DES3922 History of Design and Technology IIBahçeşehir 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
DES3922 History of Design and Technology II 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 information on the beginnings and development of industrial design and on its present state in different countries.

Learning Outcomes

The students who have succeeded in this course;
- define the beginning process of industrial design as a new discipline,
- define the development and dynamics of industrial design,
- identify and discuss prominent examples of industrial design,
- analyze industrial design movements, styles, places and designers,
- evaluate industrial design examples in reciprocal relations.

Course Content

This second part of the two-semester course starts with the effects of industrial revolution on visual arts and on crafts. It continues with the emergence of industrial design and its development in several countries. It discusses the different and differing characteristics of industrial design in time and place.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) From Crafts to Machine Age
2) From Crafts to Machine Age II
3) 1930larda ABD
3) Bauhaus
4) Emergence of Industrial Design
5) Post-war USA
6) Post-war Europa: UK and France
7) Post-war Europa: Germany
8) Post-war Europa: Italy
9) Design in Scandinavia.
10) Globalism in Design I
11) Globalism in Design II
12) Enlarging Borders: Design and Innovation
13) Enlarging Borders: Designer as Entrepreneur
14) Wrap-up, "Objectified"

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 Duration (Hours) Workload
Course Hours 14 2 28
Homework Assignments 2 2 4
Midterms 1 2 2
Paper Submission 1 2 2
Final 1 2 2
Total Workload 38

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.