17 results on '"USER experience"'
Search Results
2. A PRELIMINARY FIELD WORK ON DIGITAL HERITAGE AND THE USE OF VIRTUAL REALITY FOR CULTURAL HERITAGE MANAGEMENT.
- Author
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KAN, M. Hamdi, DEMİR, Nusret, ASLAN, Erdoğan, KESKİN, Hava, SELİM, Serdar, and GÜNEŞ, Nilgün
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VIRTUAL reality ,COVID-19 pandemic ,FIELD research ,CONSUMER behavior ,DEMOGRAPHIC characteristics - Abstract
This paper presents the results of a multidisciplinary research project carried on during the Covid-19 Pandemic and supported by TÜBİTAK (The Scientific and Technological Research Council of Turkey). The results are gathered from six months of field and office work, as the project was limited with this period. The archaeological site of Letoon in Muğla/Turkey has been chosen as the test area, specifically the triple temples of Leto, Apollo, and Artemis. Photogrammetric reconstruction of the current situation, as well as archaeologically accurate 3D models, have been created and converted into interactive immersive VR content to measure consumer behaviour and experience. These two different types of 3D content are integrated into the VR environment both separately and as a single content with switching from one to the other. After the creation process, the content was experienced by the visitors with different demographic characteristics and a survey was conducted to measure this experience. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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3. Industrial design students' perceptions towards a career in user experience field in Turkey.
- Author
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Süner-Pla-Cerdà, Sedef, Günay, Aslı, Töre Yargın, Gülşen, and Ural, Haktan
- Subjects
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INDUSTRIAL design , *USER experience , *PROFESSIONAL education , *CAREER development - Abstract
The rapid growth of the user experience (UX) field has brought efforts to meet the increasing demand for specialists by welcoming professionals from diverse disciplines, including industrial design (ID). UX field offers ID graduates extended professional possibilities, potentially appeasing the challenging conditions of the ID job market in Turkey. Although there are some educational efforts on getting prepared for a career in UX, how ID students perceive such a career path has not been investigated. For this purpose, this paper presents a survey study conducted with senior ID students to understand their perspectives regarding the likelihood of a career in UX. The findings outline the extent and reasons of their interest in UX, benefits of their educational background, and perceived readiness and individual efforts towards building a UX career. We discuss the potentials of ID background for UX, and present implications for design education and practice to better prepare students for a career in UX. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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- View/download PDF
4. Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TR.
- Author
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Berkman, Mehmet İlker, Bostan, Barbaros, and Şenyer, Seray
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USER experience , *VIDEO game reviewing , *GAMES industry , *VIDEO games , *RECREATIONAL mathematics - Abstract
Game User Experience Satisfaction Scale (GUESS) is a relatively recent addition to the toolset of game user researchers, and it became one of the most used player experience evaluation methods in recent years. It is originally validated in English to provide a reliable tool for both academics and practitioners in the field to improve the validity and reliability of their research. In Turkey, the developing game industry, and the increased number of attempts in Game User Research demand reliable and valid measurement tools such as GUESS. Therefore, the current study aims to adapt the GUESS into the Turkish language and culture. We translated GUESS into Turkish through a series of expert inspection and back-translation processes. The translated item set is used for the evaluation of four video games in laboratory settings and additional two video games in participants' residences, due to Covid-19 restrictions. One hundred and twenty-one undergraduate students in the game design field participated in the gameplay sessions for evaluating games using the Turkish version of GUESS. Running a PLS-CFA on 449 responses, we revised the factor structure of GUESS for the Turkish version by splitting the Playability/Usability dimension into two separate factors and excluding four items. We suggest the removal of these items due to two reasons: 1) evaluating games chosen by the authors, and 2) working with an expert participant group, which are different from the volunteering game enthusiasts who evaluated a game of their choice in the original study. Overall, we validated that GUESS is applicable in Turkish to measure the game user experience, although there are minor differences with the original version. We suggest that the original English version may also be revised considering our methodology and findings. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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5. Çevrim içi Ölçme ve Değerlendirmede Kimlik Tanıma ve Doğrulama Sistemlerinin Kullanımı: Üniversite Öğrencilerinin Deneyimleri.
- Author
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KOÇDAR, Serpil, KARADENİZ, Abdulkadir, and GÖKSEL, Nil
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SATISFACTION , *PERSONALLY identifiable information , *COLLEGE students , *TRUST , *USER experience , *HONESTY , *FACE perception - Abstract
The purpose of this study is to determine the impact of using an authentication and authorship system in online assessment activities on students’ opinions and to identify students’ user experiences. The study was carried out within the context of the TeSLA Project (An Adaptive Trust-Based e-Assessment System for Learning), which was developed under an H2020 project funded by the European Commission. The TeSLA System, which contains face recognition, voice recognition, keystroke dynamics, forensic analysis, and plagiarism tools in online assessment, was tested during a semester in 12 undergraduate and graduate courses in various faculties of a state university in Turkey. The study participants were 231 university students using the TeSLA system in the first phase of the third pilot study. In the study, which was designed as survey research, the data were collected before and after the implementation through a preand post-questionnaire. The data were analyzed via paired samples t-Test and ANOVA. The analysis was conducted item by item. As a result, the TeSLA experience appears to positively change students’ views in terms of satisfaction, trust, confidence in sharing personal data, reducing cheating and plagiarism in online assessment, and advantages of an online assessment. On the other hand, the TeSLA experience had a negative impact on the issues students were worried about, causing these concerns to increase. The findings obtained based on these results were discussed within the scope of the relevant literature. [ABSTRACT FROM AUTHOR]
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- 2022
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6. Deneysel Psikolojide Çevrimiçi Veri Toplama: Avantajları, Dezavantajları, Etik Konular ve Uygulamaları.
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Oktay, Bahadır
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PSYCHOLOGICAL research , *USER experience , *ACQUISITION of data , *INTERNET , *PANDEMICS - Abstract
Since the internet is a part of our daily life and after global events such as pandemics, collecting data on the internet has become one of the more preferable methods in psychology research. One of the main purposes of this study is to discuss the advantages and disadvantages of online data collection and the precautions that can be taken to eliminate these disadvantages. Another aim of this study is to evaluate the appropriateness of online research in terms of ethical rules. This method has many advantages, especially economic advantages. On the other hand, researchers must take various precautions against dangers that may prevent them from reaching correct results to comply with ethical rules. In addition, because most websites have no direct service to Turkey, users should experience difficulties and cost increases. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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7. İSTANBUL'DAKİ YÜKSEK BİNALARDA ÇATI VE TERAS BAHÇELERİNİN TASARIM YAKLAŞIMLARI VE KULLANICI AÇISINDAN DEĞERLENDİRİLMESİ.
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ÇUBUKÇU, Emre
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ROOF gardening ,TALL buildings ,QUALITATIVE research ,USER experience ,TWENTY-first century - Abstract
Copyright of Anadolu University Journal of Art & Design / Sanat & Tasarım is the property of Anadolu University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
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8. TRANSIENT YET SETTLED: THE ROOMS FOR TUBERCULOSIS PATIENTS IN TURKISH SANATORIA.
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Degirmencioglu, Cansu and Avci-Hosanli, Deniz
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TUBERCULOSIS patients ,MODERN movement (Architecture) ,HEALTH facilities ,TURKS ,SANATORIUMS ,USER experience - Abstract
This paper investigates the spatial dimensions of the dichotomy between the pedagogical and clinical purposes of sanatoria, based on the examples of patient rooms in twentieth-century Turkish sanatoria. The intangible layers of sanatoria are explored with a focus on the tuberculosis patients as the primary actors, tackling the literary work on Modern Movement sanatoria architecture as well as established literature on emotions, senses, and experiences in architecture, with primary sources on Turkish sanatoria (1920s-1970s). The concepts of permanence and transience in sanatoria are assessed through the experience of the users. The research findings unveiled, the rooms were designed as ready to be refreshed via hygiene practices anytime, while ensuring that the bodies of the patients stayed transient within their material environment. However, the design-related nuances between the physical transience of the medical body and the spiritual longevity for belonging (to a familiar place) reveals that despite their sterile appearances and clinical atmospheres, sanatoria were emotionally charged spaces that conveyed a sense of belonging for the patients. Historians thoroughly analyzed the Modern Movement's ideas of hygiene in everyday spaces and the twentieth-century sanatoria via analyses of global cases. What is relatively new is sanatoria spaces and venues incorporate many intangible layers, and healthcare spaces offer a rich history of emotions, atmospheres, and senses in architecture. The distinctive contribution of this paper is two-fold: it reveals that atmospheres, emotions, and senses alter the perception of the transient venues of architecture of convalescence and it advances research on Turkish sanatoria by offering a comprehensive medico-social analysis that highlights distinctive local cultural nuances. [ABSTRACT FROM AUTHOR]
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- 2023
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9. Examination of User Experiences and Needs for the Web Page and Learning Environment Used by Students with Special Needs in Open and Distance Learning: The Case of Anadolu University.
- Author
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OKUR, Muhammet Recep, KILINÇ, Hakan, and YILDIZ, Gizem
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SPECIAL needs students ,WEBSITES ,CLASSROOM environment ,USER experience ,DISTANCE education - Abstract
Copyright of Sakarya University Journal of Education is the property of Sakarya University, Institute of Education Sciences and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
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10. Smartphones and Exploitation in the Age of Digital Capitalism: Ordinary Aspects of the Transformation of Everyday Life.
- Author
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Canpolat, Emre
- Subjects
EVERYDAY life ,SMARTPHONES ,CAPITALISM ,SHIFT systems ,USER experience ,LEISURE - Abstract
This study examines the transformation of everyday life through smartphones, focusing on the daily experiences of smartphone users in Turkey. With their multimedia features, smartphones (defined as a "melting pot" from the technological perspective or polymedia and metamedia in a broader sense) take an important place in users' everyday lives. As these features and the services accessible through smartphones are offered in commodity form, they inevitably result in the exploitation of users' labour, the commodification of user data, the shifting of paid work into 'leisure time', and finally the transformation of everyday life through smartphones. The main argument of this study is that, under these social conditions, smartphones, referred to as "a melting pot" from the technological perspective, turn into a melting pot of exploitation, and their users experience these interactions not as direct economic relations but as routine social relations. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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11. Evaluation of clinical practice guideline quality: comparison of two appraisal tools.
- Author
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Koc, Esra Meltem, Aksoy, Hilal, Baser, Duygu Ayhan, Artantas, Aylin Baydar, Kahveci, Rabia, Cihan, Fatma Goksin, Ayhan Baser, Duygu, and Baydar Artantas, Aylin
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USER experience , *RAPID tooling , *GUIDELINES , *DIABETES , *TIME management - Abstract
Objective: The tools used for critically appraising the quality of clinical practice guidelines are complex and not suitable for the busy end users. So rapid, effective and simple instruments are more preferred. The aim of this study is to compare two critical appraisal tools: iCAHE as a rapid instrument and AGREE II as a complex instrument on guideline quality assessment.Material and Methods: The diabetes mellitus guidelines of the Scottish Intercollegiate Guidelines Network (SIGN), the National Institute for Health and Clinical Excellence (NICE), the International Diabetes Federation (IDF) and the Society of Endocrinology and Metabolism of Turkey (SEMT) were assessed separately by four appraisers using the iCAHE and AGREE II instruments. The mean iCAHE criteria scores and the total and domain AGREE II scores given by the four appraisers are presented for each guideline.Results: No statistically significant difference was detected between the iCAHE scale scores of the guidelines evaluated (P = 0.063). The rank of the guidelines according to their average total iCAHE and AGREE II instrument scores was similar. The iCAHE mean scores of the guidelines were as follows: NICE, 92.85%; SIGN, 92.85%; IDF, 66.07% and SEMT, 73.21%. The AGREE II mean scores of the guidelines were as follows: NICE, 87.13%; SIGN, 78.25%; IDF, 53.44% and SEMT, 53.22%.Conclusions: In addition to being a quality scale, the iCAHE checklist is easy, practical and short to implement. It also helps the users to understand the quality of the guideline in a shorter time. To increase the use of guidelines, it is important that users with little experience and time use the iCAHE scale as a rapid appraisal tool, but more studies are needed to decide the best appraisal tool. [ABSTRACT FROM AUTHOR]- Published
- 2020
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12. User experience of e-commerce platforms for women: Turkish Case.
- Author
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Öztürk, Özgürol
- Subjects
HUMAN-computer interaction ,ELECTRONIC commerce ,EVERYDAY life ,COMMERCE ,GENDER - Abstract
Copyright of Ileti-s-im is the property of Universite Galatasaray, Faculty of Communication and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
- Full Text
- View/download PDF
13. Web accessibility in Turkey: awareness, understanding and practices of user experience professionals.
- Author
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Inal, Yavuz, Rızvanoğlu, Kerem, and Yesilada, Yeliz
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WEBSITES ,ASSISTIVE computer technology ,INTERNET ,ASSISTIVE technology ,WEB accessibility ,INTERNET surveys - Abstract
Ensuring web accessibility for all is not an easy task and requires the awareness, understanding and practices of people with different roles. User experience professionals (UXPs) play an important role in ensuring web accessibility for all. However, in Turkey, there is no research concerning the status of the awareness, understanding and common practices of UXPs. The overall goal of the present work was to offer an assessment of the current situation in Turkey to suggest areas of improvement and changes to advance web accessibility practices. To meet this goal, we conducted an online survey. The results of this survey show that UXPs believe they have enough training and education in web accessibility; however, they are not familiar with web accessibility standards and assistive technologies used by people with disabilities. They do not work with people with disabilities in their studies on usability, and they do not consider web accessibility in their projects. Our findings also show that UXPs have a top-down approach to web accessibility and they think that it is the responsibility of project managers to make web applications accessible. In brief, the study showed that UXPs in Turkey need to be better educated and trained on web accessibility, and organizations need to realize that both top-down and bottom-up approaches are required to ensure accessibility of the web for all. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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14. Eliciting positive user experiences with self-service kiosks: pursuing possibilities.
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Günay, Asli and Erbuğ, Çiğdem
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AUTOMATION , *BANKING industry , *COFFEE , *CUSTOMER satisfaction , *EMOTIONS , *INTERVIEWING , *RESEARCH methodology , *USER interfaces , *PRODUCT design - Abstract
Although the prominent concept of the last decade – user experience – maintains its significance in diverse disciplines, especially design, its focus has changed to eliciting positive user experiences by pursuing new possibilities for consumer products rather than by solely seeking solutions to existing problems. Designers continue to aim for rich user experiences with a variety of products, but have neglected self-service (interactive) kiosks. Hence, this paper, after giving a brief overview of the positive psychology literature, demonstrates the dimensions of positive user experiences with self-service kiosks through an empirical study conducted on coffee vending machines and automated tellers. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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15. Augmented reality technology adoption: Case of a mobile application in Turkey.
- Author
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Yavuz, Merve, Çorbacıoğlu, Eda, Başoğlu, Ahmet Nuri, Daim, Tugrul Unsal, and Shaygan, Amir
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MOBILE apps ,INNOVATION adoption ,AUGMENTED reality ,EMERGING markets ,TECHNOLOGY Acceptance Model ,SMART devices - Abstract
With the increasing use of smart devices, augmented reality (AR) technology has become widespread in mobile devices. As with user interaction technologies, there are factors affecting the use of applications in mobile augmented reality (MAR) applications. In this study, the factors affecting the use of mobile augmented reality in Turkey are investigated. Although AR and MAR are generally investigated during the research period, "Augment", the application, was used in the survey and interview parts of the research study. The interview consists of three different parts in addition to a quantitative experimental study. More than hundred variables were obtained from articles and interviews which 22 of them were selected. The results showed that the two most important factors that influence usage of MAR applications are security and privacy. These two are followed by ease of learning, visual quality of the application 3D model, and ease of use in importance, respectively. It is recommended that designers and application developers consider these five variables when designing or developing a MAR application. • Augmented reality adoption. • A Case study in an emerging economy. • Technology Acceptance Model. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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16. Measuring emotional reactions of university students towards a Student Information System (SIS): A Turkish university case.
- Author
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Demirkol, Denizhan, Seneler, Cagla, Daim, Tugrul, and Shaygan, Amir
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INFORMATION storage & retrieval systems ,COLLEGE students ,CLASSROOM environment ,UNDERGRADUATES ,LITERATURE studies - Abstract
Studies on user emotion as a vital part of the user experience have been increasing over the last decade. These studies indicate that it is important to take the user emotions into account when developing usable interfaces. Previous studies demonstrated that user's positive emotion towards a system could lead to good user experience and the system success. Although, users' emotions on Information Systems (IS) have been studied in the literature widely, this is not the case for Student Information Systems (SIS). For these reasons, 324 undergraduate students' emotions on a Turkish University's SIS were collected through Turkish version of Emotion Words Prompt List (EWPL-TR) to investigate whether students' emotions can differ based on their demographic information, their dis/liked features on a SIS or their recommendations for increasing usability of a SIS. Analysing users' emotional variations amongst different user characteristics is valuable because focusing on these variations has the potential to raise the quality of the user experience and learning experience with an IS. The results of this study will be important for developers who want to support their users by increasing the quality of their users' experience with a system, particularly in a learning environment. • Emotions towards a Student Information System (SIS) provides insight into academic policies. • A Case from Turkey on the adoption of SIS. • Demographic analysis of the students'experience with SIS. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
17. Measuring perceived usability of university students towards a student information system (SIS): A Turkish university case.
- Author
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Demırkol, Denizhan, Seneler, Cagla, Daım, Tugrul, and Shaygan, Amir
- Subjects
INFORMATION storage & retrieval systems ,COLLEGE students ,AGE groups ,UNDERGRADUATES ,LITERATURE studies ,WORKFLOW management - Abstract
Student Information System (SIS) offers many functions in order to sustain academic workflow. SIS's usability is also important in terms of maintaining its functions. Although user experience of various information systems has been studied in the literature related to perceived usability, this is not the case for the SIS. The aim of this study is examining a SIS's usability through using Turkish version of the System Usability Scale (SUS-TR). In total, 324 undergraduate students responded to SUS-TR. The research was conducted to uncover whether students' perceived usability about a SIS can differ based on their demographic information, their dis/liked features on the SIS or their recommendations for increasing usability of the SIS. According to findings there exists a statistically significant relationship between the age groups of the students and the categorized SUS-TR score groups. Moreover, there is a statistically significant relationship between students' categorized SUS-TR score groups and the most disliked features of the SIS. As a result of this research, it has been found that analyzing users' perceived usability variations amongst different student groups may be valuable because focusing on these variations has the potential to raise user experiences of users with any SIS. • Student Information System (SIS) Usability. • A Case from Turkey. • Demographic analysis of the students'experience. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
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