ECONOMICS | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
VCD3114 | User Experience Applications | Fall | 2 | 2 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi İPEK TORUN |
Course Lecturer(s): |
Instructor SERKAN ŞİMŞEK Assoc. Prof. BARBAROS BOSTAN Dr. Öğr. Üyesi YAHYA BURAK TAMER |
Recommended Optional Program Components: | None |
Course Objectives: | The main objective of the course is to introduce the concepts of interactive arts and interaction design. Comprehension of the use of new media elements in interactive artworks, analysis of concepts as well as technical aspects in interactive designs construct the core. The principles of interactive design will be evaluated through applications and design projects. |
The students who have succeeded in this course; 1) Recognize the basic principles of Interactive Arts 2) Identify arts & design scopes of new media such as computational design, data visualization and code arts 3) Develop applications of interactive arts that focuses on design 4) Develop conceptual design for interactive media 5) Study necessary software skills in order to realize design ideas into final products 6) Research the theory and history of interactive arts 7) Identify recent developments and movements in the field of interactive arts 8) Examine the process of the production of interactive arts 9) Criticize interactive artworks academically 10 Manage time that is needed to run interactive design projects |
The course is structured in three parts. First part focuses on interactive artworks considering comprehension of their concepts and aspects of technical flow. Analysis of interaction design and insight into the history of code art & computational art will be achieved. Second part will concentrate on the application of interaction design via the coding language ‘processing’. The students will be introduced to the concept of programming interactivity. They will be able to improve their skills via in-class applications as well as weekly assignments that will prepare them for the final project. The third part comprises the progress & evaluation of the final projects. Each student will select a topic and concept on which they will be designing their interactive work on. |
Week | Subject | Related Preparation |
1) | Topics of Interactive Arts & Design | |
2) | Theory of Interactive Arts & Design | |
3) | Sensors for Interaction, Physical Input Data Handling Project #1: Interactive Design based on a conceptual problem | |
4) | Evaluation of Project #1 Introduction to Code Grammar | |
5) | Code Grammar Assignment #1 | |
6) | Animation If Clause Assignment #2 | |
7) | IInteraction For Loops – Pattern Design Assignment #3 Project #2: Evaluation of Interactive Design Artwork | |
8) | Image & Text Attributes Assignment #4 | |
9) | External Libraries Video & Camera Assignment #5 | |
10) | Matrices Review: Basic code grammar covered so far | |
11) | Reverse Engineering: Analyzing & Repurposing Final Project | |
12) | Final Project Evaluation #1: One to one sessions | |
13) | Final Project Evaluation #2: One to one sessions | |
14) | Final Project Evaluation #3: One to one sessions |
Course Notes / Textbooks: | Terzidis, Kostas. 2009. Algorithms for Visual Design – Using The Processing Language. Indiana: Wiley Publishing. Fry, Ben. 2008. Visualizing Data. Sabastopol: O'Reilly Media. Noble, Joshua. 2009. Programming Interactivity. Sabastopol: O'Reilly Media. Fry, Ben and Casey Reas. 2007. Processing: A Programming Handbook for Visual Designers and Artists. Cambridge: MIT Press. Greenberg, Ira. 2007. Processing: Creative Coding and Computational Art. Berkeley: Apress. Shiffman, Daniel. 2008. Learning Processing: A Beginner's Guide to Programming Images, Animation and Interaction. Burlington: Elsevier Inc. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 5 | % 20 |
Project | 2 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 56 |
Application | 5 | 20 |
Study Hours Out of Class | 13 | 26 |
Project | 1 | 0 |
Homework Assignments | 5 | 20 |
Midterms | 1 | 4 |
Final | 1 | 4 |
Total Workload | 130 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | As a world citizen, she is aware of global economic, political, social and ecological developments and trends. | 2 |
2) | He/she is equipped to closely follow the technological progress required by global and local dynamics and to continue learning. | 2 |
3) | Absorbs basic economic principles and analysis methods and uses them to evaluate daily events. | 2 |
4) | Uses quantitative and statistical tools to identify economic problems, analyze them, and share their findings with relevant stakeholders. | 2 |
5) | Understands the decision-making stages of economic units under existing constraints and incentives, examines the interactions and possible future effects of these decisions. | 1 |
6) | Comprehends new ways of doing business using digital technologies. and new market structures. | 2 |
7) | Takes critical approach to economic and social problems and develops analytical solutions. | 1 |
8) | Has the necessary mathematical equipment to produce analytical solutions and use quantitative research methods. | 2 |
9) | In the works he/she contributes, observes individual and social welfare together and with an ethical perspective. | 2 |
10) | Deals with economic problems with an interdisciplinary approach and seeks solutions by making use of different disciplines. | 1 |
11) | Generates original and innovative ideas in the works she/he contributes as part of a team. | 2 |