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Kamusal alanlarda anlamlı kültürlerarası etkileşimler için katılımcı gelecekler: İstanbul'daki göçmenler ve yerliler vakası
By 2020, 281 million people had migrant status, an increase of over 43 million compared to when this thesis started in 2018. Each day individuals decide to leave their countries, either voluntarily or forcefully. Fleeing a country is just the first step to making a life somewhere else, which comes with positive aspects and opportunities, as well as challenges such as avoidance, exclusion, and even violence. Therefore, anticipation is critical for making the most of migration and promoting social integration. Interacting with others in super-diverse cities is not always easy, much less for migrants. In fact, engaging in intercultural interactions presents extra challenges such as biases, lack of opportunity, motivation, and physical exclusion. Nevertheless, meaningful intercultural interactions are needed to support social integration and cohesion among intercultural communities and promote diversity in society. Due to its characteristic of turning current situations into preferred ones, design can promote meaningful intercultural interactions in super-diverse cities through new technological interventions. Previously, HCI researchers studied social interactions, with a focus on collocated interactions exploring how technology could support serendipitous, opportunistic, and emergent social interactions. Although these studies extensively examined how to start interactions among individuals, what kind of interactions are framed as meaningful and positive for the people involved and how these interactions develop has been less researched. Hence, how design could promote meaningful intercultural interactions between strangers is currently unknown. To this end, this thesis explores the role of design in promoting intercultural meaningful social interactions (IMSI) by following a participatory-speculative design research process. With this 5 approach, we identified design strategies, considerations, and implications for design to encourage these interactions with the support of technology. Additionally, by bridging the outcomes of these explorations with existing theories and concepts in respective fields (i.e., HCI, design, social psychology), we framed the design space that describes aspects of IMSI to inform and filter design decisions. We selected Istanbul as the location of this research due to its relevance for current migration and its location between the east and west, representing a unique super-diverse city. Accordingly, this thesis was driven by the question: how can design promote meaningful social interactions between intercultural strangers in public places of Istanbul? To explore this question, first, we conducted interviews, focus groups, and a collection of stories from locals and migrants living in Istanbul to unpack their perceptions and experiences of IMSI. With this knowledge, we characterized IMSI and identified design strategies to promote these interactions. After, we framed an initial design space of IMSI that we applied in participatory futures workshops in which participants envisioned potential design interventions to promote IMSI. Finally, reflecting on this experience and iterating the initial design space, we synthesized the collected data to ultimately deliver the expected contribution of this work, which is three-fold: 1) characterizing IMSI from a participant's perspective, 2) framing a conceptual design space for interventions to promote IMSI, 3) developing a set of tools and methodological implications for the design research community and individuals interested in promoting IMSI.
Machine learning-enabled optimization of extrusion-based 3d printing
Machine learning (ML) and three-dimensional (3D) printing are among the fastest-growing branches of science. While ML can enable computers to independently learn from available data to make decisions with minimal human intervention, 3D printing has opened up an avenue for modern, multi-material, manufacture of complex 3D structures with a rapid turn-around ability for users with limited manufacturing experience. However, the determination of optimum printing parameters is still a challenge, increasing pre-printing process time and material wastage. Here, we present the first integration of ML and 3D printing through an easy-to-use graphical user interface (GUI) for printing parameter optimization. Unlike the widely held orthogonal design used in most of the 3D printing research, we, for the first time, used nine different computer-aided design (CAD) images and in order to enable ML algorithms to distinguish the difference between designs, we devised a self-designed method to calculate the "complexity index" of CAD designs. In addition, for the first time, the similarity of the print outcomes and CAD images are measured using four different self-designed labeling methods (both manually and automatically) to figure out the best labeling method for ML purposes. Subsequently, we trained eight ML algorithms on 224 datapoints to identify the best ML model for 3D printing applications. The "gradient boosting regression" model yields the best prediction performance with an R-2 score of 0.954. The ML-embedded GUI developed in this study enables users (either skilled or unskilled in 3D printing and/or ML) to simply upload a design (desired to print) to the GUI along with desired printing temperature and pressure to obtain the approximate similarity in the case of actual 3D printing of the uploaded design. This ultimately can prevent error-and-trial steps prior to printing which in return can speed up overall design-to-end-product time with less material waste and more cost-efficiency.
TUI Design Considerations for supporting young children's magnitude understanding
In this dissertation, I present my doctoral research on forming tangible user interface (TUI) design considerations for supporting young children's (ages 3 to 5) magnitude understanding. My work resides in the child-computer interaction (CCI) field that aims to develop interactive technologies for children to support their developmental processes. Previous CCI research neglected magnitude understanding (i.e., comparing amounts as 'more-less'), a foundational math ability that influences later academic achievements. Young children's magnitude understanding is influenced by the physical properties of objects (e.g., spatial arrangement, volume), suggesting that an object-based practice may be beneficial. In line with these, we investigated how TUIs, which embed computational capacity in physical objects and/or surroundings, may support young children's magnitude understanding. We followed research through design methodology, where we used artifacts to probe and reframe the research and embodied the learnings in the form of a final conceptual prototype called 'Storibles.' The key contributions of this thesis are: (i) Insights into how to support magnitude understanding, (ii) Design considerations for TUIs on magnitude understanding, (iii) TUI design concepts and prototypes on magnitude understanding, and (iv) Design knowledge informing TUIs for young children's cognitive development. Overall, my work may inspire researchers and practitioners to build tangible interfaces using an iterative and hands-on route with children to inspire interfaces beyond our adult mind's initial conception. This work leads to building TUIs in children's routines to support magnitude understanding and other related fields like spatial understanding.
Challenging the clock time-based deadline management tools: A case of procrastination time
Procrastination time is a period in which traditional time management tools fail to support individuals' practices. This dissertation aims to explore how and what people define "procrastination time" when there is deadline pressure. By exploring how people contest the current definitions of deadlines while procrastinating, I add a case to the stream of time studies in HCI-design that challenge the objective and universal understanding of time. To this end, I conducted a qualitative analysis of an urban digital library's entries with the #procrastination hashtag and conducted eight follow-up interviews with self-identified procrastinators to reveal opportunities for dealing with deadlines and time pressures. The outcomes helped to revisit the design potentials for deadlines, inspired by rethinking the procrastination time in HCI. Five potential design insights are introduced to help designers to think beyond the objective and static understanding of time when designing future time management technologies in HCI. With this work, my contribution to the ongoing time studies is 1) adding a qualitative study on the positive and inspirational potentials of procrastination time for digital design and 2) providing five inspirational design insights for future time management tools to deal with deadlines and time pressure.
Designing for rich collocated social interactions in the age of smartphones
Sosyal etkileşimin kalitesi, psikolojik ve fizyolojik sağlık için büyük öneme sahiptir. Araştırmalar, akıllı telefonların yüz yüze sosyal etkileşimler üzerinde olumsuz etkileri olduğunu göstermektedir. HCI alanında yapılan birçok çalışma, sosyal etkileşimler sırasında akıllı telefon kullanımını kısıtlayarak bu sorunu ele almıştır. Bu çalışmaların sonuçları akıllı telefon kullanımında bir azalma olduğunu gösterse de, sınırlayan ve yasaklayan yaklaşımların belirli kısıtları bulunmaktadır. Kullanıcılar, bu sınırlamalara uymak için yüksek düzeyde öz-düzenlemeye sahip olmalıdır ve bu sınırlamalar kullanıcılarda yoksunluk belirtileri gibi istenmeyen sonuçlara yol açabilirler. Akıllı telefonların insanların sosyal ilişkileri ve etkileşimleri üzerindeki olumlu ve olumsuz etkileri göz önüne alındığında, bu yaklaşımlara alternatif olarak olumsuz etkileri azaltacak yeni çözümlere ihtiyaç duyulmaktadır. Bu amaçla, bu tez, çeşitli veri toplama teknikleri kullanarak, bireylerin akıllı telefon kullanım davranışlarını sosyal etkileşimler ve ilişkiler açısından bir başka deyişle bu davranışın sosyal etkileşimleri nasıl engellediğini ve desteklediğini keşfetmeyi amaçlamaktadır. Bu soruyu gözlem ve odak grup oturumları aracılığıyla araştırıp, bu adımdan öğrenilen bilgilerle, akıllı telefon kullanımını kısıtlamadan sosyal etkileşimleri zenginleştirmek için iki araştırma prototipi geliştirdik. Daha sonra kullanıcı araştırmaları ile kullanıcıların bu prototipler hakkındaki düşüncelerini, tepkilerini ve endişelerini topladık. Son olarak, deneysel bir kullanıcı çalışması aracılığıyla bu prototiplerin sosyal etkileşimlerdeki konuşma kalitesini nasıl etkilediğini inceledik. Bu motivasyon ve amaç ile birlikte, bu tez önemi gitgide artan dijital iyi oluş alanına bilgi ve tasarım yolu ile katkılar sağlamaktadır. Akıllı telefonların varlığında sosyal etkileşimleri zenginleştirmek için yenilikçi fikirlerin ve çözümlerin tasarımına rehberlik edecek 21 kullanıcı içgörüsü, dokuz tasarım yönergesi, dört tasarım yaklaşımı belirledik ve bu bilgi katkılarının doğrulanması olarak da hizmet eden iki tasarım konsepti geliştirdik.
Reclaiming accessible mixed-ability collaborations in human-computer interaction using the disability justice lens
The thesis aims to understand the role of collaborative technologies for the organization of access by mixed-ability collaborators using disability justice perspectives within Human-Computer Interaction (HCI) research. The developed design implications for collaborative technologies are to support accessible, and justice-oriented mixed-ability collaborations, and interactions. Existing mixed-ability studies in HCI mainly highlight collective access and interdependence by focusing on how a group of disabled people (e.g., people with visual impairments) interact with a group of non-disabled people. To expand this view, the Disability Justice scholars point to the importance of further aspects such as cross-disability solidarity and collective liberation. This thesis overlays state of the art in mixed ability studies in HCI and provides five studies to debate a perspective of cross-disability interactions. The driving research questions of this thesis are: (1) How do mixed-ability communities interact around access, (2) in which ways collaborative technologies are used in this process? and (3) what are the design implications for collaborative technologies to support justice and solidarity-based negotiation of access for the mixed-ability collaborators? To answer these questions, this thesis builds on 5 studies. All the studies build on social constructivist epistemology and qualitative research methodology. The selective sampling and the study setups applying different techniques in each study makes the thesis as diversified as possible. The first study focuses on interactions between mixed-ability caregivers on a Facebook group using digital ethnography, the second study focuses on interactions between mixed-ability gatekeepers in a higher education institution and uses in-depth interviews, the third study uses self-ethnography, and I present my experiences as a disabled design researcher, fourth study focuses on interactions of a mixed-ability social entrepreneur group works on an online workspace and fifth study shows a literature review of mixed-ability interactions in HCI. The findings of the thesis show how mixed-ability communities used collaborative technologies for their interactions around access. Three categories are: 1) redefining lived experience around disability and access 2) sharing experience for shaping visibility and challenging priorities 3) building community through engaging in activism, negotiating power, and conflict resolution. Based on these three categories, this thesis provides practical implications for collaborative technologies. Overall, this thesis highlights the importance of cross-disability mixed-ability interactions from the perspective of Disability Justice and contributes to the mixed-ability research in HCI.
Designing tools to foster young children's fine motor skills development at home
Developing fine motor skills early (10-18 months) is critical. During early infancy, the home environment, and children's developmental milestones, such as motor and cognitive development, are strongly linked. The availability of play materials and space and parents' input provide children with opportunities for action and support their motor development. This thesis focuses on designing tools to foster fine motor development at home. We designed a concept tool consisting of i) nine modules to support the performance of various fine motor tasks such as throwing, pinching, grasping, and twisting and ii) a companion mobile app to help parents monitor their children's demonstration of these tasks. We first conducted a user study with parents, investigating their reactions towards and expectations of the concept. Then, we conducted a user study with 20 children to observe how they interacted with the modules, looking into which fine motor skills they performed through the modules. The results of these two user studies revealed five design recommendations for developing tools to support young children's fine motor skills at home. We examined these recommendations under three border themes: i) parental involvement in motor skill development, ii) specialized household tools for fine motor development, and iii) sustained usage of tools for supporting fine motor development. Accordingly, designers should 1) provide tailored guidance on developmental needs for parents, 2) present information on motor skill performance in a positive and non-normative way, 3) focus on modular tool design and provide modules with diverse material and form attributes to support the performance of various motor skill 4) open-ended design might provide a child to explore unexpected and surprising interaction and finally 5) allow users to explore various configurations by making modules attachable and customizable.
Following TikTok: Emerging user practices in Turkey
This dissertation explores contemporary TikTok user experiences in Turkey by putting the cultural, social, and political context of the country that shapes TikTok user practices in dialogue with the global controversies the platform has sparked. Since its launch, TikTok has sparked local and global controversies while simultaneously continuing to expand its popularity worldwide. Marking an uptick in its user-base across the globe, especially when the COVID-19 pandemic hit, TikTok has also faced controversy and criticism internationally for enacting unauthorized digital surveillance and providing users with addictive algorithms. While concerns about digital surveillance echoed in Turkey, TikTok spurred an earlier controversy around its allegedly 'low-quality' and 'problematic' content deemed culturally insignificant when it first became available in the country. Tracking the social contempt that TikTok initially generated in Turkey and its broad appeal during the COVID 19 pandemic, this dissertation contends with top-down debates surrounding TikTok, which obscure the distinctive ways TikTok users engage with the platform. The dissertation builds on theoretical frameworks focused on critical algorithm studies, digital surveillance, and digital distraction. It adopts an in-depth qualitative and local approach to explore emerging user experiences in relation to Turkey's authoritarian digital surveillance regime, the social polarization of the country, and the outbreak of the COVID-19 pandemic. These contexts have given rise to emerging user practices on the platform, ranging from establishing connections with algorithms for fostering intimacy to scrolling for cultivating self-care in hopes of coping with pandemic-induced stress and saving posts in drafts to escape digital surveillance. The dissertation examines emerging TikTok practices and their cultural significance in Turkey by exploring the inner workings of algorithms, digital intimacies, digital surveillance, and the compulsion to scroll from the point of view of users at a local level.
Exploring intergenerational shared reading of picturebooks with a focus on older adults: Art, design implications and strategies for wellbeing
This thesis presents doctoral research that explores picturebooks both as a medium and as an object. It focuses on their affordances for supporting older adults' wellbeing through pleasure and empowerment in one-on-one intergenerational shared reading experiences. Picturebooks' multimodal nature allows them to transcend genres, blending with other art forms to engage broader audiences. Traditionally, adults have primarily served as co-readers for children when it comes to picturebooks. However, recent studies have highlighted a shift, with adults increasingly reading picturebooks for personal enjoyment, particularly in the growing trend of crossover picturebooks. While older adults fall under the broader adult category, they are often overlooked as readers of picturebook. Although research highlights the benefits of shared picturebook reading for both children and older adults, most studies primarily focus on children. Thus, this interdisciplinary study investigates the potential of picturebooks to support older adults' well-being in the context of intergenerational shared reading, considering dual readership and addresses the following research question: "How can picturebooks support the well-being of older adults in an intergenerational shared reading experience?" To answer this question, sub-questions are formulated to examine picturebooks' direct or indirect effects on wellbeing, as follows: RQ1) How should old age be represented in picturebooks in order to support intergenerational relationships and older adults' wellbeing? RQ2) What type of picturebooks can engage older adults in shared reading settings? RQ3) What are the design considerations while making a crossover picturebook to support older adults' wellbeing for shared reading experience? Research proceeded in two folds through multiple interrelated studies. In the first fold, studies were conducted to explore the components of picturebooks, including their content and material features, that may contribute to the wellbeing of older adults. Initially, old age representation in picturebooks—a key influence on children's perceptions of aging and intergenerational relationships were analyzed. Next, older adults as picturebook readers were explored, and picturebook features were examined—focusing on content, materiality (object qualities), and interactivity—to enhance their engagement in shared reading settings. Strategies for old-age representation, picturebook themes and material features were elaborated through analysis of primary picturebook sources supported with literature reviews. In the second fold, picturebook prototypes were designed via a participatory approach to define picturebook dynamics that lead to pleasurable reading experiences. In this phase, evaluation and co-creation sessions with older adults were conducted to identify reader preferences and expectations. Child participants were also involved in evaluation sessions to gain insights from their reading experiences. The use of photography and the depiction of nostalgia in picturebooks were identified as key factors in engaging and empowering older adults, facilitating enriched heritage transfer during shared reading. Additionally, multisensory experiences were observed as enriching the enjoyment of both older adults and children. This research emphasizes that picturebooks serve as intergenerational playgrounds, fostering exchange between generations, ultimately enhancing the well-being of shared readers. Crossover picturebooks that appeal to broader audiences—especially those with nostalgic themes and richly depicted, multifaceted older characters—have greater potential to enhance the positive effects of intergenerational shared reading. Research in this area offers new perspectives on how picturebooks, with their multidimensional and multilayered composition, can mediate generational transfer and joy by inviting diverse forms of engagement shaped by the reader's age and experience. Keywords: crossover picturebooks, older adults' wellbeing, intergenerational relationships, participatory design, heritage transfer, old-age representation, materiality, photography, multisensory interaction, nostalgia
Designing multispecies city tools: Exploring cohabitation with community animals in Turkey
How can we, designers, seek ways to co-create cohabitation and multispecies justice-oriented cities with animals? The emerging fields of Animal-Computer Interaction (ACI) and Human-Computer Interaction (HCI) increasingly focus on designing for animal well-being and active participation in multispecies interactions. By building on the previous justice-oriented approaches in intersectional research fields, HCI, ACI, Computer Supported Collaborative Work (CSCW), and More-than-Human (MtH) research, this thesis explores opportunities for designers to broaden their approach to designing justice-oriented entanglements for multispecies interactions by materialising theoretical methods and approaches through designerly ways of knowing. With a focus on multispecies cohabitation with community animals who independently live in the urban spaces and are cared for by the community, the studies actively invite community animals and diverse human actors into the design spaces to imagine and co-create a multispecies justice-oriented city, rethinking the power hierarchies in intra- and interspecies relations, multispecies relationality and interconnectedness, and equitable participation of animals in the design process.
Designing for enhancing sports experience in bouldering using sonification
This thesis examines the application of sonification in action sports to enhance the sports experience, through a focus on bouldering. Previous research in the fields of Human-Computer Interaction (HCI) and Sports Sciences tends to focus on the athletic performance of sportspeople. This athletic performance can be measured using various sport-specific metrics and can be influenced by introducing smart systems to the sports, sportspeople, or the environment (e.g., smartwatches, heart rate monitors, fitness trackers). However, recent research shows that the impact of these systems is not limited to athletic performance, but also on the mental and emotional state of the sportspeople. Taking a holistic view on the impact of these smart systems, focusing on the experience of the sportspeople, remains an open venue for HCI research. While addressing this holistic experience, multiple factors determine the interaction between the systems and sportspeople. Each action sport inhibits its sensory blueprint, such as feeling water flow in swimming, maintaining balance in skiing, or assessing rock texture and grip in climbing. Hence, interactive technologies for sportspeople should also leverage different modalities, such as visual, sound, or tactile sensations based on the unique sensations of each sport. Among these modalities, while visual feedback has been extensively studied, the role of sound as a feedback modality remains relatively unexplored in the context of action sports. Within the scope of this thesis, I focused on the bouldering sport, which is a form of climbing that emphasizes short, challenging routes or "problems" typically undertaken without the use of ropes or harnesses. By narrowing my focus to bouldering, I aimed to delve deeper into its unique physical, mental, and emotional aspects, and explore the use of sound and its potential impact on boulderers' experience, in terms of learning, engagement, performance, and motivation. During this exploration, my main research question was, "How can we design to enhance the sports experience for boulderers using sound?" To investigate my main research question, I formulated five sub-questions and structured my study into five work packages (WP). I began by identifying potential opportunities for HCI research within the bouldering experience, asking: What would be the needs of boulderers from technologies that support their kinesthetic learning? (SubQ1). This led to a broader inquiry: What are the design opportunities in bouldering for supporting embodied learning with wearable technologies? (SubQ2), forming the foundation of WP1. Taking an iterative prototyping approach, knowledge gathered in WP1 was used in creating research artifacts in WP2 (SoniBoard and AudioClimb). WP3 dived into the use of sound modality in bouldering, using the prototypes from WP2. Here, I followed "How can support systems using sound feedback be designed to enhance the kinesthetic learning of intermediate-level boulderers? (SubQ3)" to investigate an underexplored dimension in HCI research, the interplay between kinesthetics and sonified feedback. Leveraging the findings from WP3, further iterations to the prototypes were made (SoniBould), asking "How can we create sonifications that enhance the bouldering experience? (SubQ4)". This question was addressed through workshops involving sound experts, as part of WP4. Finally, findings and results of my studies were collected under WP5 to answer the question, "What are the design considerations for systems that use sonification for enhancing sports experience in bouldering? (SubQ5)" The main contribution of this thesis is two-fold. First, design insights, in the form of craft knowledge, on designing interactive systems for sonification, based on my explorations on the use of sound in action sports, to enhance the bouldering experience. Second, design considerations, comprising user and expert insights, were synthesized through collaboration with boulderers, route-setters, sound experts, and interaction designers to inform the design of new interactions involving sound and SportsHCI research.
Designing for future home spaces based on playful interactions with technologies
As emerging technologies weave into daily life and their ambient presence reshapes routines within spaces, the built environment often fails to reflect corresponding architectural changes. In response, Human-Computer Interaction (HCI) has widened its focus from artefacts to environments, paving the way for Human-Building Interaction (HBI). Yet, even though diverse forms of interaction with technologies are forming in light of this, the architectural implications of playful interactions remain largely overlooked. This dissertation addresses this gap by investigating how designing for architectural change in future homes can be informed through enhancing the playful interactions of early adopters who live within or around distinct urban boundaries. This research follows Research Through Design (RtD) methodology, while also incorporating Situated Play Design (SPD) approach to chase, enhance, and evaluate situated playful instances in domestic spaces located in peripheral gated communities in Istanbul. This inquiry draws on semi-structured interviews, diary studies, speculative co-design workshops, and in-the-wild enactments, synthesizing the findings into two contributions: (1) design recommendations that support architects in creating spatial concepts that accommodate playful technology use in gated communities and related contexts, and (2) design space articulating relationships among technologies, playful interactions, and architectural spatial changes, offering intermediate-level knowledge that can guide early ideation in HBI and guide HCI researchers and interaction designers anticipate spatial consequences of new products. This work demonstrates how everyday play with technology can be translated into actionable insights that inform architectural change, support industry in developing new products, and underpin future initiatives in pilot studies or new regulations by local and central authorities.
Türkiye'de yeni medya sanatı'nda profesyonel sınırların belirlenmesi
In a world where the Post-media condition has rendered the artistic media hierarchies obsolete, New Media Art continues to exist as a professional territory with ambiguous boundaries. The term refers to a community of specialists and institutions with some common practices with, but also autonomous from the Contemporary Art territory. This dissertation defends the position that understanding New Media Art's current scope requires a close examination of the rhetorical tactics of the professionals involved in its territorial demarcation. It uses Thomas F. Gieryn's concept of "boundary-work" to explore whether the territory's cultural repertoire is diversified across subgroups, and whether it conforms to or contradicts the international cultural repertoire. The study finds that the professional ideology of the New Media Art territory in Turkey has developed in parallel with the world at large, especially starting from the mid-1990s, but not monolithically. The common ideology of the curators/producers has four defining characteristics: potential for democratization, intersections of art, science and technology, interaction/interactivity and interdisciplinary collaboration. The subjects use these concepts in two different meanings depending on their career orientations, exhibiting two main repertoire variants. The main characteristics of the artists' common ideology is similar to the curators'/producers', but thanks to the greater variety in their individual professional identities, their cultural repertoires are relatively more flexible and heterogeneous. Most importantly, the choice of the repertoire variant in both populations is positively correlated with the art funding conditions specific to Turkey.
Türkiye'de ev dekorasyonu objelerinin yeni lüksü: 2000'lerden günümüze tüketim motivasyonları ve statü ilişkilerini anlamak için kuramsal bir çerçeve
In the 2000s, changing socio-economic and political structures of Turkey have affected luxury consumption practices. A new modern conservative class has emerged in Turkey. The conservative lifestyle has gained a new dimension within the scope of a universal modernity perception and gained visibility in the public sphere. Luxury consumption styles of the conservative lifestyle have been reaestheticized in universal aesthetic discourse and spread among the upper and middle class. Thus, the decorative objects of the luxury traditionally inspired modern and/or innovative have become a popular and trendy taste. The literature review about this specific topic reveals that there is a theoretical gap in analyzing the luxury decorative objects of traditionally inspired modern and/or innovative. To fill this gap, the thesis aims at two aspects. Firstly, the theory of "modest conspicuous" aestheticism was obtained in the light of Veblen's theory of the leisure class and Bourdieu's theory of distinction. The theory was formed through the decorative objects of the Hiref and Armaggan luxury decoration brands. It has been determined that the traditional motives were articulated on the modern form. Secondly these home decorative objects, one of the luxury consumption practices of modern and tradition-preserving lifestyle, were examined through this theoretical perspective. The standpoint that conservatism is a mediator factor to establishing domination by the upper class has been analyzed through the design of these objects. Thus, it has been determined that the conservative, which is preserving traditional, design discourse functions as a tool in maintaining the dominance of the upper class.
1980ler ve 1990lar Türkiye sinemasında kültürel normların ayrım kuramı çerçevesinde yeme içme pratikleri üzerindeki işlevi
Food consumption practices are one of the fields of study that have focused on the increasing interest in food since the 1980s with the effect of globalization. Expressing that food represents a lifestyle, status, and class belonging as a form of consumption,Bourdieu's theory of distinction has become a valuable method in the sociology of food. The focus of this thesis is on eating and drinking practices, which are one of the areas where changes have been effective since 1980, which was a turning point with the military coup that caused political changes and economic liberalization for Turkey. Within the scope of the thesis, which aims to use the films of the period as a data source, the phenomenon of food is evaluated within the framework of Bourdieu's theory of distinction. According to Metz, who applies the method of semiotics to film studies, although films are fictional works, they contain cultural codes in their narrative structure. In this direction, the texts and visual contents of the films of the period were analyzed with structuralist and semiotic methods. The scope of the thesis was extended until 2000 in order to evaluate the approaches that the effects of the 1980s on food habits became evident in the 1990s. Thus, Turkish films released in the 1980s and 1990s formed the research universe and were divided into two sample groups. In order to determine the valid results for the research period, the socio-political structure of Turkey before 1980 was examined and the factors affecting the eating and drinking habits were investigated. Afterward, the prominent scenes among the findings obtained from the films were grouped to determine the analysis titles. Within the help of the theoretical framework, the effects of modernization on table manners and dining etiquette, eating and drinking out practices, and alcohol consumption as a form of status representation were analyzed separately in two sample groups.
Tasarım eğitiminde üretken yapay zekâ kullanımı: Eğitmenler ve öğrencilerden içgörüler
This project explores the integration and educational potential of generative artificial intelligence (GenAI) tools within illustration-focused design education. Using a qualitative method research design that incorporates interviews, surveys, and focus group discussions, the study examines how students and educators interact with both AI-based and conventional tools across various stages of the ideation and illustration process. The research aims to: (1) Investigate design educators' and students' perspectives on the dynamics of designer-AI collaboration, (2) Examine student approaches and typologies based on their use of GenAI in creative workflows, (3) Analyze the implementation of GenAI in academic design studio settings in higher education and identify key ethical issues, educational strategies, and effective integration methods within communication and visual design curricula. By analyzing perspectives and practices across different stakeholders and course levels, this study contributes to the ongoing discourse on the responsible and reflective integration of AI in creative education, offering insights for shaping future design education.
Katılımcı mimarlığı değerlendirme modeli: Dayanışma Mimarlığı Sergisi grupları örneği
The relationship between participation and architecture has been discussed for more than fifty years, along with human-oriented design approaches. Scientists from the field of architecture and other related disciplines have been tackling the concept of participatory architecture and its various aspects through several methods and theories. This thesis aims to present a model by setting forth multiple dimensions of participatory architecture. The purpose of this model is to evaluate participatory architecture, making use of a multi-dimensional perspective to participatory architecture practices. Individuals need to have a certain level of say in the emergence of the place where they spend their daily lives, state their ideas and requests, and experience the space they use to take ownership of the area and establish a bond. It is an accepted fact that the user exists not as a subject but as an object within the architectural product produced in conventional architecture and construction processes. However, architectural figures, groups, and collectives also produce products applying alternative models contrary to these processes. Architectural forms that offer examples by adopting understandings that incorporate users through various tactics, methods and designs can be seen in different geographies. This thesis study focuses on the projects that incorporate users in processes through alternative architectural products. The thesis study model searches for the potentials, opportunities, and threats in participatory architecture. In this context, the theoretical and practical background of the literature research was carried out primarily to understand the concept of participation and its dimensions related to architecture. The inferences made here reveal the multiple dimensions of participatory architecture. These dimensions are levels and processes, players and participation techniques. The study addresses the applied processes conducted by the Solidarity Architecture Exhibition Groups (SAEx) that have compiled alternative architecture practices employed in Turkey in recent years. Conducted by quantitative techniques, the thesis uses a summative evaluation methodology. It builds a three-stage model for method of analysis. Participation ladder analysis (1), stakeholder typology analysis (2) and participatory techniques analysis (3) have helped interpret the architecture activities carried out with participants. In light of the evaluation, this thesis discusses the issue of participatory architecture using various observations made in the processes. This discussion describes a guiding method for participatory architecture. Data collected from primary and secondary sources are tested using a structured evaluation form to carry out the analysis. The structured evaluation form is a systematic examination that questions the existence of the specified parameters. The resulting findings provide information about the strengths and weaknesses of participatory architecture and its place in the Turkish world of architecture. The participant discusses architecture in the light of various inferences observed in the evaluation processes. This discussion describes a guiding participatory method of architecture. Chapter 1 provides detailed information on the problems, hypothesis, research questions, aims of the research, the scope of the research, and the methods used to conduct the research. Chapter 2 describes the concept of participation and its relations with architecture as a profession based on theoretical and practical studies. Chapter 3 describes the methodology of the study, the level and process relationship, players and participation methods described as multiple dimensions of participation are classified based on references from the literature. A new analysis model is introduced according to this classification. In line with the parameters determined by the three-stage analysis method, data collection criteria from primary and secondary sources related to the production of SAEx groups determined as case studies are specified within the scope of the study. Chapter 4 focuses on the data collected in 28 projects of the SAEx groups in line with the parameters determined in the previous chapter and various findings collected applying the three-stage analysis method. The results obtained are based on these findings. The last chapter discusses the relationship between participation and architecture, first in SAEx and then in Turkey and the global context, in the light of findings and results.
Kakao çekirdeği kabuğunun değerlendirilmesi
Considering our world's limited resources, the linear economy model that operates as take- make- dispose is not sustainable anymore. There is a need to find new ways of doing business and managing resources. The food industry also started to focus on this problem since it has been reported that we waste one-third of our food. Utilization of this food waste is a significant problem both economically and environmentally. It is important to stop seeing it as waste and consider it a resource. Even though they lack technical knowledge, designers started to get into the material development process with the help of open sources and the democratization of production techniques. While developing materials, designers pay attention to both technical and experiential characteristics of products to create meaningful experiences for users. One of the sources they use for material development is food waste and byproducts. Considering these, the study aims to contribute to the utilization of cocoa bean shells, one of the main byproducts of the cocoa bean production industry, through material development. It seeks to answer how users experience the materials developed using cocoa bean shells. The study first developed two material recipes through Material Tinkering, emphasizing active learning and experimenting while doing and practicing. Then, the two developed materials' technical and experiential characterization were evaluated using Materials-to-Experiences at four levels (Ma2E4) toolkit. According to the results of these evaluations, suggestions were made for further studies.
Seviye 4 otonom uzun yol çekici araçlarda ekran içerik arayüz tasarımının güvene etkisi
While the technological advancements in Level 4 autonomous drive trucks, which can drive by themselves under limited conditions, are being communicated as a way forward to increase road safety, as well as to improve working conditions and provide relaxation to long haulage drivers onboard, it is important to understand the user acceptance factors so that this technology can provide the expected benefits. This study focuses on one of the user acceptance factors, i.e., trust of the drivers. The goal is to study the effect of Human Machine Interface (HMI) screen elements in supporting trust for Level 4 autonomous drive systems for long haulage trucks. Semi-structured interviews were conducted with 12 truck drivers to understand the current status of drivers' trust, to identify drive maneuver instances where trust needs to be supported, and to develop an in-depth understanding of trust support via HMI screen elements for status and information share. Paper prototypes of HMI screen design proposals were used as probe materials during the interviews and discussed from trust build up perspective towards autonomous drive technology perspective. Interview questions and drive maneuver instances for further investigation were defined based on a preliminary trust questionnaire that was administered to 9 participants. Autonomous drive technology trust constructs that were used during the interview and in the questionnaire were defined through literature reviews in psychology and human machine interaction. Results show that main driver of trust to Level 4 autonomous trucks relies with driver experience with system competency, but it is not enough on its own. HMI screen elements are important for drivers throughout the trip. They become especially important to support feeling of reliability to autonomous system under changing weather conditions and feeling of safety during autonomous drive maneuvers through transparent status and information sharing. HMI screens can build up confidence by providing adequate solutions to watch over the road and other vehicles in autonomous driving mode. Findings from this study indicate that it is a dramatic change for long haulage truck drivers to hand over the drive to an autonomous drive system for extended durations. Considering the critical drive decisions they give during the journey for situation management, strictly following a zero-risk driving characteristic and continuously considering what could go wrong, HMI screen element designs can facilitate transparency of autonomous drive system, support trust and accelerate this transition period from current truck technology to autonomous drive trucks and assist with technology acceptance.
Fındık ezmesinin kalitesine protein eklenmesi ve rafine şeker ikame edilmesinin etkileri
Recently, people have preferred reducing their sugar intake and replacing it with high-nutritious sweeteners and consuming more protein. This study aims to promote hazelnut butter by replacing refined sugar with date syrup, enriching it with green pea protein and collagen, and analyzing their quality changes. Their sensory, color, emulsion stability, rheology, and stress sweep properties were investigated. Sensory analysis showed that collagen had not affected the sensory properties. The overall acceptability of samples with green-pea protein was lower than those with collagen. Date syrup decreased the overall acceptability slightly, but the acceptability was satisfactory. Emulsion stability was high, ranging between 93% and 99%. The viscosity of all samples decreased with increasing shear rate and showed pseudoplastic flow behavior, and the flow behavior (n) of the samples was similar. The Consistency index (K) and Apparent viscosity (µa) value of the samples containing date syrup were higher than those prepared with refined sugar. The incent and decent shear rate curves showed that they had thixotropic properties. In all samples, the storage modulus (Gʺ) values were higher than the loss modulus (Gʹ) values, which showed that the viscous behavior dominated the elastic behavior. In conclusion, replacing table sugar with date syrup did not negatively affect the sensory properties of samples; therefore can be used as a sweetener in hazelnut butter. In overall Samples enriched with collagen showed better resulats than than the samples enriched with green pea protein. Rheological properties of samples were not changed compare to the samples without protein and replaced sugar with date syrup.
Z kuşağı ı̇çı̇n çamaşır eğı̇tı̇mı̇: Sürdürülebı̇lı̇r gı̇yı̇m bakımı eğı̇tı̇mı̇nde artırılmış gerçeklı̇ğı̇n rolünün araştırılması
The purpose of this study is to explore the use of Augmented Reality (AR) as a mediator for training sustainable garment care (washing, drying, and ironing) to Generation Z. There are around 60 distinct laundry indications that explain how items should be laundered. This thesis deals with a prevalent issue as the tendency of individuals to be rely on personal habits and routines due to the variety of instructions and lack of proper training. Unsustainable Personal habits significantly impacts environmental issues like high level of energy and water consumption, considerable amount of greenhouse gasses emission, and low clothes durability. To tackle this issue, marker-based Augmented Reality (AR) experiences are designed for endangered species that are affected directly or indirectly by the fashion industry. In this study, 24 individuals participated, and the data collection and analysis method employed was ethnographic research with a thematic content analysis approach. Findings revealed a generally positive perception towards the use of AR technology. Participants exhibited higher awareness, engagement, and agreed on its effectiveness, eliciting strong positive emotions. Despite some initial unfamiliarity with AR at the pre-experiment stage, most respondents acknowledged the beneficial role of AR in training for sustainable garment care.
Tarımsal gıda alanında sürdürülebilirlik ve verimlilik ilişkisi: Topraksız tarım
Due to the rising global population and potential food shortages, ecological, sustainable and efficient alternative production methods are becoming potential solutions. The soilless farming is advocated for increasing efficiency through the technological advancements and highlighting its sustainable features. This production method stands out due to characteristics such as water efficiency, energy savings, human control, and shortened harvest periods. This thesis aims to understand the concepts of sustainability and efficiency, which are cited as the reasons for the preference of soilless agriculture, and to analyze the relationship between these two concepts. In this context, the views of Haraway, particularly the concept of "cyborgization," will shape the framework of the study, and the feasibility of the future envisioned by Haraway through soilless farming will be examined. In line with this, a netnographic approach was employed to examine the internet pages of fourteen soilless farming producers worldwide, who were selected using a snowball sampling method. Field notes from the examinations were used for coding, and numerical data derived from these codes were analyzed. It was determined that the primary reason for the preference of soilless agriculture is profitability, and the relationship between sustainability and efficiency is mainly intertwined from an economic perspective. Notably, solutions predominantly target production systems while sidelining distribution and consumption processes, raising queries about resultant power dynamics. In conclusion, with the influence of technology, there has been a distance from Haraway's vision of a cyborg, equal, just, and classless world, and that the existing economic system has exacerbated inequalities.
Zoöpolis'i tasarlamak: Türler arası bakımın tasarımına dair temellendirilmiş bir kuram
Based on a 5-year fieldwork (2019–2024) employing Situational Analysis informed by Constructivist Grounded Theory, this research presents a substantive theory of design for interspecies care in Istanbul's feline interventionist arena. This arena is characterized by human interventions, designerly or otherwise, deemed a moral imperative in response to present or imminent feline events—frictions between the anthropocentric city and the feline user, implicated on a dependency-autonomy continuum. Central to this arena is a three-partite community-driven feline spatial population management (CDFSPM), including designing of cat houses, as a care-based response to the neglect of municipal veterinary departments (MVDs) and societal apathy. To contain imminent feline events foreseeable in the future, all eligible cats regardless of sex are subject to nonselective neutering as part of population control. In addition, while cats with heightened dependency transition from public space to private households during selective defelinization, human proxies actively engage in a process of refelinization by design, reshaping the urban landscape to support feline cohabitation for cats deemed independent and able. Feline non-use of cat houses discloses species script, that is, the epistemic limitations of human configuration of the animal user. Despite divergent positions regarding their functionality, cat houses not only point to Zoöpolis as a political horizon due to their symbolic function owing to their emphasis on liminal animal belonging in the city but also design a multi-species and care-based urban living here and now.
15. yüzyıl Osmanlı mutfağında baharat dili
Spices appeared as objects of desire in Ancient and Medieval Europe due to their medicinal benefits and their value as luxury goods. In the Middle Ages, European spice consumption reached its highest point in history and existing supply routes became unable to meet demand. This situation pushed the authorities to search for new supply systems, and this search resulted in the discovery of America. To understand the reflections of the desire for spices, which had such a great impact on world history, in the Ottoman Empire, the recipes in a 15th century Ottoman cooking manuscript called Kitâbü't-Tabîh written by one of the Ottoman physicians of the period, Shirvani is analyzed. The recipes of this cookbook are examined one by one in order to distinguish the spices used at that time. Dried coriander, cinnamon, cumin, black pepper and mastic are the most common ingredients used in the recipes. Camphor and musk are used in very few desserts. Unlike the original recipes translated in Shirvani's cookbook, the recipes added by the author contain a limited variety of spices. The fact that there is a limited variety of spices in the recipes added by Shirvani, leads us to the conclusion that the use of spices in 15th century Ottoman cuisine differs both from medieval Arab and European cuisines.
Genç yetişkinlerde teknoloji ve gıda uygulamaları bağlantısını keşfetmek: İnsan-gıda etkileşimine değer duyarlı tasarım perspektifi
This study explores the dynamics of young adults' food practices at the intersection of technology and tradition, utilizing a Value-Sensitive Design (VSD) framework. Through surveys and interviews with young adults, complemented by a workshop involving design and gastronomy experts, five key themes were identified: "Preservation of Culinary Heritage and Relationships," "Technological Convenience," "Uniqueness and Personalization," "Globalized Nature of Food," and "Sustainable Choices and Trustworthiness." Grounded in VSD and its 38 core values, our analysis uncovers five value conflicts and highlights the critical role of values in shaping human-food interaction (HFI). The research further contributes to HFI by presenting insights into developing a card-based design tool to bridge HFI and VSD. Preliminary findings from qualitative studies with young adults and designers inform design considerations and refinements for making knowledge about food practices and values accessible to researchers, designers, and practitioners. By combining traditional and technological elements, this study provides a value-laden analytical perspective to guide future HFI design studies and support incorporating underlying human values in diverse contexts.
Bilgi görselleştirme ölçütlerine ilişkin kavramsal bir çerçeve: İklim değişikliği görselleri için temel değerlendirme kriterlerinin belirlenmesi
There is a challenge to deliver effective designs on the climate crisis due to the complexity of the issue and the large volume of scientific data involved. To overcome this challenge, information visualizations are designed to help communicate complex data. Information visualizations, being data-driven, necessitate considering specific measures in addition to fundamental graphic design principles. This study investigates the communication of climate change through information visualizations, with the aim of determining the prominent measures and their interrelations within climate change context. In the preliminary study, exploratory interviews were conducted with expert designers to have an overall view on the use of measures in information visualization. In the second stage, five workshops were conducted with academics, design professionals and NGOs. Finally, to examine the relationship between the identified information visualization measures and the overarching goals of climate change communication, a survey was conducted with expert designers. A conceptual framework of measures is suggested where context specific measures such as actionability, enlightening capability, evoking curiosity, evoking emotions, localization, personalization and positivity are highlighted as measures in designing effective climate change visualizations. This study contributes to the fields of information visualization and communication design by offering a conceptual framework for information visualization measures for the context of climate change. Keywords: Climate change communication, information visualization, information visualization measures, data visualization
Mimari anlatılar ve ziyaretçi deneyimi: İstanbul'daki Üç Sanat Müzesinin çok katmanlı bir çalışması
Museum architecture today emerges as an active agent embodying institutional identities and visitor experiences. This doctoral research investigates how architectural discourses of recently designed, purpose-built art museums communicate institutional identities and how visitors engage, interpret, or transform these spatial narratives. Focusing on three prominent contemporary and modern art museums in Istanbul, Istanbul Modern, Arter, and the Istanbul Museum of Painting and Sculpture, the study explores the interplay between institutional discourse, architectural representation, and visitor experience. Employing qualitative methods for institutional discourses and visitor experiences, this study reveals how architectural decisions align with and express curatorial ideologies, cultural positioning, and public engagement strategies. The comparative analysis highlights how institutions utilise architecture strategically, embedding cultural and ideological messages within their spatial designs. Findings show significant divergences and convergences among the three museums, emphasising the nuanced relationships institutions establish with their visitors through architectural narratives. This research contributes conceptually by positioning museum architecture as a discursive field where institutional strategies intersect with social interpretations, thereby extending the discussion of museum architecture beyond aesthetic concerns into broader socio-cultural contexts.
Tasarımın İstanbul'da yaratıcı ekonomideki rolü: Seramik ve cam endüstrisine dair bir çalışma
This thesis explores the role of design in the creative economy since the cultural aspect of design in value creation has been overlooked in previous design ecosystem studies, despite the rise of the role of culture in the new economy since the 1990s. The study attempts to offer a new approach to explore the functioning of the design ecosystem, presenting theoretical foundations to identify the actors and their relationships, reveals the seminal role design plays among them, and highlights their interdependencies to work as an ecosystem, presenting insights for policy intervention. In order to carry out this research, a combined approach of interdisciplinary literature review, interviews, and a mapping tool was adopted. The field study was carried out in Istanbul, a design city of UNESCO Cities Network, and the ceramics and glassware industry was selected as the sector of focus. Major conclusions include: (1) Design binds the cultural industries, the creative industries, and the wider economy to work as an ecosystem, to form 'interconnected meanings' leading to the distinctiveness of productions in the city. (2) Design ecosystem and the creative economy are intertwined; hence, the creative and cultural industries and non-design NGOs are also actors of the design ecosystem. (3) Design is a project business, where the collaborations among designer entrepreneurs and major producers encourage innovation in the city. In light of these conclusions, cultural and creative industries and non-design NGOs were included as actors in the design ecosystem, and the interdependencies among the actors of the design ecosystem were revealed in order to inform policy-making.
Algoritmik sanat pratikleri aracılığıyla programlamayı bağlamsallaştırmak: Lisans öğrencileri üzerine bir vaka çalışması
This dissertation explores algorithmic art as a pedagogical foundation for contextualized programming education, aiming to enhance computational thinking (CT) skills and engagement among undergraduate students who often disengage from traditional programming courses. The research developed the Algorithmic Art Praxis (ALAP) framework through a two-phase methodology. Phase 1 created the ALAP database, categorizing historical algorithmic artworks (1920-2000) by their use of core programming concepts (e.g., loops, recursion) and visual tools, providing structured, visually-grounded teaching resources. Phase 2 integrated the De-scription/In-scription pedagogical method within a case study. Students first analyze artworks to deconstruct underlying code (De-scription), developing CT skills like decomposition. They then apply these findings in creative coding projects (In-scription), iterating for visual expression. Implemented in a four-week workshop for design students at Özyeğin University and evaluated via surveys, interviews, and quantitative measures, the integrated ALAP framework significantly increased engagement and comprehension. Students shifted to view programming as an empowering creative medium. The framework successfully bridges computational and artistic practices, offering accessible, relevant programming education for non-programmers by leveraging visual familiarity and iterative design.
Ulusötesinden küresele dizilerin dijital çağı
Betrayal and vengeance are powerful narrative forces that transcend cultural boundaries, shaping some of the most compelling stories in television drama. This dissertation connects manhood, understood as the social recognition and roles, with masculinity, conceived as the gendered traits and behaviors, within a heteronormative framework that defines and discusses these ideas. Through case studies of Ezel (Türkiye) and Doctor Foster (UK), alongside their adaptations, the research explores the ways in which transnational television adaptations negotiate, challenge, and mediate masculinity and manhood with visual representation and the themes of betrayal and vengeance. The case studies consist of two series and their adaptations: The Turkish original Ezel (2009), its Mexican adaptation Yago (2016) and its Romanian adaptation Vlad (2019); and the British original Doctor Foster (2015), along with its South Korean adaptation The World of the Married (2020) and Turkish adaptation Sadakatsiz (2020). Using Multiple Proximities Theory and masculinity studies, the study analyzes how protagonists deal with betrayal and vengeance across adaptations and how gendered themes are adapted to align with local sociocultural norms while maintaining thematic continuity. By combining textual and contextual analyzes, this dissertation contributes to the understanding of transnational media flows, evolving masculinity in television, and the transformative potential and cultural significance of betrayal and vengeance narratives in local and global storytelling worlds comparatively.
Sonik tatlandırma üzerine bir inceleme: Arka plan müziğinin şarap özellikleri üzerindeki etkisi
This study investigates the influence of background music on the sensory and hedonic evaluation of Turkish red wine (Kalecik Karası). In a controlled experiment, 39 Gastronomy students assessed the same wine under three conditions: silence (control), Tchaikovsky's Waltz of the Flowers, and Mussorgsky's A Night on Bald Mountain. Participants evaluated the wine by rating its acidity, tannin, body, and overall liking, while also judging the music's likeability and its perceived congruence with the wine. Results indicate that Waltz of the Flowers does not significantly alter ratings of acidity, tannin, or body, although it is consistently associated with a mellow, refined character. In contrast, A Night on Bald Mountain increases perceived tannin levels by 9% without substantially affecting acidity or body. Moreover, the hedonic response to the wine moderates these effects: participants who favor the wine under the more intense musical condition report an 8% increase in perceived body and a 7% increase in tannin. Acidity remains unaffected across all conditions. This study represents the first investigation conducted in Turkey to explore how culturally universal music is employed to influence wine perception. The findings align with previous work suggesting that darker, more dynamic music can enhance certain wine attributes, and they offer strategic insights for optimizing wine presentation in restaurants, bars, and wineries, as well as for developing targeted marketing strategies.
Uygulamalı bilimlerde tasarım temelli uygulamalar ve dijital teknoloji araçlarının entegrasyonu: Gastronomi eğitimi örneği
This thesis investigates how design practices and digital fabrication technologies can be systematically integrated into undergraduate gastronomy education, as well as the impact of such integration on students' creative processes, learning experiences, and professional preparedness. Moving beyond the short-term interventions that dominate the current literature, the research is grounded in a four-semester longitudinal integration implemented within a core gastronomy course. Throughout this process, students produced personalized stencil and mold prototypes for culinary preparation and presentation, and tested these prototypes across different plate configurations. Data were collected through surveys, semi-structured interviews, focus group sessions, studio observations, student artefacts, and reflective documents, and were analyzed using thematic and content analysis methods. The findings demonstrate that sustained engagement with design-oriented workflows enhances students' ideation and prototyping skills. Furthermore, students' use of prototypes across varied plate arrangements and combinations revealed the diversity in their design approaches.The study proposes a multi-semester integration model that outlines pedagogical strategies and scaffolding steps for embedding design practices and digital fabrication technologies into gastronomy education. Overall, the findings show that long-term integration supports students' creative and technical development while providing a sustainable framework that aligns gastronomy education with contemporary industry expectations and emerging digital production cultures.
Yapay zeka çağında film yapımında insan ve insan olmayan unsurların işbirliği
This dissertation investigates the evolving interplay between human and non-human elements in filmmaking, with a particular focus on the role of artificial intelligence. By examining the evolution of filmmaking technology and the emergence of AI, the study explores how these non-human elements have influenced the creative process and redefined the concept of authorship. A central theme is the concept of machine gaze, which examines how AI, as a non-human agent, contributes to the shaping of cinematic vision and narrative. Using Actor-Network Theory (ANT) and Foucault's author-function as theoretical frameworks, the study analyzes five case studies, including an industry- driven virtual production, a commercial project created with generative AI, independent, experimental and exploratory works by creators, artists and creative technologists. Semi- structured interviews with directors, producers, virtual production supervisor, and artists reveal how AI is integrated at varying levels across pre-production, production, and post- production stages. This research aims to contribute to a deeper understanding of the collaborative dynamics between humans and technology in shaping the future of cinema. Understanding how machines and humans interact within the creative space can contribute to the broader discourse on how AI intersects with creativity, not only in filmmaking but also in other media forms where emerging technologies are being embraced. Keywords: Collaborative filmmaking, human AI collaboration, AI filmmaking, AI authorship, AI creativity
Osmanlı İmparatorluğu'nda kahvenin maddi kültürü: "Türk kahvesi"nin ortaya çıkışı
Despite some recent contributions that mostly came after UNESCO's recognition of "Turkish coffee" as an intangible cultural heritage, the Ottoman material culture of coffee still remains understudied. This study offers a systematic overview of Ottoman coffee objects but puts special emphasis on only two of them, ibrik (ewer) and cezve (coffee pot). This is related to the research question of this thesis. The thesis tries to find an answer to the emergence of "Turkish coffee" as a distinctive type. Contrary to some wipespread notions, "Turkish coffee" was not drunk in the Ottoman Empire when coffee was introduced in the 16th century. Instead, a coffee made with the husks of the coffee fruit (kışır) and another made with the kernels (bun) were preferred. "Turkish coffee"s difference is that it is served with grounds and froth. This study argues a relationship between the type of coffee and the coffeemakers. The preparation techniques are as important as the form of utensils but the ideal form for "Turkish coffee" is the small, lidless cezve. The ibrik, on the other hand, is suited to prepare a strong, clear coffee without grounds. Therefore, to ascertain the existence of cezve in time means finding evidence as to the existence of "Turkish coffee" as well. This study attempts to find an answer by utilising secondary literature, offering data from primary sources such as the Ottoman probate inventories, using selected visual sources and studying the surviving coffee objects today. It has concluded that "Turkish coffee" indeed came into use in the second half of the 18th century, but co-existed with the ewer coffee until the end of the Empire, confirming the views of some researchers.
Baklava: Erken modern dönemden çağdaş döneme çok kültürlü bir tatlının tarihi
This study approaches baklava not merely as a food item, but as a multidimensional cultural phenomenon situated at the intersection of history, cultural memory, and regional identity by evaluating its evolution, social and cultural significance, regional variations, and continuity. The first chapter investigates its origins by comparing thin-layered pastries in Central Asia, multilayered sweets in Byzantine sources, and syrup-based pastries in Arab-Persian traditions, concluding that baklava primarily evolved within Turkish culinary culture. The second chapter analyzes its refinement in the Ottoman palace kitchen, where techniques such as dough preparation, layering, and syruping reached their peak. Cookbooks from the Ottoman to the Republican era are reviewed to trace changes in recipes, production, and perception. Regional varieties across Turkey's seven geographical zones reveal differences in ingredients, layer counts, and cooking methods, reflecting local taste and identity. The research demonstrates that baklava, through its historical origins, technical development, and regional adaptations, constitutes a living culinary heritage; it also emphasizes that in the modern era, geographical indications and appellation certificates play a crucial role in preserving its cultural continuity and economic value. In conclusion, baklava is evaluated not only as a dessert but as a powerful symbol of national identity, cultural belonging, and social memory. By situating baklava as a dynamic heritage at the intersection of history, culture, and society, this research offers an original contribution to the field of gastronomy studies. Keywords: Turkish cuisine, baklava, gastronomic heritage, regional diversity, cultural identity
Insan robot etkileşiminde güven modelleri içinde uygulayının rolünün keşfedilmesi: Türkiye FMCG endüstrisinde bir vaka çalışması
Thanks to technology, robots are now widely used in many industries and can perform an increasing number of tasks. While the use of robots can improve product development and delivery speed, the biggest concern lies in trust and safety in human-robot interaction. Human-Robot Interaction (HRI) is a new field focused on designing, mastering, and evaluating collaboration between humans and robots. Despite a broad and rigorous literature in this field, trust in human-robot collaboration can be below expectations due to a lack of focus on creating effective and collaborative environments. The purpose of this research is to gain a deeper understanding of the dynamics of trust in human-robot collaboration and to demonstrate that it is possible to add new actors and factors to the trust model identified through literature reviews. Ensuring the validity and applicability of the trust model is crucial for its successful implementation across different contexts and industries. Using the "Trust Model Adjusted with Actors and Factors" proposed in this research, it is possible to analyze different environmental conditions and develop recommendations. The approach used in a case study in the Fast-Moving Consumer Goods (FMCG) sector, which defines and determines the roles of a previously non-existent actor named "Deployer/Developer" in the trust chain, is believed to encourage collaboration and technological innovation in many industries by adapting to different environments. Validating and applying this trust model across various scenarios ensures that it remains robust and effective, fostering trust and enhancing human-robot collaboration.
Amatör oyuncuların performans becerilerini pratik yaparak geliştirebilmeleri için sanal bir sahnenin tasarlanması ve değerlendirilmesi
This thesis explores how virtual reality technology can help amateur actors overcome the physical limits they meet during rehearsals, such as the lack of steady rehearsal spaces, limited chances to build spatial awareness, and difficulty keeping character continuity. The research was carried out with Özyeğin University's Chamber Theatre group and follows a three-stage process focused on text work and memorization. In the first phase, the researchers examined actors' rehearsal processes through their rehearsal diaries. From these findings they designed a VR rehearsal tool that was integrated into the play and tested it with users in two rounds. Interview data were examined with thematic analysis which revealed six themes that reflect actors' insights into rehearsing in VR. In the second phase, the six themes were turned into a questionnaire and given, through the Özü Chamber Theatre club, to amateur actors who met the study criteria. The actors ranked the themes online from most to least important. The themes' importance rankings were analyzed using the Borda Count method, and the interactive environment emerged as the top priority. In the third phase is designed a three session test and design cycle process around this interactive environment theme and improved the existing rehearsal tool with feedback from participants. Interview data were again analyzed with thematic analysis, producing five new themes. The findings from all three stages give important insights into how VR can enhance text work and memorization, and they outline the design elements and possible tools needed for VR-based script work and memorization.
Designer-AI interaction: A multi-method study of acceptance and ux of LLM chatbots
This thesis investigates how undergraduate communication-design students use large language model (LLM) chatbots across the design thinking process, addressing a gap in research that has largely focused on conceptual discussions or professional practice rather than students' emotional, ethical, and authorship experiences. Using a mixed-methods approach, the study combines a student survey with seven semi-structured interviews and interprets findings through the Technology Acceptance Model, Norman's Emotional Design, and Shneiderman's Human-Centered AI framework. The results show that students engage with LLMs as collaborative partners for ideation, planning, and motivation while actively maintaining authorship and control. Acceptance is both functional and emotional, balancing ease of use and efficiency with prompting skill and verification practices to manage unreliable or generic outputs. Students also raise ethical concerns related to sustainability and platform values and express the need for transparent, stable, and multimodal systems under clear human control. The thesis concludes that LLMs have become part of the core scaffolding of design learning when accuracy, authorship, and oversight are ensured, and it outlines implications for education, system design, and future research.
3D Görsel yazılımlar üzerindeki daha fazla tasarım uygulamalarını keşfetmek için pasaportun sorgulanması
This paper explores the impact of materialized artefacts like passports and biometric residency cards on the regulation of individual movement and identity. Through autoethnography, the author, a Turkish citizen in London, investigates the prejudicial thinking surrounding different nationalities and the social borders shaping identity. Examining the construction of European identity, the study questions the artefacts' role in global regulation and their effects on social borders. Focusing on passports and biometric residence permits, the research highlights their mediating role in identification, nationality, and their design implications. The study employs critical design and rendering politics to shed light on the complexities of human movement regulation.