INFORMATION DESIGN PRODUCTS IN VISUAL CULTURE: UNIVERSITY CAMPUSES

Abstract

The study subject involves directional tools and aids found throughout university campuses. The objective of this study is to analyze the directional tools and aids via graphics and written communication, enable users to find their way easily around campus. This study will also contribute to overcoming problems encountered in this field. The model of the study is the scanning model which focuses on description. A survey of 21 questions prepared by the researcher was given to participants, and data was subsequently collected. The participants forming the study group were selected from the following four universities located in Ankara: Atılım University, Bilkent University, Gazi University’s Gölbaşı Campus and Hacettepe University’s Beytepe campus. 120 participants were selected from each university; participants were further divided into the following 4 categories: lecturers, students, administrative staff, or visitors. 30 participants were selected from each category for each university. Data from the surveys were calculated as percentages and frequencies determined using SPSS analysis software, and results of the analysis were discussed. As a result of this study, deficiencies in the campus have been identified and recommendations on improvement have been made. The directional tools and aids used within the campus should be compatible with the corporate identity. Furthermore, universities are required to have campus maps located throughout campus. In general, It has been determined that guiding signs found throughout university campuses are insufficient. Significant differences between user opinions in favor of private universities (Atılım-Bilkent).

Authors and Affiliations

Sevim KARAALİOĞLU

Keywords

Related Articles

POPÜLER DİJİTAL OYUNLARDA SOSYOKÜLTÜREL DEĞİŞİMLER

Bu araştırmanın amacı, dijital oyunları sosyokültürel açıdan inceleyip sosyal ve kültürel olayların oyunlara bir yansımasının olup olmadığını irdelemektir. Toplam 14 dijital oyun araştırma kapsamına dâhil edilmiş ve dokü...

TÜRKİYE’DE REKLAM ENDÜSTRİSİ DEĞER ZİNCİRİ VE TEMEL GÖSTERGELER

19. yüzyılın 2. yarısından günümüze dek, ülkenin siyasal, toplumsal ve ekonomik grafiğine oldukça paralel bir gidişat izleyen reklam endüstrisi, Türkiye’de kültür ekonomisini döndüren temel çarklardan biri haline gelmişt...

BY THE POWER OF SNS, WE CAN… AND YET…ACTIVISM THROUGH SNS: POTENTIAL AND LIMITATIONS IN TURKEY

This research article summarizes the findings of a larger research study which attempted to gather data on Turkish activists’ perceptions on the scope, strength and limitations of digital activism. Qualitative data were...

ONLINE BİR MİZAH PLATFORMU OLARAK PÜFTEREM İNTERNET SİTESİ VE YALAN HABER SERVİSİ AJANS NEWS ÜZERİNDEN HABER, GERÇEKLİK VE MİZAH İLİŞKİSİ

Mizah karikatür, çeşitli görseller, resimler ve fıkralar ile insanları eğlendirmenin ötesinde bir olgudur. Kimi zaman yergi veya göndermeye, kimi zaman ise güldürüye işaret eden mizah medya içeriklerinde de sıklıkla yer...

THE FUNCTION OF MINIATURE ART IN CHARACTER AND SPACE DESIGN OF THE 18TH CENTURY OTTOMAN PERİOD EPİC FİLM NARRATİVE:THE EPİC DESIGN FEATURES OF FOUR SULTAN PORTRAITS IN KEBİR MUSAVVER SİLSİLENAME BY LEVNİ

The aim of this study is to demonstrate the place of miniature art in making character and space design of 18th century Ottoman period Epic Film Narrative. It has been examined contributions of miniature art in making ch...

Download PDF file
  • EP ID EP164455
  • DOI 10.7456/10504100/008
  • Views 134
  • Downloads 0

How To Cite

Sevim KARAALİOĞLU (2015). INFORMATION DESIGN PRODUCTS IN VISUAL CULTURE: UNIVERSITY CAMPUSES. The Turkish Online Journal of Design, Art and Design (TOJDAC), 5(4), 87-97. https://europub.co.uk./articles/-A-164455