VCD3142 Point of Purchase DesignBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
VCD3142 Point of Purchase Design Spring 2 2 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 MATİLDE WOL
Recommended Optional Program Components: None
Course Objectives: Point of Purchase (also called POP) or Point of Sales (POS) are a cost-effective way to increase sales and brand awareness.
An essential course for creating striking and innovative designs and store displays. Students work on a wide range of formats, dimensions, styles, and a whole visual language that is used to entice the customer into the purchase. Colors, textures, lighting, and graphic art fuse to create expressive, captivating, and functional systems, capable of capturing the attention of potential buyers.
With full-color photographs throughout, Point of Purchase is a must for any advertising campaign involved in retail, interior, exhibition, stand, and event design.

Learning Outcomes

The students who have succeeded in this course;
1) Identify the needs of BTL (belove the line) advertising design
2) Researching design and store displays
3) Identify formats, dimensions, styles and typography
4) Analyse concept-product-potential buyers relationship
5) Execute recall of the brand and highlight the features of the product
6) Execute different design layouts
7) Execute production process

Course Content

Design and store display, design process are discussed.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course
2) Principles of POP DESIGN
3) Discussing current POP designs
4) Research/Chossing a brand (different for each student)
5) First layouts presentation
6) Final layout presentation/ BTL Campaign
7) Review and Process
8) Researching current POP designs
9) Discussing current POP designs
10) Research/ one brand for all the students
11) Concept board presentation
12) Working on POP materials/layouts presentation 1
13) layout presentation 2
14) Review and Process

Sources

Course Notes / Textbooks:
References: Point of Purchase Design Annual 6 and 7 www.popai.com
Creativity- David E. Carter(Editor)-www.harpercollins.com
The One Show- www.oneclub.org
Archive- Ads and posters magazine-www.luezersarchive.com
Communications Arts- www.commarts.com
Mediacat
Kırmızı
Marketing Türkiye
Novum

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 15 % 20
Presentation 3 % 25
Midterms 1 % 25
Final 1 % 30
Total % 100
PERCENTAGE OF SEMESTER WORK % 70
PERCENTAGE OF FINAL WORK % 30
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Application 14 28
Midterms 14 28
Final 14 28
Total Workload 126

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.