineteen selected maker participants between 2016 and 2018. In the analysis phase, thematic codes were generated through coding the data, finding out conceptual themes and associating themes with the codes. To reflect the maker experiences and answer the research questions, themes were interpreted through the literature and through the distinct characteristics of maker experiences. Thesis have multiple outcomes including the maker approaches and relations within their world making activity of design. Makers take part in the ecology of competences, which in turn re-constitute makers with different skills and perspectives in their relations. They learn, repair and hack things during the experimental processes of making. They appropriate industrial products in their everyday life depending on their personal matter of concern. Through the mediation of post-industrial production and communication technologies, makers apply various practices in the explorative processes of making. Emergent agencies during the interaction of entities in maker practices, re-generate the maker identity capable of transforming practical and symbolic meanings in design. Makers re-define design practices through assembling the seperated skills, roles and expertises during the industrialization processes of the production. Makers develop self-expertise through interacting with the agency of competences generated in the maker ecology. Makers overcome the division of the labor through building relations between cognitive and practical skills in the experimental process of making and learning. Makers generate critical debates on the use of technology and the production-consumption cycles of things. The emerging outcomes of practices re-constitute the relation of the makers within the world. They produce material and social effects to overcome the dichotomies and the predetermined perspectives on the agency of entities. Through attributing to the relational and dynamic sense of agency, makers become capable of transforming the society and the daily life practices such as working, learning, thinking. Beside the maker agency, emergent agencies during the performances of human and non-human actors generate unexpected outcomes in which human intention, intuition and experience have partial roles. Appropriation and interpretation of makers generate various artworks, things, materials, tools, machines which in turn re-constitute the maker agency in the daily life. Autonomous character of agency in maker practices re-constitute the creative individuality through self-reliance and self-productivity. The borders of the creative practices become blurred and emergent agencies continuously re-define the design expertise. Through publicly available debates of makers on technology usage and the relation of things with the life of the users, agency of making practices becomes dynamic, immaterial and social. As a result, agency in maker practices is distributed, extended and emergent during the socio-material relations of humans and non-humans. Agency reflects a dynamic and hybrid character of various actors through the collective productivity, competence acquisition and interpreting the usages in maker ecology. During the interaction of makers with various actors, distinct matter of concerns emerge and have a transformative effect in the society. Contemporarily interpreted practices of working, learning, instructing, sharing and interacting emerge through employing the post-industrial technologies and the collective power of productivity in maker network. The agency of maker network move beyonds the sum power of the entities that exercise agency in the individual level. Agency extends in different times and spaces through the distributed and the emergent characters of maker assemblages in action.
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ÖgeTasarım alanının yerel bilgiyle ilişkisi: Karşıyaka köyü'ndeki iş birliğine dayalı dokuma uygulamasından öğrenmek(Lisansüstü Eğitim Enstitüsü, 2022-02-17) Öz, Gizem ; Timur, Şebnem ; 502152904 ; Endüstri Ürünleri TasarımıBu tez, tasarımın yerel ile olan ilişkisini yerelden öğrenme şeklinde yeniden formüle ederek bunu Karşıyaka Köyü'ndeki dokuma uygulaması üzerinden anlamayı, belgelemeyi ve elde ettiği bilgiyi tasarım alanına aktarmanın olanaklarını araştırmayı amaçlamaktadır. Bunun için tezde üç ana parçadan oluşan bir yapı kurgulanmıştır. İlk bölümde tasarım disiplininin yerel bağlam ile ilişkisi meselesi tarihsel kökenleriyle literatürde ele alındığı şekliyle tartışılmıştır. İkinci bölümde tasarımda yerel bilgi konusu irdelenmiş ve tasarımda epistemolojik çeşitliliği sağlamanın yöntemleri aranmıştır. Son bölümde ise Karşıyaka Köyü'ndeki dokuma uygulamasının oluş, akış, işleyiş, aktarılış yolları ve biçimleri katılımcı gözlem yoluyla not edilmiştir. Dolayısıyla Karşıyaka dokuma uygulaması üzerinden yereldeki insanların nasıl bildiği ve ürettiği ve bu biçimlerin tasarım yapma ve bilme kanallarına nasıl dönüştürülebileceği konuları, bu tezin temel sorularını oluşturmaktadır.
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ÖgeTasarım eğitim kurumları ve yerel yönetimler arasındaki iş birliklerinin incelenmesi(Lisansüstü Eğitim Enstitüsü, 2020) Fışgın Korkmaz, Saniye ; Bağlı, Hatice Hümanur ; 659579 ; Endüstri Ürünleri Tasarımı Bilim DalıBu tezin amacı, kamuda tasarım faaliyetlerini derinlemesine inceleyip, kamu kurumları ile tasarım okulu iş birliklerinin kamudaki tasarım faaliyetlerine ve tasarım eğitimine etkilerini genel hatlarıyla incelemektir. Çalışma, "bu iş birliği kamu kurumlarında ve kamu için tasarım ekosisteminde ne tür farklılıklar ve kabiliyetler yaratmakta ve bu tür iş birlikleri daha etkili nasıl olabilir?", "bu tür tasarım projeleri tasarım okulu öğrencilerine ve tasarım akademisine neler kazandırır?" araştırma sorularını temel alarak gerçekleşmiştir. Çalışmada incelenen proje örneklerinde kamu kurumları olarak bahsedilen kurumlar çoğunlukla yerel yönetim kurumlarıdır. Bu araştırmada ürün ve hizmet tasarımı bağlamında eğitim veren okullar tasarım okulları olarak tanımlanmıştır. Tarih içinde endüstriyel tasarımcıların çalışma konuları, çalışma şekilleri ve ortamları değiştikçe, tasarım eğitiminin de evrilmesinin gerekliliği doğmuştur. Tasarım eğitimi artık disiplinler arası ve uluslararası gruplarla çalışmaya yatkın, dokunulabilir objelerin dışında soyut ve somut detayları aynı anda içeren sistemlerin ve hizmetlerin tasarlanmasına aşina, değişken dünya şartlarına kolay uyum sağlamak için çabuk öğrenen, dünyaya ve çevreye duyarlı tasarımcılar yetiştirmelidir. Tasarım okullarının bu anlamda çağa ayak uydurabilmesinin bir yolu farklı kurumlar ile yapılan iş birliği projeleridir. Bu sayede hem akademisyenler hem öğrenciler piyasa koşulları ve yeni pratikler hakkında birinci kaynaktan bilgi alabilmektedir. Özellikle tasarım stüdyosu eğitimi ve lisansüstü tez çalışmalarında bu tür projeler doğru kurgulandığında iki taraflı kazanç sağlanmaktadır. Endüstriyel tasarım, kamuda özellikle hizmet tasarımı disiplini ile kendine farklı bir yer bulmaya başlamıştır. Kamu kurumları, kullanıcılarına çoğunlukla ürün-hizmet sistemleri ile ulaşır. Tasarımcılar geçmişte kamusal mekân ve mobilya ölçeğinde kamuya hizmet sunarken, hizmet tasarımı alanının gelişmesi ile kamu kurumlarındaki faaliyet alanları genişlemiştir. Bunun yanında yeni kamu yönetimi yaklaşımları ile hükümetler ve belediyeler yönetim bakış açılarını değiştirmeye başlamıştır ve tasarım, inovasyon gibi konular kamunun gündemine girmiştir. Yönetişim yaklaşımları ile ise demokrasilerde vatandaşların söz sahibi olduğu katılımcı yaklaşımlar kendine daha çok yer bulmaktadır. Tasarım düşüncesi, hizmet tasarımı ve hizmet tasarımının gelişen yapısı ile bu yönelimler paralellik göstermektedir. Ürün-hizmet sistemleri ile artık hizmetler daha kolay anlaşılır hale gelmiş, dolayısı ile sunulan deneyimler tasarım ile daha kapsamlı bir şekilde iyileştirilir hale gelmiştir. Zaman içinde, hizmetler ürünlerin odağından ayrılarak hizmet ağırlıklı mantık ile değerlendirilmeye başlamıştır. Bu mantık ile ise hizmetleri kullanan ve sunanların değer yaratımının bir parçası oldukları kabul edilmiştir ve hizmetler ve hizmet tasarımı için birlikte tasarım ve üretim daha önemli hale gelmiştir. Bu tartışmalar, tezin literatür kısmında yer almaktadır. Kamuda gerçekleşmiş tasarım projeleri incelendiğinde, sosyal inovasyon projeleri ile birlikte katılımcı tasarım pratikleri de oldukça sık karşımıza çıkmaktadır. Birlikte tasarım (co-design) ile katılımcı tasarım da (participatory design) bu tezde farklı yaklaşımları ile yer bulmuştur. Kamuda tasarım ile ayrılamayacak pratikler olan kamuda inovasyon konusu, sosyal inovasyon ile ilişkisi, bu araştırmaya konu olmuş projelerin ana aktörleri olan yerel yönetimler ve bu kurumların Türkiye'deki yapısı da tezde bahsedilmiş konulardandır. Yukarıda da bahsedildiği gibi, bu araştırmanın bir amacı, gerçekleşen iş birliklerinin kamu kurumlarının tasarım yeteneklerine etkilerini anlamaktır. Bu yüzden kurumlarda tasarımı tanıtmak, kurumlara tasarım yeteneği kazandırmak, tasarım kültürü ve örgütsel tasarım ve değişim gibi konular kamu sektörü bakış açısında değerlendirilmiştir. Bu kısımda elde edilen model, araştırma kısmında verilerin analizinde araştırmacıya yardımcı olmuştur. Çift taraflı öğrenme olarak da tanımlanabilecek kamu-tasarım okulları iş birliği projeleri üç farklı yöntem ile incelenmiştir. Aynı zamanda İTÜ endüstriyel tasarım bölümünde araştırma görevlisi olan araştırmacı, çalışmaya kendi tasarım okulu-kamu kurumu iş birliklerini kurmak ile başlamıştır. Keşif araştırması olarak tanımladığı bu kısımda, bazen üniversitede birlikte çalıştığı ekip arkadaşları ile birlikte, bazen de bireysel olarak tasarım projeleri oluşturmuştur. Araştırmacıya bu projelerde hem İTÜ'den hem de Kadıköy Belediyesi'nden birçok farklı paydaş destek vermiştir. İTÜ'deki tasarım öğrencileri ile Kadıköy Belediyesi ile buluşturmuş, GlobalGovJam gibi farklı aktörleri birleştiren tasarımı tanıtma etkinlikleri düzenlemiştir. Yurtdışında misafir araştırmacı olarak geçirdiği süre içinde ise, Milano ve Delft'te gerçekleşen iki tasarım okulu-kamu iş birliği projesini gözlemleme şansı bulmuş, Milano'da düzenlenen projenin Samsun'da gerçekleşen farklı bir etkinliğinde görev alma şansı bulmuştur. Bütün bu çalışmaları fotoğraflarla belgelemiş, gözlemlerini ve paydaşlarla gerçekleştirdiği planlanmamış görüşmeleri günlükler halinde saklamış daha sonra da raporlar haline getirmiştir. Elde edilen bu veriler literatür taraması ışığında analiz edilmiş ve belirli sonuçlara varılmıştır. Sonuçlar dışında keşif araştırmasının sonunda yapılacak ikinci araştırmanın soruları da belirlenmiştir. Doküman analizi olarak adlandırılan ikinci çalışmada ise, farklı ülkelerden derlenmiş 35 adet genelde yerel yönetim kurumlarında gerçekleşmiş kamuda tasarım projesi incelenmiştir. Projelerin ilgilendiği tasarım aktiviteleri, projelere dahil olan aktörler, projelerde gerçekleştirilen tasarım evreleri, projelerde karşılaşılan engeller ve kolaylaştırıcılar projelere dair dokümanların taranması ile ortaya çıkarılmış ve listelenmiştir. İncelenen tasarım projelerinde, kamu kurumlarına ortak olan üç temel paydaş ortaya çıkmıştır. Bunlar, tasarım okulları, tasarım firmaları ve sivil toplum kuruşları gibi kâr amacı gütmeyen kurumlar olarak sıralanabilir. Bu çalışmada tasarım okulu ortaklıkları daha derinlemesine irdelenmiştir. Tasarım projesi ortaklıkları incelendiğinde üç farklı ortaklık tipinin olduğu fark edilmiştir. Tasarım okulları, pratiğe dayalı öğrenme içeren dersler (stüdyo dersleri gibi), pratiğe dayalı lisansüstü çalışmalar ile çok aktörlü projeler ile kamu kurumları ile iş birlikleri gerçekleştirmektedir. İş birlikleri birbirleri ile karşılaştırmalı olarak incelenmiş, kamu kurumlarında tasarım aktivitelerinde karşılaşılan sorunlar ve avantajlar genel olarak ortaya çıkarılmıştır. Bu bölümün sonunda, ilk bölümde olduğu gibi araştırmaya yeni sorular eklenmiştir. Tezin son aşamasında ise, tasarım okulu projelerinde uygulama aşamasına geçen ya da uzun süreli iş birlikleri arasından daha fazla veriye erişilebilen 7 adet proje daha detaylı bir şekilde incelenmiştir. Bu projelerden üçü tasarım stüdyosu (yaparak öğrenmeye dayalı dersler) iş birliği içerirken, iki tanesi çok aktörlü, diğer iki tanesi ise pratiğe dayalı tez çalışmalarıdır. Söz konusu projelerin aktörlerinin dahil oldukları ekosistemler, projelerin kamu kurumlarına tasarım bağlamındaki etkisi, projelerde karşılaşılan zorluklar ve kolaylaştırıcılar ile tasarım okullarının bu süreçten kazançları sorgulanmıştır. Bu süreçte, doküman analizinin yanında proje sorumluları ile röportajlar yapılmış, konu ile ilgili röportaj ses kayıtları yazıya dökülerek kullanılmıştır. Yapılan araştırmalar sonucunda birtakım verilere ulaşılmıştır. Özetlenecek olursa, öncelikle kamuda tasarım etkinliklerinin daha başarılı, daha verimli ve sürdürülebilir olması için, sadece ortak olan kamu kurumunun değil kamu kurumunun dahil olduğu kamuda tasarım ekosisteminin de tasarım farkındalığının yüksek olması gerekliliğinden bahsedilebilir. Genel olarak incelenen örneklerde, tasarım okulları ile yapılan ortaklıkların ardından, kamu kurumlarının tasarım farkındalıklarındaki gözlemlenebilen değişim sınırlıdır. Bu durum birçok farklı neden ile açıklanabilir. Bu tezde bu durumun nedeni olarak görülen durumlardan bir tanesi yukarıda bahsedilen ekosistemin tasarım bakımından olgunlaşmamış olmasıdır. İkinci bir neden ise, kamu kurumlarının tasarım sürecine tam anlamıyla dahil olmamasıdır. Ekonomik ve zaman kısıtları, ülkelerin kanunları bağlamındaki engeller, karar vericilerin politika değişimleri de bu durumların nedenleri arasında sıralanabilir. Bahsedilen engellere rağmen, incelenen örnekler ile ulaşılan birtakım öneriler ile süreçlerin daha başarılı hale gelmesi sağlanabilir. Bu öneriler özetlenecek olursa; iş birliklerinin doğru bir şekilde yürüyebilmesi için, başlangıçta doğru aktörlerle yardımlaşma içinde olunmalı, projenin ekonomik gereklerini desteklemek için fonlara ya da ilgili destek kuruluşlarına başvurulması gerekliliği keşfedilmiştir. İş birliğinin başında hem paydaşların haklarını korumak hem de projenin gidişatını güvenceye almak için belirli protokoller oluşturulmalıdır. Süreç esnasında, farklı aktörler ve farklı disiplinlerden uzmanlar ile birlikte tasarım etkinlikleri düzenlemenin önemi, görüşme gerçekleştirilen birçok katılımcı tarafından vurgulanmıştır. Bu etkinlikler hem bu aktörlerin sürece katkısını hem de kamu kurumunun tasarım farkındalığını artıracaktır. Ancak, bu katılımcı etkinlikler doğru şekilde kurgulanmalı ve katılımcılar sürecin diğer aşamaları hakkında bilgilendirilmelidir. Kamu kurumlarının sürece başından sonuna katkı vermesi sağlanmalıdır. Tasarım okulu temsilcilerine de kamu sektörünün problemleri ile daha kolay baş edebilmeleri için süreç içinde farklı eğitimler verilmelidir. Tasarım projelerinin uygulama aşamasına geçmesi hem tasarım okulu temsilcileri hem de kamu kurumları için öğretici bulunmuştur. Bu yüzden, tasarım projelerinin uygulama aşamasına geçmesi için farklı stratejiler geliştirilmesi önerilmektedir. Sosyal girişimler yaratmak, ilgili özel sektör kurumlarından ekonomik destek talep etmek ya da farklı fon ve desteklere süreç içinde başvurmak izlenebilecek stratejiler arasındadır. Süreç sonunda ise, projenin yaygın etkisini artıracak etkinliklerde bulunmak, bir sonraki iş birlikleri için planlar yapmak ve farklı tür iş birliklerinin önünü açmak araştırma sonucu ortaya çıkan önerilerdir. İncelenen tasarım okulları ve kamu kurumları ortaklıklarının tasarım okullarına katkılarına gelecek olursak, genel olarak özel sektör ile çalışmaya odaklanmış eğitim kurumlarında, bu tür kurumlarla çalışmak, öğrencilerin gelecek vizyonlarını genişletebileceği tespit edilmiştir. Örneklerde gerçek dünya problemleri ile karşılaşıp bu problemlere çözüm üretecen öğrencilerin, bilgilerini uygulamaya geçirip test etme imkânı bulduğu görülmüş ve bu durumun tasarım öğrencileri için önemli bir katkı olduğu tespit edilmiştir. Kamu sektörü dinamiklerine aşina tasarımcıların, kamu kurumlarına hizmet veren tasarım firmalarında ya da kamu kurumlarında çalışmaya başlayarak, gelecekte incelenen projelerin gerçekleştiği ekosistemi besleyebilecekleri öngörülmüştür. Ancak bunun yanında öğrencilerin, tecrübesiz tasarımcılar olarak, kamu kurumunun tasarım algısını yanlış oluşturma riski de taşıdıkları tespit edilmiştir. Bu yüzden, öğrencilere destek olacak, sektör hakkında tecrübeli tasarımcı-eğitmenler sürecin başarılı gerçekleşmesi için elzemdir diyebiliriz. İncelenen uygulamaya geçmiş birçok örnekte kamu sektörünün dinamiklerine hâkim ve iş birliği sürecinin bu açıdan daha doğru yönetmiş eğitmenlerin varlığı dikkat çekmiştir. Bunun yanında birçok iş birliğinde ortaklığın gerçekleşmesi ve uygulama aşamasına geçmesi için, paydaşların farklı çalışma yöntemleri geliştirdiği fark edilmiştir. Süreç sırasında ya da sonrasında kurgulanan stajlar, tasarım akademisyenlerinin gönüllü olarak zamanlarını bu süreçlere ayırması ilgilenen projelerde sık karşılaşılan durumlardır. Ekosistemdeki tasarım okulları ve kamu kurumlarında karşılaşılan tasarım, inovasyon ya da araştırma laboratuvarları süreci kolaylaştıran unsurlar olarak tespit edilmiştir. Gerek personeli gerekse sundukları tarafsız ortam, projelerin gerçekleştiği süreçleri kolaylaştıran etkileri oluşturmaktadır. Son olarak ise, tasarım eğitimi dünyanın sürekli değişen dinamikleri dolayısı ile sürekli bir değişim baskısına maruz kalmaktadır. Kamu sektöründe daha etkin tasarımcılar yetiştirmek için de tasarım okulları öğrencilerine birtakım farklı yetenekler kazandırmalıdır. Bu yetenekleri kazandırmak için, hizmet tasarımı, sistem düşüncesi, katılımcı tasarım gibi farklı alanlarla ilgili derslere yer verilmeli, daha çok sosyal ve kamu inovasyonu projesi ders programına eklemelidir. Lisansüstü eğitiminde, pratiğe dayalı tez çalışmalarını artırılmalı ve farklı tarzda iş birlikleri ile hem lisans hem lisansüstü eğitimini zenginleştirmelidir. Bu çalışma, kamu kurumlarında tasarım farkındalıklarını ve etkinliklerini artırmak için tasarım okulları ile iş birliğini önermektedir. Bu öneri hem Türkiye ölçeğinde hem dünya ölçeğinde örnekleri olan ve yeni çalışmalar yapılabilecek bir hamle olarak görülmektedir. Yine de kâğıt üstünde kolay görünse de bu tür iş birliklerinin gerçekleşmesi için belirli stratejiler ve yol haritalarına ihtiyaç olduğu keşfedilmiştir. Bu araştırma bu ihtiyacı karşılayacak bilgileri ortaya çıkarmayı hedeflemiştir. Bu anlamda çalışma literatüre ve uygulamaya birçok açıdan katkıda bulunmayı hedeflemiştir. Tez, sahip olduğu detaylı literatür taraması ile Türkçe literatüre konu hakkında katkı sağlanmış, farklı yöntemlerle incelenen örnekler ile ise konu hakkında çalışmak isteyen farklı aktörlere öneriler geliştirilmiştir.