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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60211METOZ-GRT0374 Graphic Design Studio II 2 Spring 2 2 3 6
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Dr. Öğr. Üyesi ORKUN YÖNTEM
Dersin Öğretim Eleman(lar)ı:
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: It is aimed that the graduates of this course will be able to apply techniques such as photo manipulation, Key Visual and digital illustration in a fully competent manner at the sectoral level.
Course Content: In the Graphic Design Studio II course, the technological developments in the field of graphic design and the teaching of computer programs in the visualization process enable the student to become a fully equipped designer and illustrator in the sectoral sense. Students who take this course will reinforce the methods that are important in the advertising and illustration industry such as Photo manipulation techniques, Digital illustration, Matte Painting, Poster Design, Pixel Art and Key visual in Adobe Photoshop software, together with original project creations.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Creative and visual thinker.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) While implementing his design, he learns to use computer hardware and software.
  2) • Can comprehend technological developments in the field of graphic design. • The aim is for the student to be a designer who is competent enough to implement and manage a project he/she receives on a sectoral basis. • Performs methodological work and application throughout the idea, design and production processes. • Can effectively use photo manipulation and digital illustration techniques. • Can analyze and apply design problems in different styles and disciplines. • Gains the competence to analyze and manage problems and conflicts encountered in project production. • Can effectively apply the Photoshop program and its contents on a sectoral level.
  3) Learns to solve the difficulties encountered while applying the design in digital environment.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Designs an idea/content/message with authentic visualization.
  2) It uses authentic graphic language to prepare graphics products.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Introduction, course content, processing and evaluation criteria, history of Photoshop? What is photo manipulation? History of animation and Matte Painting
2) Photoshop definition. What is a pixel? / Image size and resolution / Introduction of general design panels (zoom tool, pentool, layer, mask etc.) / Photo manipulation applications over recognized panels. / Homework Project
3) Recognition of design panels and explanation of their functions through the project / Matte painting project application (Designer creates a brush suitable for the project and applies it on the work)
4) Detailed examination of panels such as Layer, Artboard, Brightness and Contrast, Blending mode. Photo manipulation project application with learned techniques.
5) What is Key Visual? / and in which media is it used / Tricks in examining and applying key visual examples. / Homework Project
6) Evaluation of the project and revision of its deficiencies / Jazz Festival poster application with students
7) Midterm Exam
8) Explanation and implementation of “Retouch and Heal” topics through the project / Homework Project
9) Evaluation of the project and elimination of deficiencies
10) What is pixel art? / Examination of pixel art techniques and examples / Pixel art application
11) Creating a Pixel art character and game set / Creating a Pixel art animatic character / Homework Project
12) What is digital illustration? / What is Concept Art? / Examining the Brush panel and being able to create one's own brush set / Space and character design illustration studies / Project
13) Evaluation of the project and elimination of deficiencies
14) Introducing Photoshop 2025 current innovations (3D, cut, color panels, etc.)
15) Final project evaluation
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: • The Invisible Art: The Legends of Movie Matte Painting, Mark Cotta Vaz 2004
• The Digital Matte Painting Handbook, David B. Mattingly 2011
• Light for Visal Artists: Understanding & Using Light in Art & Design, Richard Yot 2011
• Beginner’s Guide to Digital Painting in Photoshop, 202
• Sketching from the Imagination: An Insight into Creative Drawing, 2013
• Color and Light: A Guide fort he Realist Painter, James Gurnet Art 2010
• Adobe Photoshop Classroom in a Book, Andrew Faulkner & Conrad Chavez 2020
References: • Beginner’s Guide to Digital Painting in Photoshop: Characters, 2015
• Digital Painting in Photoshop: Industry Techniques for Beginners: A comprehensive introduction to technieques and approaches, 2018
• Master the Art of Speed Painting: Digital Painting Techniques, 2016
• Begginer’s Guide to Digital Painting in Photoshop, Nykolai Aleksander 2012

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Explain the fundamental concepts, historical development, and theoretical framework of graphic design.
2) Define typography, color theory, and composition principles in visual communication design.
3) Evaluate the social, cultural, and ethical aspects of graphic design to develop an interdisciplinary perspective.
4) Develop original and innovative design solutions using creative problem-solving methods.
5) Apply visual hierarchy, perception psychology, and user experience (UX) principles to design for international markets.
6) Effectively use digital tools and design software to produce professional graphic design work.
7) Take responsibility in international graphic design projects individually or within a team to develop creative solutions.
8) Manage graphic design projects and plan processes while applying a professional work discipline.
9) Continuously improve by following global innovations, technologies, and methodologies in graphic design.
10) Adopt intercultural design principles to create visual solutions for global audiences.
11) Develop design solutions that are culturally sensitive, ethically appropriate, and sustainable.
12) Work independently or participate in teamwork within graphic design processes.

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Homework Evaluation
Practice Exam

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 1 % 0
Homework Assignments 1 % 25.00
Midterms 1 % 25.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 6 4 24
Laboratory 0 0 0
Application 6 10 60
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 4 2 8
Presentations / Seminar 2 4 8
Project 5 6 30
Homework Assignments 1 4 4
Total Workload of Teaching & Learning Activities - - 134
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 6 12
Midterms 1 6 6
Semester Final Exam 1 8 8
Total Workload of Assesment & Evaluation Activities - - 26
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 160
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 6