Aykut Coskun

dblp:199/2683 · DBLP profile ↗
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13ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0002-0859-585XORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 13 · 2 first-author · 8 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Children's Creative Engagement in Hybrid Nature Crafting: Materiality Meaning and Connection
abstract
Forging children's nature connections involves affective, sensory, and imaginative engagements, underscoring the value of place-based, tactile, and creative interactions. While craft and making offer potential synergies, many digital approaches for children remain limited to designed artefacts that foster contact in, as opposed to with, nature. Inspired by art-based approaches, this study introduces Hybrid Nature Crafts (HNC) a craft approach that integrates diverse materialities, such as leaves and light, to foster children's connections with nature. To examine how HNC supports these connections, we conducted two workshop series in distinct physical settings with 15 children, documenting their creative processes throughout. This pictorial highlights how craft enables children to notice nature, perform place-making, and construct meanings of and with nature. Findings advance understanding of hybrid approaches and offer practical insights for designing workshops that nurture children's ecological identities through creative making.
Asimina Vasalou, Andrea Gauthier, Aykut Coskun, Meihua Xie, Wenyun Deng
DIS3
2025 Rethinking Representation in Design: Towards Constructing Parameters for Representation Tools in More-than-Human Design
abstract
Understanding and representing user perspectives is essential for designing user-centered products, services, and systems. The emergence of More-than-Human Design (MTHD) expands the scope of “user” to include nonhumans, challenging the usefulness of existing user representation tools for MTHD and thus motivating design researchers to devise new tools or adapt existing ones to MTHD contexts. This paper reviews 40 design research studies to investigate representation tools in MTHD, analyzing represented nonhumans, modalities, and contexts. The paper contributes to the literature by identifying six parameters of user representation tools in MTHD: transferability, depth of representation, transcendentality, multi-perspective integration, scalability and flexibility, and resource investment. We discuss the implications for defining and conceptualizing user representations in MTHD and designing new tools by balancing didactic and interpretative representation techniques.
Berre Su Demir, Aykut Coskun
Conference on Designing Interactive Systems2
2024 Is it just a score? Understanding Training Load Management Practices Beyond Sports Tracking
abstract
Training Load Management (TLM) is crucial for achieving optimal athletic performance and preventing chronic sports injuries. Current sports trackers provide runners with data to manage their training load. However, little is known about the extent and the way sports trackers are used for TLM. We conducted a survey (N=249) and interviews (N=24) with runners to understand sports tracker use in TLM practices. We found that runners possess some understanding of training load and generally trust their trackers to provide accurate training load-related data. Still, they hesitate to strictly follow trackers’ suggestions in managing their training load, often relying on their intuitions and body signals to determine and adapt training plans. Our findings contribute to SportsHCI research by shedding light on how sports trackers are incorporated into TLM practices and providing implications for developing trackers that better support runners in managing their training load.
Armagan Karahanoglu, Aykut Coskun, Dees B. W. Postma, Bouke L. Scheltinga, Rúben Gouveia 0001, Dennis Reidsma, Jasper Reenalda
CHI2
2023 How sustainable is your menu? Designing and assessing an interactive artefact to support chefs' sustainable recipe-planning practices
abstract
Rising sustainability concerns in the food industry have driven the need for innovative approaches in culinary operations. Redesigning the menus and recipes from a sustainability perspective is a promising approach to reducing restaurants' environmental impact. Chefs, as crucial decision-makers in menu and recipe planning practices, play a vital role in promoting sustainable food services. However, the literature lacks insights into chefs' sustainable recipe planning practices and how information and communication technologies (ICTs) could support these practices. This paper addresses this gap by conducting individual interview sessions (n=10) and recipe generation workshops (n=10) with 20 chefs in total. It reveals four dimensions of sustainable recipes (locality, seasonality, frugality, and food quality) based on semi-structured interviews. It presents a novel interactive recipe planning concept called KNOBIE, which was designed to support chefs' sustainable recipe planning practices by using insights that gathered from the interviews. Lastly, based on an assessment of this concept through online recipe generation sessions with chefs, it provides five design implications for integrating ICTs into the sustainable menu and recipe planning practices to promote sustainable food services in restaurants.
Aykut Coskun, Hüseyin Ugur Genç, Aysen Coskun
COMPASS1
2023 Data Sensemaking in Self-Tracking: Towards a New Generation of Self-Tracking Tools
abstract
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.
Aykut Coskun, Armagan Karahanoglu
Int. J. Hum. Comput. Interact.1
2022 Mind the Whisper: Enriching Collocated Social Interactions in Public Places through Audio Narratives
abstract
The quality of social interaction has great importance for psychological and physiological health. Previous research indicates that smartphones have adverse effects on collocated social interactions. Most HCI works addressed this issue by restricting smartphone use during social interactions. Diverging from previous work, we designed WHISPER, an audio narrative box that aims to enrich collocated social interactions without restricting mobile technology use. We conducted a user study in a café environment with 21 participants to understand how users react to WHISPER and how it would influence their social interactions. In this paper, we present the result of this study and discuss four implications for technologies designed to enhance collocated social interactions (Respectfulness, Balanced Ambiguity, Adaptability, and Being Targeted) and two implications for research touching upon the HCI work on Design for Behavior Change and Collocated Interactions (Designing responsible interventions for accommodating unintended outcomes and Quantifying the quality of social interactions).
Hüseyin Ugur Genç, Duru Erdem, Çagla Yildirim, Aykut Coskun
Conference on Designing Interactive Systems4
2022 Eliciting parents' insights into products for supporting and tracking children's fine motor development
abstract
Early development of fine motor skills is a critical milestone for children, which also helps the formation and maturation of other developmental areas like language development. While toys and daily artefacts could support children's fine motor skills, parents play a profound role in monitoring their developmental progress. Although there are several products to support fine motor development and help parents monitor their children's progress, the literature lacks a source that might inform the design of such products. As the first step of a bigger research project, we conducted semi-structured interviews with 13 parents to gather their insights into and expectations of such supportive products. We designed a sensor-embedded toy concept, ANIMO, aimed at supporting the fine motor development of 7 to 24-month-old children and assisting parents in tracking their children's developmental progress via a mobile app. We showed this concept to parents during interviews to facilitate the insight elicitation process. We present ANIMO, three themes summarizing parents’ insights and expectations into products supporting fine motor development along with implications for their design.
Ipek Gürbüzsel, Tilbe Göksun, Aykut Coskun
IDC3
2021 KNOBIE: A Design Intervention for Supporting Chefs' Sustainable Recipe Planning Practices
abstract
Reducing the environmental impact of current food production and consumption practices is a significant challenge for a more sustainable future. Even though previous HCI studies illustrated that design interventions could support more sustainable food practices in domestic contexts, little attention has been given to hospitality contexts (e.g., restaurants). Addressing this gap, we first investigated food preparation practices in restaurants (i.e., how recipes, menus and meals are prepared) through interviews with 10 chefs and instructors of culinary arts. Then, we designed KNOBIE, a design intervention aimed at supporting chefs’ sustainable food preparation practices through better recipe and menu planning. In this paper, we present the results of these interviews, KNOBIE as a concept to support sustainable recipe planning and how interviews guided its design.
Hüseyin Ugur Genç, Hakan Yilmazer, Aykut Coskun
TEI3
2020 Designing for Social Interaction in the Age of Excessive Smartphone Use
abstract
Excessive smartphone use has negative effects on our social relations as well as on our mental and psychological health. Most of the previous work to avoid these negative effects is based on a top-down approach such as restricting or limiting users' use of smartphones. Diverging from previous work, we followed a bottom-up approach to understand the practice of smartphone use in public settings from the users' perspective. We conducted observations in four coffeehouses, six focus group sessions with 46 participants and three design workshops with 15 designers. We identified five themes that help better understand smartphone use behavior in public settings and four alternative design approaches to mediate this behavior, namely enlighteners, preventers, supporters, and compliers. We discuss the implications of these themes and approaches for designing future interactive technologies aimed at mediating excessive smartphone use behavior.
Hüseyin Ugur Genç, Aykut Coskun
CHI2
2019 Specifying Relevant Textural Properties for Unobtrusive Feedback on Sports Performance
abstract
Textural changes can be promising to give feedback on sportspeople's performance who needs less attention demanding modalities. However, previous research does not address which textural property's change would be more appropriate to give information in specific contexts, i.e. sports performance feedback. We focus on sport towels as a case to understand how to give feedback on sports performance through changes in textural properties. We address the gap by conducting experiments with 32 sportspeople to investigate (1) the textural properties (i.e. roughness) that can be perceived by sportspeople through a towel and (2) that can convey information on sportspeople's performance (i.e. smooth texture - good performance). The results indicate that hardness and bendability are appropriate to convey information about sportspeople's performance. To the best of our knowledge, this result is the first to explore that a change in the state of a textural property is able to give a specific feedback.
Hayati Havlucu, Aykut Coskun, Oguzhan Özcan
TEI2
2018 Towards Materials for Computational Heirlooms: Blockchains and Wristwatches
abstract
This paper explores the contrasting notions of "permanance and disposability," "the digital and the physical," and "symbolism and function" in the context of interaction design. Drawing from diverse streams of knowledge, we describe a novel design direction for enduring computational heirlooms based on the marriage of decentralized, trustless software and durable mobile hardware. To justify this concept, we review prior research; attempt to redefine the notion of "material;" propose blockchain-based software as a particular digital material to serve as a substrate for computational heirlooms; and argue for the use of mobile artifacts, informed in terms of their materials and formgiving practices by mechanical wristwatches, as its physical embodiment and functional counterpart. This integration is meant to enable mobile and ubiquitous interactive systems for the storing, experiencing, and exchanging value throughout multiple human lifetimes; showcasing the feats of computational sciences and crafts; and enabling novel user experiences.
Mehmet Aydin Baytas, Aykut Coskun, Asim Evren Yantaç, Morten Fjeld
Conference on Designing Interactive Systems2
2018 Flow State Feedback Through Sports Wearables: A Case Study on Tennis
abstract
Flow state is a psychological state of optimal performance. To experience flow state, one needs to receive unambiguous feedback. Previous studies have described activities with internalized feedback modalities (e.g. visual). However, they do not offer any appropriate feedback modality for the activities that may benefit from external feedback, such as opponent-based sports. Addressing the issue, we adopted a research through design process and considered tennis as our case, in which players can benefit from attaining flow [1]. This pictorial reveals our approach to design 6 wearable device concepts under 3 design themes as future directions for design practitioners and researchers.
Hayati Havlucu, Terry Eskenazi, Baris Akgün, Mehmet Cengiz Onbasli, Aykut Coskun, Oguzhan Özcan
Conference on Designing Interactive Systems5
2017 Defining Gestural Interactions for Large Vertical Touch Displays
Robin Andersson, Jonas Berglund, Aykut Coskun, Morten Fjeld, Mohammad Obaid
INTERACT (1)3