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Ofis binalarında enerji ile ilgili kullanıcı davranışlarının araştırılması: Bina fiziği ve sosyal psikoloji bağlamında disiplinlerarası bir çalışma
This thesis presents a novel approach to occupant behavior (OB) modeling in office buildings by integrating psycho-social behavioral clusters with environmental parameters through fuzzy logic modeling. Traditional building performance simulations often rely on static and generalized assumptions, which fail to capture the dynamic and complex nature of human behavior in energy use, contributing to the energy performance gap. This research addresses this challenge through a three-step methodology: (1) online study, (2) field study, and (3) fuzzy logic modeling. Each step informs the next, culminating in a holistic framework for more accurate energy performance predictions. In Step 01, three distinct behavioral clusters were developed using the Theory of Planned Behavior, Self-Determination Theory, and habit and comfort constructs, capturing different energy-saving tendencies, motivation, and comfort needs. Step 02 mapped these clusters against environmental parameters—outdoor and indoor temperature, humidity, and CO₂ levels—to create a dynamic, context-responsive model of occupant actions. Finally, Step 03 implemented a fuzzy logic system in MATLAB, designed to integrate with EnergyPlus™ via its Energy Management System (EMS). This integration enables real-time simulation of occupant responses to environmental shifts, incorporating psycho-social influences and seasonal variations, thereby improving the precision and adaptability of energy consumption forecasts.
Yaşlı dostu mutfak tasarımı için genişletilmiş kullanılabilirlik kriteri olarak Poka-Yoke konseptinin incelenmesi
This study proposes the Poka-Yoke Concept as a usability criterion for the improvement of residential kitchen design for older adults, using aging simulation suit (GERT suit). Thesis includes two separate study datasets. In the first data set, 152 older adults from the Geriatrics Department of Hacettepe Hospital participated to fill out the questionnaire. According to the results, error prevention, low physical effort, adequacy of lighting and workstation were the most important kitchen design criteria. In the second data set, tasks and scenarios were conducted with architects and interior architetcts using the kitchen of Bilkent University Graduate Housing. As a result of the heuristic evaluation adapted in the context of Poka-Yoke Concept, it can be used as a usability criterion by increasing empathy towards older adults with GERT simulation.
Üniversite kafeteryasındaki kullanıcıların işitsel-görsel algısı üzerine grounded teori yaklaşımı
The study aimed to create a conceptual framework for audio-visual perception in cafeteria environments by comparing four locations with distinct audio-visual characteristics in a cafeteria at Bilkent University, Türkiye. An exploratory study was conducted using ISO 12913-2 Soundscape Method C semi-structured interviews and analyzed via the Grounded Theory (GT) method with ATLAS.ti software. To assess the perceived environment, an ISO 12913-2 Soundscape Method A questionnaire survey was administered, Equivalent Continuous A-weighted Sound Levels (LAeq) were monitored, and signal analysis generated spectrograms and time histories. Additionally, image analysis evaluated the visual environment. These measurements and responses were used to assess the Perceived Affective Quality (PAQ) of the current environment. The resulting conceptual framework revealed a complex interplay between audio-visual contextual aspects, showing that auditory perceptions are influenced by more than just sound levels. Perceptions of sound level and source varied with different audio-visual contexts. The framework indicated that natural sounds and views reduced negative soundscapes and increased user preference. Negative responses to excessive noise and disruptive sounds highlighted the adverse effects of an unfavorable acoustic environment on comfort and satisfaction. Users employed distraction and coping mechanisms to transform negative responses into neutral or positive perceptions. Participants generally expected visual elements that enhance comfort, such as nature views, indoor plants, fewer crowds, artwork, cheerful socializing, more empty seats, clean surfaces, well-arranged furniture, and larger tables. Keywords: Cafeteria Environment, Audio-Visual Perception, Restaurant Soundscape, Grounded Theory, Indoor Soundscape.
Huzurevi sakinlerinin psikolojik iyi oluşunu artırmak: Ev gibi iç tasarım niteliklerini destekleyici tasarım teorisine dahil etmek
daha sonra doldurulacaktırThe world's population is rapidly aging, and societies will face a significant rise in the proportion of older adults. While much research on aging emphasizes physical health and safety, fewer studies focus on psychological well-being (PWB). This dissertation introduces a new perspective by examining how supportive design and homelikeness influence the PWB of nursing home residents. It identifies design-related features of Supportive Design Theory (SDT) and homelikeness that positively affect older adults' experiences, while also investigating which attributes are most valued by residents. In addition, the study evaluates the physical and architectural characteristics of Turkish nursing homes, highlighting strengths and shortcomings, and offers recommendations for designing future facilities that enhance quality of life while reflecting cultural expectations—an area where research remains limited. The study was conducted in two phases. Part 1 assessed seven nursing homes using the Physical and Architectural Features (PAF) checklist. Results indicated strengths in urban accessibility and staff facilities but revealed shortcomings in amenities, social-recreational spaces, and orientation aids. Part 2 examined residents' perceptions through the Supportive Design Theory and Homelikeness (SDTH) questionnaire in four nursing homes, combined with PWB measures. Findings emphasized privacy and sense of control as the most valued features, while natural elements and personalization showed the strongest correlations with PWB. Overall, the findings extend SDT by showing that homelikeness—through personalization, atmosphere, and culturally resonant design—amplifies its predictive validity. The study concludes that nursing home standards in Türkiye should adopt a two-tiered framework: Ensuring safety and accessibility while embedding homelike, resident-centered features that foster autonomy, comfort, and belonging.
Simüle edilmiş kafe ortamlarında çoklu duyusal deneyimlerin kısa süreli bellek tutulumu üzerindeki rolü
This study investigates how multisensory experiences can enhance short-term memory retention in public interiors, specifically cafes. Previous research has highlighted and emphasized the cognitive benefits of multisensory integration in various settings, including educational institutions and museums. However, there has been limited exploration of memory retention in cafe environments. This research examines the effects of visual, auditory, and olfactory stimuli, both individually and simultaneously, addressing a significant gap in understanding how sensory design influences memory performance in public spaces. A mixed-method experimental design was employed involving 76 adults residing in Ankara, Türkiye. Participants completed a demographic questionnaire and two baseline tests before being randomly assigned to one of four sensory groups: visual, visual and auditory, visual and olfactory, and visual, auditory, and olfactory. The experiment was conducted in a controlled indoor environment that simulated a cafe-like setting. Participants were then given a distraction puzzle followed by an open-ended memory retention task. Qualitative data were analyzed using content analysis and matrix layout, while quantitative data were analyzed using descriptive statistics, independent t-tests, one-way ANOVA, and Pearson's correlation. The findings indicate that multisensory experiences significantly enhance memory retention compared to single or dual- sensory modalities. Additionally, cognitive assessments showed a low positive correlation with memory retention. This research provides important insights into multisensory design in public spaces, aiming to foster the development of more memorable, cognitively engaging, and experiential environments.
Görsel uyaranların sanal ortamlarda içgüdüsel satın alma davranışı üzerindeki etkileri
This study examines the influence of visual stimuli on impulse buying behavior. It aims to investigate the effects of particular visual cues of high-image visual stimuli (H-IVS) and low-image visual stimuli (L-IVS)—organization/density, staging techniques, and lighting—on impulse buying behavior. The research questions focus on how visual stimuli increase impulse buying behavior and how personality traits moderate this relationship. In a virtual environment, eighty-four female participants in the study were shown visual cues of a black leather handbag. Each of the visual cues was shown independently. Surveys measuring impulse buying behavior and consumer reaction to visual stimuli were used to gather data. The results suggest that high-image visual stimuli significantly enhance impulse buying behavior through organization/density, staging techniques, and lighting, but not directly on impulse buying tendencies. The study establishes the complexity of consumer behavior, emphasizing the role of visual stimuli and personality traits. Further research would study different retail settings, try different consumer segments, and examine additional product categories to determine how visual stimuli affect impulse buying.
Katılımcı tasarım yöntemleriyle hastane ses manzaralarının yorumlanması: bir pediatrik yatan hasta ünitesi örneği
Shared spaces in hospitals, such as inpatient units, serve users with diverse and sometimes conflicting needs, making it challenging to create inclusive and satisfying soundscapes. Standardized design approaches often fall short in addressing these complexities. This study explored how Participatory Design (PD) methods could help reinterpret hospital soundscapes by involving users and fostering cross-disciplinary collaboration. Conducted in six phases, the study aimed to identify the promises and pitfalls of integrating PD into hospital soundscape design. In the first phase, spatial and behavioral observations were conducted in a Pediatric Inpatient Unit (PIU), supported by field notes, drawings, and photographs. In the second phase, semi-structured interviews with patients, families, and staff were analyzed using Grounded Theory. These findings informed the third phase, where users participated in a co-design workshop to create their ideal patient room. This design was then refined by architecture experts in phase four, resulting in detailed floor plans, 3D visuals, and animations. In phase five, acoustic experts evaluated user-identified pleasant sounds and selected them as tools for the final design game. In the sixth phase, a second co-design workshop was held where PIU users designed ideal soundscapes using game elements derived from previous phases. This study contributes to the soundscape literature by demonstrating the potential of PD methods to support the creation of more inclusive and empathetic hospital sound environments. It highlights the value of user participation in complex healthcare settings and provides a framework for integrating PD into future hospital soundscape design.
İzmir Kültürpark'ı kadın deneyimleri üzerinden okumak: 1970'lerin gazino mekanlarında matine pratikleri
From its establishment in 1936, Izmir Culture Park (ICP) became a historical marker of Turkish modernity, with its leisure and entertainment spaces celebrating modern values and conditions, while functioning as a medium for adapting them. Casinos, entertainment spaces with live music and food service, were a significant component of the park's entertainment life from the very beginning. They diverged from their earlier cultural forms and aesthetics during the 1970s in response to the demands in the entertainment sector and the accompanying spatial needs, as well as women's changing social position in the 1970s. Charting this divergence, and tracing how it came about, this study examines the ways in which ICP's changing entertainment culture led the way in producing an alternative space -the matinee- for women. This study builds on existing histories of ICP by investigating and introducing new layers of meaning on women's spatiality. It contributes to gender studies by analyzing how matinees encouraged women to participate in leisure activities, how women experienced this public space, and how they transformed it through their practices in living out their modernity. Women transformed the abstract space of ICP casinos into lived space. By pushing the 1970s social boundaries in Turkey, women both used and transformed the spaces of ICP as they took the opportunity to enjoy their freedom, albeit within the limited space of the casino and the limited time of the matinee. This study deeply investigates this socio-spatial transformation, within a tripartite theoretical structure of memory, gender and Lefebvrian spatial theories, in order to convey 'herstory'.
Sanat objesinin renk ve stilinin müze ziyaretçilerinin ışık renk sıcaklığı tercihi üzerine etkisi
The aim of this study is to understand the effect of art objects' color and style on museum visitors' CCT light preferences. In order to analyze both color and style of art objects' effect on museum lighting preference, a small exhibition room was designed. The study was conducted with three sample groups for three styles of paintings. Those styles were still life paintings, drip paintings and contemporary figurative art paintings with three color schemes for each style which are blue, red and neutral. Three CCT of light were used in the experiment which are 3000 K warm white, 4000 K neutral white and 6000 K cool white LED spots all at 200 lux illuminance. Besides the CCT preference, participants were asked to evaluate factors that would appropriately describe the exhibited objects, painting color and lighting relations. Those evaluative factors were warmth, brightness, comfort, pleasantness, naturalness and relaxation. The results showed that most preferred CCT of light was 4000 K for all styles and colors. The general indication that could be done about the CCT preference results is that visitors want to see warm color paintings under lower CCTs while in case of cool color paintings the choice of visitors are towards higher CCTs. This preference tendency is the most significant on paintings that have facial depictions. According to the evaluative emotional states results, for all bipolar adjectives both color and CCT have an impact. The results of the study can be beneficial for museum curators, lighting designers and interior architects while designing a museum environment.
Temel tasarım eğitimi için sanal gerçekliğin Kullanılabilirliğinin değerlendirilmesi
Being an emerging technology, virtual reality is used in a wide range of fields such as medicine, gaming, psychology and sociology. There are also wide range of researches that compare traditional and digital methodologies in design education. However, in design education, there is a limited research into the implementation of virtual reality (VR). Therefore, this thesis focuses on the usability of virtual reality in design education, especially during problem-solving activity in basic design education. This thesis presents the basic design education literature in terms of digital approaches, virtual reality technologies, usability criteria and also technology acceptance model. In order to to analyze the usability of virtual reality in basic design education, an experimental study conducted with 20 first year interior architecture and architecture students in the Spring semester of 2017-2018 academic year, at Bilkent University. It is found that there is a statistically significant difference in terms of intention to use and perceived enjoyment between the VR group and paper-based group. Moreover, there is also a statistically significant effectiveness difference between of VR and paper-based environment. As a result of that, it is stated that VR can support problem-solving activity of basic design education.
Sanal bir poliklinik ortamında renk kullanımının yaşlıların görsel uzaysal navigasyonlarına yardımı
It is well documented that elderly people often have difficulties in finding their way in unfamiliar environments. In this study, it is aimed to explore the usage of colour as visuospatial navigation tool for elderly people with tests in a virtually simulated polyclinic environment. Neutral, warm and cool colour experiment settings were compared to find out the effect of different colours on elderly people's visuospatial navigation performances by using a head mounted display. The experiment was conducted with 90 participants in three phases; eligibility questionnaires, testing on computer, and presence questionnaire. The findings showed that neutral coloured setting affected participants' visuospatial navigation performances negatively compared to warm and cool coloured settings. However, there was no significant performance difference between warm and cool coloured environments. In addition to that, when they were asked to reach to the destination point, male participants spent shorter time, did fewer wrong turns, experienced fewer hesitations and travelled shorter distances compared to female participants. Currently, due to the increase in the elderly population, designing well-functioning interior spaces for the elderly has become a more pressing matter. The findings of this study will provide important clues for both interior designers and environmental psychologists.
Sergi nesnesi çarpıcılığının fiziksel ve dijital sergilerdeki etkileri: Ziyaretçi dikkati üzerine bir çalışma
More often than not, multiple exhibit objects are displayed, rather than a single exhibit object, in a single exhibition space. This situation might induce a competition for visitor attention between the objects. As an attempt to elucidate the nature of this competition, this study addresses the influence of the salience layout of exhibit objects on the distribution of visitor attention in physical and digital environments. Among various salience parameters previously determined in the literature, size and three-dimensionality are investigated in this thesis. A set of field experiments utilizing unobtrusive observation, and self- administered questionnaires were employed to collect data. In an alternative approach to the existing visitor studies in Turkey, the empirical design involved a high level of control. The results have revealed the ways visitor attention to individual exhibit objects and exhibitions in overall could be influenced by [1] the presence of a more salient object within a set of less salient objects, [2] ordinal position of exhibit objects with different salience levels, [3] the physical or digital nature of the exhibition space, and [4] size and three-dimensionality as exhibit object parameters.
Fiziksel yaşlanma simülasyonunun havaalanı ortamlarında sezgisel değerlendirmeye etkisi
Bu çalışma, fiziksel yaşlanma simülasyonu kullanılarak, havaalanı ortamının sezgisel değerlendirilmesi için yeni bir yaklaşım önermektedir. Çalışmada göreve dayalı bir sezgisel değerlendirme yöntemi profesyonel olarak çalışan mimar ve iç mimarlardan oluşan sekiz değerlendirme uzmanı ile yürütülmüştür. Değerlendirme uzmanları görev senaryolarını, yolcuların gerçek havaalanı deneyimleri doğrultusunda, çalışma için seçilmiş gerçek bir havaalanı ortamında gerçekleştirmişlerdir. Fiziksel yaşlanma simülasyonunun etkisini analiz etmek için, dört değerlendirme uzmanı GERT simülasyon kıyafetini giymiş ve diğer dört değerlendirme uzmanı giymemiştir. Elde edilen sonuçlara göre, GERT simülasyon kıyafetinin; havaalanının kullanılabilirlik değerlendirmesinde daha iyi bir performans sağladığı, fiziksel performans zorluğunu arttırdığı ve yaşlı bireylere yönelik empatiyi iyileştirdiği gözlemlenmiştir.
Sergi alanlarında bilgi aktarımı yapılırken qr kodu kullanımının ziyaretçi katılımı üzerindeki etkileri
This thesis investigates the use of QR codes as an information delivery method and its' effects on visitor engagement in exhibition spaces. The study examines the use of QR codes as an information delivery method and its' resulting effects on visitor engagement in terms of visitors' experiences of learning and social interaction. Moreover, the study investigates if young people are more likely to use QR codes in comparison to middle-aged participants. A field experiment that applied the analysis of the timing data and questionnaire was conducted with 63 participants in two different groups at an art gallery. The control group consisted of traditional information labels with an informative text while the experiment group consisted of information labels with a QR code directing visitors to a designed website of artworks' explanations. The results of the study are expected to construct a basis on implementing the QR code technology in exhibition environments to improve visitors' interaction level with exhibited objects.
Temel tasarım eğitiminde yaratıcı tasarım sürecine sanal gerçekliğin etkisi
Creativity is an integral part of a design process. Recently, creativity supporting tools become very common in research. This study examines the influence of immersive and non-immersive virtual design environments on design process creativity in the first year basic design studio, through observing factors related to creativity as the flow state and motivation. Consequently, an experiment was conducted to investigate the relationships between spatial ability, flow state and motivation in immersive and non-immersive virtual design environments. Forty-two first year undergraduate basic design students joined the experiment. The data analysis demonstrated that the immersive virtual design environment facilitates participants' design process creativity. Also, the findings indicated a positive weak correlation between spatial ability and flow state, and a positive strong correlation between motivation and flow state. Study results contributed to a greater understanding of implementing immersive virtual reality as a creativity supporting tool.
Rengin soyut imajlardaki görsel karmaşıklık üzerindeki rolü
Colors are important elements of everyday environment as they effect every part of our daily life including our physiology, psychology, well- being, perception, cognition, and etc. Colors are experienced and encountered in everyday environment and they are never seen in isolation since the environment which surrounds us presents the colors together with other colors (Kocaoğlu & Olguntürk, 2018). The thesis searches the association between color, visual complexity and visual interest in abstract images without isolating colors from each other, as previous studies did. Thus, the aim of this thesis is to understand the role of color on visual complexity and visual interest in abstract images in order to develop a theoretical measure that merges both scientific and artistic approaches of color. This study is conducted to find the level of visual complexity which makes an image visually interesting and the role of color within this phenomenon by using Delta E (ΔE) values of colors in abstract images. As the results of the study indicated, there was an inverted U- curve relationship between average Delta E values and both visual interest and visual complexity in abstract images.
Gerçek ve sanal açık ofislerde işitsel peyzaj üzerine karşılaştırmalı bir çalışma
This study presents the findings of indoor soundscape research that was conducted in real (RE), recorded virtual (VE_Rec), and virtual (VE) open office environment settings. The study took place in the architectural office firm, Demay Architecture in Ankara. This study aims to analyze whether the soundscape quality can be measured in virtual open-plan office environments by collecting individual responses with ISO 12913-2:2018. 90 participants were divided into three groups with 30 people in any group. The first group (RE) of participants walked in silence over the course of a predefined route which includes 10 locations, observing the soundscape and the office environment. The second group experienced VE_Rec by watching a recorded video from RE as a virtual soundwalk. Finally, the third group experienced VE by watching a virtually modeled animation video. The same questionnaire procedure was implemented for all groups via Method A (ISO/TS 12913-2):2018. The results showed that occupants mostly perceive the real office environment (RE) more positively than the virtual (VE) and recorded virtual (VE_Rec) office environment in terms of eight perceptual attributes. RE was perceived as more "pleasant" and "calm" while VE_Rec and VE were perceived as more "annoying" and "chaotic".
Işığın renk sıcaklığının yansıtılan fraktal modeller üzerindeki etkisi: Görsel ilgi ve duygusal tepki
The aim of the present study is to examine the effects of color temperature of projected fractal patterns on visual interest and emotional response in interior spaces. The experiment consisted of two phases, which were carried out with two independent participant groups. In the first phase, the effects of five different complexity levels of two dimensional fractal patterns (D = 1.1, D = 1.3, D = 1.5, D = 1.7, D = 1.9) on visual interest and emotional response were examined. In the second phase, the effects of three different natural light color temperatures (noon sky – 4000K, overcast sky – 6500K, clear sky – 12000K) of three dimensional projected fractal patterns on visual interest and emotional response in interior spaces were evaluated. The participants consisted of sixty undergraduate and graduate students enrolled in İhsan Doğramacı Bilkent University. Results demonstrated that, in the first phase, the most visually interesting fractal pattern was high-complexity D = 1.7. Moreover, the results indicated that the complexity level of fractal patterns had no significant influence on participants' pleasure state, whereas complexity level had positive significant effects on participants' arousal state. In the second phase, results indicated that the most visually interesting projected fractal pattern was high-complexity D = 1.7 for all color temperatures (4000K, 6500K, & 12000K). Therefore, color temperature had no significant influence on the choice of fractal pattern complexity level in terms of visual interest. Regarding emotional response, the findings also demonstrated that color temperature had no significant influence on pleasure and arousal state. Consequently, the most influential outcome of the study was that, compared with color temperature, complexity level is a more significant factor related to visual interest and emotional response. The findings of the present study guides designers on the implementation of natural light patterns to for visual interesting interior spaces.
Sağlıklı yaşlanma kavramını anlamada persona kullanımı: Önem perfomans analizi ve simüle edilmiş yaşlılık ile yaşlı yaşam evi deneyimleri
Accessibility is an essential interior design consideration that increases performance level and allows older people to be independent and physically active in their daily activities. Increase in performance level and a physically active later life enable healthy aging. Modelling of an accessible senior housing is a necessity of the recent design world. Accessibility of these environments should be studied from older peoples' perspective with a focus on efficient ranking methods and empathy techniques. This thesis aims to present a new method of combining aging simulation with personas through importance-performance analysis (IPA) to support basic daily living activities (BADL). Juxta-positioning of IPA findings with aging simulation findings to use it for persona method makes this thesis unique. The proposed method helps to develop a prioritized persona-based model to create accessible senior housing for healthy aging. This model is constructed based on a semantic coding system; an ontology framework. The current thesis is an attempt to deal with the complex nature of accessible design and their attributes for aging studies, which are often considered as theoretical concepts and standards. The findings of the thesis are significant for future aging studies and mobile computing researches in terms of indicating that physical capabilities of older people are associated with different requirements of accessibility attributes, which require structured knowledge and data management to diagrammatize their association with BADL. Moreover, thesis findings are also beneficial for interior designers to make human-centered interior design decisions effectively.
Tren istasyonlarındaki işaretleme sistemleri üzerinden rengin hafıza üzerine etkisi
In complex buildings, it is important to remember the color of information while finding the way with correct identifications. The purpose of the study is to understand the relationship between misleading information and color with the wayfinding process in train stations to compare different colors in terms of recognition. Recognition of color is tested according to false memory studies with misinformation paradigm. The experiment was conducted with six different colors; orange, magenta, turquoise, purple, white, and black. The participants were a total of ninety people of various ages and professions. The study was conducted in two phases. Firstly, they answered questions about the viewing conditions of their devices (smartphones, pad, laptop, and desktop). Secondly, they watched the first and the second videos that consisted of different sign colors in a virtual train station and answered questions that included images of the signage. It was found that there was no difference between different colors on remembering the sign color, misleading information, color scheme, location of the signage, color order, and color pairing. The colors included in the study were remembered in all considerations. The findings of the experiment can guide architects, interior architects and graphic designers who may be interested in sign design.
Ofis ortamında sanal çevre kullanılarak katılımcıların aydınlatma sistemleri üzerindeki kontrolün analizi
This study systematically analyzed the impact of having personal control over lighting system on occupants' lighting choices, lighting satisfaction, and task performance in a virtual office setting. For this purpose, 30 participants took part in a 3-phased experiment with immersive virtual environments (IVEs). Each phase of the experiment offered a different degree of control over the lighting. Personality traits were also studied in relation to lighting choices. Finally, a technology acceptance model (TAM) was employed to further investigate the participants' attitude towards the virtual reality (VR) technology. The findings of this study showed that using an interactive lighting system, which was as satisfactory compared to a conventional lighting system, encouraged the participants to use more natural light. The interactive lighting system imposed the same amount of cognitive load on the participants for performing a reading task as a conventional lighting system, which was significantly lower than their cognitive load scores for performing the task with automated lighting system. Personality analyses demonstrated that the participants with a high score on openness had a wide range of lighting choices either with conventional or with interactive lighting. This study's results differed from the previous studies by highlighting that the participants considered VR as a better fit to an enjoyable experience rather than as a useful tool for performing serious tasks. Keywords: Automated Lighting, Cognitive Load, Immersive Virtual Environments, Lighting Choices, Personality traits
Ebeveynlerin ve çocukların restoranların kapsayıcılığına ilişkin algısı
Restaurants are public spaces which everyone has the equal right to access. It matters how inclusive the restaurants are for parents and children. However, the issue of restaurant inclusiveness from the family and child perspective has not been a frequent focus on previous studies. This study aims to understand how parents and children perceive restaurants' inclusivity and to examine whether there are any differences in perceptions of them or not. Furthermore, it aims to see parents' and children's priorities in a restaurant with a comparative approach. Moreover, it addresses if there are any notable functions of the restaurant besides eating for parents and children. A mixed methodological approach was used for the study. An online questionnaire was conducted with 40 parents, one-to-one interviews were carried out with 60 children, and interviews were supported with a drawing method, including the drawings of 30 of the children who participated in the study. The findings of the study show that there are differences between the perceptions and priorities of the parents and children in a restaurant environment. Additionally, restaurants have other notable functions besides eating for parents' and children. Especially children perceive the restaurant as a public space that allows them to play and socialize. Furthermore, children's drawing analysis method was applied in a restaurant inclusivity context for the first time and confirmed that the use of mixed methodology is beneficial for children's studies. This study helps to improve the knowledge about parent and child inclusivity in restaurant environments and also, it contributes to designers and restaurateurs regarding family inclusivity by offering recommendations and reasonable adjustments to increase inclusivity.
Günlük yemek restoranlarında kullanıcıların ziyaret motivasyonları üzerindeki atmosferik etkiler
As restaurants are not just places for eating out, previous research showed that users' need for restaurant consumption is driven by various motivations. Very few studies also revealed that the assessment of restaurant attributes differ across these visitation-motives. Thus, the purpose of this study is to investigate the impact of non-food restaurant attributes on user preferences and their visitation-motives in the casual dining restaurant context. Based on an extensive literature review, five dimensions of restaurant atmospherics were selected: interior colors, lighting, ambience, furnishings and layout. A field study approach was used and a total of 172 participants from four casual dining restaurants in Ankara were recruited. Although further research needs to be done, this study shows the cues of potential relationship between restaurant attributes and visitation-motives.
Aerogel Modifiye Edilmiş Genişletilmiş Perlit Agrega ve Kil (GPA/K) levha üretimi ile fiziksel ve mekanik özelliklerinin incelenmesi
Expanded perlite aggregate (EPA) is an inorganic insulation material preferred because of its low thermal conductivity. In other respects, it has disadvantages in buildings because of its high moisture retention, sintering in case of fire, and fragility. This study aims to produce a clay-based insulation board by eliminating these disadvantages of EPA with aerogel modification. The sol-gel method was chosen, allowing low-cost aerogel synthesis in a laboratory and permitting the control of parameters throughout the process. The optimum synthesis process was designed by examining the acid and base variables in the process. The recipe obtained at the aerogel synthesis was used to constitute aerogel-modified expanded perlite aggregate (AEP). AEP particles were prepared with clay matrix under determined process conditions, and characterization tests were carried out. According to the results, aerogel modification prevents high-temperature sintering of EPAs. The AEPs and the aerogel-modified expanded perlite aggregate and clay (AEP/C) composites' density remained almost unchanged compared to the EPA and expanded perlite aggregate and clay (EP/C) control samples. Thus, this can be offered that the prepared boards are lightweight and can maintain low thermal conductivity. The results showed that the mechanical strength of the boards was slightly higher than the control samples and the aerogel modification has almost no effect on mechanical strength.
Gel ve bizimle otur: Balıkçı gemilerinde rekreasyonel alanların iç mekan tasarımının denizcilerin iyi-oluşu üzerindeki etkisi
The aim of this study is to explore the factors in interior design of recreational areas and their effects on seafarers in Norwegian fishing vessels. The relationship between interior design of communal dining and living arrangements, well-being of seafarers and fatigue at sea have been researched. The methods of research are questionnaires of 34 crewmembers and interviews with 10 seafarers currently working onboard vessels or shipbuilding industry professionals with seafaring experience. The study consists of evaluations of 4 different fishing vessels' with 3 different takes on recreational zones as well as measuring well-being and fatigue. The study focuses on the personal experiences and evaluations of seafaring professionals. Findings propose that there is a positive relationship between general evaluation of recreational zones and well-being. Findings also help define which interior design characteristics of recreational zones are more satisfactory for seafarers in Norwegian fishing vessels.
Aktiviteye dayali ofis ortamlarının algılanan bireysel ve grup yaratıcılığı üzerine etkileri
This study examined the impact of activity-based offices (ABOs) on individual and group creativity from the employees' perspective. The study was investigated in two stages to find the link between ABOs and the concept of creative spaces, and also to identify and examine mediating variables in this relationship. In the first stage, a qualitative approach was adopted and the critical incident technique was used to collect data from 50 knowledge workers through interviews. Participant observation methods were also conducted for the case studies of three ABOs. In the second stage, a quantitative approach was adopted to collect data from a total of 186 knowledge workers in two international companies based in Sweden. The mixed methods approach was used to triangulate the data from the two stages. The two sets of data were merged by combining the different findings in the section on practical relevance and suggestions for improving environmental designers' and facility managers' understanding to manipulate ABO spaces to promote creativity in the workplace. The results showed that privacy, noise levels, and distraction-free environments were the most important factors in fostering individual employee creativity, as were open spaces with zones for different noise levels and private enclosed spaces. For group creativity, the importance of providing appropriate equipment and furniture in ABOs was observed - collaborative and disengaged spaces were found to be the most recurring spaces for group creativity. In addition, employee preferences were found to be an important component to consider when looking at environmental features, space types, and types of creative activities in creativity-enhancing ABOs. Using regression with bootstrapping for quantitative data, it is found that job autonomy and organizational commitment serially mediate this relationship. Study results suggest that organizations with ABOs exert on employees a sense of control over their work, leading them to feel more committed to their organization and consequently improving creativity in the group.
Yürünebilirlik analizi için bir karma yöntem yaklaşımı geliştirilmesi: Ankara'da iki kentsel konut mahallesi üzerine bir örnek
In these times when the devastating effects of global warming are felt, giving up fossil fuels and developing active transportation routes are prerequisites for sustainability in the cities. Walkability was introduced as a key factor in urban planning and the promotion of healthier, environmentally friendly, economically productive, and socially active communities. The main aim of this study is to propose a mixed-method that combines exploratory factor analysis, multi-criteria decision-making analysis, and mapping techniques to analyze the walkability of existing and newly developing urban neighborhood settlements in a metropolitan city and to contribute to the literature in this field. Based on the theories and researches the relationship between perceived and objectively measured walkability was analyzed. This study proposes a bottom-up approach for investigating the walkability factors, rather than seeing walkability as an index of pre-set criteria. The emergent perceived walkability parameters derived from the exploratory factor analysis provided fruitful results for both Multi-Criteria Decision-Making Analysis and Multi-Criteria Overlay Walkability Maps. The findings of this study will provide important clues for both city planners and decision-makers to analyze walkability.
Salutojenik tasarımın sağlık ortamlarında algılanan çevre kalitesi ve ruh hali üzerindeki etkisi: Diş kliniklerinde karşılaştırmalı bir vaka çalışması
This thesis systematically analyzed the effect of biophilic design as a salutogenic design method on improving a patient's perceived environmental quality and mood in dental clinic waiting rooms. For this purpose, five experts evaluated potential dental clinic waiting rooms based on their biophilic scores and selected two dental clinics to compare their waiting rooms. One hundred four patients perceived environmental quality and mood were assessed while they were waiting for their treatment in the waiting room of the two clinics. According to the results, the patients' perceived environmental quality was greater in the waiting area with a higher biophilic score. The patients' mood scores, on the other hand, did not show any significant differences across the clinics. The outcomes of this thesis lead to a better understanding of how to incorporate salutogenic design features into dental clinic waiting rooms to enhance the patient experience.
Sokak yeşilliklerinin eşit olduğu mahallelerde yürünebilirliğin ödomonik ve hedonik refah üzerindeki etkisi
This thesis analyzed the influence of objective and subjective walkability on momentary hedonic and eudaimonic well-being while walking in neighborhoods. For this purpose, two neighborhoods with different objective walkability, and equal eye-level street greenery levels were chosen. Consequently, a survey was conducted with two hundred and nine neighborhood residents in total. The residents were asked about their perceptions regarding their neighborhood's walkability levels, and momentary hedonic and eudaimonic well-being during walking in their neighborhoods. The results showed that objective walkability did not have a positive influence on perceived walkability, hedonic and eudaimonic well-being. However, the data analysis indicated a positive moderate correlation between perceived walkability and momentary hedonic and eudaimonic well-being. The outcomes of this thesis provided new insights to researchers for means to facilitate and support momentary subjective well-being through perceived walkability dimensions.
Onkoloji polikliniğinde ayakta tedavi gören hastaların görsel-işitsel algıları
This study aims to analyze the effects of auditory and visual perception in a hospital environment to provide comfort for the outpatients. The research focused on the waiting area of an oncology polyclinic. The binaural audio recordings and 360° photographs were taken from three different locations (reception area, courtyard area, and corridor) on the site. Audio recordings were visualized through signal processing, and the photographs were evaluated through image analysis via MATLAB to show the auditory and visual differences among the locations. These three locations differed from each other in their auditory and visual environments. Regarding the hospital auditory environment, sound sources are human activity-related and technology-based. The reception area has an indoor opening, the courtyard area has indoor and outdoor openings, and the corridor area has none. Voluntary oncology outpatients in three locations in the polyclinic were given questionnaires (n=66) and interviewed (n=20). Questionnaires were analyzed in IBM SPSS Statistics, and interviews were analyzed with the Grounded Theory method in ATLAS.ti software. Equivalent Continuous A-Weighted Sound Level (LAeq) measurements were taken within the interview hours and at one-hour intervals from three locations. The questionnaire revealed that the courtyard area is calmer and more pleasant than the other areas. The conceptual framework created with semi-structured interviews showed how the auditory and visual environments affect the outpatients' perception. The conceptual framework revealed audio-visual perceptions in the hospital environment with the existing condition and outpatients' preferences and proposed suggestions for a hospital environment.
Dış mekan ısı stresinin iç mekan termal konfor ve nitel bireysel uyku kalitesi değerlendirmesi ile ilişkisinin incelenmesi: Ankara örneği
Recently, the necessity of exploring the relationship between sleep quality and the thermal environment has amplified regarding increasing heat stress risk on the human body due to climate change, particularly in vulnerable-uninsulated buildings of Ankara. Within this scope, this study investigated occupants' sleep quality and thermal comfort in insulated and uninsulated buildings under three local extreme heat event thresholds: (1) typical summer day (TSD25), (2) very hot day (VHD33), and lastly, (3) heat wave event (HWE31). Within a two-tiered approach to thermal comfort evaluations, the physiological thermal comfort of occupants was identified through the calculation of Physiologically Equivalent Temperature (PET) from the climatic data of local meteorological stations. On the other hand, the psychological thermal comfort and sleep quality of participants were evaluated by questionnaires during each heat event. The results of this study demonstrated that PETOut reached 43.5 °C, which indicates the extreme heat stress within PS grades during the VHD33s. The PET values were consistently higher in uninsulated buildings than in insulated buildings. Also, most of the mean psychological thermal comfort votes (TCVs) and sleep quality votes (SQVs) were better in uninsulated buildings than in insulated ones during TSD25 and HWE31s, while it was the opposite within extreme conditions of VHD33s. The outputs of this study contribute to interdisciplinary efforts to attenuate the existing and impending risks of climate change on human life by defining the influence of increasing outdoor heat stress on indoor spaces, thermal comfort, and the sleep quality of occupants.
Serebral palsili gençlerin ev ortamlarındaki günlük aktivitelerinin analizi
In this study the difficulties experienced by young people with cerebral palsy, their level of dependence and related emotions and the level of importance they attach to daily living activities in the home environments are examined and compared. The main purpose of this study is to analyze which activities are most difficult for young people with cerebral palsy and the relationship between difficulties in activities and body parts. Also, it aims to examine during which activities young people with cerebral palsy are more dependent on others and how they feel as a result of this dependence. Furthermore, it also aims to compare the importance level that young people with cerebral palsy give to the activities. The survey phase is conducted with 31 young people with cerebral palsy aged 15-24. Afterwards, separate interviews are held with six participants who volunteered to take part in this phase, who also answered the survey questions. Survey results reveal that young people with cerebral palsy experience varied levels of difficulty in different activities. Also, there is a relationship between difficulties in doing activities and difficulties they experience in different parts of their bodies. Moreover, difficulties in doing daily activities increased their dependence and different emotions occur because of this. Finally, the survey results show that the importance level that young people with cerebral palsy give to the daily activities shift. Interview results reveal that the reasons why young people with cerebral palsy cannot do or not do activities differ and these reasons are explained. Also, the emotions that occur because of being dependent on others and the adaptations that they made or want to make in their homes are discussed.
Sanat galerileri olarak alanların uyarlanabilir yeniden kullanımı: İstanbul Beyoğlu örneği
This study aimed to understand adaptive re-use of spaces as art galleries with a focus on gallery owners' perspectives as well as properties of the spaces. Accordingly, first, criteria were determined by combining art gallery characteristics: spatial visibility, transparency, flexibility, and adaptive re-use characteristics, which are architectural, locational, financial and market characteristics within the context of Beyoğlu. Afterwards, decision making of owners and their prioritizations in the selection of district and the space was explored by questionnaire. This was followed by documentation of the galleries as observation with respect to the determined characteristics. The results show that spatial characteristics of the space and conversion process were less concerned for owners. Therefore, its urban context and presence have much greater importance than its spatial characteristics.
İnsan ve doğa etkileşiminin nörolojik ve psıkolojik etkileri: Doğal peyzaj ortamlarında ve peyzajlı bahçe ortamlarında yürümek
Living in an urban environment causes a low connection with nature. Both Natural Landscapes (NL) and Landscaped Gardens (LG) have positive influences on human neurological and psychological well-being. The inter-discipline of neuroarchitecture provides for examining the neurological effects of the environment. This thesis aims to understand the difference between walking in NL (woodland with natural water features- Eymir Lake) and LG (human-made garden with artificial water features- Park Oran Residential Area) environments. The neurological methodology of the study has an electroencephalogram (EEG), a measurement to analyze before- after the alpha to the beta brain frequency band. The findings demonstrate that walking in LG has more potential to increase relaxation and decrease stress than in the NL environment. This study aims to contribute to a greater understanding of the correlation between the neurological and psychological effects of different types of natural environments.
Karekodların iç mekanda yön bulma aracı olarak kullanımı
With the advent of the Covid-19 pandemic, the use of quick response (QR) codes has increased rapidly in many areas. However, the adoption of QR code-based indoor wayfinding models is still limited. The reliance on location-aware technologies, the development of smartphone applications, and the need for programming language knowledge could be counted among the reasons for the limited use of these models. In the present study, we proposed a lightweight QR code-based indoor wayfinding model that is low-cost, easy-to-adapt, free of sensors, and solely functions with smartphones. Accordingly, we conducted two experimental studies to test the model under two conditions: first, in a complex university campus building with 38 participants; then in the virtual model of that building with 72 participants. In both environments, we compared the use of You-Are-Here maps displayed on smartphones by scanning the QR codes on the walls (the QR condition) to the use of the same maps located on the walls (the No-QR condition). We measured task performances, perceived ease of task, comfort level, and evaluations of the proposed model. To reveal the relationships between the variables and differences between conditions, we conducted the Pearson correlation coefficient test and repeated measure ANOVA. Our findings revealed that even though the participants completed the wayfinding tasks in the QR condition in a longer time than in the No-QR condition, the positive responses of the participants revealed that they would be willing to use QR codes in complex indoor environments. Findings and evaluations suggested that the proposed model, in its current form, may function as expected and be a useful, lightweight, and low-cost alternative to You-Are-Here maps.
İç mimarlık eğitiminde empati: Empatik tasarım ve yansımalarının araştırması
Integrating empathy to design education enhances students' universal design solutions since empathic design provides a feeling and understanding of a wide range of users' needs in the designed environment or products. This study investigates how using empathic design techniques as instructional design methods influence students' improvement in the multiple dimensions of empathy, design process and end products, and perceptions of their learning experience. The empirical research is conducted with three groups and a control group who are asked to experience different empathic design techniques (direct contact between designers and users, indirect contact between designers and users, and role-playing) obtaining in the redesign of an existing kitchen and reflecting their learning and design outcomes on an online session in virtual meetings. Qualitative data collection methods consist of behavioral observations, the researcher's logbook, interviews, and design conversation protocols obtained by video recordings of the Zoom meetings. Quantitative data collection methods include using a questionnaire and survey as instruments and assessment of end products. Thematic analysis was conducted to study data from interviews and design. Results indicated that an empathic design process positively indicated students' perceptions of their learning experience and enhanced their self-awareness and design awareness. In addition, empathic design improved students' problem-solving skills, helped them attain universal design solutions easily, and shortened the design process time. The role-playing technique was the most efficient compared to other techniques for raising students' empathy and proposing universal design solutions.
Mahalle nitelikleri ile ulaşım yürüyüşü arasındaki ilişkide motivasyon ve tercihin rolünün araştırılması: İran ve Türkiye arasında karşılaştırmalı bir çalışma
Encouraging walking as an active mode of transportation in daily trips can significantly contribute to the well-being of older adults. However, the literature, particularly in developing countries, has yet to explore this topic extensively. This thesis investigated the relationship between neighborhood qualities, motivations, preferences, and transport walking among older adults in Iran and Türkiye. Data from 172 participants in one hundred one neighborhoods across nine cities in Türkiye and eight cities in Iran were collected to examine the mediating role of motivations and preferences in this relationship in a two-phase study. While the findings from the first phase suggested no significant differences in mediating levels between the two countries, the second phase, which considered additional factors such as attitudes,ii revealed some variations in motivation and preference factors of neighborhood. The study also explored the potential moderating effects of gender and neighborhood type but found no significant differences. These results contributed to a better understanding of the multifaceted factors influencing transport walking behavior in older adults, including cultural, demographic, attitudinal, and climatic factors. Despite limitations in sample size and duration of data collection, this study provided valuable insights for future research and urban planning initiatives aimed at creating age-friendly and walkable neighborhoods that promote the health and well-being of older adults.
İzole ve kapalı ortamlarda ferahlığın değerlendı̇rı̇lmesı̇
This thesis explores the adverse psychological effects of Isolated, Confined, and Extreme (ICE) environments, aiming to explore the correlation between these effects and interior architectural elements. In addition, several methods are tested to evaluate interior architectural elements that may directly impact the perceived spaciousness of these environments. The initial phase of the thesis examined the effects of the COVID-19 pandemic on the perception of interior spaces. Individuals who found their living spaces visually appealing, engaged in various activities, expressed satisfaction with their connections to outdoor spaces, encountered less boredom, and displayed fewer signs of anxiety and psychological distress. The following phase explored the effects of furniture, lighting, surface texture, and ceiling height on spaciousness perception and surveyed emotional and aesthetic responses to various design factors. The results indicated that interior architectural elements have a relatively minor impact on individuals' spatial perception within a habitat. Design training is a more significant influencer in all spatial evaluations than interior architectural elements. Although furniture, lighting, and texture have statistically significant effects on spaciousness and aesthetic judgments, design training remains a substantial moderator of these effects. This research contributes substantially to comprehending the complex dynamics between interior architectural design and human perception. The findings underscore the profound influence of design choices on practical functionality and emotional experiences within confined spaces. The study's implications extend to architects, designers, and policymakers, providing valuable insights for enhancing psychological well-being in ICE environments.
Okul öncesi çok amaçlı eğitim ortamlarında tasarım kriterleri
ABSTRACT DESIGN CONSIDERATIONS IN MULTIPURPOSE SPACE OF PRESCHOOL EDUCATIONAL ENVIRONMENTS Elçin Özyurt M. F. A. in Interior Architecture and Environmental Design Supervisor Assist. Prof. Dr. Halime Demirkan June, 1994 Design requirements of preschool educational environments that support all aspects of child development are examined in this study. In order to determine the design criteria for preschool educational environments, the characteristics and the properties of early childhood are investigated. Additionally, educational philosophy and psychological influences of environment which affect the physical organization are stated. Within this framework, design considerations of preschool educational environments are discussed under the issues of activity places, alternative organizations, and items of furniture which build up the environment. Finally, general design criteria which are necessary for a comfortable education environment are pointed out.Keywords: Preschool Educational Environments, Ergonomics, Space Planning, Design Criteria, Furniture.
Bir alışveriş merkezinde yol bulma ve yön tayinini etkileyen mekansal etkenler
The aim of this thesis is to study the main factors which affect the wayfinding and orientation of individuals in a shopping malt and explain how their behaviors are influenced by these factors. The spatial and individual factors and their properties are defined. Among the spatiaf factors, shape and dimensions, light and color, building configuration, visual accessibility, circulation systems, and signage are considered. Age, gender, occupation, disability, individual psychology and purpose(s) are.analyzed as individual factors. Also, the relation between the shopping activity and wayfinding are discussed. The profile of a sample from the Turkish society is tried to be clarified through their wayfinding behaviors during shopping. Properties of a shopping mali is defined from the point of wayfinding, and a case study is conducted in Karum Shopping Center, Ankara.Keywords: Wayfinding and orientation, wayfinding in shopping, shopping mall, means of wayfinding.
Görme duyusu olmadan mekanı algılama ve yaşama
In this study, the human body without vision, and its relation with the surrounding space, is examined. Towards this end, firstly space and the human body are briefly discussed. The sense modalities apart from vision, and the development of spatial cognition for the blind and visually impaired are examined. The environmental factors that contribute in the understanding of the surrounding built environment, and the assistive devices for this population are briefly covered. These issues stress the importance of stimulating thus, training the human body without vision to establish body and spatial awareness, and to learn to gather information from the surrounding architectural environment to be able to perform a task. To illustrate this fact, an experiment was conducted among blind and visually impaired children from the Göreneller Primary School in Ankara. The study consists of testing a game played with an educative toy and its effects on the tactual learning performance of the children. Keywords: Blind and Visually Impaired, Spatial Cognition, Educative Toys, Architectural Information Gathering, Built Environment. 111
İç mimarlıkta bir eğitim aracı olarak sanal gerçeklik kullanımı
This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation processes. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.
Mobilya seçiminde zevk unsuru bileşenlerinin belirlenmesi: İstanbul'daki üst gelir grubu örneğinin incelenmesi
ABSTRACT COMPONENTS OF TASTE IN FURNITURE SELECTION: THE CASE OF UPPER INCOME GROUP IN ISTANBUL Elif (Erdemir) Türkkan Ph.D. Program in Fine Arts, Design and Architecture Supervisor: Assist. Prof. Dr. Feyzan Erkip June, 1998 The aim of the present study is to develop a framework for the determination of the influential factors of taste in the selection of furniture, mainly for the living rooms which is tested through the upper income group in Istanbul. Therefore, the concepts constituting the framework of the study are explained, the important factors in the selection of furniture are explored and then the concept of taste is discussed. Accordingly, the factors constituting the taste is put forward which are influential in the selection of furniture. Lastly, an empirical research was conducted in Istanbul to investigate the role of these factors in the formation of taste of upper income group. Keywords: Taste, furniture, furniture selection, taste variables, upper income group. m
Öğrenim mekanlarının tasarım ve organizasyonunun yaratıcılık üzerindeki etkisi: İki altıncı sınıf sanat atölyesi karşılaştırması
ABSTRACT THE EFFECTS OF THE DESIGN AND ORGANIZATION OF LEARNING ENVIRONMENTS ON CREATIVITY: THE CASE OF TWO SIXTH GRADE ART-ROOMS Deniz Hasırcı M.F. A. in Interior Architecture and Environmental Design Supervisor: Assist. Prof. Halime Demirkan May, 2000 This study analyzes the effects of the design and organization of learning environments on creativity. Two types of organizations -flexibility and grouping- inside the learning environment are influential on students' creativity, and this study aims to find which organization has more impact and in what ways. Furthermore, it dwells upon the physical characteristics that provoke students' interest and motivation, and that provide the ground for creativity to flourish on, in a learning environment. The four elements of creativity - the person, process, product, and environment- come together to clearly and completely define creativity; these four elements form the structure of the research. Two sixth grade art-rooms have been chosen as the setting, one organized according to the idea of flexibility, and the other on grouping. Art-rooms have been chosen because creativity can be more readily observed in art compared to other fields, and this age group has been chosen as children in this age group are at the peak point of creativity. After this age, creativity either stays at the same level or starts to diminish with the effects of social rules and regulations, thus, results would be more informative. Questionnaires for the students and teachers; observations of each child, her/his creative process, product, and the characteristics of the art-room; and a 1/20 model of the desired art-room made by each student, were assessed in order to be able to form a complete picture of creativity in each art-room. The main objective of the research was to obtain results that would define which characteristics -physical and social- enhance creativity in a learning environment. These characteristics are analyzed, the two schools are compared, and further research is proposed according to the findings. Keywords: Creativity, Learning Environments, Flexibility, Grouping, Spatial Characteristics üi mmMi -' w«« Msr.iK
Bina değerleri yaklaşımı ile kullanım sonrasında bina değerlendirmesi
Evaluation of buildings and their environments has an effective role in the building process in order to assess the efficiency of designed environments. Both at the academic and professional level, the most practical, systematic and effective feedback tool available for building evaluation is post occupancy evaluation This thesis aims at assessing this systematic technique from the point of view of building values, pointing out deficient aspects, and developing an alternative model. Rather than changing the nature of POE, the objective is to bring a new approach in order to make the context of POE more comprehensive and useful. The criteria used in POEs conducted so far is gathered by the use of some typical case studies. A brief analysis of current studies showed that all the aspects evaluated by POE are somewhat technical in terms of building performance, user satisfaction, and overall effectiveness of the building. A comprehensive POE should go one step beyond building performance, and add new aspects into its context in order to meet the need for useful design guidelines of wider perspective. Thus, building values and defined criteria are integrated into POE, regarding its deficient parts in specific cases, and programmatic needs. An alternative POE model is proposed, and the applicability of this model is tested by the use of a pilot study. As a result of this study, it is concluded that the new model is quite effective in evaluating buildings according to social, cultural, contextual, and perceptual criteria. POE can be more comprehensive by integrating alternative criteria into this system. Further studies would broaden the perspective of POEs by focusing on new trends and new values in the highly accelerating building industry. Keywords: Post Occupancy Evaluation, Building Values, Building Evaluation m
Toplumsal bellekte bir mekan: 1912 Galata Köprüsü
ABSTRACT THE 1912 GALATA BRIDGE AS A SITE OF COLLECTIVE MEMORY Umut Şumnu M.F.A. in Interior Architecture and Environmental Design Supervisor: Dr. Nur Altmyıldız August 2002 This work looks at the 1912 Galata Bridge as a case study and attempts to examine it as a dual construction in two senses: space and memory. Acknowledging that space and memory mutually construct each other, this thesis explains each term in general but also elucidates the relationship between perception and remembrance of space by reading the materiality of the 1912 Galata Bridge. In that respect, changing meanings attributed to space over time are analysed lead us to recognise two different ways of conceiving space named as 'spaceness' and 'placeness'. This dual existence is conductive to raising questions about perception of the 1912 Galata Bridge in two layers. Taken separately, its function of conveyance and the property of inhabitation lead us to read 'spaceness' and 'placeness' that also correspond to two ways of remembering it. Its 'spaceness' is perceived by the gaze and remembered through looking at its images, its 'placeness, on the other hand, is experienced by the body and recollected through reading texts that describe the actual engagement. Hence, 'spaceness' and 'placeness', gaze and body, image and text are correspondingly related with each other by the agency of the 1912 Galata Bridge as situated in collective memory. Keywords: Bridge, Inhabitation, Memory, Collective Memory, Space, Place, Gaze, Body, Image, Text 111
Üç boyutlu sanat nesnelerini aydınlatmak için koordinat veritabanı oluşturulması
ABSTRACT CREATING A COORDINATE DATABASE FOR THE LIGHTING OF THREE DIMENSIONAL ART OBJECTS Ekrem Erhan Dikel M.F.A. in Interior Architecture and Environmental Design Supervisor: Assoc. Prof. Dr. Cengiz Yener May, 2003 This thesis proposes a Lighting Coordinates Database for the illumination of three-dimensional art objects. Finding and defining the weak points of current lighting methodology reinforces the importance of the need for such a database. The two methods of obtaining data for this database, the computer software and hardware method are described. For the case study, the head of Michelangelo's David is chosen. By using the software method, the scanned image of David is illuminated and an example database is created. As the second method, a prototype of a lighting model, David's scaled model is illuminated by using LED light sources and another example database is created. Keywords: Lighting, Museum and Art Gallery, Exhibition Lighting, LED Technology, Lighting Coordinates Database.
Kültür mekan ilişkisi: Geleneksel Japon konutu iç mekanları
ABSTRACT CULTURE - SPACE RELATIONSHIP JAPANESE TRADITIONAL RESIDENTIAL INTERIORS ELİF ERDEMİR M.F.A. in Interior Architecture and Environmental Design Supervisor : Assoc. Prof. Dr. Yıldırım Yavuz February 1993 The aim of the present study is to put forth the relationship between culture and space, through the examples from Japanese culture and Japanese traditional residential interior spaces. Therefore, at the first attempt culture and space concepts are defined. Then cultural determinants; family, religion and philosophy, site and climate, anthropometry and perception of space are analysed through the Japanese point of view. Traditional Japanese residential interior space elements; entrance, rooms, furniture and sliding screens, other services and being an extension of interior space veranda and garden are explained briefly according to their general organization. Within this context, the effects of Japanese cultural variables on Japanese traditional residential interiors are discussed. Key Words : Culture, space, Japanese culture, Japanese traditional residential interiors, effects of culture on interior space
Bir iç mekan tasarım yaklaşımı olarak postmodernizm
This thesis discusses the postmodern condition in postindustrial ist societies and its impact on architecture and interior design. The sociological and philosophical conditions that prepare and form the postmodern, postindustrial culture are discussed. The reflections of these conditions both to Western architecture and to interior designs are observed with case studies. The impact of postmodernism in Turkey - which is not a postindustrial society, as a matter of fact -as a style in architecture and interior design is examined and case studies are done to supplement this phenomenon. The relevance of postmodernism for Turkey and its prospective contribution to substantiate our original interior design practice and theory is discussed. Keywords: Postmodernism, Eclectic, Historicist, Ornamentation, Contextual
Kamusal mekanlarda ses peyzajının irdelenmesi: Ankara,Akköprü Metro İstasyonu örneğinde
In 2008, a working group of ISO/TC 43/SCI/WG 54 "Perceptual Assessment of Soundscape Quality of the International Organization for Standardization" was established and they published the first part of standardization "ISO 12913-1 Acoustics-Soundscape-Definition and conceptual framework" In their framework the acoustic environment divides into two main categories according to places; indoor and outdoor acoustic environment. The working group ISO/TC 43/SCI/WG 54 is being to standardize the methods and parameters of soundscape quality outdoors and point out both the negative and positive aspects of sounds environment as perceived by people. Besides the soundscape quality outdoors, indoors are also needed to be studying in the field. This study has been designed to understand the indoor acoustic environment of the metro station which is chosen as a public space. Aim of this study is to find out both negative and positive aspects of indoor acoustic environment as perceived by users in metro station. In order to compare outdoor and indoor soundscape qualities, Akköprü Metro Station and its immediate surrounding were chosen as a case study in Ankara, Turkey. The park shared the same environment with metro station was chosen as an outdoor environment/open public space. Entrance of the metro station was chosen as a semi open public space and the platform of the metro station was chosen as an indoor environment/enclosed public space. Within "a degree of enclosure" context, objective, subjective and psychoacoustics parameters for soundscape quality were measured in three spaces. As objective parameters, A-Weighted Equivalent Continuous Sound Levels (LeqA), Sound Pressure Levels" (SPL), Reverberation Time (RT), Speech Transmission Index (STI) were measured. For subjective parameters, sound recordings were taken with soundwalk method and noise annoyance surveys were applied simultaneously. A listening test and a survey were prepared to understand if spaces could be recognized/understood just by hearing. For psychoacoustics parameters, questionnaires were prepared and subjects were asked to fill in personal information and for each sound recording they listen, they were asked to fill in four open ended questions and choose from seventeen adjective pairs prepared with one to five likert scale. Ninety applicants participated in a listening test. Results showed that, acoustical measurements were higher than the permissible limits given in regulations. According to the noise annoyance survey results, enclosed spaces have the highest noise annoyance rating. Demographic factors such as age, gender, education level and space recognition did not showed any significant correlation. According to the listening test results, 70% of the subjects were able to determine spaces correctly as open, semi open or enclosed. Only 55% of the subjects were able to recognize the spaces. Soundmarks of the spaces show similarities. In open spaces subjects tended to choose adjectives such as "pleasant", "calming", "natural", "joyful"; while in enclosed spaces they tended to choose adjectives such as "unpleasant", "stressing", "artificial" , "empty". Keywords: Soundscapes, soundwalk, soundmarks, noise annoyance, sound quality, auditory perception, sound recognition