Papers by Gizem Hediye Eren

European Journal of Science and Technology, 2022
Öz Blog, vlog, wiki, anlık mesajlaşma ve podcast gibi Web 2.0 araçları, internet kullanıcılarının... more Öz Blog, vlog, wiki, anlık mesajlaşma ve podcast gibi Web 2.0 araçları, internet kullanıcılarının içerik oluşturup paylaşmalarına ve işbirliği yapmalarına olanak tanırlar, eğitim ve araştırma amaçlı kullanımlar için yaratıcı fırsatlar sunarlar. Kullanıcı kaynaklı içerik (KKİ) sunan çevrimiçi ortamlardan bir tanesi de video paylaşım platformlarıdır. Özel yaşamdan çalışma yaşamına ve kamusal alana, bilimsel ve teknik alanlardan eğitime kadar birçok farklı alanda video kullanımının ve paylaşımının büyük bir hızla artması, araştırmacıların çevrimiçi video paylaşım platformlarını zengin bir veri kaynağı olarak değerlendirmesine yol açmıştır. Birçok getirisine rağmen bu tür platformların eğitim ve araştırma amaçlı kullanımı çeşitli teknik ve etik zorlukları da beraberinde getirir. Bu çalışma, Web 2.0 platformlarındaki kullanıcı kaynaklı videoların (KKVler) tasarım stüdyosu eğitiminde araştırma amaçlı kullanımına odaklanmakta, KKVlerin tasarım stüdyosu eğitiminde nitel araştırmalarda veri kaynağı olarak kullanımının teknik ve etik yönlerini tartışmakta ve öneriler sunmaktadır.

Tykhe Sanat ve Tasarım Dergisi, 2022
Sosyal bir varlık olan insanın gereksinimlerini karşılamak için oluşturduğu kentler, fiziksel ve ... more Sosyal bir varlık olan insanın gereksinimlerini karşılamak için oluşturduğu kentler, fiziksel ve estetik ögeleri itibariyle canlı birer organizmadır. Her kent nüfusunun özelliklerine, gelenek-göreneklerine ve örf-adetlerine göre bir kimlik kazanmakta, ötekinden rahatlıkla ayrılmakta ve tanımlanmaktadır. Kent kimliğinin oluşumunda çalışmada da incelenmesi hedeflenen mimari yapıların ve ögelerin etkisi büyüktür. Brütalist mimari yaklaşımın gözlemlenebildiği Yeni Belgrad bölgesi mimari yapıları ve ögeleri, kent kimliğinin okunmasında önemli yer tutmaktadırlar. Çalışmanın örneklem alanını, 1948 yılında başlayan ve Sava Nehri'nin sol yakasına inşa edilen, planlı bir kent olan Yeni Belgrad'da bulunan ve Süper Bloklar olarak isimlendirilen konut kompleksleri oluşturmaktadır. Brütalist üslubun/mimarinin ilkelerinin, bu yapılar ve sınırlarında yer alan kentsel donatılar/ögeler üzerindeki etkisinin incelenmesi amaçlanmış, nitel araştırma yöntemlerinden betimleyici vaka çalışması yaklaşımı kullanılmıştır. İç içe geçmiş çoklu durum deseni ile brütalist üslup/mimari, 22, 23, 29, 33, 61-64 nolu Süper Bloklar üzerinden betimleyici vaka çalışması ile yorumlanmıştır. Bulgular, brütalist üslubun/mimarinin katkı değerlerinin anılan Süper Bloklarda yapı kompleksini ve çevresinde yer alan kent donatılarını büyük ölçüde şekillendirdiğini göstermektedir. Çalışmada, brütalizm ve Yeni Belgrad Süper Bloklarının birbirini ne ölçüde tamamladığının, kent donatıları üzerinden açıklanması, diğer kentler özelinde de üzerinde düşünülmesine imkân tanıması açısından çalışmanın alana ve literatüre katkı sağlayacağı düşünülmektedir.

Anadolu Üniversitesi Sanat ve Tasarım Dergisi, 2022
Designers’ hands-on experience in research through design process contributes them to produce and... more Designers’ hands-on experience in research through design process contributes them to produce and share knowledge from their own design practices. In this study, the primary purpose was exploring sustainable design concepts and developing solutions for improving the product lifespan of household light with research through design process. With a particular focus on “emotionally durable design”, “product personalisation”, and “localisation” were considered fruitful concepts. The do-it-yourself (DIY) approach, which means that users participate in production, and the halfway product rationale, which leaves space for users to complete the production, were the concepts used in personalisation. The outcome of the research through design process was a wall lamp manufactured with different scales of production, involving personalisation features facilitated by DIY and halfway product rationale. For “localisation”, different scales of production opportunities were explored, and a design kit as a halfway product was considered as a sustainable design solution. DIY approach was benefited for producing complementary lace lampshade. In the design for sustainability framework, it is seen that experimenting and engaging with locally available materials and manufacturing capabilities in the research through design process nurtured developing sustainable design solutions.

It is known that water, which manifests itself in many different areas of life with different fun... more It is known that water, which manifests itself in many different areas of life with different functions, has an important role in space design. The water element has been used for various purposes both indoors and outdoors from past to present. In the historical process, in many civilizations, water has been effective in the space with its aesthetic qualities, symbolic values, and meanings as well as meeting different physical needs and actions. The water element, which has varied in functionality and aesthetics, has played an important role in the identity of space. Water is an important component of open spaces. The word “campus” means, an educational institution consisting of institutions and units such as faculties, institutes, schools, etc. which have scientific autonomy and public legal personality, and carry out high-level education, training, scientific research, and publication. The campuses offer both students and instructors a living and activity space; it is a social l...

ISUEP2018 Uluslararası Kentleşme ve Çevre Sorunları Sempozyumu: Değişim/Dönüşüm/Özgünlük, 2018
Çalıştay, katılımcıları içinde yaşadıkları kente bakma konusunda yeni yollar düşünmeye davet etme... more Çalıştay, katılımcıları içinde yaşadıkları kente bakma konusunda yeni yollar düşünmeye davet etmektedir. Amaç, Eskişehir’in kentsel yapılaşma bağlamında değişim ve dönüşümünün, katılımcılar tarafından nasıl algılandığının açığa çıkarılmasıdır. Bağlar, Hamamyolu, Hatboyu, Bademlik, Köprübaşı-Adalar gibi yoğun bir değişime sahne olan bölgeler, çalışmanın önceliğini oluşturmaktadır. Çalıştay katılımcılarına bu bölgelerin geçirdiği değişim ve dönüşümler, plan düzleminde farklı zamanlarda kaydedilmiş görselleri aracılığıyla sunulacak, ve onlardan kentin bu bölgelerinin yeni ve eski dokusuna yönelik yorumlarını görselleştirmeleri istenmektedir.
Bu çalışmada yöntem olarak mekansal bilgi toplamadan kullanmaya kadar tüm üretim işlemlerini ve her türlü harita kullanımını içeren Harita yapım bilim, sanat ve teknolojisi anlamındaki “kartografi” yöntemi kullanılmaktadır. Görselleştirme sürecinde kartografi yönteminden deneysel bir yaklaşım çerçevesinde faydalanılmaktadır. Deneysel kartografi, haritanın geleneksel kartografi yaklaşımındaki nesnel ve normatif bir anlatımdan çok, özgün kavramsal bir araç olarak kullanılması şeklinde ifade edilebilir. Harmon (2009) çalışmasında 1960’lardan bu yana yoğun bir biçimde sanatçılar, sosyal, ekonomik ve kültürel dönüşümlere dikkat çekmek için haritalardan deneysel olarak faydalandıklarını ve özgün eserler ortaya koyduklarını ifade etmiştir . Katılımcılar, değişen ve dönüşen kentsel unsurlar ve ilişkileri arasındaki uyum veya gerilimleri, kritik bir bakış açısıyla ortaya koyacakları deneysel haritalar oluşturmaları hedeflenmektedir. Katılımcılardan, deneysel kartografi aracılığıyla seçtikleri karışık tekniklerle (kolaj, asemblaj, eskiz, dijital üretim, vb.) kentin değişimine kendi özgün bakış açılarını yansıtmaları beklenmektedir.
Katılımcıların ortaya koydukları deneysel haritalarında, kente dair kritik bakış açısının ne olduğu, manifestolarıyla örtüşen bir görsel anlatım biçiminde yer alacaktır. Buna ek olarak katılımcılar, kentin ele aldığı bölgesini, kentsel unsurların onu oluşturduğu şekline öznel bir bakış açısıyla yeniden adlandırabilirler. Örneğin, dönüşümü oluşturan kentsel unsurların, bölgeyi kentsel kimlikten uzaklaştırdığını, ya da tam tersine bu yeni yapılı çevrenin kentsel hafızayı desteklediğini düşünen katılımcılar, yeni isimlendirmede bu konudaki bakış açılarını da yansıtabilirler.

DRS LearnXDesign2019 "insider knowledge" Fifth International Conference for Design Education Researchers, 2019
This paper presents the development of a generative toolkit which utilizes user-generated online ... more This paper presents the development of a generative toolkit which utilizes user-generated online videos (UGVs) as found data and repurposes them for exploratory design research and idea generation. The toolkit aims at supporting design students to browse, select and analyse UGVs for generating design insights and ideas for unfamiliar problem domains and hard-to-access user groups. The toolkit development process started with a retrospective analysis of a selection of industrial design studio projects followed by interviews with the students and the tutors involved. An initial model was developed and used in a 5-week design studio project taken by 75 senior year industrial design students at Anadolu University. Based upon the findings of these studies, the revised toolkit was implemented in a half-day crash workshop involving a small number of participants. During the workshop, the participants were provided with a concise literature review regarding a specific design project topic, a YouTube playlist of related videos, the video analysis board samples from previous studies, and the video analysis board templates for different analysis modes. Since the toolkit puts a special emphasis on unfamiliar domains and challenging user groups, the workshop involved the assistance of an external expert during the video analysis process. Through the UGVs the participants were able to immerse themselves into the subject and get familiar with the problem domain rapidly. The components of the toolkit such as video analysis samples and templates were also used as guidelines to interpret UGVs. The expert was directly involved in the video analysis process, and made clarifications and remarks concerning the participants’ questions and comments for gaining insights. The paper reports the outcome and findings of this half-day workshop and discusses the key insights for further developing the toolkit.

ISUEP 2018 International Symposium on Urbanization and Environmental Problems: Transition/Transformation/Authenticity, 2018
The workshop invites participants to consider new ways of looking at the city they live in. The a... more The workshop invites participants to consider new ways of looking at the city they live in. The aim is to reveal how Eskisehir's change and transformation in the context of urban reconstruction are perceived by the participants. Regions, such as Baglar, Hamamyolu, Hatboyu, Bademlik, Köprübasi-Adalar, are the areas of intensive change and constitute the priority of the workshop. The changes and transformations of these regions to the participants of the workshop will be presented through visuals recorded at different times on the plan level and they will be asked to visualize their interpretations of the city's new and old textures. In this study, "cartography" method of map-making science, art and technology will be used as a hybrid method including all production processes and all kinds of map usage from spatial information. In the visualization process, an experimental approach to cartography will be utilized. Experimental cartography can be expressed as the use of the map as an original conceptual tool rather than an objective and normative narrative in the traditional cartographic approach. In her book, Harmon (2009) has extensively described the experimental use of mappings and unique works created by artists to draw attention to social, economic and cultural transformations since the 1960s. Participants will create experimental maps that will present a critical view of the harmonizations or tensions between changing and transforming urban elements and their relations. Participants are expected to reflect their unique perspective on the transformation of the city with mixed techniques (collage, assemblage, sketch, digital production, etc.) selected, through experimental cartography. In the experimental maps of the participants, what is the critical view of the city will be in the form of a visual expression that overlaps with their manifestos. Besides, the participants can rename the city's territories with a subjective interpretation of the way the urban elements form it. For example, participants who think that the urban elements that make up the transformation are distinct from the urban identity, or vice versa: support this interpretation on urban memory, can also reflect their perspective on a new name they made up for this territory.

Semiotic Analysis of Julian Rosefeldt's Manifesto
Quarterly Review of Film and Video, 2019
First emerged as a video installation idea in 2015, and adapted into a film in 2017 Julian Rosefe... more First emerged as a video installation idea in 2015, and adapted into a film in 2017 Julian Rosefeldt's Manifesto presents the 21st century's important art movements and accompanying manifests to the audience in an experimental way. Shot in Berlin, thirteen different sequences were produced with different manifests, personas and spaces. Instead of clear definitions of personas, manifests and space - spatial elements in the scenes, the director aimed at directing the audience to explore the connotations of them in relation to the art movements and manifests. The purpose of this study is to analyze the film Manifesto, consisting of thirteen sequences, through the method of semiotics. These connotations are examined in terms of the relationship between the art movements, manifests and the personas, spaces and objects. Critiques of the film and interviews with the director are conferred as resources. The personas, spaces and objects for each attributed meaning through their concrete as well as abstract features. The film is discussed within the frame of the semiotic triangle created by Peirce who imposes a triangular relationship between the sign, the interpreter of the sign and the thing represented by the signified - the object.

5th International Furniture Congress, 2018
As product-centered design left its place to user-centered design, user experience has come to th... more As product-centered design left its place to user-centered design, user experience has come to the forefront. Starting with the early 2000s, studies on improving user experience have gained importance and become an important focus for design fields. In user experience, it is important to consider the product, the use environment, and the services together. Medical examination, which is not part of children’s daily routine, may often be associated with uncertainties, and thus with worrying experiences, and is one of the areas which can be improved through a user-centered design approach.
The pediatric examination table and its environment are where the interaction between the doctor and the child takes place predominantly. The examination table has a central role in design solutions which can improve user experience; its environment plays an important role for reinforcing and enhancing these solutions. The purpose of this study is to evaluate the process and the outcomes of an industrial design studio project aiming at improving the child's pediatric examination experience from a user- centered design perspective. The goal of the project is to develop design solutions for the general atmosphere of the room around the examination table towards reducing the distance between the child and the medical professionals, providing a reliable and soothing focus for the child, helping the child to cope with the worries arising from the examination room atmosphere and the medical equipment, providing a comfortable examination environment for all the stakeholders involved in the process, facilitating the actions performed during the examination, and providing an easy-to-clean and easy-to- maintain environment. The project was carried out in the fall 2017 with the senior year industrial design students at Anadolu University, and 75 students who took the studio course worked in 15 teams of five. To get design students familiar with the user group and the use context, and to get them reframe the design problem, a user-centered design process was adopted and the methods supporting this approach have been employed.
The study is based on the observation notes taken as a participant observer throughout the project and the analysis of the student presentations. The study indicates that the design students focused on various themes including the actions and circulation patterns around the examination table for pre-exam, exam and post-exam phases; the child’s transition to the examination phase; the medical equipment affecting the mood of the child; the interaction between the child and the other stakeholders, and the examination positions. The students followed various design strategies and developed design solutions for reducing the ambiguity that the child experiences during the examination process, a gradual transition to the examination process by altering the child's focus, directing the child in the exam room without the direct intervention of the doctor or the attendant, providing personalization opportunities which empower the child, keeping the stakeholders within the child’s visual field and at her/his eye level, and facilitating different examination positions.

When working on familiar problem domains, designers can rely on their past experience and knowled... more When working on familiar problem domains, designers can rely on their past experience and knowledge. Unfamiliar problem domains, on the other hand, may require guided access to users and the use environment. In design education, faced with an unfamiliar problem domain, design students as novice designers usually conduct exploratory design research in order to form a sufficient background about the user group and the usage context. There are various tools and methods for conducting exploratory research. However, when direct access to users is challenging and requires advanced research skills, the students need to be provided with alternative approaches and tools. This paper introduces video blogs (VLOGs), role-playing and storyboarding as exploratory research tools that can be used in such cases.
The paper discusses the use of these tools in the case of a senior year industrial design studio project where students work on an unfamiliar problem domain for developing a walking support for people with cerebral palsy. Based on the project documentation, interviews conducted with tutors, and the focus group with the students, the paper discusses the challenges faced by the students concerning accessing the use environment and the users with cerebral palsy, and the strategies they developed to cope with these challenges. The case indicates that combining digital and analog tools - VLOGs, role-playing and storyboarding - can be used as alternative ways of conducting exploratory design research in unfamiliar problem domains for generating initial design ideas, and that this approach can play an important role in unfamiliar problem domains for substituting direct observation of, or direct contact with, hard-to-access users.

ISIDE 2017: Second International Symposium on Industrial Design and Engineering. Nevşehir, Turkey., 2017
In an educational context, one of the design project considerations tutors take into account is t... more In an educational context, one of the design project considerations tutors take into account is the familiarity of design students with the target user group and use environment. For encouraging them to cultivate empathy in diverse human experiences, tutors make students engage in projects involving user groups who are not familiar to them. During the initial phases of a design process, design students need to explore the problem domain in order to form a sufficient background. There are various tools and methods rooted in ethnographic methods or participatory approaches that can be employed in this exploratory phase to get familiar with the users; however, from an educational perspective, design problems focusing on special user groups such as elderly, children and people with disabilities involve various ethical considerations and sensitive issues regarding access to users and use environment. In cases where design students do not have direct access to users for design exploration, they utilize other sources such as user-generated videos or documentaries that are readily available online. Based on the literature and semi-structured interviews conducted with six design students, this paper discusses the potential and the limitations of user-generated video content available on the internet as design research material for exploring unfamiliar design problem domains, and exemplifies the ways in which design students make use of it. The early findings indicate that online user-generated video material has the potential as a supplementary resource for exploring unfamiliar user groups and usage contexts.
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Papers by Gizem Hediye Eren
Bu çalışmada yöntem olarak mekansal bilgi toplamadan kullanmaya kadar tüm üretim işlemlerini ve her türlü harita kullanımını içeren Harita yapım bilim, sanat ve teknolojisi anlamındaki “kartografi” yöntemi kullanılmaktadır. Görselleştirme sürecinde kartografi yönteminden deneysel bir yaklaşım çerçevesinde faydalanılmaktadır. Deneysel kartografi, haritanın geleneksel kartografi yaklaşımındaki nesnel ve normatif bir anlatımdan çok, özgün kavramsal bir araç olarak kullanılması şeklinde ifade edilebilir. Harmon (2009) çalışmasında 1960’lardan bu yana yoğun bir biçimde sanatçılar, sosyal, ekonomik ve kültürel dönüşümlere dikkat çekmek için haritalardan deneysel olarak faydalandıklarını ve özgün eserler ortaya koyduklarını ifade etmiştir . Katılımcılar, değişen ve dönüşen kentsel unsurlar ve ilişkileri arasındaki uyum veya gerilimleri, kritik bir bakış açısıyla ortaya koyacakları deneysel haritalar oluşturmaları hedeflenmektedir. Katılımcılardan, deneysel kartografi aracılığıyla seçtikleri karışık tekniklerle (kolaj, asemblaj, eskiz, dijital üretim, vb.) kentin değişimine kendi özgün bakış açılarını yansıtmaları beklenmektedir.
Katılımcıların ortaya koydukları deneysel haritalarında, kente dair kritik bakış açısının ne olduğu, manifestolarıyla örtüşen bir görsel anlatım biçiminde yer alacaktır. Buna ek olarak katılımcılar, kentin ele aldığı bölgesini, kentsel unsurların onu oluşturduğu şekline öznel bir bakış açısıyla yeniden adlandırabilirler. Örneğin, dönüşümü oluşturan kentsel unsurların, bölgeyi kentsel kimlikten uzaklaştırdığını, ya da tam tersine bu yeni yapılı çevrenin kentsel hafızayı desteklediğini düşünen katılımcılar, yeni isimlendirmede bu konudaki bakış açılarını da yansıtabilirler.
The pediatric examination table and its environment are where the interaction between the doctor and the child takes place predominantly. The examination table has a central role in design solutions which can improve user experience; its environment plays an important role for reinforcing and enhancing these solutions. The purpose of this study is to evaluate the process and the outcomes of an industrial design studio project aiming at improving the child's pediatric examination experience from a user- centered design perspective. The goal of the project is to develop design solutions for the general atmosphere of the room around the examination table towards reducing the distance between the child and the medical professionals, providing a reliable and soothing focus for the child, helping the child to cope with the worries arising from the examination room atmosphere and the medical equipment, providing a comfortable examination environment for all the stakeholders involved in the process, facilitating the actions performed during the examination, and providing an easy-to-clean and easy-to- maintain environment. The project was carried out in the fall 2017 with the senior year industrial design students at Anadolu University, and 75 students who took the studio course worked in 15 teams of five. To get design students familiar with the user group and the use context, and to get them reframe the design problem, a user-centered design process was adopted and the methods supporting this approach have been employed.
The study is based on the observation notes taken as a participant observer throughout the project and the analysis of the student presentations. The study indicates that the design students focused on various themes including the actions and circulation patterns around the examination table for pre-exam, exam and post-exam phases; the child’s transition to the examination phase; the medical equipment affecting the mood of the child; the interaction between the child and the other stakeholders, and the examination positions. The students followed various design strategies and developed design solutions for reducing the ambiguity that the child experiences during the examination process, a gradual transition to the examination process by altering the child's focus, directing the child in the exam room without the direct intervention of the doctor or the attendant, providing personalization opportunities which empower the child, keeping the stakeholders within the child’s visual field and at her/his eye level, and facilitating different examination positions.
The paper discusses the use of these tools in the case of a senior year industrial design studio project where students work on an unfamiliar problem domain for developing a walking support for people with cerebral palsy. Based on the project documentation, interviews conducted with tutors, and the focus group with the students, the paper discusses the challenges faced by the students concerning accessing the use environment and the users with cerebral palsy, and the strategies they developed to cope with these challenges. The case indicates that combining digital and analog tools - VLOGs, role-playing and storyboarding - can be used as alternative ways of conducting exploratory design research in unfamiliar problem domains for generating initial design ideas, and that this approach can play an important role in unfamiliar problem domains for substituting direct observation of, or direct contact with, hard-to-access users.