Grafik Bölümü
https://hdl.handle.net/11655/58
2024-03-28T14:04:54ZGrafik Tasarımda Postmodernist Tipografinin Yeri ve Bir Uygulama
https://hdl.handle.net/11655/34758
Grafik Tasarımda Postmodernist Tipografinin Yeri ve Bir Uygulama
Furunci, Hatice
In the late twentieth century, graphic designers had two options to choose from: modern typography and postmodern typography. Modern typography offered designers a reductionist approach, and what was expected from typography was only to make the text understandable. In this context, modern designers have produced simple, clear and understandable designs and adhered to graphic design rules.
Designers stuck between the limiting attitude of modern typography and the limitlessness provided by technological developments have led to the emergence of postmodern typography. Postmodern typography is a deconstructive approach dominated by the objection and subversion of all existing rules of graphic design. In this understanding, designers believed that they could make the content understandable with typographic form without the need to read the text to be understandable, and they added a new dimension to graphic design with their work in this direction. Postmodern typography, which changes the meaning and scope of typography and expands the boundaries of design, constitutes an important field of graphic design.
This thesis consists of four chapters. The first chapter contains general information about graphic design and typography. In the typography section, the historical development of writing from the start to today's postmodern understanding of typography has been discussed.
Many innovations in modern art movements have paved the way for the transition to the postmodern era. For this reason, in order to better understand postmodern typography, in the second chapter, modern typography is given extensive coverage, and the design approaches of the leading names of postmodern typography are explained under the title of postmodern.
In the third section, postmodern typography works were examined. The place of postmodern typography in graphic design has been tried to be conveyed by explaining with descriptive methods how postmodern typography is used in album cover, book cover, poster, font and brand identity design.
In the last part, the brand identity for Renkli Köy located in Elmadağ district of Ankara, was studied, and two different fonts, one modern and the other postmodern, were designed within the scope of this brand.
2024-02-19T00:00:00ZKuşatıcılık Kavramı Bağlamında Transmedya Hikaye Anlatıcılığı ve Bir Uygulama
https://hdl.handle.net/11655/34688
Kuşatıcılık Kavramı Bağlamında Transmedya Hikaye Anlatıcılığı ve Bir Uygulama
Karakuş, Onur Şahin
The transfer of functions between media tools has initiated a process known as
"media convergence". In this process, the theory of "convergence culture"
developed by Henry Jenkins and Mark Deuze has redefined the boundaries and
roles between content producers and consumers. With these developments,
"transmedia narratives" have emerged conveying a story across multiple media
platforms. While each story presented on different platforms maintains its
uniqueness and integrity, they come together to create a larger narrative. The goal
of using this method in transmedia projects is to "immerse" users in various media
forms, thereby creating a more comprehensive and impactful experience.
In studies within the field of digital media, the concept of "immersion" describes the
quality of "offering a lifelike experience." Therefore, the immersion of a digital
media product is evaluated through the transmission methods of visual, auditory,
and haptic messages. The definition and approaches applied to the concept of
immersion exclude the "experience of identification" and "cognitive-sensory
messages" provided by convergence culture and transmedia storytelling.
Hence, the purpose of this thesis is to evaluate the relationship between the
concept of immersion and transmedia narratives, contribute to the development of
products with immersive qualities, and identify potential problems and solutions by
experiencing the working process of a transmedial narrative. To achieve this goal,
a graphic novel design has been developed throughout the study guided by the
theoretical framework obtained during the research.
2024-02-01T00:00:00ZSanal Gerçeklik Ortamında Etkileşimli Öyküleme ve İllüstrasyon Uygulamaları
https://hdl.handle.net/11655/34617
Sanal Gerçeklik Ortamında Etkileşimli Öyküleme ve İllüstrasyon Uygulamaları
Kaya, Kaan
In recent years, innovations in micro-technology have paved the way for the development of virtual reality devices, opening the door to alternative reality experiences for consumers. Virtual reality technology, which has been in development for over fifty years, has reached a level of maturity that offers unique applications in art and design. This technology, providing immersive visual, auditory, and motion perception in a three-dimensional environment, has the potential to create original artistic experiences.
Virtual reality technology can also add a new dimension to storytelling methods. With this technology, stories can be prepared to be experienced from a first-person perspective, allowing the audience to experience the story firsthand rather than waiting for it to be told to them. The experiences presented to the audience through exploration and interaction can leave a deeper and lasting impact, while also contributing to the development of creative thinking through interaction layers.
This study, titled "Interactive Storytelling and Illustration Applications in Virtual Reality Environment," consisting of three parts, aims to research the effects of interaction on user experience, immersion, uniqueness, and creative thinking, and to create an interactive story using virtual reality technology based on the findings. The application developed during the study takes place in a virtual illustration book that showcases a story shaped by the viewer's choices. To create the atmosphere of an illustration book, the application was developed with a stylized visual language that departs from realism. The study involves research and analysis on how interactive storytelling can contribute to the viewer's imagination, how it can enhance different thinking abilities, and what factors support immersion, laying the theoretical and practical groundwork for future studies exploring the potential of virtual reality technology in areas such as art, design, storytelling, interaction, and creative thinking.
2024-01-01T00:00:00ZÇevrimiçi Haberlerde Kullanılan Etkileşimli Bilgilendirme Tasarımlarının Grafik Tasarım ve İşlev Sorunları
https://hdl.handle.net/11655/34489
Çevrimiçi Haberlerde Kullanılan Etkileşimli Bilgilendirme Tasarımlarının Grafik Tasarım ve İşlev Sorunları
Kaplan, Kenan
The one-sided transmission process in traditional journalism has been transformed into a two-sided communication format and style with internet journalism. While different journalistic practices have emerged with the use of the internet and other digital technologies in the field of journalism since the 2000s, news organizations have tried to communicate with their readers with different approaches during this period when news and information were frequently updated and rapidly changing under exposure to intense information bombardment. Over time, in parallel with the developing technological possibilities (facilities) and ensuing news consumption trends, news presentations have started to be made on various multimedia platforms.
Online media organizations have developed different news styles in the processes of creating visual stories in news content and developing interactive designs in order to reach readers.
This new understanding and pursuit of journalism have emerged with the change in readers’ expectations and their news consumption approaches. This thesis, which examines the interactive news designs created with the aim of giving information thanks to the ability to design news with technological possibilities, consists of six chapters. In the first part of the thesis, the conceptual framework is presented. In the second chapter, the concept of "journalism" is taken as a basis and the changing structure of journalism andonline journalism are discussed. The third chapter focuses on the definition of the research question of information design as well as the application areas and types of information designs.
In the fourth section; the concept of "interaction," interaction design and its types are mentioned. In the fifth section where interactive infographic news examples are examined; five interactive information design examples are evaluated in terms of graphic design and function.Finally, the last section examines and presents an interactive information design on 'Great Epidemics in History in the Context of Covid-19' based on both the purpose and importance of this research and the data obtained within this context.
2024-01-05T00:00:00Z