DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
DES1021 | Introduction to Industrial Design | Spring | 2 | 0 | 2 | 3 |
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 : | Assoc. Prof. MEHMET ASATEKİN |
Course Lecturer(s): |
Assoc. Prof. MEHMET ASATEKİN |
Recommended Optional Program Components: | None |
Course Objectives: | This introductory course aims to equip students with foundational knowledge and skills for understanding design, industrial design, the role of the industrial designer, and the design process. |
The students who have succeeded in this course; The students who have succeeded in this course; 1. Defines the general characteristics of industrial design, the formation, and the development of the profession. 2. Explains the basic terminology and concepts related to industrial design. 3.Defines the application areas of industrial design and the other disciplines related to these areas. 4. Explains the role of the industrial designer and the industrial design process. 5. Discusses and interprets fundamental concepts such as function, product semantics, technology factors, and ergonomics in the context of industrial design. |
The course is structured to introduce foundational concepts in industrial design through a combination of lectures, assignments, and a term paper. Topics covered in lectures include the origins and nature of industrial design, visual education, the concept of function, product semantics, technology as a design factor, ergonomics, responsible design, and working methodologies. Lectures will guide students in understanding both theoretical and practical aspects of industrial design. Assignments and term paper will allow students to engage with the topics discussed in class and develop their critical thinking and design analysis skills. And, exams will assess students' grasp of the core concepts discussed. The teaching methods of the course are as follows: lecture, reading, discussion, and individual study. |
Week | Subject | Related Preparation |
1) | Introductory meeting | - |
2) | Origins of Industrial Design | - |
3) | Origins of Industrial Design | Assignment 1 |
4) | Nature of Industrial Design | Assignment 1 due |
5) | Why visual education? | Assignment 2 |
6) | What is arts? | Assignment 2 due |
7) | Concept of function | Term paper announced |
8) | Midterm exam | Review |
9) | Product semantics | Assignment 3 |
10) | Product semantics | Assignment 3 due |
11) | Technology as a design factor | Assignment 4 |
12) | Ergonomics and design | Assignment 4 due |
13) | Responsible design | Assignment 5 |
14) | Working methodology | Assignment 5 due Term paper due |
14) | Working methodology | Assignment 5 due Term paper due |
Course Notes / Textbooks: | Munari, B., Design as Art. (1970) Middlesex: Penguin |
References: | - |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 5 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 25 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Study Hours Out of Class | 2 | 3 | 6 |
Project | 1 | 8 | 8 |
Homework Assignments | 5 | 5 | 25 |
Midterms | 1 | 2 | 2 |
Final | 1 | 6 | 6 |
Total Workload | 75 |
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. |