FACULTY OF FINE ARTS AND DESIGN
Department of Visual Communication Design| Course Name |
Design Studio III
|
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
|
MMD 301
|
Fall
|
2
|
6
|
5
|
10
|
| Prerequisites |
None
|
|||||
| Course Language |
English
|
|||||
| Course Type |
Required
|
|||||
| Course Level |
First Cycle
|
|||||
| Mode of Delivery | - | |||||
| Teaching Methods and Techniques of the Course | DiscussionGroup WorkProblem SolvingCase StudyQ&ACritical feedbackJuryField trip / ObservationApplication: Experiment / Laboratory / WorkshopLecture / Presentation | |||||
| National Occupation Classification | - | |||||
| Course Coordinator | ||||||
| Course Lecturer(s) | ||||||
| Assistant(s) | ||||||
| Course Objectives | The aim of this course is to guide students through an individual and collective practice of digital design. It consists of two medium scale practice based projects that address skills inclusive of visual research, analysis, methodology, aesthetics, materials, context, audience, prototyping, proofing, exhibiting and a warm-up project to make them familiar with design in time and with interaction. Students develop strategies and solutions that give form to print, screen and built or three dimensional environment. Students are expected to produce high quality creative outcomes and provide formal and conceptual solutions to open ended briefs. |
| Learning Outcomes |
The students who succeeded in this course;
|
| Course Description | Design Studio III is a practice based studio course designed to strengthen the ability of students to develop and apply visual methodologies in designing for today’s society. The studio introduces practices in relation to the fields of interaction design, coding poetics, generative typography, mobile application design and services. The studio consists of a constant design practice and collective critics. Given assignments are either directly related to the main projects or supporting a specific knowledge required within one of the projects. Lectures, workshops and independent study as well as invited expert guests enrich the personal development and guide the apprentice designers in their work. With a dialogic and participatory approach to the studio, students are required to proceed independently in their work and be open for its discussion and development in each class. |
| Related Sustainable Development Goals |
|
|
Core Courses |
X
|
| Major Area Courses | ||
| Supportive Courses | ||
| Media and Management Skills Courses | ||
| Transferable Skill Courses |
| Week | Subjects | Related Preparation |
| 1 | Project 0: Introduction to Coding, p5.js experiments | Project updates; Shiffman, Fry & Marsh (2012), Introduction + Ch. 1 "Vectors" |
| 2 | Project 0: Development, Presentation | Project updates; Shiffman, Fry & Marsh (2012), Ch. 2 "Forces" |
| 3 | Project 1: Do things with games, Concepts, Storytelling | Project updates; Bogost (2011), Chs. 1–2; Schell (2020), Chs. 1–4 ("The Designer," "The Experience," "The Game," "The Elements") |
| 4 | Project 1: MDA, Worldbuilding | Project updates; Hunicke, LeBlanc & Zubek (2004), full paper; Schell (2020), chapters on Elements, Theme and Worlds |
| 5 | Project 1: Mid Crit, Assets | Project updates; Brathwaite & Schreiber (2009), Ch. 1 "The Basics" and Ch. 2 "Game Design Atoms" |
| 6 | Project 1: Game Flow, Cinematics | Project updates; Schell (2020), chapters on Interest Curves, Story, and Indirect Control |
| 7 | Project 1: Interface, Identity and Documentation | Project updates; Brathwaite & Schreiber (2009), "Creating a User Interface" (Special Topics); Tidwell, Brewer & Valencia (2020), Ch. 1 "Designing for People" |
| 8 | Midterm | Project updates; Fullerton (2024), chapters on prototyping and playtesting |
| 9 | Project 1: Final Crit, Project 2: Launch | Project updates |
| 10 | Project 2: Intro to Figma, Concept | Project updates; Tidwell, Brewer & Valencia (2020), Ch. 1 "Designing for People" and Ch. 2 "Organizing the Content" |
| 11 | Project 2: Research, Development | Project updates; Tidwell, Brewer & Valencia (2020), Ch. 3 "Getting Around: Navigation, Signposts, and Wayfinding"; Fullerton (2024), playtesting methods applied to usability research |
| 12 | Project 2: Deliverables, Mid Crit | Project updates; Tidwell, Brewer & Valencia (2020), Ch. 4 "Layout of Screen Elements" and Ch. 5 "Visual Style and Aesthetics" |
| 13 | Project 2: Implementation, Development | Project updates; Tidwell, Brewer & Valencia (2020), Ch. 6 "Mobile Interfaces," Ch. 8 "Doing Things: Actions and Commands," Ch. 10 "Getting Input from Users: Forms and Controls" |
| 14 | Project 2: Review and Documentation, Pre-Crit | Project updates; Tidwell, Brewer & Valencia (2020), Ch. 11 "User Interface Systems and Atomic Design" |
| 15 | Project 2: Finalization, Final Crit | Project updates |
| 16 | Evaluation |
| Course Notes/Textbooks |
|
| Suggested Readings/Materials |
|
| Semester Activities | Number | Weigthing |
| Participation |
1
|
20
|
| Laboratory / Application | ||
| Field Work | ||
| Quizzes / Studio Critiques | ||
| Portfolio | ||
| Homework / Assignments | ||
| Presentation / Jury |
-
|
-
|
| Project |
1
|
80
|
| Seminar / Workshop | ||
| Oral Exams | ||
| Midterm | ||
| Final Exam | ||
| Total |
| Weighting of Semester Activities on the Final Grade |
4
|
100
|
| Weighting of End-of-Semester Activities on the Final Grade | ||
| Total |
| Semester Activities | Number | Duration (Hours) | Workload |
|---|---|---|---|
| Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
2
|
32
|
| Laboratory / Application Hours |
16
|
6
|
96
|
| Study Hours Out of Class |
0
|
||
| Field Work |
0
|
||
| Quizzes / Studio Critiques |
0
|
||
| Portfolio |
0
|
||
| Homework / Assignments |
-
|
-
|
0
|
| Presentation / Jury |
-
|
0
|
|
| Project |
3
|
58
|
174
|
| Seminar / Workshop |
0
|
||
| Oral Exam |
0
|
||
| Midterms |
0
|
||
| Final Exam |
0
|
||
| Total |
302
|
|
#
|
Program Competencies/Outcomes |
* Contribution Level
|
|||||
|
1
|
2
|
3
|
4
|
5
|
|||
| 1 |
To be able to apply the fundamental principles of design in creating visual narratives and messages, using physical and digital media, |
-
|
-
|
-
|
X
|
-
|
|
| 2 |
To attain complex problem-solving skills, using various design methods, |
-
|
-
|
-
|
X
|
-
|
|
| 3 |
To have a clear understanding of creative/art direction, |
-
|
-
|
X
|
-
|
-
|
|
| 4 |
To be able to use the advanced theoretical and applied knowledge attained in the areas of Visual Communication Design, |
-
|
-
|
-
|
X
|
-
|
|
| 5 |
To act with social and ethical awareness and to take responsibility, both individually and collectively, for developing aesthetic and effective design solutions, |
-
|
X
|
-
|
-
|
-
|
|
| 6 |
To be able to investigate, interpret and evaluate the developments on Visual Communication Design in the world and in Turkey, |
-
|
X
|
-
|
-
|
-
|
|
| 7 |
To have an advanced level of knowledge and experience in producing/editing still and moving images, |
-
|
-
|
X
|
-
|
-
|
|
| 8 |
To attain proficiency in using related software, media, and communication technologies, |
-
|
-
|
-
|
-
|
-
|
|
| 9 |
To gain reflexive and critical thinking abilities, |
-
|
X
|
-
|
-
|
-
|
|
| 10 |
To undertake self-directed and continuous education in the discipline, to develop a lifelong learning attitude, |
X
|
-
|
-
|
-
|
-
|
|
| 11 |
To be able to collect data in the areas of Visual Communication Design and communicate with colleagues in a foreign language ("European Language Portfolio Global Scale", Level B1), |
-
|
-
|
-
|
-
|
-
|
|
| 12 |
To be able to speak a second foreign at a medium level of fluency efficiently, |
-
|
-
|
-
|
-
|
-
|
|
| 13 |
To be able to relate the knowledge accumulated throughout human history to their field of expertise. |
-
|
-
|
-
|
-
|
-
|
|
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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