Master Degree / Yüksek Lisans Tezleri

Permanent URI for this collectionhttps://hdl.handle.net/11147/3008

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  • Master Thesis
    Participatory Design Improving the Quality of Life in Inpatient Children With Cancer
    (Izmir Institute of Technology, 2019) Örnekoğlu Selçuk, Melis; Tunç Cox, Ayça; Örnekoğlu Selçuk, Melis; Tunç Cox, Ayça; Hasırcı İnceoğlu, Deniz; 01.01. Units Affiliated to the Rectorate; 02.04. Department of Industrial Design; 01. Izmir Institute of Technology; 02. Faculty of Architecture
    The diagnosis of cancer influences the lives of children in many ways. Instead of maintaining daily activities, children often visit hospitals or stay there for an uncertain period. Due to the disease and treatment, children experience suffering and pain, their school and play activities are interrupted and they become separated from social and familiar environments. This may cause several problems in their development and quality of life (QOL). QOL is the state of well-being in terms of physical, psychological and social aspects. According to surveys that investigate the negative effects of cancer on children’s QOL, “the loss of normalcy” and inability to play, do sports, spend time with family and friends are considered by children to be worse than the physical symptoms and side effects of the treatment. Children with cancer need play during hospitalization in order to pursue their development and to feel normal. A case study was conducted in Dokuz Eylül University Nevvar and Salih İşgören Children’s Hospital in order to understand the needs of children with cancer, provide a design suggestion for their play area, and especially investigate the effects of the participatory design process on QOL of children. A participatory design study was carried out in order to achieve more responsive results to participants’ needs by involving users in the design process. It was found out that the process contributes to the improvement of QOL of children by making them feel that their ideas matter as well as distracting them from negative thoughts regarding cancer.
  • Master Thesis
    Utilising Origami for Packaging Design: a Survey for Analysing User Preferences
    (Izmir Institute of Technology, 2019) Büyükyılmaz, Nur; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    In this thesis, origami is studied from the packaging design's point of view. One of the main objectives of this thesis is to show the usage of origami in packaging design. It is aimed to analyze the packaging preferences of consumers. It is evaluated how behaviors of consumers for multifunctional origamic packaging and it is measured what percentage of them would reuse those origamic packaging samples. In brief, this study particularly focuses on the incorporation of origami in industrial design for a less consumption-driven design practice. Accordingly, introduction presents the aim of this as well as identifying research method and tools. Then, consumption trends and material culture along with the history of consumption are examined. The interaction between play/game activity and consumption is explored. Packaging design is explained in detail. In this context, the relationship between packaging and consumption is analyzed. Following a detailed analysis of consumption on environment, green design is discussed as a form of solution to this problem. For the purposes of this thesis, environmentally friendly packaging design prove important, therefore, the concept is explored thoroughly. History, types and usage areas of origami are explained in the fourth chapter. Origami in daily life objects and packaging is sampled. Finally, the thesis includes a case study applied at Karşıyaka Universal Child Museum and Education Campus which measures how museum consumers would react to multifunctional origamic packaging. The origamic multifunctional package samples are viewed and questionnaire are analyzed. The results of statistical data are interpreted for each criterion.
  • Master Thesis
    Craft in Contemporary Design Culture in Turkey: Silversmithing in Grand Bazaar
    (Izmir Institute of Technology, 2017) Tarcan, Berilsu; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    Many researchers have investigated and analysed specific craft traditions and their practice in Turkey. Traditional production techniques, craft and design of cultural objects and different handicrafts from Turkey have been important research subjects. However, definition of tradition, culture and craft have changed over time, and keeps changing. The influence of these elements on product design and how they shifted within time should be studied more extensively. This thesis explores one of the craft neighborhoods in Turkey and suggests new ways craft can be implemented into product design today. For this purpose, craft’s history and relation to design and technology is investigated. A part of the field study was conducted with students of industrial design at İstanbul Bilgi University, as a part of their 2nd year studio course; in which the students were paired with craftsmen in Kapalıçarşı area, one of the historic craft neighborhoods in İstanbul. A traditional craft from Turkey, silversmithing, is taken as an example and implemented into product design. Moreover, in-depth interviews were conducted with the silversmiths in the area, to question the situation of craft today, and outcomes were discussed in terms of how it can be related with product design.
  • Master Thesis
    Effects of Advertising on Product Gender Perception: Washing Machines in the Turkish Market
    (Izmir Institute of Technology, 2016) Güngör, Oğuzhan; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    This thesis investigates the gender perception of washing machines through focusing on the advertisements that have feminine and masculine elements. In order to accomplish this, it examines the concept of gender via a thorough literature review. The Bem Sex Role Inventory (BSRI) that identifies the ones’ gender based on four categories including masculine, feminine, androgynous and undifferentiated is at the center of the study. Furthermore, the literature review includes an examination of the relationship between advertising and gender. Product gender perception too is studied in order to understand the elements that determine the gender of products. These elements are categorized in a systematic fashion to describe the gender of products. In light of the literature review, a two-phase experiment has been conducted. In the first phase, the gender of washing machines is investigated without any manipulations. Here Turkish version of BSRI is used to measure the gender of washing machines. Later, two different advertisements have been created based on the outcome of the literature review; one with feminine and one with masculine features. Participants in the first survey were randomly divided into two groups. In the second stage, participants were presented with stimulus. After that, participants’ perception of the gender of the washing machine has been tasted again. In light of the obtained data, it has been determined how advertisements containing feminine and masculine elements change the existing gender perception of a washing machine. Ultimately, this study demonstrated how the gender perception of a washing machine changes by the influence of advertisements.
  • Master Thesis
    Understanding Gamification: Utilizing Gamification as a Tangible Tool for Organ Donation Campaigns
    (Izmir Institute of Technology, 2016) Al-Samarei, Ali; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    Ever more increasingly, play and fun are not meant for entertainment only, but also began to be embedded within the daily life routines. Many services and products borrowed game-like systems from entertainment to attract customers. Furthermore, behavior economics see in that also a way to motivate people and change their behavior. The term commonly used in academia and in the professional field in order to describe the process of using game elements in non-gaming context is “Gamification”. Game elements such as point, goal, rewards, level, badges, story, etc. can be implemented in a product to induce fun experience for the users and encourage them to come back/continue using the product or the service. However, this is not always a successful endeavor; to guarantee success, gamification should be understood profoundly; why and when it fails, how it works. This constitutes the first part of this study. Most of the well-known gamification examples are digital and it is hard, if not impossible, to find pure tangible gamification. This reveals the second part of this study which examines the ways of converting digital gamification elements into a tangible product. Few marketing campaigns used gamification to attract consumers. Having been inspired by such examples, I thought that awareness campaigns can utilize gamification as a tool to gain and increase support for their cause. To provide insights on its effectiveness, an experiment was conducted in this study. The experiment aimed at comparing tangible gamification and a usual organ donation campaign tool (a brochure). Such experiment can help understanding the setting where gamification can be used and how the users perceive such products. All in all, this study can introduce gamification to designers and help them to understand the ways of implementing it into their design processes.
  • Master Thesis
    Design Activism in Industrial Design: a Critical Analysis of the Main Scolary Discourse
    (Izmir Institute of Technology, 2015) Çetin, Özgür Deniz; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    Industrial design profession has developed continuingly throughout the twentieth century, cultivated, and became prevalent. Over the course of time, industrial design has also had some negative ramifications for people and the environment, caused by socio-economic and political developments such as industrialization and globalization. Nevertheless, industrial designers have not disregarded these developments, and their consequences, instead they have been searching to find some solutions to the negative outcomes within their own profession. This endeavour has created a concentrated thread of action, which can be defined as “design activism” as an aggregate term. The renowned examples of design activism discourse first appeared in the early 1970s. Passing through various phases, it has eventually become a major subject that attracts considerable attention from design profession. Design activism is commonly addressed as an approach or a viewpoint. However, this study postulates design activism as a movement; it has been influenced by social events and movements in conjunction with socio-economic and political developments and consequently, it has evolved into a movement within the industrial design profession. This study critically analyses design activism discourse over a group of publications which constitutes the core of the discourse, both in its historical context and cumulatively. The critical analysis of the discourse discloses the ideology of design activism, its relationship with other domains and subjects, its content and context, the objectives of design activism, and the course of action that is supposed to achieve the objectives. This analysis also allows me to identify the deficiencies of design activism movement. The study is concluded with a plausible roadmap which can be followed in the near future to achieve the objectives of design activism movement.
  • Master Thesis
    The Role of User-Created Interface Design in Players' Satisfaction Derived From Massively Multiplayer Online Role Playing Games: Players in the Turkish Market
    (Izmir Institute of Technology, 2015) Kocaman, Utku; Tunç Cox, Ayça; Tunç Cox, Ayça; 02.04. Department of Industrial Design; 02. Faculty of Architecture; 01. Izmir Institute of Technology
    Gaming sector functions like a giant factory and a huge industry. Investments in and required labor for the design of a game can be taken as an indicator of the importance of the sector. While designing their games, all companies working in this sector primarily focus on how the players feel, and thus, explore the ways to stimulate their interests in the game for a long period. One of the main strategies to increase user interest in a game appears to be the use of add-ons. Games enabling users to transfer their own created contents to the game in the form of add-ons seem to be the most successful in the sector. Accordingly, the main objectives of this study are to analyze how user-created contents affect players’ performance while playing the game and how they feel when using the content they created themselves. For the latter, a special eye-tracking system will be used in order to measure players’ respond periods during gaming. To this end, Mihaly Csikszentmihalyi’s “theory of flow”, which is considered to be a groundbreaking work in the field, and Jan o. Blom & Andrew F. Monk’s “theory of personalization” will constitute the theoretical background. When it comes to players’ perception of and engagement with the game, a survey will be conducted online, catering to a large group of players in addition to that which will be conducted with the sample group of said experiment. This will also allow me to compare the two data.