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 |
INT4921 | Design Semiotics | Spring | 2 | 0 | 2 | 4 |
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 : | Assist. Prof. ŞEVKİYE MERVE TAŞOZ |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims to make students able to use knowledge of basic semiotics as a tool in designing process and as a method for the analysis and evaluations of the interior architectural projects. In this course basic semiotics advantages on the design process will be explained in detailed manner. |
The students who have succeeded in this course; I. Determining the parts constituting the structure of meaning II. Defining the relations between design and meaning III. Understanding of the basic components of Semiotics and by means of this, ability of analysing of products in various disciplines of design IV. Establishing spatial equivalences of the components of basic Semiotics V. Determining, interpreting and using of multi-leveled meanings in design. |
1.Introductıon ‘Design as Communication’ Movie and discussion 2.‘Design as Communication’ ‘Parts of Meaning Production: Sender-receiver 3.‘Design as Communication’ ‘Parts of Meaning Production: Massage – (signifier / sign / signified) (Movie:Limits of Control / Jim Jarmusch) 4.‘Design as Communication’ ‘Parts of Meaning Production: Code Movie and Discussion 5.‘Design as Communication’ ‘Parts of Meaning Production: Context 6.‘Design as Communication’ ‘Parts of Meaning Production: Channel Reading and Discussion 7‘Design as Communication’ ‘Parts of Meaning Production: Medium 8. Interpretations: ‘Design as Text’Concept 9. Interpretations: ‘Design as Text’Concept 10. Interpretations of Architectural SpaceConcept 11. Interpretations of Architectural Space Individual Researches and Presentations 12. Interpretations of Architectural Space Individual Researches and Presentations 13. Interpretations of Architectural Space Individual Researches and Presentations 14. Review |
Week | Subject | Related Preparation |
1) | Introductıon ‘Design as Communication’ Movie and discussion | |
2) | ‘Design as Communication’ ‘Parts of Meaning Production: Sender-receiver | |
3) | ‘Design as Communication’ ‘Parts of Meaning Production: Massage – (signifier / sign / signified) (Movie:Limits of Control / Jim Jarmusch) | |
4) | ‘Design as Communication’ ‘Parts of Meaning Production: Code Movie and Discussion | |
5) | ‘Design as Communication’ ‘Parts of Meaning Production: Context | |
6) | ‘Design as Communication’ ‘Parts of Meaning Production: Channel Reading and Discussion | |
7) | ‘Design as Communication’ ‘Parts of Meaning Production: Medium | |
8) | Interpretations: ‘Design as Text’Concept | |
9) | Interpretations: ‘Design as Text’ Concept | |
10) | Interpretations of Architectural Space Concept | |
11) | Interpretations of Architectural Space Individual Researches and Presentations | |
12) | Interpretations of Architectural Space Individual Researches and Presentations | |
13) | Interpretations of Architectural Space Individual Researches and Presentations | |
14) | Review |
Course Notes / Textbooks: | Chandler, Daniel. 2002. Semiotics: The Basics New York: Routledge; Chandler, Daniel 2000. Semiotics for Beginners.; Cobley, Paul & Jansz, Litza, 1997. Introducing Semiotics, Totem Books, NewYork. ; Deely, John, 1990. Basics of Semiotics, Indiana University Press, Bloomington.; Eco, Umberto, 1968. Theory of Semotics. Indiana Univ. Press, Bloomington.; Erkman, Fatma, 1987. Göstergebilime Giriş, Alan Yayıncılık, Istanbul; Noeth, Winfried, 1995. A Handbook of Semiotics, Indiana University Press |
References: | Chandler, Daniel. 2002. Semiotics: The Basics New York: Routledge; Chandler, Daniel 2000. Semiotics for Beginners.; Cobley, Paul & Jansz, Litza, 1997. Introducing Semiotics, Totem Books, NewYork. ; Deely, John, 1990. Basics of Semiotics, Indiana University Press, Bloomington.; Eco, Umberto, 1968. Theory of Semotics. Indiana Univ. Press, Bloomington.; Erkman, Fatma, 1987. Göstergebilime Giriş, Alan Yayıncılık, Istanbul; Noeth, Winfried, 1995. A Handbook of Semiotics, Indiana University Press |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 5 |
Presentation | 1 | % 15 |
Project | 1 | % 15 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 1 | 14 |
Presentations / Seminar | 2 | 4 | 8 |
Project | 3 | 4 | 12 |
Midterms | 1 | 12 | 12 |
Final | 1 | 12 | 12 |
Total Workload | 100 |
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. |