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Aim

Our aim at the Department of Visual Communication Design is to educate designers who understand and address communication issues in order to combine practical information with theoretical knowledge to generate creative solutions. Visual Communication Design Department aims to educate designers who can solve the design issues between product and target group by using all media tools and communication technologies.

Qualification Awarded

First Cycle (Bachelor's Degree)

Registration and Admission Requirements

Students must have successfully graduated from high schools (or equals). The placements are done following the rules of Turkish Higher Education Council (YÖK) respect to the scores obtained from the nation-wide Student Selection and Placement (YGS and LYS). Student register to programmes on the days declared by the Rectorship Students should have earned a high school or an equivalent diploma and sufficient score on nation-wide Student Selection and Placement (YGS and LYS). Admission is based on the scores, according to the rules determined by Higher Education Council. For international students who will be accepted according to the National or International Exams, Quota and conditions are announced on our University’s website.

Graduation Requirements

Students must successfully finish all courses and internships set by the program taking at least 240 ECTS credits in total, to be granted with the Bachelor's degree. Graduation eligibility is determined by academic average score. For this purpose, the sum of the weighted scores of all courses taken throughout the education is divided by the sum of ECTS values.

Recognition of Prior Learning

Students may apply for exemption from the courses they have taken in another higher education or equally accredited institution. Exemption requests are decided by the board of governors of the School, which considers the opinion of the lecturer responsible for that course.

Lesson Plan - ECTS Credits

* The courses indicated in this course table shows current course plan information in Student Affairs.

** Compulsory courses are certainly opened whereas opening of elective and optional courses may differ according to preferences and quota condition in related term.

*** Theoretical and practical course hours of vocational (professional) clinical courses are not considered weekly. These course hours refer to total course hours.

Please click on the course title in the table below in order to see detailed information about course objectives and learning outcomes etc.

Fall Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
GIT1140840DESIGN TALKS ITurkish222
GIT1140850BASIC INTERACTION PATTERNSTurkish222
GIT1140860DESIGN and PSYCHOLOGYTurkish333
GIT1182130CREATIVE DRAWING ITurkish2+235
GIT1182140DIGITAL DESIGN TOOLS ITurkish2+234
GIT1124040HISTORY of ARTTurkish222
GIT1124490INTRODUCTION to DESIGN ITurkish2+656
GIT1124510DESIGN FUNDAMENTALS ITurkish2+445
İNG1111600ENGLISH IEnglish334
TDL1110200TURKISH LANGUAGE ITurkish222
Spring Semester Courses Plan
CodeCourseLanguage of InstructionT+UUKECTSDownload
GIT1240870CREATIVE DRAWING IITurkish2+235
GIT1240880DIGITAL DESIGN TOOLS IITurkish2+234
GIT1240890HISTORY of VISUAL COMMUNICATION DESIGNTurkish222
GIT1240910DESIGN TALKS IITurkish222
GIT1240920BASIC SOCIOLOGY for DESIGNERSTurkish222
GIT1224070INTRODUCTION to DESIGN IITurkish2+656
GIT1224090DESIGN FUNDAMENTALS IITurkish2+445
İNG1211700ENGLISH IIEnglish334
TDL1220000TURKISH LANGUAGE IITurkish222

Program Qualification

Theoretical, Factual

DESIGN (Knowledge-Theoretical, Factual): During planning, implementation, management and supervision processes; Knowledge of creative problem defining and solving
HISTORY, CULTURE, ART (Knowledge-Theoretical, Factual): To make connections between the information obtained by the analytical approach and the information on historical and cultural development and current situation in Turkey and in the world, and to expand the boundaries of vocational education proficiency to develop new ideas
MATERIALS AND TECHNOLOGY (Knowledge-Theoretical, Factual): To gain knowledge concerning technology, material, product and production methods - that is to be used in the solution of the problem related to the field
PROFESSIONAL PRACTICE, PROJECT MANAGEMENT AND LEGAL RESPONSIBILITIES (Knowledge-Theoretical, Factual): -Ethics ​​related to the field, -project management issues, -legal rights and responsibilities, -to gain knowledge about legal responsibilities and regulations affecting design works
ENVIRONMENT, STRUCTURE AND HUMAN HEALTH (Knowledge-Theoretic, Factual): Methods and techniques that will be used in the solution of the problems related to the field -to gain knowledge to apply the techniques in the context of environmental health, -building health, -human health


Program Output TYYÇ Basic Area Matrix
Basic Area QualificationProgram Qualification

Employment Opportunities

The Department of Visual Communication Design’s main goal is to educate students to have their own style. The graduates of Department of Visual Communication Design can work and specialize in many different areas. Some of these areas are: -Publication Design -Typography -Multiple context Design -Animation -Photography and Video -Interaction Design -Game Design -Conceptual Design -New Media -Service Design Designer in these fields can work in graphic departments, advertising agencies, digital agencies, R&D departments, publication companies, interaction design projects, exhibitions and art galleries.

Upgrading

Students may apply for the graduate programs, to obtain Master and PhD degrees in related field, following the rules defined by the Turkish Higher Education Council.

Type of Training

Full Time

Assessment and Evaluation

The success of a course is determined by the course grade. The course grade is obtained by evaluating the student's achievement in the semester and the general examination together with the midterm exams and midterm exams, applied studies, group work and similar studies. Students who fail to obtain a minimum score of 50 from the general examination will be considered as failures for all courses. To be successful, Dersten must have at least 60 points at the end of the term or 2.27 times the number of successes.

Head of Department/Program

Head Of Department

Dr.Öğr.Üye. Akgün TOKATLI

Learning Experiences

Learning situations aim to develop students' creative, critical, reflective thinking skills and higher level thinking skills such as logical and mathematical thinking skills. In addition, it aims to develop students' meta-cognitive skills. Learning situations include learning strategies, methods and techniques as well as the tools used and assessment and evaluation methods. The learning situations used in the programs are given in the list below:

Learning Experiences *

Learning Activities

Tools Used

Discussion Method

Listening, speaking, asking questions, producing answers, developing and questioning opinions, examining and researching opinions, producing critical thinking, producing creative thinking, (workshop, panel, opposite panel, open forum, debate techniques are applied) collegium, forum, aquarium technique application, talking circle technique, application.

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room, workshop, panel, panel opposite, open forum collegial, forum environments.

Demonstration Method

The instructor demonstrates the use of a tool or equipment, the instructor demonstrates a performance/practice/practice to the student, the students repeat the use of the tool or equipment, the student repeats a performance/practice/practice.

Real tools or model tools and equipment, multimedia tools, videos and animations), computer.

Problem Solving Method

Identifying a scientific / theoretical and / or real life problem, analyzing the data related to the problem, developing alternative solutions, choosing the appropriate solution method, evaluating the solution to the problem, individual study

Textbooks, research reports, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer

Case Study Method

Presentation of case studies, exploring case studies, sampling typical cases, sampling outlier cases, alternative cases, comparing case studies, case study analysis, case study interpretation, case study evaluation.

Standard classroom technologies, multimedia tools (text, images, graphics, drawings, audio, video and animation, cartoons), computer, projection, online environments.

Self Study Method

Student interest, curiosity and motivation, learning objective, detailed research and investigation according to the topic; in- depth research and investigation, extensive reading, listening and watching, repeating a performance.

Library, e-library, laboratory, workshop

Role Play and Drama Technique

Introducing the text to the scenario, distributing the roles to the students, students working on the roles, students performing the scenario in cooperation, analyzing and evaluating the scenario text. The subject and situation to be dramatized is determined by the instructor. When the drama technique is applied, the students improvise a real-life problem. The drama situation is analyzed together with the students.

Script text, theater, classroom, conference room, video and audio, visual recordings.

Question - Answer Technique

Asking Socratic questions, criticizing answers, generating questions, generating answers, criticizing, analyzing and evaluating creative answers, asking structured questions and generating answers, asking closed-ended questions and generating answers

Textbooks, recommended books, worksheets, question bank, multimedia tools (text, images, graphics, drawings, audio, video, cartoons and animations)

Experimental Technique

Setting up a scientific experiment, conducting a scientific experiment, collecting, processing and transforming data from a scientific experiment, predicting the results of a scientific experiment, explaining a scientific experiment, evaluating the results of a scientific experiment, simulation of an experiment.

Laboratory, workshop, application areas, computer software, standard classroom technologies.

Micro Teaching Technique

Performance of presentation, development of reflective thinking skills, student self-evaluation. The lecturer distributes topics (seminar topics can also be) to the students. Students examine the topics; research. Student presentations are prepared. Students make their presentations. Students' video recordings are watched.

Camera, video recording devices, checklist, rubric, rating scale, observation form.

Brainstorming Technique

Developing opinions, developing questions, expressing observation situations, developing critical thinking, problem solving, group/team work, listening and speaking.

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computers, projectors, online environments.

Project Based Learning Model

Creating a real-life problem situation scenario, identifying a real-life problem situation, collecting data related to the problem, analyzing data, data processing, data conversion, developing alternative solutions, choosing the appropriate solution method, applying the solution method / creating a model / design / concrete product / producing a concrete service, evaluating the model / design / concrete product / service, exhibiting project products

Problem scenario texts / Sample projects, databases, books, research reports, laboratory, workshop, application areas, library, computer software, standard classroom technologies, tools and equipment according to the project subject

Reverse Brainstorming Technique

Identifying problems, sorting problems, classifying problems

Standard classroom technologies, multimedia tools (fishbones, text, images, graphics, graphics, drawings, audio, video and animations),computers, projectors, online environments

Simulation Technique

Realization of simulations for risky, dangerous, expensive, time-consuming applications/practices.

Simulation environment, Computer

Concept Map Technique

Distinguishing concepts, sorting concepts, counting concepts, associating concepts, analyzing conceptual framework

Concept maps

Problem Baded Learning Model

Creating a reflective scenario of a real-life problem situation, identifying a real-life problem situation, collecting data about the problem, analyzing data, data processing, data transformation, developing alternative solutions

Problem scenario texts, databases, books, research reports, laboratory, workshop, application areas, library, computer software, standard classroom technologies, tools and equipment according to the project subject

Storytelling Techniques

Imagining, predicting, identifying the problem, empathizing

Semi-structured problem situation texts

Computer-Internet Supported Instruction

Online Course Platforms : Collaboration and communication, digital literacy activities, sharing information, improving technology use, creative thinking activities, problem solving, generating critical thinking. These are environments where instructors share course materials, collect assignments and interact with students. E-Books and Digital Content : Reading, writing, comprehension, interpretation, creative thinking activities, language use, examination, research, using technology, critical thinking activities. Learning environment and materials are made more attractive by presenting interactive content to students. Webinars and synchronize meeting : Communication, collaboration, teamwork, presentation, technology skills, problem solving, live interaction with studentsremotely. Simulations : Problem solving, using technology, analytical thinking, communication, decision making, teamwork and collaboration. They are environments where students have the opportunity to experience the concepts. Audio and Visual aids : Communication skills, language skills, emotional intelligence and empathy, social skills, attention and focus, use of technology. Animations, graphics and interactive visuals are used to help students master the topics. Digital Game- Based Learning : Problem solving skills, ability to use technology, creative thinking, quick decision making, strategy development, cooperation and teamwork. Games prepared or played in digital environments to make learning fun and increase retention in learning. Adaptive Learning Systems : Logical mathematical thinking activities, reading, writing, comprehension, interpretation, critical thinking activities. These are environments where students identify their weaknesses and are offered to carry out studies and activities specific to that area. Virtual Reality (VR) and Augmented Reality (AR) : Simulation and practical applications, creative thinking activities, using technology, planning, programming, social interaction and communication. 3D virtual environments are used to make learning fun and interactive. Social Media and Interactive Platforms : Communication, collaboration, teamwork, project management, interactive content creation, critical thinking activities. Personal platforms for students to share their thoughts on any topic, interact and produce content. Data Analysis and Monitoring Tools : Analytical thinking activities, logical mathematical thinking activities, problem solving, decision making, communication. These are tools used to assess and monitor student performance, identify student difficulties and create lesson plans accordingly. Artificial Intelligence Technologies : Data analysis and forecasting, game and strategy development, security and threat analysis, technology utilization skills, robotics and automation skills, creative thinking skills, computational thinking skills.

Moodle, Google Classroom, Edmodo, Edupage etc. Google Play Books, Apple Books, Amazon Kindle Store, BookBoon, OpenStax, etc. Zoom, Microsoft Teams, Google Meet, Adobe Connect, GoToMeeting, etc. NASA Eyes on the Solar System, FlightGear, Virtual Biology Lab, CarSim, SimCity, etc. Infographics, maps and graphs, charts and diagrams, tables, Podcast, audio books, interviews and chats, etc. Strategy and puzzle games, Simulation and construction games, mission games, real-time multiplayer games, etc. Udemy, Khan Academy, Duolingo, Cognii, Smart Sparrow, etc. Oculus Rift, PlayStation VR, Samsung Gear VR, Google CardBoard, Pokemon Go, Arlit, Facebook, instagram, twitter, linledIn, snapchat, pinterest, youtube, twitch, reddit, discord etc. Google Analytics, Microsoft Power BI, Splunk, Adobe Analytics, etc. ChatGPT, Google AI, Deeply, DıaloGPT. Amazon Alexa, Tesla Autopilot, etc.

Inquiry-Based Learning

Exploring, finding case studies, establishing cause and effect relationship, questioning, examining, researching (learning circle=3E,5E,7E models

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room

Cooperative Learning

Cooperation, communication, leadership, sharing tasks, sharing responsibility, learning together, social interaction. Heterogeneous groups are formed among the students. The task is given to the groups. Groups of students do tasks such as project, performance, problem solving, role playing, classical homework together.

In-class and out-of-class, in-school and out-of- school environments.

Experiential Learning

Faculty-external stakeholder (industrial organizations, schools and others) cooperation is established. Students directly observe professional skills in the real environment. Observation results are analyzed in the classroom environment.

Internship places according to the program, professional practice places, Student product file sample, observation forms and other alterative measurement tools

Flipped Classroom Learning

Problem solving, discussion, case study presentation, case analysis, critical thinking, creative thinking, video recordings appropriate to the learning objective are created or selected. Students make preliminary preparation by watching video recordings. The problem is solved in the classroom. The problem is discussed.

Video recordings, online environments, classroom

Lecture Method

Listening, speaking, (lecture, conference, seminar, speech, statement and briefing techniques are applied)

Standard classroom technologies, multimedia tools (text, images, graphics, graphics, drawings, audio, video and animations), computer, projection, online environments, conference room

Traditional Written Exam

Classical written exams to assess creative, critical and reflective thinking. Multiple- choice, short-answer (fill-in-the-blank, matching, true-false and other) exams to assess cognitive skills such as knowledge, comprehension, application and analysis.

Written exam papers, multiple choice tests, short answer tests, mixed tests, answer keys

Oral Exam

It aims to assess student-specific, creative, critical, reflective thinking skills and cognitive skills such as knowledge, comprehension, application, analysis and synthesis. It is not a general measurement and evaluation method. It is not applied in every program; it is program specific.

Oral question bank/ oral question pool, answer keys, checklists, rubrics, rating scales

Homework

It is used to improve students' knowledge and skills, to encourage them to research and study, to complete their learning deficiencies, and to deepen their understanding of a subject.

Library, e-library, books, articles

Project Task

Identifies, field of application, collecting, and analyzing data, literature review, preparing and presenting report

Internet databases, library databases, e-mail, textbooks, or supplementary books

Quiz

It is done to identify learning gaps. In this case, student grades are not reflected. The level of realization of learning objectives can be evaluated depending on the process. In this case, it can be reflected in student grades.

Worksheets, question bank, question pool, answer key

Performance Task

It is used when it is aimed to evaluate students holistically (cognitive, affective and psychomotor). It is used to measure and evaluate the learning process and learning products. Performance assignments involve a workload of at least two weeks.

Problem scenario texts, checklists, rubrics, grading scales

Course - Program Competencies Relations

Course1234567891011121314151617181920212223242526272829
3D MODELLING33121100021231233111111211111
ADVANCED TECNIQUES of PHOTOGRAPHY00001500220320100000000000000
ADVANCED TYPOGRAPHY55255200000333453100204100000
ADVANCED VISUAL ANTHROPOLOGY00300043454230000000300000000
ADVANCED VISUAL THINKING/NARRATIVE03340005540000000000000000000
ANIMATION54445324000333212000000000000
ART MANAGEMENT00001422501000000000000021400
BASIC CONCEPT DESIGN44444422020300220000221200000
BASIC INTERACTION PATTERNS22433400000002300000000000000
BASIC PHOTOGRAPHY02530300040553453000404100000
BASIC SOCIOLOGY for DESIGNERS00000022224000000000000010201
CREATIVE DRAMA and INTERACTION32303003320000000000000000000
CREATIVE DRAWING I44230000000400000000004000000
CREATIVE DRAWING II44135423030340002000210000000
DESIGN and BRANDING44344332000303200130010000000
DESIGN and DIJITAL ERA12020000003220543541110000010
DESIGN and PSYCHOLOGY00332045541000000000300000000
DESIGN FUNDAMENTALS I55113133000000000000000000000
DESIGN FUNDAMENTALS II55334333000000110000000000000
DESIGN RESEARCH and THEORY54233511153110001112111211111
DESIGN TALKS I33244110000000000033523200000
DESIGN TALKS II32335222043220003054454300000
DIGITAL CONTENT PRODUCTION32010000010552354121000000021
DIGITAL DESIGN TOOLS I32030402020550005330200020000
DIGITAL DESIGN TOOLS II54440500030400400000030000000
DIGITAL EFFECT PRACTIVES 00002400120430254000000000000
DIGITAL GAME DESIGN44425000030334530000000000000
ENGLISH I00000030222000222000000000000
ENGLISH II00000030222000222000000000000
ENVIRONMENTAL DESIGN43033413100230240125013100210
EXHIBITION DESIGN44543445535334333333333344533
FUNDAMENTAL of DIGITAL SYSTEMS and PRACTICE24210000000240414000004000000
GRADUATION PROJECT55241043042035122112110222022
HISTORY and PRACTICE of PHOTOGRAPHY01001504300330215400000000000
HISTORY of ART01102054553100000000000000000
HISTORY of VISUAL COMMUNICATION DESIGN00024055342000002000200000000
ILLUSTRATION34254300000334433100000000000
INFORMATION VISUALIZATION50344300230420324000000000000
INTERACTIVE MEDIA DESIGN I35433400000233443011201000000
INTERACTIVE MEDIA DESIGN II53012500000445225023014300000
INTRODUCTION to DESIGN I55454012005230000010000023000
INTRODUCTION to DESIGN II55454012000230000010000023000
INTRODUCTION to PROGRAMMING20000100000331444000000000000
MEDIA and COMMUNICATION00020242313102023000000000000
MEDIA DESIGN with ARTIFICIAL INTELLIGENCE00012331001334535120000000000
MODERN and CONTEMPORARY DESIGN LECTURES24234244532000000000000000000
MODERN and POST-MODERN ART HISTORY00030345544000000000000000000
MOVING IMAGE44434033343242344102211112000
PHILOSOPHY for DESIGNERS44040444503000000000000000000
PREPARATION for GRADUATION PROJECT45110023031032101012100102043
SEMIATICS44223435543000000000000000000
SERVICE DESIGN44331024321000020112022110000
SOUND DESIGN44321200020300202010220200000
TYPOGRAPHY I24255533002330333000000000000
TYPOGRAPHY II55345530000450043000300000000
VIDEO ART00024503100231442000001000000
VISUAL COMMUNICATION DESIGN STUDIO IV55354300020550555300000100000
VISUAL ANTROPOLOGY00040345544000030000000000000
VISUAL COMMONICATION DESIGN STUDIO II55253530000552445334433530000
VISUAL COMMUNICATION DESIGN STUDIO I45443433342340344200000000000
VISUAL COMMUNICATION DESIGN STUDIO III55354500000443343500000034431
VISUAL THINKING/NARRATIVE00350445400300000000000000000
VR TECHNOLOGIES33001400000531421000000000000
İlişkili Ders Sayısı / 63/74169171119164139150107120931067013112360110108113394136503144332523191813

Surveys for Students

Öğretim elemanı değerlendirme anketiKesinlikle katılmıyorumKatılmıyorumKısmen katılıyorumKatılıyorumKesinlikle katılıyorumFikrim yok
Dönem başında dersin amacını, kapsamını ve öğrencidenbeklenenleri anlaşılır bir şekilde açıklar.
Dersin kaynaklarını dersin amaçlarına uygun olarak seçer veduyurur.
Ders için önerdiği kaynaklara ulaşmada öğrencilere yolgösterir/yardımcı olur.
Anlatımı (Dersi sunumu) akıcı, açık ve anlaşılırdır.
Öğretim teknolojilerini (etkili bir şekilde) kullanabilir.
Sınıfta çok yönlü iletişim ve etkileşim sağlayacakuygulamalara yer verir.
Geleneksel öğretim strateji yöntem ve teknikleri konusundagelişmiş bir bilgi birikimine sahiptir.
Derste işlediği öğretim yöntemlerini kendi uygulamalarındakullanır.
Ders saatleri dışında ders ile ilgili öğrenciye yeterince zamanayırır.
Derse düzenli olarak gelir ve zamanı etkin kullanır.
Ders sırasında sınıfa hakimiyeti kurmada oldukça başarılıdır.
Güncel konular hakkında öğrencileri bilgilendirir.
Öğrenci görüşlerine açık tutum ve davranışları ile örnek teşkileder.
Başarı ölçme yöntemleri ve araçları (klasik/test/sözlü sınav/proje/ödev vb.) dersin hedef ve içeriği ile uyumludur.
Sınav kağıdımla ilgili soru sormak istediğimde bana yardımcı olur.
Laboratuvar/saha/uygulama çalışmaları dersin amacı ileuyuşmaktadır.
Dersin öğrenme ve öğretme sürecinin yaratıcı düşünme süreç vebecerilerini geliştirir.
Ders güncel konu ve konuklarla desteklenir.
Yukarıdaki sorular dışında iletmek istedikleriniz

Numerical Data

Number of Students by years

Student Success

Graduate Success

Ekleme Tarihi: 24/02/2023 - 16:07Son Güncelleme Tarihi: 24/02/2023 - 16:07