Uğur Genç
12 records found
1
Authored
Diversifying Knowledge Production in HCI
Exploring Materiality and Novel Formats for Scholarly Expression
This one-day studio aims to catalyze discussions and experimentation around non-textual academic documentation methods. With the understanding that human knowledge transcends written words, we aim to explore innovative ways to present and disseminate research outputs in divers ...
How sustainable is your menu?
Designing and assessing an interactive artefact to support chefs' sustainable recipe-planning practices
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 cruci ...
Gestural interaction in the kitchen
Insights into designing an interactive display controlled by hand specific on-skin gestures
The kitchen is one of the busiest and messiest hubs of a home, where the hands are usually spoiled with food. In this setting, gestural interaction can offer several advantages: efficient, intuitive, and touch-free orchestration of interactive devices. Yet, research scarcely i ...
Mind the Whisper
Enriching Collocated Social Interactions in Public Places through Audio Narratives
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 soci ...
KNOBIE
A Design Intervention for Supporting Chefs' Sustainable Recipe Planning Practices
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 con ...
Taking on the challenge of motivating users to drink water regularly, we designed a smart water bottle that can track water intake behavior and inform users about this behavior through ambient feedback. We then conducted two studies to explore the bottle's feedback design from ...
Children in 2077
Designing children's technologies in the age of transhumanism
What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhuma ...
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. Divergi ...