INT4921 Design SemioticsBahçeşehir 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
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.

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. SEZİN HATİCE TANRIÖVER
Course Lecturer(s): Assoc. Prof. SEZİN HATİCE TANRIÖVER
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.

Learning Outcomes

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.

Course Content

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

Weekly Detailed Course Contents

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

Sources

Course Notes / Textbooks: Chandler, Daniel. 2002. Semiotics: The Basics New York: Routledge / Barnard, Malcolm. 1996. Fashion as Communication. London: Routledge.
References: Chandler, Daniel. 2002. Semiotics: The Basics New York: Routledge / Barnard, Malcolm. 1996. Fashion as Communication. London: Routledge.

Evaluation System

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

ECTS / Workload Table

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

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.