Arama Sonuçları

Listeleniyor 1 - 10 / 10
  • Yayın
    A case study on online design workshop experience: gamification and space
    (Orhan HACIHASANOĞLU, 2022-10) Karadağ, Derya; Gülbahar, Simge; Ozar, Betül
    Design schools consist of three main axes; courses that provide knowledge in various fields of design, studio courses and internships. Besides, the indisputable fact is the importance of design competitions and informal workshops that feed the designer candidate to gain experience in different fields of the discipline. In addition, another importance of informal workshops is the contribution of researchers in this field to the development of design education. The effects and potentials of Information and Communication Technologies (ICTs) are also another area of research on design education, in particular design studio courses. The use of ICTs in the field of design education has led gamification to come to the fore as an ascending concept. A series of methodologies and tools have been developed, such as gamification, as well as the different kinds of Virtual Learning Environments to ensure the motivation of students and avoid the lack of attention in online courses. In this study, an online workshop, "Gamification and Space", is investigated as a case study. The contribution of the concept of gamification to design education has been evaluated in line with the observations and experiences gained. The data was gathered from the workshop presentations held on the last day and the final manuscripts of the workshops. The collected data was analyzed by the workshop coordination team, and classifications were made regarding the aspects of the gamification used during the workshop. In addition, it is aimed to discuss the potentials of ICTs in design courses. The observations show that the use of gamified elements has the potential to enrich instructional methods, especially when we consider online education, virtual learning environments and visual collaboration tools.
  • Yayın
    Co-working space concept in the spatial and urban context: a case study of ‘Kolektif House’
    (Fatih Sultan Mehmet Vakıf Üniversitesi, 2019-10-14) Süyük Makaklı, Elif; Yücesan, Ebru; Ozar, Betül
    The concept of ‘Work’ and ‘Workplace’ started to change in recent decades in parallel with developments in information and communication Technologies. New ways of working have been defined as flexible, mobile and multi-locational. Co-working spaces have emerged worldwide as a new type of workspace concept. These places offer a flexible and appropriate work environment with various usage options. The aim of the study is to define the characteristics and development of the co-working space concept and analyzing the urban and spatial context as well as design criteria, the spatial solution, material and furniture selection of the selected case. In this study the case of ‘Kolektif House’ a co-working space, in Levent district in İstanbul has been selected, as the location can be defined as the central commercial district of the city. The space is created by refunctioning a part of an old factory-building which is evaluated as a sustainable devolepment project. The data used in this study is based on architectural drawings, visual materials, interviews, observations, as well as a literature review. The study demonstrates that changing work habits and user needs created new types of working place and in the selected case the created value in urban and spatial context by re-functioning an existed building was found to be positive.
  • Yayın
    A new frontier in design studio: AI and human collaboration in conceptual design
    (KeAi Communications Co., 2025-12) Karadağ, Derya; Ozar, Betül
    This study explores the role of artificial intelligence (AI) in the conceptual design phase of interior design education, focusing on AI's potential to help students visualise and refine creative ideas. Conducted within a design studio course, the research integrates text-to-image generators, particularly Midjourney to support students' design processes. Implemented in the fourth week of a 14-week course, a structured workshop introduced students to Midjourney, with surveys conducted both at this stage and during the final submission to capture changes in student perspectives. Using a two-phase case study involving a workshop, surveys, and interviews among senior undergraduate students in the bachelor's program of the Interior Architecture and Environmental Design Department, the study assesses the impact of AI prompts, from simple keywords to detailed narratives, on concept development and project outcomes. Findings indicate that AI broadens design possibilities, facilitates iterative ideation, and improves conceptual precision through high-fidelity visualizations. While students view AI as a valuable addition to their creative process, they also express concerns about ethics and the need to balance AI's benefits with preserving design authenticity. This research contributes to the broader discussion on AI's role in design, advocating for a balanced integration that respects both technological potential and human creativity.
  • Yayın
    Online workshop experience as an informal learning environment: gamification and space
    (İstanbul Kültür Üniversitesi, 2022-06) Karadağ, Derya; Gülbahar, Simge; Ozar, Betül
    The workshops contribute to design education by creating an informal learning area. The workshop environment is defined as an experience and interaction-oriented platform where students participate voluntarily, goes beyond formal education restrictions, and depends on the curriculum developed in line with measurement and evaluation systems. (Ciravoğlu, 2003; Yürekli & Yürekli, 2004). Due to these features, the workshops allow restrictions of disciplinary education to be dissolved through a specific problem or theme. It also helps to create an environment that supports peer learning while embodying creative mental activity. Today, due to the Covid 19 pandemic, online design education has become widespread. (Kılıç & Arabacıoğlu, 2021; Peimani & Kamalipour 2021; Alawad, 2021; Gogu & Kumar, 2021). As a result, students start using digital interfaces actively in both formal and informal studio environments to meet, to Access educational materials, and to produce projects. Digital tools and virtual reality provide a major contribution to the curriculum of design schools by creating new learning environments. (Olmos, 2006; Gül et al., 2008; Liu, 2017; Karadağ & Tüker, 2020). In addition, as a result of the widespread use of Information and Communication Technologies (ICTs) in many fields to gain the attention of researchers of different disciplines, 'gamification' has emerged as a popular phenomenon that is used in learning processes. It has been observed that the concept of gamification, which can be defined as 'using game components and game dynamics for a specific purpose' in non-game environments, has an effect that increases student motivation and augments the learning process (Kapp, 2012; Mekler et al., 2013; Behl et al., 2022). In this study, an online workshop which was organized with the theme of "Gamification and Space", hosted by Işık University in the Department of Interior Architecture and Environmental Design, between 26-30 July 2021 is investigated as a case study. 23 workshop instructors contributed to the workshop with 11 different workshop themes. 53 students applied as participants and 49 completed the workshop. 6 workshops were scheduled weekly, and 5 workshops were scheduled as single-day. On the first day of the workshop, two seminars titled “Gamification and Space” and “Gamification for the Conservation of Historical Sites and Awareness” were held. On the last day of the workshop week, the process and the results of the workshops were shared by the instructors and participants. In the study, the contribution of the concept of gamification to design education has been evaluated in line with the observations and experiences gained. The data was gathered from the workshop presentations held on the last day and the final manuscripts of the workshops. The collected data was analyzed by the workshop coordination team, and classifications were made regarding the strategies used in the design education process by the concept of gamification. In addition, it was aimed to discuss the potentials of ICTs enabling online interaction. When the findings of the workshop were analyzed, it was revealed that there was a rich research environment for problems in various fields of design disciplines. Accordingly, the findings were analyzed under three headings as student experiences, instructor experiences and workshop experiences. In terms of the student experiences, students gained new technical knowledge and developed presentation skills through virtual environments and digital interfaces during the workshop. The important contribution of the informal workshops to the educational processes is that they bring different design disciplines together. Thus, the students had the opportunity to go beyond the boundaries of their disciplines and experience different ways of thinking and producing. In addition to weekly workshops, one-day workshops were also included in the workshop. In the one-day workshops, working areas such as performance art and computational thinking were addressed in the design processes, thereby expanding the perspectives of the participants. The fact that the workshop offered an informal experience and was based on volunteerism had a positive effect on the motivation of the students. In addition, the workshop instructors stated that they observed that the informal working environment helped students feel free and behave comfortably during the design process. Considering the experiences of the instructors, the workshop allowed instructors, who have different expertise in the design field, to organize a workshop and to work with students who want to improve their skills in the instructors’ field of expertise. On the closing day of the workshop, works produced in workshops were presented by the instructors and students to all participants. Thus, instructors living in different cities had an opportunity to come together and share their knowledge. The establishment of these sharing environments is important in terms of providing potential for future scientific studies. Regarding the workshop experiences, it is analyzed how the concept of 'gamification' is used in the structure of the workshops. The workshops are grouped under three main headings; 1. Gamification for the design process, 2. Gamification for the learning process, 3. Using the concept of gamification as a design theme. The concept of gamification is observed to be mainly associated with the design process considering the methods of the workshops. The theme of the gamification was mostly used to motivate the design process and was used to add creativity to the design process. Gamification elements are used for the learning process in order to transfer and reproduce a theoretical knowledge within the scope of workshops. One workshop used gamification as a design theme for the final product. The tools used in the workshops are varied throughout the workshop process. The workshops started on Blackboard, which is a 'virtual learning environment', but instructors added online virtual tools such as Zoom and Miro to support their workshop process. Workshops supported by computer-aided design tools and methodologies contribute to enriching the informal learning environments in the future. It has also emerged that online tools and environments constitute an important interface in terms of using the concept of gamification in the design workshops. However, virtual learning environments within the framework of technological infrastructure include some limitations when design disciplines are considered. Therefore, the study suggests that a comparative analysis between online and face-to-face environments is necessary for further studies. In addition, it is thought that the experiences gained from online workshops as an informal learning tool have the potential to contribute to fourteen-week design studios at various levels in the future.
  • Yayın
    The changing meaning of urban open spaces through the pandemic process: workshop experiences
    (University of Thessaly, Department of Planning and Regional Development, Laboratory of Urban Morphology & Design, 2022-06) Süyük Makaklı, Elif; Engincan, Pınar; Gülersoy, Nuran Zeren; Özsoy, Fatma Ahsen; Kepsutlu, Gülay; Zeycan, Dicle; Yücesan Altay, Ebru; Ozar, Betül; Yılmaz, Ö. Çelik
    Covid 19 epidemic has been effective since the beginning of 2020 and is one of the most widespread pandemics with its global spread rate and area. In the historical process, pandemics have had a substantial impact on the city and urbanization, and in this context, urban transformations have been associated with pandemics. The emergence and spread of pandemics are directly related to urban conditions under the headings of collective life, architecture and urban planning, infrastructure services, settlement, and population density. The rapidly implemented measures for controlling the pandemic affected different parts of the society in psychological, social, physical, and economic terms at different levels, and the powersociety relationship is questioned. The use of public spaces has been restricted, cultural and social life has decreased considerably due to the risk of transmission of the virus. While the pandemic has affected our lives at different layers, it has changed our perception of space, architecture, urban space, and landscape. Living in the residences located in the densely populated area in the city center and those living in the residences located on the periphery and having their common areas or gardens have experienced the quarantine process differently. The location, typology, size, open and semi-open spaces of the house have differentiated the experience. As part of the "The Use of Indoor and Outdoor Space during the lockdown in Pandemic" research project, the concepts related to the changing use of outdoor space during the pandemic have been discussed at workshops. In the research, our aim is to determine the density of using open areas regarding various activities of people during the pandemic process and to understand the alterations made and their reasons in using the space. The use and transformation of open spaces and surroundings were examined in multiple layers through users' perceptions and relationships. In addition, we created an online workshop and survey series with undergraduate and graduate students from various design disciplines to demonstrate the transformation of space. The suggestions on open space and its surroundings' experiences and needs were discussed through the workshops. The importance of having a residential garden and balcony was emphasized during the pandemic process, and also have open areas such as parks, urban forests, open sports fields, walking track, sea/lakeside, children's gardens, children's playgrounds within walking distance was emphasized. The analysis highlighted the importance and necessity of open spaces. Additionally, workshops have looked beyond physical boundaries and reconsidered our living environments. However, we do not yet know whether Covid 19 will cause a systemic transformation in our city life.
  • Yayın
    Decoding ivy behavior for a performative flow model
    (Cambridge University Press, 2025-05-27) Kahraman, Ataberk; Cimşit Koş, Fitnat; Delerel, Zehra; Kavurmacıoğlu, Özgür; Ozar, Betül
    Ivy plants exhibit a biologically driven growth pattern that intertwines adaptation with structural interaction. Their ability to climb vertical surfaces, such as walls and trees, establishes a complex relationship with built environments. This study develops a computational model to analyze ivy’s growth behavior and water absorption dynamics, utilizing parametric design techniques for an integrative simulation. Through Python scripting in Rhino, growth and flow parameters were systematically modeled to replicate natural processes. The first experiment simulates ivy’s exploratory growth, visualizing its organic expansion through curves and mass structures. Beyond adherence to surfaces, ivy interacts with material properties, particularly mortar, which retains moisture. As ivy roots absorb this water, mortar dries, leading to material degradation. To capture this phenomenon, the second experiment employs a dynamic flow simulation, illustrating how moisture migrates through walls and how ivy’s absorption alters its distribution over time. Furthermore, the model examines the long-term impact of ivy on structural integrity, where root penetration widens mortar joints, accelerating architectural decay. By integrating principles from complex adaptive systems and performative design, the study emphasizes self-organizing behaviors within dynamic environments. Flow-based models require an elastic topology that responds to natural forces, reinforcing bio-responsive design strategies. This research provides insights into material resilience, ecological interdependencies, and regenerative design, contributing to discussions on responsive architecture. The proposed computational framework enhances the understanding of nature’s influence on built environments, offering strategies for sustainable architectural adaptation.
  • Yayın
    Parametric material autopsies for generative crafting
    (Taylor and Francis Ltd., 2025-06-23) Kavurmacıoğlu, Özgür; Ozar, Betül; Çimşit Koş, Fitnat; Delerel, Zehra
    This research investigates the intersection of parametric design, AI-driven exploration, and bio-tectonic strategies to develop adaptive, ecologically responsive urban modules. By transforming industrial waste into responsive components, the study integrates digital and analog into a cohesive design process. The methodology is structured around three core practices: “Parametric Autopsies of Local Upcycling Material”, “AI-Driven Design Exploration”, and “Constructive Bio-tectonic Scenarios for Regenerative Environments”. These practices foster dynamic, site-specific solutions that align with ecological principles, creating scalable frameworks for sustainable urban regeneration. Findings demonstrate that combining parametric material autopsies, generative AI, and hybrid fabrication can lead to innovative design interfaces. These prototypes showcase the potential of integrating upcycled materials into nature responsive urban systems, paving the way for resilient, green cities that support both human and ecological well-being. This study lays the groundwork for future explorations in regenerative architecture, offering a vision for collaborative, adaptive urban environments.
  • Yayın
    Vertical design studio experience in interior architecture education
    (Eastern Mediterranean University, 2018-04) Adıgüzel Özbek, Derya; Melikoğlu Eke, Armağan Seçil; Yücesan, Ebru; Ozar, Betül
    Design studios are at the core of interior architecture education. Environments where “learners form their own learning” enhance the communication between the teacherlearner, and learner–learner. Within this scope, the organization of design studios and the models that are applied are still the crucial research subjects on which teaching interior architecture works on. This paper investigates into the vertical interior design studio experience that is rebuilt in accordance with contemporary approaches towards studio education. Vertical interior design studio experience is built on associations, separations and on the interrelations between these associations and separations. The other input of this formation is the relations, associations, separations among the students within the group. The vertical studio setup that is applied during the 2016- 2017Fall Semester at Department of Interior Architecture and Environmental Design of FMV Işık University is examined in terms of its construction, experience process, outputs and further critical investigation is carried out on the learning method.
  • Yayın
    Transcalar bio-tectonics: unveiling responsive potential in architecture
    (Taylor and Francis Ltd., 2025-06-23) Çimşit Koş, Fitnat; Delerel, Zehra; Ozar, Betül; Kavurmacıoğlu, Özgür
    This paper examines the concept of scale not merely as a measurement but as an interaction, introducing “transcalar tectonics” as an approach to address complex, multi-scalar environmental challenges. Conducted within the Transcalar Lab—a first-year architectural design studio—the study explores combining physical and digital interfaces through tectonic experimentation, contributing to the emerging field of bio-materials and bio-oriented design. Utilizing bio-materials and AI tools such as ChatGPT, Krea, Midjourney, and Runway, this research constructs a transcalar prototype that bridges micro to macro scales, highlighting the unique challenges posed by suppressed or disappearing scales. Through three iterative experiments, bio-materials are developed, AI-driven articulation potentials are explored, and a transcalar prototype is constructed. The findings reveal that micro and macro scale interactions challenge traditional form-making, shifting focus toward responsive, bio-oriented structures that transcend hierarchical scale. Ultimately, this research suggests a new paradigm in sustainable design, bridging structure and architecture with ecological, bio-responsive approach.
  • Yayın
    Transcalar materials as narrative agents: challenging traditional metrics of originality
    (2025-04) Çimşit Koş, Fitnat; Ozar, Betül; Kavurmacıoğlu, Özgür; Aşkın Kütükçü, Seben
    Authorship in “Transcalar Material” is reconceived as an entanglement of agency among designers, materials, and technological systems. Rather than positioning the designer as the sole creator, this approach foregrounds materials as active participants, shaping outcomes through their intrinsic properties, environmental interactions, and computational extensions. This shift moves beyond symbolic authorship, proposing a material-driven epistemology where knowledge emerges through adaptive, multi-scalar processes. Parametric and AI-driven experiments reveal transcalarity as a continuous negotiation between material agency and systemic frameworks. The study unfolds through three iterative phases: Tangible Mapping, documenting symbiotic relationships between organisms and materials; Keep Information Alive, integrating AI to encode and evolve material intelligence; and Digital Crafting, constructing tectonic augmentations informed by material behavior. Rather than static components, materials operate as mediators across morphological, technological, and architectural dimensions, actively shaping design methodologies. This process reframes materials as co-authors, generating novel morphologies and ecological futures.