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I talked with Mürsel Çavuş about school, programming, teaching and the workshop. This is one place to read how I described the route to İskele47 at that time.
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Artist · Designer · Educator
I am Bager Akbay, an artist, designer and educator born in Istanbul in 1976. I work across art, design and education, with technology connecting these parts of my life. Programming, mathematics, theatre, games and learning environments have all been part of that work. This is my account of the projects I have made, the people I have worked with and the places where I have taught and learned.
I sometimes think of my art as depicting the systems and transformations I see around me. Instead of making a picture of them, I build interactive systems and put them into the world. I often write the software myself because making the system is also how I understand the idea. In Artificial Stupidity we changed human perception; in I am an artist a visitor could save an image and become its artist; with Robot Poet Deniz Yılmaz I asked how I could design a robot while making as few decisions for it as possible.
When I began working on Deniz Yılmaz, my daughter was five. We were thinking about what it meant for her to become herself. During the day I was involved in establishing a Başka Bir Okul Mümkün cooperative; at night I worked on the robot. The question was personal: if I designed it, how could I leave room for it to be itself? Later, The Shepherd distributed the work of making an exhibition among people who did not know one another. Mahlas was an attempt to make that approach more general. Some story-writing prototypes worked, but much of the proposed system stayed on paper.
Design is another part of my practice. I have made websites, CD-ROMs, games, kiosks, electronics and interactive installations; worked on characters such as Aypera and Avind; and developed projects such as the smell-literacy kit Olfabe. Sometimes I lead a project from its idea through the team and implementation. Sometimes I write software, supervise a technical installation or help a team think through its strategy. I describe those roles with each project, including my contributions to other artists' work.
Education has taken me through universities, student productions, books, workshops and shared spaces. I founded academic programs at Plato and Plato Media Lab, co-founded İskele47, and started its CoderDojo with a community of mentors and participants. I also worked as an actor and puppeteer. My formal education followed several paths: I completed my bachelor's degree at Yıldız Technical University; my later postgraduate studies, including Interface Cultures in Linz, remained unfinished.
As of October 2026, I advise Paribu Studio on strategy and cultural production and contribute to Istanbul Modern's Stüdyo STEAM learning environment. I make Sanat Sohbetleri with İlker Canikligil on FLU TV. Rassal Yürüyüş, my joint series with Tevfik Uyar, is paused. My periodic university courses are not currently running. The details below include finished projects and past responsibilities as well as work that continues.
I put this archive together from my recollections, old CVs, project documents, correspondence and published material. Where I cannot remember an exact date or detail, I say so. The interviews, texts and recordings linked here let you hear these ideas in their original context. Older accounts reflect the time they were made; my descriptions here also record what happened afterwards.
I talked with Mürsel Çavuş about school, programming, teaching and the workshop. This is one place to read how I described the route to İskele47 at that time.
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Oğulcan Ekiz and I discussed Deniz Yılmaz, The Shepherd, authorship and the sharing of code. He translated our Turkish conversation into English. My explanations describe the projects at the time of that conversation.
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I spoke with Ekrem Arslan about the relationship between art, craft and education, and what it means to call someone an artist. The publisher makes an excerpt available; the rest is behind its subscription link.
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I was a guest in the fifth conversation of this series. The program introduces my work through research as an art practice and links to the publisher’s video channel. I have linked the program page here; this entry does not stand for a review of the full recording.
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I wrote this text about what happens to works, their derivatives and their stories. Merve Ünsal translated it into English. Read the original statement in its publication context; the link is not a blanket licence for every collaborative or commissioned project in this archive.
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This conversation includes my early advisory involvement with the Istanbul Digital Art Festival. It belongs to the festival’s planning period, before its later editions.
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I contributed my views on technology in education to this article, alongside another educator. It discusses making, open tools and helping children shape the technologies they use.
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I made Artificial Stupidity with Ana Čigon and Vasja Progar. Rather than making a machine imitate intelligence, we altered human perception and bodily coordination to explore errors resembling those of computers. Vesela Mihaylova, Myrssini Antoniou and Markos Vogiatzoglou also collaborated. Big Head, Flip and No Ground reached working versions; the early mirrored Big Head prototype failed before we moved to a digital system. We completed the project in 2010.
I wrote a program that generated random images and deleted them after about four seconds. A visitor could press the red I am an artist button to save an image. The program then asked for the artwork's title and the artist's name: the person became its artist by choosing it, a little like a photographer. I wrote the generator from scratch. This mode used random generation; my related evolutionary experiments were a different part of the research. We planned an exhibition of the saved images, but it never opened.
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I designed Deniz Yılmaz around a principle of making as few decisions for it as possible. Its name combines a common gender-neutral given name with a common surname; its face averages portraits from Posta's poetry pages. I tried different language corpora before using a selection of about 12,000 poems from antoloji.com. The program reads precomputed word-transition data and writes poems, then produces G-code for a drawing machine. I published my code, but left out the poetry data because it included other people's copyrighted writing. A fan community decided how Deniz's income and activities would be managed; it was a community, not a formally established foundation. In 2022, damage at a fair left the physical robot unable to work. We accepted that it had died instead of making a replacement. As of October 2026, the complete, non-working robot is in Istanbul Modern's education setting.
I began with a sentence committing to an exhibition at Studio-X. Its team chose the home-related title and theme. People recruited online planned, criticized, revised and produced the exhibition. I routed their messages through a fictional character, Sabiha Akman, usually passing the work on without reading its contents in detail. People made the decisions and reviewed one another's work; I operated the communication manually. On 17 June 2016 I explained the process by email to the workers and applicant artists. The description from that time records a team of 35 and about 30 artist applications. I presented the process at BLOK art space on 15 July. Later, the correspondence and documents were shown at the Istanbul Design Biennial with personal information concealed. Çoban ran once and became a practical starting point for Mahlas.
With Mahlas I wanted to turn The Shepherd's exhibition-specific process into a general framework for organizing work and decisions. We made a few short-story-writing prototypes. Much of the workflow, decision-making and Sentence Executor design remained theoretical. I returned to it intermittently for four or five years. Özgür Fırat Çınar, Orhan Kavrakoğlu and Yavuzhan Karayiğit worked with me. Their emphases were DevOps, programming and workflow management, but we all contributed across roles. The work stopped around 2021.
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I contributed concept development and code to this interactive installation with Nohlab and Osman Koç. Its published credits name me, Candaş Şişman and Osman Koç. The system measured how long people looked at photographs and used their responses to choose subsequent images. Looking at the work also taught it. It was shown at Istanbul Modern in the Vitra Contemporary Architects series.
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I developed Olfabe as a smell-literacy kit with Eyüp Sabri Tuncer. I took responsibility for its idea, team and system. We produced 1,000 kits for teachers and workshop facilitators, with games for noticing, comparing, describing and naming smells. The kit has ten games and 34 scents. Deniz İkizler worked on project development, Uğur Acil on visual language, Cansu Yalçıner Kerpiççi on educational design and Alper Kerpiççi on research and educational implementation. Âsude Alkaylı was also part of the team. This version is complete; we have discussed a smaller one.
I developed Aypera with Tevfik Uyar and Zeynep Nal Sezer as a design project. I focused on its persona, social-media role, overall strategy and AI integrations. Zeynep concentrated more on technical production, including deepfake and motion capture, and Tevfik on communication. We shared technical and strategic work and received additional modeling support. We later handed the project over to Birol Güven. My involvement has ended.
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I made Avind, an AI-generated speaking character, for the Istanbul Digital Art Festival. My work was the festival avatar, alongside my earlier advisory contribution to the festival. The character was presented publicly as an AI curator. I describe what I made as a speaking digital character; I did not build an autonomous system for managing an entire exhibition. This project is finished.
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For this Şişecam project, I shaped the implementation strategy, assembled the team and narrated the film. Zeynep Nal Sezer wrote the software; Cem Say and Serhan Bali advised us. We compared music associated with Atatürk's preferences with a wider song collection. The published credits list Şişecam as project owner, Lokal for the idea, me for implementation and Zeynep for coding.
I developed a separate poetry-writing robot for a Ford advertising project. Orhan Kavrakoğlu wrote the Python adaptation and made a substantial software contribution. I worked out the adaptation approach, and together we developed a romance measure by comparing word frequencies in romance novels with other novels. Positive and negative word weights helped steer the poems. I would need to revisit the code to explain exactly where those weights entered the generation process.
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I built a system to show how people moved through an exhibition. Overhead cameras supplied images for difference-based tracking; we turned the results into heatmaps and daily spatial-density analyses. I decided the approach, wrote the software and carried out the implementation, with technical support from two or three students.
I wrote the software for the project that brought together students' graffiti contributions. Guinness records the collective result as a 760.28 m² spray-painted picture made for Coca-Cola İçecek by 580 students from nine universities at Hezarfen Airport. My part was the software.
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With Design in Situ, I wrote the software and supervised the on-site implementation of this running experience at the Barcelona Marathon Expo. I also modified the treadmills and integrated them into the interactive system. Eight treadmills supported a challenge based on maintaining a running speed.
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I worked with Design in Situ on the software and on-site implementation, including modification and integration of the treadmills. The experience brought together an interactive projected floor and treadmill games.
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I wrote software and carried out implementation for the RunIstanbul campaign, in which the two sides of Istanbul competed using NikeFuel activity data.
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I was the technical supervisor for the Nike Haliç experience made with Design in Situ, combining a treadmill with responsive visuals.
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I made the smile-detection software and provided on-site and technical supervision for a Dove experience with Design in Situ. I do not remember the campaign title precisely enough to name it here.
I provided technical supervision for this interactive trampoline installation. Its published credit uses the term Technical Production. Several videos show the same installation.
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I guided the concept and pedagogical suitability of a project recreating Tohum's school in Minecraft. I remember it in relation to the pandemic period, but the chronology needs another check against the project material. The agency's film credits me as Educational Consultant.
I developed the software and hardware for Art Maker Lab, working with Neslihan Varol on the museum side. The Do Robots Make Art? learning center offered five experiences for children aged 7–15: Art by Chance, Snapshot, Instant Me, Growing Game Platform and Magic Book. My later Stüdyo STEAM work grew out of this experience.
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I advise the Paribu Studio team on strategy, artist relationships, knowledge production and cultural production around its digital venue. Before this role I was on Paribu Art's advisory board during its establishment.
I served on the advisory board during Paribu Art's establishment, before moving into my later consultancy with Paribu Studio.
I help with artist selection, adapting works to the learning setting, the program's structure and the arrangement of its space. I also take part as an artist in Words and Algorithms, which I describe separately below.
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I worked with Murat Güllü and Âsude Alkaylı during Karaköy Güllüoğlu's move. I interviewed 70 people, worked on the Baklava Alayı idea and developed the content for a periodic table of baklava varieties; others made its visual design. We worked on practical relocation problems and brand strategy, including the Nadir brand, later the Nadir Gastronomi platform. This consultancy has ended.
Agencies sometimes invite me to work through an idea with them, often for projects they hope might receive awards. We brainstorm what the project could become, how to approach it and who might help make it.
I advised the festival in its early development and helped with its setup. The March 2020 Manifold interview discusses that period. Later, I made the Avind avatar for the festival.
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For Ayrin Ersöz's performance, İrfan Kaya and I wrote the code together. I carried out the first live implementation; Gülfem Erdoğan continued the later implementations.
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I provided technical support where Candaş Şişman's FLUX was first exhibited.
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My contribution to this collective interactive installation was acting. The project involved Myrssini Antoniou, Florian Weil and Markos Vogiatzoglou.
I worked on technical supervision, programming and live visuals for this Ars Electronica performance with pianist Maki Namekawa. Nohlab's Candaş Şişman and Deniz Kader provided art direction. The visuals and programming team also included Osman Koç, Zeynep Nal, Kaan Kaner and İsmail Kaşarcı.
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I worked on installation and technical supervision for the opening performance at Scriabin House in Moscow, with Nohlab, Osman Koç and pianist Andrey Korobeinikov.
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I contributed software to disturbATI's Dadaist performance at the second Istanbul Design Biennial. I do not remember the exact function of my code well enough to describe it further.
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I wrote software and set up hardware to print tweets matching a hashtag through a fax machine. Monolab's page documents #taksimsenin and the Herkes İçin Mimarlık stand at the Istanbul Design Biennial.
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I designed Tanışkan with Yunus Emre Institute to introduce AI literacy. The workshops connected artistic expression, language and cultural exchange across eight countries. Cansu Yalçıner worked on coordination and content design, Alper Kerpiççi on content, technology and teaching, alongside a wider field team.
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I started CoderDojo at İskele47 and ran it with many mentors and participants. We offered free coding and making workshops. The project history records İskele47 CoderDojo through 2018 and Zemberek CoderDojo in 2018–2020. The children prepared and curated their own 2017 exhibition.
I supported the initial phase of the Nesin Foundation project in Samandağ, Hatay, including participation in meetings. The program worked through both a fixed center and mobile workshops.
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Zemberek's record lists me in the team for this BBOM learning-material design set. I do not remember my contribution clearly enough to describe it.
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I ran Açık Okul. The published 2014 program at Tasarım Atölyesi Kadıköy also includes my presentations and moderation.
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I taught and mentored the students who made Beyin Bedava, the Ruffles Goldberg Machine, Kafam Siyah Kutu, Autopsy, Cinali Deneyleri, Partake, ProSapiens, Under Constructivism, Opsesif and Suyadoku. Yasemin Yıldırım's B(agli), shown in the 2008 ProSapiens exhibition, is another student work for which I was the instructor.
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My students and I made this interactive music performance in the TAK / Istanbul Design Week context. The video description also mentions a neighboring event; our team was my students and me.
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I made Kandinsky, Top Model, Cr8, Audio Search, Voice-Controlled Robot Simulation, Kombinezon and Amman Avcı while I was a student. They belong to my own education, before the later projects I mentored as a teacher.
I led a Scratch workshop connected to Pera Museum's And Now the Good News exhibition. Participants combined images, text and sound through code to make Dadaist works.
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I take part as an artist in this program, which includes a wall installation remembering Deniz Yılmaz and the Söz: iO art experience. This is alongside my consultancy for Stüdyo STEAM.
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I taught full-time in Communication Design and Multimedia while serving as Acting Head of the Informatics Department. I also worked on e-learning coordination and projects. My courses included Virtual Environment Design, E-Media and Marketing, Design Theories, Introduction to Computer Graphics, Modern Design Concepts and Advanced Computer Graphics.
I taught 3D Design, Programming and Graphic Design at Beykent.
I taught courses including Multimedia Applications (POV3211, 2015) and Video Project. My old records also include POV3116 in 2012; I have not yet matched its official title.
I founded both Graphic Design and Visual Communication and headed both programs. I remember their beginnings as roughly 2010 and 2011, respectively. My teaching included interactive media, programming, project development, teamwork and visual communication.
I taught VCD547, Interdisciplinary Approaches in Design.
I taught Programming for New Media, including NM107, and Multimedia Project.
I taught LSC505 Instructional Design with Bengi Birgili in the Learning Sciences master's program. The five-ECTS course was in English and brought together making, robotics, Scratch, Python, 3D modeling, prototyping and project-based learning. We held part of it at İskele47.
I taught New Media Art at Marmara, Günümüz Sanatı at MSGSÜ and introductory programming for theatre or puppetry students at Ernst Busch. As of October 2026, I have not run these courses for about two years. They can reopen periodically.
I co-founded İskele47 as a shared workshop for making, teaching, experimentation and working together. My involvement continued between 2014 and 2021.
I founded and ran Plato Media Lab, where students worked together on classes, productions and projects with the sector.
We first tried a very small maker fair at İskele47. For the larger fair, I helped with announcements, bringing people together, dividing it into areas and identifying sub-curators. I also managed one area.
I was among the founders of the Kadıköy cooperative. After about three years of involvement, I continued my work in the separate BBOM association. I no longer have a role in the cooperative.
I served as president of the BBOM association for about six years. I am now an ordinary member. I have not yet reconstructed the exact presidency dates.
I held presidency and board roles at different times in Amber's association, BİS. As of October 2026, I am an ordinary member.
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I helped lay Zemberek's foundations through earlier projects and took part in its establishment. I describe my relationship with it as organic. Its website lists me on the board; the earlier work goes back before the association was formally established in 2025.
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I held a management role in this professional organization. I have not yet added its exact title and dates.
I was involved in founding BUBİ.
I was a founding member of Akıl Derneği.
Hakan Ataş and I wrote Scratch coding books for children, educators and families, published by Abaküs. Scratch 3.0 ile Kodlama is an updated version of the earlier work. Publisher entries include ISBN 9786059129213 for the 9+ book and 9786059129169 for Scratch 3.0 ile Kodlama.
Our learning-card books include Çocuklar İçin Scratch ile Kodlama 6+ Yaş (ISBN 9786059129435) and Scratch 3.0 ile Kodlamaya Giriş (9786052263594). I have not yet mapped the exact relationship between all their editions.
I co-authored this practical physical-computing book with Hakan Ataş. Abaküs published it; the catalogue lists 168 pages and ISBN 9786059129527.
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Mine Kaplangı wrote Control Rooms, edited by Merve Ünsal, with contributions from me, Ebru Yetişkin and others. It discusses Deniz Yılmaz, The Shepherd and Mahlas. We also held conversations around it at Studio-X, AVTO and Poşe in 2019.
I was the guest theme editor of fugamundi's Sibernetik issue of Sekme. I wrote the editorial and invited people for the accompanying conversations.
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I was interviewed for Çağla Gül Şenkardeş's Blokzincir Teknolojisi ve NFT'ler (Ceres, 2022). Hakan Ataş and I also gave some consultancy to Maker Eğitim Kitaplığı; although old imprints list us as series editors, I remember my involvement as limited.
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I make Sanat Sohbetleri with İlker Canikligil on FLU TV. İlker hosts; I am a recurring participant in the series we make together. The episodes and their short cuts are collected as one series here.
Tevfik Uyar and I make Rassal Yürüyüş together. The series is paused; we may return to it, but there is no new schedule yet.
I invited and interviewed the guests in the Sibernetik series accompanying Sekme #2.
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I joined this Transmediale panel moderated by Jussi Parikka, with participants including Morehshin Allahyari, Ayhan Aytes and Ebru Yetişkin.
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I spoke with Selçuk Artut at Akbank Sanat about machine learning, generative tools and art, in a conversation moderated by Gözde Mutluer.
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I took part in the PLUGIN: X-CHANGE program alongside Nihat Karataşlı, Korhan Kaya, Osman Koç and Onur Sönmez.
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I gave a presentation for this international seminar about the changing future of cultural institutions. BUM Atölye published the recording in January 2021.
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I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I have grouped the recordings here by series or publisher, keeping their original titles. Longer conversations are listed rather than treating every short excerpt as a separate appearance.
I began programming around 1984 on home computers including Spectrum, Oric and Amstrad, and used Pascal from around 1988. As a teenager, I spent two summers in technical service at Kompütek. While studying at İTÜ in 1996–1999, I worked on computing tasks there. My later professional work included Delphi/Pascal development at Doruk Otomasyon in 1998–1999 and a short game-design job at Dinç İnteraktif around 2000.
In these jobs I often did the whole range: programming, design, editing, video editing, 3D modeling, game design and graphic design. I used Macromedia Director and Lingo extensively. For kiosks and educational simulations I handled software, design and strategy. I remember pharmaceutical work largely through simulations, but cannot yet match every old brand name to a particular job or agency.
I acted and performed puppetry in productions including Kral Yolu II, Medea and the blacklight puppet-theatre work Büyücü.
I gave individual lessons in mathematics and English, sometimes working with a student over a long period.
I completed my bachelor's degree in Communication Design and Multimedia at Yıldız Technical University, where I studied in 1999–2005. Before that I attended YTÜ computer programming in 1995–1996 and İTÜ Mathematics Engineering in 1996–1999, leaving both. I began postgraduate Interactive Media Design at YTÜ in 2005 and later left. I studied Interface Cultures at the University of Arts Linz in 2009–2014 and left at the thesis stage. I did not complete a master's degree.
I attended İcadiye Primary School in 1981–1987, Kadıköy Anadolu Lisesi's boarding middle school in 1987–1991 and İstanbul Atatürk Fen Lisesi in 1991–1994. I then spent an additional high-school year at Kogyokusha in Tokyo through a Rotary exchange in 1994–1995.
For my unfinished master's research I proposed a system with Generators to create images, Analyzers to evaluate them and Minds to direct later production. I worked with evolutionary generation, image analysis and feedback. I did not finish the thesis or the integrated system. Looking back, some of what I was trying reminds me of GAN-like ideas, but that is a later comparison. I am an artist was a realized artwork related to this research. Beautiful was a smaller experiment combining Flickr images through additive and subtractive blending.
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I showed I am an artist at amber'12; the festival catalogue includes the work.
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Deniz Yılmaz was presented in Amber's area at TÜYAP, curated by Ekmel Ertan and Fatih Aydoğdu. I also remember an Amber presentation at Bilgi University, possibly in 2015; I still need to establish that event's date.
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My old inventory includes Commons Tense in The Hague. The linked organizer's page describes its exhibition, workshops and seminar at Electriciteitsfabriek. I have not yet established the precise activity or work to which my entry refers.
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These are interviews, project pages, catalogues, books and recordings connected with my account. A link gives its own context; it does not independently establish every detail I remember about a project. Original titles are kept in their publication language. Publication and upload dates may differ from event dates.