e c HİDAYET ECE ÇELİK
DESIGNPORTFOLIO
EDUCATION 2017 - 2019
‘MSc. Design for Interaction, TU Delft Delft, The Netherlands
2012 - 2017
‘BSc. Industrial Design, METU Ankara, Turkey
EXPERIENCE Aug’18 - Nov’18
UX Intern at Manualise, Delft, the Netherlands
I took part in the UX/UI development of a webbased program that enables the user to create multilingual manuals. The internship was covering the processes of research, analysis, design and user testing. I had the chance to realize my designs by working with developers.
July’16 - Aug’16
The focus was including both the product development of a smart exercising dumbbell designed for the elderly with the Alzheimer’s disease and the system design where the interaction through UX/UI design plays a role.
hello! I am a UX/UI designer candidate with a dual nationality of Greek and Turkish. I am eligible to work in EU. My motivation is to create structure in the naturally chaotic design process. I believe in constant growing in design and life.
Design Intern at SciRobot, Ankara,Turkey
July’15 - Aug’15
Design Intern at Kaplamin Ambalaj, İzmir,Turkey Besides learning about the manufacturing systems of the company, created new package designs and worked on graphic designs of the existing packages.
TOOLBOX Adobe Creative Cloud
PROJECTS (selected) Summer 2019
UX Research UX/UI Design & Prototyping Personas User Journey Mapping Storyboarding
Spring 2018
Fall 2016
Professional working proficiency
Turkish
Native
ISUZU | In addition to its success, the project’s prototype was used later in Research and Design part of the firm.
Fall 2016
Çigdemim Dernegi to create sustainability scenarios for post-use for the residents of Cigdem Neighborhood in Ankara, Turkey
Elementary proficiency
INTERESTS ACADEMIC Interaction design | Participatory design | Brand experience
PERSONAL Though I have a long history with ballet and volleyball, currently I am fond of running and doing yoga.
System Design for Cigdem Neighborhood 2-month group project in collaboration with with
German Elementary proficiency Greek
Autonomous Shuttle Design 2-month group project in collaboration with the firm
LANGUAGES English
UX Design of a Malaria Diagnosis Device J.C in TuDelft to improve the usability and UX of the Excelscope for the context of Nigeria
Project Planning Rhinoceros/Keyshot
Master’s graduation project about developing a tool to ease designers’ concept validation process in finding the concept that fits the brand best. The tool also helps having a consensus among the team.
6-month group project in collaboration with Dr. ir. Diehl,
Wireframing Hand Drawing
Tool Design to Validate Concepts with the Brand
CERTIFICATIONS & EVENTS Spring 2019
Fall 2016
UX CAMP AMSTERDAM
Participation to a non-profited event where people from UX related fields come together to share their experiences and knowledge.
Global Design Studio
Certified collaboration work with Hongik University, Korea where the client-designer relationship experienced through the game design based on cultural events
projects
excelscope UX/UI design
GLOW app UX/UI design
intersquare
acro app
regola
interaction design
UX/UI design
automotive design
excelscope 2018 UX redesign of a malaria diagnosis device for the context of Nigeria in collaboration with Dr.ir. JC Diehl MASTER’S GROUP PROJECT with Chia Yu Yeh, Salvo Cuccinella, Yvonne Licher and Laura Schrauwen I mainly played role in the user interface designs of both initial and final ideas.
design process
disease & context
Malaria is a serious and sometimes life-threatening tropical disease that spreads through parasites. People can get malaria by being bitten by infected mosquitoes. The Excelscope is a product developed to diagnose malaria in developing countries such as Nigeria, the most populous country in Africa and is located in West Africa. For the project we chose to focus on Nigerian pharmacists as the main user of the Excelscope. While redesigning, the patient was taken into account as well, as a patient also plays a major role while diagnosing malaria.
design goal
Our design goal was to make pharmacists in Nigeria use the Excelscope for diagnosing malaria effectively with a feeling of confidence, and thus increasing the patient's trust in the procedure. While investigating the initial prototype of the Excelscope, many problems regarding the embodiment and the user interface were discovered. The design goal is derived from these problems, and mainly focuses on improving the diagnosis process.
user scenario
A patient visits the pharmacist
Malaria is suspected, a patient
Blood sample is taken from
While patient is waiting, the
with symptoms
dossier is made in the Excelscope
the patient
blood sample is stained
The prepared sample is
The sample is captured
When the image is captured,
The result is shown on
The diagnosis can be
placed into the Excelscope
in pictures for all needed
the device starts analysing
the Excelscope
communicated to the
field of views
to detect parasites
patient at the pharmacy
brainstorming
initial concepts
Funscope
Humanscope
Sciencescope
To reach the design goal, initial ideas were created. The goal was to test different implementations of the same elements. Funscope is a playful approach to the Excelscope. The buttons make the interaction possible without using the screen. Humanscope is a more serious and medical approach, including two screens: one for the pharmacist and one for the patient. Sciencescope is the most serious and scientific-looking redesign. The embodiment is bulky and includes one rotational button.
initial interfaces The user interface of the Funscope mainly uses icons and bright colors to communicate with the user. Almost all the information was visually displayed and the use of a lot of numbers and medical terminology was avoided.
The user interface of the Humanscope uses icons as well as medical terminology to communicate with the pharmacist and patient. Blue and grey colors were used to create a calm and more medical appearance of the user interface.
The user interface of the Sciencescope mainly uses words and medical terminology to communicate with the pharmacist: Data is shown by using numbers, percentages, and specific (medical) terminology. The main colors used were hospital green and grey.
user tests
With three initial concepts, we carried out the first user test. The direction was to get the strongest points from each concept. As a result, from Funscope we got the result sharing method with a brochure. From Humanscope, we got the layout of the interface and from the Sciencescope, we got control button and placement of the adapter. When we evaluated the results and redesigned the Excelscope, we conducted the second user test to assess our progress in terms of both the user interface, result sharing method and the embodiment and report it to the coaches.
redesign process
For the redesigned Excelscope, we centered upon the embodiment, user interface and to involve the patient more, the result sharing method. We split up into two sub-teams: one dealing with the embodiment and the other dealing with the interface and the brochure. I was in the latter.
final prototype
final design
Control button
Silicon grip
On/off button
Adapter
workflow
glow app 2019 UX/UI design of the mobile project communication application for an imaginary mobile solutions company
INDIVIDUAL PROJECT
WHAT MAKES GLOW SPECIAL? •ease in communication •following the deadlines •instantly give feedback •learn your team •learn the design terminology
workflow 4
1
Client can see what is already delivered and can download them to her device.
GLOW is a mobile solution designed for project communications between a company and the client. Client enters the code given by the company, and reaches the project.
3 Glossary helps client to understand the terminology and the language used by the design team.
2 Home screen consists of four main connections, project overview, seeing deliverables, glossary and the team working on the project.
8
Finally, through ‘set and appointment’ section, the client can arrange new appointments with the company, and see the current appoinments in the project overview.
7 The client can use the feedback channel by recording her screen, and talking about what can be improved related to the project.
6
Help section guides the user with the FAQ and search area.
5
Project overview is there to follow the progress of the project, milestones and project deadlines.
welcome pages
Welcome pages consists of two splash screens and a code entering screen. The ‘done’ button becomes active when a code is typed.
home page
The first screen the user encounters is the home page. From there, she can navigate to the side bar to reach further features of the app. Notifications are also reachable through the page.
features
These are the three screens that the user can reach out through the home page. From deliverables page, the user can download project deliverables. Glossary page provides a basis for the communication between the client and the company. And, the user can see the team that works on the project.
project overview
In the first screen, the user can immediately see the progress of the project. Tapping on ‘see details’ button, directs her to the project timeline. There, the user can see project progress steps, milestones, deadlines and appointment dates.
appointments
The user can set appointments by selecting available date and time slots. After confirming, she receives an email concerning the set appointment.
feedback
When seeing the deliverables, it is possible that user may want to give quick feedback for further improvements. To do this, there is a screen recording feature of the app.
intersquare 2018 Designing the interaction between young adults waiting in the stations MASTER’S INDIVIDUAL PROJECT
context research context
internal part of the stations
Located quite close to the central bus and tram stops, train stations are one of the popular places to wait.
target group young adults
Young adults mostly prefer using public transportation. During waiting time, they remain distant to each other with emerging technology in terms of physical social connection.
situation
current situation of the target group The target group is over-engaged with their mobile phones since phones become more than just a communication tool.
design goal My design goal was to create a meeting point where the young adults can spend time together in a playful way while waiting there. My interaction vision was to convert the waiting process into an entertainment, as if a curious cat discovering an ordinary cardboard box.
current situation INDIFFERENT DISTANT PASSIVE
with the project CURIOUS OPEN PLAYFUL
design process
After formulating the design goal and interaction vision, collecting data about people’s needs and attitude of mind related to public spaces
ideation
iteration
demonstration
Developing design ideas through research and prototype testings in order to explore the interactions and also their effects
Building up an experimental prototype of the final idea and observing the interactions of that prototype in the real context
ideation
I went to the city center and asked random people what their dream city square is like and why they come to city squares. I learned that people do not expect many things from a city square, and they see city squares as social places, but still, everybody’s eyes were on their phones.
I placed chairs at the entrance of the faculty. After a while, a student noticed the chair and drank his drink there. Then, his friend saw him, and they started having a conversation.
Give anything to the people, they will interact with it. However, interaction between people was the focus.
Initially, I started seeking public spaces where young adults wait. Stations and bus stops were some of those spots. I prepared a game-like setting to make strangers interact with each other through it. Consequently, there was only one interaction between setting and the one person waiting.
iteration
Following that, I aimed at bringing more people into the setting before having the interaction. It actually worked. People started coming, reading the text and waiting a bit. I chose stations as the location and focused again on the game part.
demonstration
Knowing that people waiting have limited time, I decided to place a simple game through which they can easily interact without worrying about missing the transportation mean they are waiting for. After three trials, I have reached my goal. People met with each other and had fun through the game, located in the right place, inside the station on the specific spot where people wait for the trams.
final prototype
final design
The game consists of five pawns for each side, 1050 x 1050 mm2 game mat and the scoreboard with a chalk. Players place the pawns by holding and carrying. With the magnets placed on both surfaces, there is a magnetic attraction, increasing the game’s physical interaction.
user scenario
An ordinary day for Orange in the train station. He is going home from work.
He walks towards to the exit for tram like he does every day, and he notices the setting.
First, he checks out the time of the tram. There is a still 7-minute-time to wait.
Then, he looks at the setting in front of his shoes. He knows this game. It is a Tic Tac Toe!
But how can he play alone? Orange asks someone waiting there.
Orange and Purple have a quite fun time together. They had fun instead of waiting and being bored to stiff.
acro app 2016 Designing the mobile application of Acro, which is an exercise dumbbell for elderly with dementia INTERNSHIP PROJECT with Beren Kücükyılmaz
user scenario
The user of is the caregiver of the elderly with dementia. The caregiver has the Acro app on her phone, which helps to activate the dumbbell of the patient. Today, she went out for grocery shopping.
In order to create a new activity for the patient, the user clicks to the activity button and easily forms series of new activities. Then, the app sends an alert to the patient through the dumbbell.
The patient receives the message and starts exercising by using the Acro, exercising dumbbell. The feedback is sent to the caregiver.
final design
regola 2017 Designing a smart autonomous campus shuttle in collaboration with ANADOLU ISUZU BACHELOR GROUP PROJECT with Damla Durak, Doruk Öktem and Furkan Efe Dikmen I mainly worked on context research and user scenarios.
context research Vehicles preferred & the frequency Minibus Taxi Ring (university’s free vehicle) Bus Private or shared car Hitchhiking Carry-ons during transportation Materials for work like pizza ingredients Books Back-pack Laptops Prototypes of projects Activities during transportation Listening to music Social media checking Sleeping Reading books Talking on the phone
idea generation After the field search made in the Metu campus, we gained knowledge about basically what campus family needs in a shuttle. Lack of seats and lack of comfort were the main problems they mention. Therefore, we focused on the seats first, and tried various multifunctionality options to save space at the same time.
Although the comfort was an issue to tackle, our priority was to use the space efficiently. We worked both on the interior design of the shuttle and its outer shape. As it would be a smart shuttle, we worked on the smart notion. We used human models based on anthropometric data to get more realistic results. (https://dined.io.tudelft.nl)
final design
technical details
The outer look of the shuttle follows the rules of the smart and minimalist design. Even though being designed smaller than the current shuttle of the campus, Regola can carry even more passengers by providing them with comfort.
Interior of the shuttle designed in a way that it can be adjustable according to the number of passengers. Visible in the top view, when seats are closed, Regola can carry up to 11 seated passengers. This number goes up to 19 when the seats are open. Shuttle’s capacity passengers is 18.
for
the
standing
main features Shuttle can be signed either blue or green for differing routes in the campus. Day and night time, headlamps and signals start functioning. Thanks to the smart door, there is a limit for excessive passenger number.
The design of interior allows passengers to move comfortably. When seats are closed, they allow passengers to lean on them. Hangers and area at the back are the places to put or hang belongings for a more comfortable travel experience.
The user interface connected to the smart shuttle helps passengers to get notified for their last stop. The interaction is simple, serving just for the purpose.
user scenarios Users interact with the shuttle through the app, and they can follow the route and put a warning for the stop to get off. The second scenario below is based on a special use case. We choose here a disabled person as a special case. A person with a bicycle can also be an example for this additional feature. For that scenario, the seats at the entrance are closed, facilitating the placement of a wheel chair.
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linkedin.com/in/ece-çelik-b900a8131 celikece.19@gmail.com
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The content and material in this booklet present the works of Ece Çelik designed during 2016/2019.