Breaking the Rules in Interactive Media Design Education

dc.contributor.author Özcan, Oğuzhan
dc.contributor.author Yantaç, Asım Evren
dc.contributor.author O'Neil, Mary Lou
dc.date.accessioned 2019-06-27T08:05:47Z
dc.date.available 2019-06-27T08:05:47Z
dc.date.issued 2009
dc.description.abstract In today's interactive media design it is difficult for a designer to create aesthetic innovations and to break free from ordinariness. The most important factor limiting interactive media design aesthetics is that education seems to be more focused on following traditional rules of interaction design rather than innovative approaches. These rules limit creativity and often relegate design students to producing ordinary interface solutions. This is especially burdensome for us as teachers. In order to address this problem we developed an education model inspired by Lars von Trier's film Five Obstructions. We call this model 'breaking the rules'. In the 'breaking the rules' approach students produce within a range of probabilities design problem solutions in cases of total or partial visual/auditory/tactile obstructions. The most important outputs of the model are (1) to make design student think/look outside of the ordinary (2) to produce unusual solutions (3) to maximise design solutions with sound. en_US]
dc.identifier.doi 10.1080/14626260902868129 en_US
dc.identifier.issn 1462-6268
dc.identifier.issn 1744-3806
dc.identifier.scopus 2-s2.0-68149164942 en_US
dc.identifier.uri https://hdl.handle.net/20.500.12469/1117
dc.identifier.uri https://doi.org/10.1080/14626260902868129
dc.language.iso en en_US
dc.publisher Routledge Journals Taylor & Francis Ltd en_US
dc.relation.ispartof Digital Creativity
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Interactive media en_US
dc.subject Design education en_US
dc.subject Creativity en_US
dc.subject Breaking rules en_US
dc.subject Innovation en_US
dc.title Breaking the Rules in Interactive Media Design Education en_US
dc.type Article en_US
dspace.entity.type Publication
gdc.author.institutional O'Neil, Mary Lou en_US
gdc.bip.impulseclass C5
gdc.bip.influenceclass C5
gdc.bip.popularityclass C5
gdc.coar.access open access
gdc.coar.type text::journal::journal article
gdc.collaboration.industrial false
gdc.description.department Fakülteler, İktisadi, İdari ve Sosyal Bilimler Fakültesi, Siyaset Bilimi ve Kamu Yönetimi Bölümü en_US
gdc.description.endpage 124
gdc.description.issue 1-2
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q3
gdc.description.startpage 115 en_US
gdc.description.volume 20 en_US
gdc.identifier.openalex W2019875065
gdc.identifier.wos WOS:000266023400007 en_US
gdc.index.type WoS
gdc.index.type Scopus
gdc.oaire.diamondjournal false
gdc.oaire.impulse 1.0
gdc.oaire.influence 2.8418858E-9
gdc.oaire.isgreen true
gdc.oaire.keywords Creativity
gdc.oaire.keywords Design education
gdc.oaire.keywords Breaking rules
gdc.oaire.keywords Interactive media
gdc.oaire.keywords Innovation
gdc.oaire.popularity 4.6070178E-10
gdc.oaire.publicfunded false
gdc.oaire.sciencefields 05 social sciences
gdc.oaire.sciencefields 0501 psychology and cognitive sciences
gdc.oaire.sciencefields 0503 education
gdc.openalex.collaboration National
gdc.openalex.fwci 0.55778895
gdc.openalex.normalizedpercentile 0.71
gdc.opencitations.count 3
gdc.plumx.crossrefcites 1
gdc.plumx.mendeley 20
gdc.plumx.scopuscites 5
gdc.relation.journal Digital Creativity
gdc.scopus.citedcount 5
gdc.virtual.author Louıse Şimşek, Mary
gdc.wos.citedcount 2
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