İlhan, Ayşe Ezgi

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Name Variants
Ilhan, A. Ezgi
I., Ayse Ezgi
I.,Ayse Ezgi
A.E.İlhan
İlhan,A.E.
A., Ilhan
A.E.Ilhan
İ.,Ayşe Ezgi
Ilhan,A.E.
İlhan, Ayşe Ezgi
Ayse Ezgi, Ilhan
Ayşe Ezgi, İlhan
A.,İlhan
Ilhan, Ayse Ezgi
Job Title
Doktor Öğretim Üyesi
Email Address
ezgi.ilhan@atilim.edu.tr
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID
Scholarly Output

2

Articles

1

Citation Count

1

Supervised Theses

0

Scholarly Output Search Results

Now showing 1 - 2 of 2
  • Conference Object
    Citation Count: 0
    Eye-Tracking to Enhance Usability: A Race Game
    (Springer international Publishing Ag, 2019) İlhan, Ayşe Ezgi; Industrial Design
    An important field of research in human-computer interaction studies is the usability of computer games. This paper provides brief definitions of human-computer interactions and usability, and also describes the relevance of these interactions to computer games. Design decisions concerning game elements such as graphical user interface, feedback messages, position and the colour of functional buttons located on the game screen play an important role in identifying the usability and playability of computer games. This study uses eye-tracking technology in order to record eye movements to focus the action of "seeing", which reflects the inner world of humans. A managerial racing game was chosen as an example to analyse its usability. In this context, the design of the social race game was reviewed by recording eye movement data of the participants. The results of eye-tracking data were supported by user comments, which were finally used to improve the design and usability features of the game.
  • Article
    Citation Count: 1
    Improving Sleep-Wake Behaviors Using Mobile App Gamification
    (Elsevier Sci Ltd, 2022) İlhan, Ayşe Ezgi; Sener, Bahar; Hacihabiboglu, Huseyin; Industrial Design
    Gamification can be used to encourage people to perform challenging tasks. Gamification can also be useful in altering unwanted habits and enhancing subjective well-being. Everyday health is affected by sleep-wake habits to a significant extent. Therefore, we can come across gamified products and mobile applications related to subjective well-being and sleep/wake activities. This paper presents a study investigating whether gamification can be used to affect sleep-wake behaviors in a positive way. The paper presents a quantified relationship between wake-up, go-to-sleep, work (start) hours and gamified features. For this purpose, a gamified mobile alarm clock application called the Sleepy Bird was designed, created and tested in a user study. The study included twenty-six participants in an A-B experimental set-up: thirteen participants using a gamified version and thirteen participants using a non-gamified version of the app for two weeks. The participants who used the non-gamified version had a poorer motivation to begin their day at the required times in comparison to those who used the gamified version. It was also observed that gamification made favorable modifications to participants' sleep-wake behaviors.