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EROL OZCELIK INDUSTRIAL & INTERACTION DESIGN PHYSICAL COMPUTING PORTFOLIO

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EROL OZCELIK INDUSTRIAL & INTERACTION DESIGNPHYSICAL COMPUTING

PORTFOLIO

Hello! My name is Erol Ozcelik, I am a third year in the Industrial and interaction De-sign program at Syracuse University. The major is highlighted by its five year program which focuses on the human experience.

I am interested in a wide variety of studies (such as psychology and robotics) that have influence with my everyday life. As a student of Design I am growing in my understanding of the needs of those in help whether it is a simple everyday task or even a life-threatening system.

Recently I have been delving into HCI studies, in an effort to explore design research skills involving the person and the environment. As well as, robotics and children.

The purpose of this portfolio is to show how I have developed my perspective of design and to show my current skills. More importantly, however, I will use this portfolio as an opportunity to show my potential for growth as a designer.

[email protected] 619 1169

I am currently looking for a Summer Internship

If you are interested in my work

Please do not hesitate to contact me!

EducationSyracuse University Bachelor of Industrial and Interaction Design - 2017Minoring in Physical Computing

Work ExperienceTechnician Jan. 2014 - PresentWood/Metal/Plastic Shop expert and regulator of safety and help, laser-cutting, fixing machinery and constructing shop tools.

Graphic Designer 2014.Worked with a restuarant owner, to redesign his menu using pho-tographs I took.

Connections Program 2013.Mentor for International students

Resident Advisor 2013.An advisor and role model to those living in the resident hall.

Environmental Design 2013.Worked with a nearby artist and other majors to create an interac-tive art space to represent environmental waste.

AwardsFoundation Outstanding Achievement Award. 2013.Deans List. 2013-14

Technical SkillsProgramsAdobe PhotoshopAdobe IllustratorAdobe In-designAdobe DreamweaverHTLM, CSS, Processing

Visual CommunicationModel-makingTechnical SketchingStory-boardingSolidWorksKeyshotRhino AXURE: Rapid Prototyping

Skills and HobbiesHuman-Computer InteractionRobots!Wood CarpentryCooking and Eating

ActivitesSU Geek SquadHelped nearby community centers and labs to fix malfunctioning computers.

Syracuse Eco-Reps 2013.Informed the public about environmental issues and worked with nearby organizations on campaigns.

RES

UM

E

[email protected] 732 619 1169

Enjoy

A GAME OF MOVEMENT AND SIMPLICITYHOW CAN WE RID OF CONFUSING RULES WHILE EXPANDING CREATIVITY?

MARKET RESEARCHLooking into the best games that are selling now, I analyzed what makes them fun by playing with friends and having fun myself. What I noticed is that while some things carry on from game to game, most games have a unique aspect.

MULTIPLE GAME MODESINTERACTION

SIMPLE

CREATIVE

CONCEPTDEVELOPMENT

As I analyzed the games from the past and present, I wanted to create a game with ideally needed no instructions. To do this I went through the idea of visual information and how that can be conveyed to the user.

During the ideation process I came across the idea of using sight as the primary tool of this game. Like the game, Spot-It that using visual cues to allow users to stack cards with a simi-lar image on top of each other. I decided to follow a path similar but more comprehensive. My game concept is a game that formed from the use of col-ors and connecting them like puzzle pieces. Thou this seems easy at first, when doing my testing with paper prototypes I realized that it was much more difficult as the game went on.

USER TESTING AND DEVELOPMENT

Playing mode 1: finishing cards at hand before the other person does

Testing with users allowed me to determine the amount of colors, the way people gauge how to play the game with and without instructions and the num-ber of cards that would be optimal (in this case 121 cards).

This also allowed me to develop the game to become 0-4 players. 0, meaning that the game becomes the ultimate puzzle that a person can solve by him/herself or with other. This puzzle forms a larger version of a single game piece.

During the game process I realized that at moments the game became so large that people would have to stretch over each other or walk around a table to put down a single card.

FINAL GAME

Cards can all combine to form one large hexagon puzzle

A product extension that came from user-testing, a piece that can be used in any case, similar to UNO’s wildcard.

Plastic pieces created to resem-ble real world game pieces.

Packaging for card game, it has a magnetic handle for opening and closing.

Optional GameMode Instructions

FRIEND IN THE DARKKID-FRIENDLY INTERACTIVE TOOL AGAINST THE MONSTERS IN THE DARK

A child’s protector against the creatures that lurk in the night, a friend for those in need and a guide when your lost. When a

child is frightened at night, this nightlight not only enables

communication and light for the child, but allows him/her

to go back to sleep soundly. The nightlight and handheld

interface are mapped to cordinate a experience to help the

child be aware that he/she is safe and sound. That there is

no boogeyman under the bed and no creatures lurking in the

slightly open closet. The bear light is equiped with a horizon-

tal laser to scan the room, and a LED to act as a nightlight.

The handheld device is connected to the bear via magnets,

and also uses the station to charge itself. The remote has no

buttons and is merely controlled via touch screen on certin

sections.

1st Prototying: showed many of the flaws in interaction and respondes

2nd Prototyping showed the need for a “fun” interaction between child

and device

Inital idea’s paper testing

Initally give the task to create a simple experience into a interface.When brainstorming ideas, I wanted to create a monster detector for children who have a hard time sleeping at night. In the beginning I focused primary on the interface and how someone would go through the device’s steps and what interactions the device may contribute to the well-being of the child.

Using a testing method where three people role play: The interface/robot The user (who knows nothing of the interface and main idea) The creater who plays the role of the storyteller

Form GenerationTo get out of the app and cell-phone world that we live in currentlyI wanted to push for a form where the interface would rest and help form the interactive relationship between the child and the device(s).

Arm “cannon” a tool against monsters

Outside the bedroom concept, shopping cart in malls to avoid the child from getting distracted

Nightlight Guardian w/ a device on back

Laser“Detector”

LED NightLight (Dimable) “Charging”

Port for Device

Clear Plastic

Magnets for handheld device

LED Light

Interfacedevice

Final FormThe final form is a nightlight, that acts as the physical guardian and companion to the interactive device.

A

B

C

E

G

IH

F

D

A. Thirteen segment characters, for words and short sentences.

B. Representation of loading

C. “?” and “!” in one location.

D. A smiley face to represent the child’s mood, touch sensitive

E. A sad face to represent the child’s mood, touch sensitive

F. A check mark to represent if the child is “Ok”

G. An “X’ to represent if the child is not sure if he is “OK”

H. The “zap” button that has a dual function

of destroying monsters while provide light - touch sensative.

I. An arrow to show that the child should point the device at the “monster.”

J. Color screen, the physical nightlight is the one helping with the child throughout the night.

Link to AXURE file: http://wuna0c.axshare.com/home.html J

“HELLO!”LIGHT DIMS ON

“YOU OK?”

CHILD PICK UP DEVICE*TURNS ON*

CHILD IS SCARED

“ARE YOU SURE?”

“GOOD NIGHT FRIEND”

LIGHT DIMS OFF SLOWLY

“IS THERE A MONSTER?”

“WHERE? POINT!”*POINT DEVICE*

YES MAYBE NO

“WE WILL CHECKANYWAYS”

SCANS

...SCANS

FOUND IT!

SCARE IT AWAY!“PRESS LIGHT”

“YOUGOT IT!”

“YOURSAFE

NOW!”

“NOTHING THERE!”

“GOOD NIGHT FRIEND”

LIGHT DIMS OFF SLOWLY

“GOOD NIGHT FRIEND”

LIGHT DIMS OFF SLOWLY

Flow chart of interactive eventsFinalizing the possibilites in the interactive interface to ensure the child’s well-being and always end on a happy note and dimming off slowly so the child can slowly fall back asleep.

The physcial bear light, acts not only as a nightlight but a safey de-vice for the child, where it physically “scans” the room using a small laser in the belly, that simply moves up and down.

The interactive device with its LED light, can also act as a flashlight when the child needs to go to the bathroom.

Good night

UPDATING THE ADIDAS TERRAX.A SNOW SHOE, TO BE LIGHTER, PERSISTENT AND EASIER TO DEAL WITH ON A COLD SNOWY DAY.

RESEARCH USER

Differences in daily movement of the feet: Overlap of socks and shoes

To begin shoe designing, I wanted to travel back to the roots of running, walk-ing and the basic movement of feet. I noticed that there is a different pattern when walking in shoes then there is with walking without. These investiga-tions made me want to focus on taking these developments into account when developing the new shoes.

THOUGHTS

LOOKING AT REGULAR RUNNING SHOES

Layer after layer of the same material - “Too much cushion”

Sewn and/or glued together parts

Has some useless sections added on* only for aesthics

Heel is higher then toe(unnatural)

REDESIGNING THE TERREX FROM ADIDASI choose this shoe to redesign due to the environment of my school affecting me daily. This shoe is already designed well in terms of aesthetics so the main focus of this redesign can be focused on the functional aspect.

DEFEATINGICEY PATHS

MAKING IT LIGHTER

THE SMALL PROBLEMS(Like wet shoe laces)

Sketches

FROM PLAIN TO ELECTRICITY DESIGNING A PRODUCT FOCUSED ON THE HUMAN BODY

RESEARCHTo begin the project we got into groups consisting of thosewith different heights to test current existing CAT products.

Climbing in and out of heavy machine made us appreciate the logic behind human factors and wanted to apply an ease of access to one of the most time consuming tasks - Changing of the battery

Tall Male Short Female Normal male and female

Testing Machines view-ability of the road depending on height of the driver and the importance of being able to see where you drive.

Arranged in a way so each battery can easily be taken out starting from the top and working downward. There is spacing in between each bat-tery for cleaning and finger space while the Fluid tank is a “U” shape so it can double as a holding container for one of the batteries.

DEVELOPMENT

For this project, we were developing the pallet for the European Continent and our “engineering team,” told us the specifications

for the amount and size of the batteries and the other specific equipment.

The shell of the pallet will be designed to contain these parts while keeping the goal of visibility of the rail tips in mind.

The equipment has restrictions on how it can be placed on the machine such as spacing between batteries and locations that are

possible for the Piston.

CONSTRUCTING THE SHELL THAT PROVIDES PROTECTION FOR ELECTRICAL EQUIPMENT AND CONTAINMENT

SIGHTanalysis

Pushing the handle of the walkie pallet at an angle that one would normally use the walkie, I was able to see the tip of the rails and more. The angles of the shell allow us to easily see toward the rail tips due to their angle and the 20” wall protecting the shell does not hinder the user

USER TESTING

Research Partner - by using the shortest person in our research group we were able to gain information of correct angles we would need in order to see to the tips of the pallet while keeping a 20” protective wall for the electrical equipment.

CONCEPT & GOALS

Transform this ordinary pallet developed by CAT into an electric versionwith the restrictions and component sizes needed to fit within.

Components: 4 Batteries each: 330mm x 300mm x 150mm (Became 5 batteries)Hydrolic Fluid Tank: 2 Liters in volumePiston: 120 mm in diameter

Design Challenges of creating a system for replacing batteries with ease and creating finger space for cleaning and holding batteries.

CONSTRUCTED - RELATIVE SIZES OF COMPONENTS FOR TESTING

Main Design Focus is visibility of the tips of the pallet walkie

CONCLUSION The shell for this electrical CAT Pallet Walkie was design to allow those of different heights to have a ease of sight when operating this form of heavy machinery. This action was partly due to the on-sight study of CAT trucks and their use of human factors to help form this product.

Group Project - Erol Ozcelik, Xilong Liu, Hannah Pak

WayfinderDESIGN WAYFINDER SIGNS FOR THE CITY OF SYRACUSE TO TELL THEIR STORY OF PAST AND PRESENT.

RESEARCHWalking along the historical path and identifying the locations for places of interest and locations within our findings that would promote the signs.

Understanding the restrictions based on city regulations while wanting to recognize a location

for optimal viewability - for peo-ple walking by and for cars to

glance at but not distract.

FORMAN PARK

TEMPLE CONCORDPECK HALL

AMOURY PARK

FIREFIGHTER MEMORIAL PARK

MATERIAL CHOICES + GRAPHICSWe wished to construct a wayfinder that was not a flat panel view but allowed the reader to take interest through navigation. At the same time we wished to construct the 3-demensional object, thus limiting ourselves to material and conditions.

The final form will be constructed from a single industry sized sheet of aluminum, to reduce costs and material waste. We try to use every square inch of each section.

Two layouts, that will change from loca-tion to location in order to give viewers a non repetitive design

Maps are oriented to the viewer and come with a legend

The text is laid horizontally throughout the page to allow the viewer to view the whole panel while doing so.

FIREFIGHTER

The park features three memorials to fallen firefighters, including the 19-foot tall Phillip Eckel Memorial, dedicated to the Syracuse Fire Chief who lost his life in 1886; the memo-rial to Hamilton S. White who died fighting a fire in 1899, and the Mon-ument to Firemen in memory of the eight men who perished in the 1939 Collins Block fire. In 1985, a fire bell dating from 1871 was added to the park and presently hangs from a

Fayette Firefighter Memorial Park For over 150 years, this site has been an open public green space, originally set aside as a public square for residents of what was then known as the Village of Syracuse, The area became a fashionable residential district, hosting some of the finest homes in town. Com-monly known as Fayette Park, this 1.2 acre park has been known as Centre Square (1827), LaFayette Park (1838), and Fayette Park (1917). The Syracuse Common Council officially changed the park’s name to Fayette Firefighters Memorial Park on October 10, 1972, to honor and recognize those Syracuse firefighters killed in the line of duty.

MEMORIA

L

PARK

FIREFIGHTER

Montgom

ery St.

State St.

Madison St.

Townse

nd St.

Jefferson St.

Warren S

t.

14

1315

16

18

19

20

23

24

2527

26

30

28

35

29

31

32

33

34

13 Original Site of the Caleb Davis

House 1851

14 Reid Hall/Peck Hall

15 Site of Chemical Company #1 Firehouse

16 St. of Joseph’s French Catholic Church

17 The angled, NW-SE orientation

18 The Hamilton White House

19 Fayette Firefighter Memorical Park

20 Park Central Church

21 Teall Carriage House

22 The Hills Building

23 St. Paul’s Cathedral

24 311 Montgomery Street

25 Onondage Historical Association

26 The Carnegie Building

27 The First Baptist Church & Mizpah Tower

28 The Cathedral of Immaculate Conception

29 Columbus Monument and Foundation

30 The Fourth Country Courthouse’s

31 Wesleyan Methodist Church

32 The John H. Mulroy Civic Center

33 St. Paul’s Cathedral

34 311 Montgomery Street

35 Onondage Historical Association

Layout

FORMAN

PARK

Forman Park

Genesse St.

Harrison St.

Madison St.

S Crouse

Ave.

Univers

ity Ave.

Irving

Ave.

1

2

3

4

5

6

7

8

911

10

FORMAN

PARK

Forman Park is clearly one of the earliest “park” landscapes in Syracuse, having been created as a public square in 1839. Originally the space was bi-sected at a NW-SE angle by the turnpike, which preceded it, today’s Genesee Street. The two small triangles were privately owned and, led by one of the owners, Lewis Redfield, the others were con-vinced to donate the land to the village for a park. Redfield recommended it be named Forman Park, after Joshua Forman, the individual often consid-ered the “father” of Syracuse. Later, Redfield’s daughter erected the monument to her father and Forman, his friend, at the park’s western end.

The monument also includes the figure of a Native American with a bundle of five arrows to signify the unbreakable strength of the Iroquois Confederacy. Clearly, this monu-ment needs further interpretation for visitors to understand the signif-icance of the three figures. At one time, the center of the park also boasted an elaborate, Victorian cast iron fountain.

2 Temple Society of Concord

3 Grace Episcopal Church

4 University Methodist Church

5 National Guard Armory

6 Armory Genesee Grande Hotel

7 SE corner of Forman Park

8 717 East Genesee/Abragham Kraft House

9 Forman Park

10 First Church of Christ Scientist

11 Site of the Rosenbloom House

Folding Lines

Construction modelTesting full scale model to see how it would compare to different people’s height as well as the font size viewers would be able to see from certain distances.

Design intent packageDesigned a package for our clients at the connective corridor that wished to see the final concept, specifications of manufacturing, color codes for developers, locations

and final renderings.

Utensil Production

Current and past

ProjectSWine. bottleBird Feeder

SolidWorks Ex.

Robotics

Flatpack Baby Crib

Poster Designfor Industrial and Interactive Design Program

Designing a INR Interface

EROL OZCELIKContact Me

[email protected]

Thank You

Avabilable May 12th - August 15th