Papers by Armağan Karahanoğlu
Behaviour & Information Technology, 2022
User experience evolves in accordance with users’ attitudes, habits, and personality, as well as ... more User experience evolves in accordance with users’ attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.
Interacting with computers, May 14, 2024
Happiness is one of the major influences in what makes people use products, and what makes those ... more Happiness is one of the major influences in what makes people use products, and what makes those products an important part of daily life. What drives these aspects, some arisen from personal appraisement and some directly related to the product qualities, are important for designers, as the experiences designers form tend to affect these aspects heavily. Driven from this idea, in this paper, an exploration on the evolution of positive user experience with technological products was conducted. We asked users to think about the technological products they enjoy the most, how their experiences changed over time, and what makes them still use the product. Different qualities regarding their experience were found, some human-related, some product-related, and the relations between these qualities were looked upon further in depth. The result presented itself as a theoretical model to achieve sustained usage of technological products.
Tasarim, insanlar ve teknoloji arasinda baglayici goreve sahiptir. Her teknolojik gelisme, yeni v... more Tasarim, insanlar ve teknoloji arasinda baglayici goreve sahiptir. Her teknolojik gelisme, yeni ve ozgun bir deneyim yaratir; bu da insanlarin bir teknolojiyi nasil deneyimledigi ve gercek ihtiyaclarinin ne oldugunu anlamayi gerektirir. Bu baglamda, kullanici odakli metotlar, insanlarin bir teknolojiyi nasil kullanmak istedigi ve neye ihtiyac duyduguna ulasmaya saglar. Son yillarda, deneyim ve etkilesimin, her kullanimda farklilastigi uzerine tartismalar yogunlasmistir. Bu durum da, deneyimin nesnel ve kisiye ozel oldugunun onemini ortaya koymaktadir. Her kullanicinin deneyimi, o kisinin becerileri, motivasyonlari ve beklentileri farkli oldugu icin, diger kullanicilardan farklidir. Belirli bir teknoloji, bir kullanicida olumlu deneyim yaratabilirken, baska bir kullanici icin olumsuz bir deneyime neden olabilir. Kullanici deneyimi yazininda de, insanlarin belirli bir sistemi, urunu ya da teknolojiyi nasil deneyimledigine dair cesitli bakis acilari mevcuttur. Bu bakis acilarinin ozums...
Product experience is a multi-dimensional user-product interaction, which includes the user's emo... more Product experience is a multi-dimensional user-product interaction, which includes the user's emotional aspects. Emotional experience is a component of product experience which comprises the emotions elicited by the brands and products of the brand. This study investigates the relationship between brand and product emotions and the qualities of products that evoke these emotions. The presented study was mainly based on literature review and empirical study. First, psychological background of emotions was reviewed to explain the process underlying these emotions. Then, emotions of users were investigated from design and marketing perspectives. The literature review was then supported by the data collected through the findings of the empirical study. The empirical study aimed at examining the relationship between emotions of users, product qualities and brand of the product. One product of five different brands were shown to the participants and each participant was asked to rate their emotions. Each participant was shown one set of products (i.e. iron), and each set was consisted of original (O), mixed (M) brand names or no brand name (N). The results of 105 participants were evaluated using statistical analyses and content analyses methods. The data analyses were undertaken separately for each of the product groups, with the findings for each group then being cross-compared using SPSS software. The aim was to v elicit information on possible relations between brands that form certain impressions of, and emotions towards products bearing their brand name, plus the change in negative/positive emotions associated with each iron across the three groups. The results give valuable insights into the practical impact of branding, product identity and product emotions. The study also extends the understanding of how branding affects people's emotional responses to consumer products.
I hereby declare that all information in this document has been obtained and presented in accorda... more I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work.
International Journal of Human–Computer Interaction, 2016
Running has been perceived as an easy way of becoming physically active. Over time, amateur runne... more Running has been perceived as an easy way of becoming physically active. Over time, amateur runners start to use technology to keep track of their training and be aware of their improvement. In that sense, this article explores runners' experience with activity tracking technology. After giving a brief review of literature in user experience and running experience, this paper demonstrates the runners' experience with tracking technology through an empirical study conducted with 30 runners. The paper illustrates the experience of runners with sports tracking technology over time, by discussing the importance of usefulness, interactivity, connectivity, and personalization of information within the experience.
J. of Design Research, 2015
User research in understanding people's needs and expectations is a critical part of the design p... more User research in understanding people's needs and expectations is a critical part of the design process. Researchers have sought to find methods that help them to collect data and lead the design process properly. To achieve this, several methods have been borrowed from other disciplines, one of which is repertory grid technique (RGT). While RGT has been widely used in user research, a common understanding of how the qualitative data of RGT should be analysed is still missing. This paper explores the qualitative and quantitative data analysis methods of RGT and suggests using cross impact analysis (CIA) for data analysis of qualitative data. It compares the results of suggested qualitative data analysis with the results of quantitative analysis. The paper further discusses the potentials of CIA and makes suggestions about usage of it.
Tasarım + Kuram, 2016
Son y›llarda gerek hükümet politikalar›nda gerekse kiflisel boyutta gittikçe önem kazanan sa¤l›kl... more Son y›llarda gerek hükümet politikalar›nda gerekse kiflisel boyutta gittikçe önem kazanan sa¤l›kl› yaflam fark›ndal›¤› tasar›mda da farkl› yans›malara neden olmufltur. Bu makale kapsam›nda kiflisel sa¤l›k sistemlerinin günlük hayatta kullan›lan, üzerimizde tafl›d›¤›m›z örneklerine odaklan›lacakt›r. Bu kapsam› daha da s›n›rl› tutabilmek için sa¤l›kl› yaflam›n bir parças› olan fiziksel aktiviteyi denetleyen / art›ran / motive eden, davran›fl de¤iflikli¤ini bu kapsamda ele alan ürünler incelenecektir.
Proceedings of the 2023 ACM Designing Interactive Systems Conference
Research has extensively explored how personal informatics tools can support people's health goal... more Research has extensively explored how personal informatics tools can support people's health goal setting practices. To understand the current state and refect on the future of goal setting in personal informatics, we report the results of a scoping review of 51 papers that use and provide design implications for implementing goal setting. Our review highlights six implications for using goal setting in personal informatics tools (clarity, transparency, fexibility, framing and reframing, personalization, and refection). We fnd that goal setting is becoming increasingly complex as the number of goals and their characteristics increase. We discuss these insights and point towards the importance of supporting self-efcacy during goal setting, showing adaptive goal evolution over time, reducing burden during goal setting, and framing goals to understand the complexity of health goals and support a holistic view on goal setting.
Responding to rises in lifestyle related diseases over the last decades, we have seen a rapid inc... more Responding to rises in lifestyle related diseases over the last decades, we have seen a rapid increase of communication, products and systems designed to support people in adopting healthier lifestyles. Currently, the number of mHealth apps in the market is 172,000 with an average of 4 million downloads everyday (“Mobile health apps”, 2017). Communication plays an important role in raising awareness about the necessity of change and mHealth apps and devices can motivate people to adopt and sustain change in health behaviours. However, most of these systems has not yet succeeded in guiding people towards sustained behaviour change (see also Ludden, 2017). Many products and services seem to focus on the middle stages (action, maintenance) within the Transtheoretical Model of Behaviour Change (TTM) (Prochaska & Velicer, 1997), where people have already decided that they need and want to change a specific behaviour (see Ludden & Hekkert, 2014 for a review). However, when it comes to hea...
Many people use wearable activity trackers to gather personal behavioral data, make better decisi... more Many people use wearable activity trackers to gather personal behavioral data, make better decisions, and make changes to their behavior. While the proliferation of new products on the market makes collecting personal data easier, what people expect from these products remains an open question. To uncover which features of these products lead people keep using, a one-week user study was conducted with people who use these products to support or track their behavior. Baseline interviews were conducted and participants were asked to interact with a typical wearable activity tracking product. The study reveals that people are open to use and accept these kinds of products. Still, resistance to keep using the system can be a major common point of the people, even though they can be volunteer and enthusiastic to use these products. This research also reveals the product qualities that people expect from these products to keep using the system. At the end, design implications for future p...
Proceedings of the Design Society
Home hand rehabilitation for stroke is becoming increasingly important due to logistic and financ... more Home hand rehabilitation for stroke is becoming increasingly important due to logistic and financial challenges. Developing Daily-life Integrated Hand-rehabilitation Products (DIHP) aims to enable the application of at-home rehabilitation. The materials of these products are essential for their success, however, selecting materials for DIHP has not been investigated yet. Previous research on material selection showed that it is done strictly on material properties or based on a human-centered approach. Hence, in this study, we propose a hybrid model for choosing materials for DIHP. To achieve this, we first combined the findings of previous material selection processes into a comprehensive material selection model. We applied this model in a case study, in which we first selected three materials based on their properties. Following, we 3d printed a DIHP out of the chosen materials and tested the feeling of the materials with multiple expert groups. Our findings suggest that the prop...
International Journal of Human–Computer Interaction
Human-Computer Interaction (HCI) researchers have been increasingly interested in investigating s... more Human-Computer Interaction (HCI) researchers have been increasingly interested in investigating self-trackers' experience with self-tracking tools (STT) to get meaningful insights from their data. However, the literature lacks a coherent, integrated and dedicated source on designing tools that support self-trackers' sensemaking practices. To address this, we carried out a systematic literature review by synthesizing the findings of 91 articles published before 2021 in HCI literature. We identified four data sensemaking modes that self-trackers go through (i.e., self-calibration, data augmentation, data handling, and realization). We also identified four design implications for designing self-tracking tools that support self-trackers' data sensemaking practices (i.e., customized tracking experience, guided sensemaking, collaborative sensemaking, and learning sensemaking through self-experimentation). We provide a research agenda with nine directions for advancing HCI studies on data sensemaking practices. With these contributions, we created an analytical information source that could guide designers and researchers in understanding, studying, and designing for self-trackers' data sensemaking practices.
Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction
Hand rehabilitation aims to improve patients' hand and arm skills, improve adherence to training ... more Hand rehabilitation aims to improve patients' hand and arm skills, improve adherence to training and increase their participation in activities of daily living (ADLs). A novel way of achieving this is to employ ADL-based interactive rehabilitation tools and show patients how their improved skills can be transferable to daily tasks. Hence, in this paper, we report the results of a set of studies carried out with six healthy individuals and two physiotherapists to discover the potential of integrating ADLs into interactive hand rehabilitation tools. Consequently, we designed two interactive drinking-based concepts and tested those with three stroke patients. We found that ADL-based training couples particularly well with functional training. Still, selecting appropriate functional exercises that match the ADL is an essential task to transfer training outcomes to a functional setting. Based on our fndings, this paper highlights that ADL-based interactive hand rehabilitation training must minimally deviate from the original ADLs. CCS CONCEPTS • Human-centered computing → Interface design prototyping; Empirical studies in interaction design; User centered design.
She Ji: The Journal of Design, Economics, and Innovation
Product experience is a multi‐dimensional user‐product interaction, which includes the user’s emo... more Product experience is a multi‐dimensional user‐product interaction, which includes the user’s emotional aspects. Emotional experience is a component of product experience which comprises the emotions elicited by the brands and products of the brand. This study investigates the relationship between brand and product emotions and the qualities of products that evoke these emotions. The presented study was mainly based on literature review and empirical study. First, psychological background of emotions was reviewed to explain the process underlying these emotions. Then, emotions of users were investigated from design and marketing perspectives. The literature review was then supported by the data collected through the findings of the empirical study. The empirical study aimed at examining the relationship between emotions of users, product qualities and brand of the product. One product of five different brands were shown to the participants and each participant was asked to rate thei...
Running is an affordable way of becoming physically active. Currently, amateur runners utilize ru... more Running is an affordable way of becoming physically active. Currently, amateur runners utilize running trackers to keep records of their training and be aware of their performance. These special type of users experience "data" in addition to the running trackers. While there are studies that examine the experience of physical activity trackers, there is no study that explore the data experience of runners. Thus, this paper explores the dimensions of data experience of amateur runners who employ running trackers to learn about their performance. By giving a brief review of literature, this paper demonstrates how amateur runners experience data and how they expect to be informed, through a qualitative study conducted with 30 amateur runners. The paper will end with design suggestions to support the design of future running trackers that better meet amateur runners' data needs.
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Papers by Armağan Karahanoğlu