Examining shared experience in visual design in three categories

dc.contributor.authorDemirel, Mehmet Remzi
dc.date.accessioned2025-03-08T18:28:43Z
dc.date.available2025-03-08T18:28:43Z
dc.date.issued2024
dc.departmentDicle Üniversitesi
dc.description.abstractThe concept of the shared experience plays an important role in human life as well as in the arts and sciences. Because users communicate with the objects in the environment they are in, depending on the time, and as a result of this communication they can be psychologically affected in a positive or negative way. In this sense, it is necessary to study what kind of structure the objects have in the shared experience space in which the user is located. The main purpose of the research is to examine the concept of shared experience in visual design by considering the relationship between user, object and time in three different worlds: real, artificial and virtual. The method used for the article was document analysis, one of the qualitative research methods. In this context, a search process was carried out in various sources, based on the keywords experience and common experience concept. At the centre of these different worlds, which are treated in three different categories, are the user and the object. It is concluded that the shared experience resulting from the different ways in which users communicate with the object has certain limitations in all three categories. In the real world, due to the unique structures of natural objects, shared experience means unlimited diversity for users, while in the artificial world, objects have more limitations due to their imitation or similar structure. It was found that the virtual world simulates the real world and therefore has certain limitations in terms of originality and creativity. It was also found that all three worlds are different from each other in terms of structural aspects and user experience. As a result, it was concluded that real, artificial and virtual worlds have intertwined relationships with each other in the context of shared experience; the real world can be defined as the universe, the artificial world is a subset of the real world, and the virtual world is a subset of the artificial world. It was also concluded that these defined the worlds have the potential to show variability in the context of object-time relationships.
dc.identifier.doi10.5281/zenodo.12601833
dc.identifier.endpage162
dc.identifier.issn2717-8870
dc.identifier.issue2
dc.identifier.startpage153
dc.identifier.urihttps://doi.org/10.5281/zenodo.12601833
dc.identifier.urihttps://hdl.handle.net/11468/31379
dc.identifier.volume5
dc.language.isoen
dc.publisherGenç Bilge Yayıncılık
dc.relation.ispartofJournal for the Interdisciplinary Art and Education
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_DergiPark_21250205
dc.subjectShared Experience
dc.subjectArtificial world
dc.subjectReal world
dc.subjectVirtual world
dc.subjectVisual Design
dc.titleExamining shared experience in visual design in three categories
dc.typeArticle

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