DES3921 History of Design and Technology IBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
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
DES3921 History of Design and Technology I Spring 2 0 2 4
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 : Assoc. Prof. MEHMET ASATEKİN
Course Lecturer(s): Assoc. Prof. MEHMET ASATEKİN
Recommended Optional Program Components: None
Course Objectives: The course aims to provide the student with information that will make him/her equipped on the development of basic technologies and visual arts on chronological basis.

Learning Outcomes

The students who have succeeded in this course;
- define the development processes of basic technologies,
- define the development processes of visual arts,
- dicuss the outcomes of artistic movements and works,
- discuss the interrelationships between technology-production-crafts-arts,
- analyze the effects of industrial revolution on arts and crafts.

Course Content

This first part of the two-semester course dicusses, as the forerunning references of industrial design, the development of basic technologies from prehistoric times to the industrial revolution. It also shows the process of evolution in visual arts during the same period. It gives information on how these two development/evolution processes interacted with the industrial revolution and prepared the grounds for a new discipline as industrial design.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Continuity between technology-art-design. Basic definitions of technology and arts.
2) Primitive technologies.
3) From primitive technologies to medieval times.
4) Medieval technologies.
5) Beginnings of visual arts. Primitive, Egyptian, Greek, Roman arts.
6) Medieval arts.
7) Gothic arts.
8) Visual elaboration on medieval living and arts.
9) Renaissance arts.
10) Renaisance arts.
11) Visual elaboration on renaissance living and painting.
12) Industrial Revolution and new technologies.
13) Industrial revolution and new technologies.
14) Symbolizm in painting and the emergence of the artist as an individual.

Sources

Course Notes / Textbooks: non
References: non

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 12 % 5
Homework Assignments 1 % 15
Midterms 2 % 40
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 28
Study Hours Out of Class 14 56
Midterms 1 2
Paper Submission 1 4
Final 1 2
Total Workload 92

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) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.