Education of industrial design and in point of creative cultural continuity evaluation of two sample museums: Rahmi M. Koç Museum and TOFAŞ Bursa Anatolian Cars Museum
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Abstract (EN)
In this thesis, the gamification process, principles and results are presented by redesigning the products in the industrial museums in order to transfer the cultural heritage of the museums to the next generations and in this way to enable the next generations to turn to the industrial design profession. In addition, this thesis was written to raise awareness about the educational use of industrial museums. For this purpose, Rahmi M. Koç Museum and TOFAŞ Bursa Anatolian Cars Museum were chosen as two museum examples suitable for the concept of industry and industrial history. These museums should convey their important industrial, historical and cultural heritages to museum visitors not only through exhibition but also by encouraging creative thinking. On the other hand, the aim of this study is primarily to increase the participation of students to the museum through education and to ensure cultural continuity. Thus, it intensifies the relations between technology and design by enabling the students who come to the museum to interpret the industrial design examples preserved in museums through gamification and encourages the students to design education. For all these reasons, certain specially selected collections in industrial museums, which attract the attention of children, have been gamified in order to raise young generation designers who have the industrial, technological heritage and the importance of cultural identity. Another goal of this study is to provide museum visitors and students with the opportunity to learn about the cultural heritage and identities of museums through experience. Thus, the global industrial cultural awareness will be convey on to future generations and will develop. It is assumed that the young generation will be able to interact one-on-one with the gamified products, and that students will benefit from the museum collection by getting efficiency within the scope of design education through experience. This thesis is limited to the gamification projects of Rahmi M. Koç Museum and TOFAŞ Bursa Anatolian Cars Museum. In this context, the case analysis method was used in this study. In the study, the education programs of 3 global brands that provide cultural sustainability through games and 5 global museums that protect local culture were examined. The importance of educational gamification and user experience in the mentioned 5 museums is mentioned. Based on the findings obtained, design proposals have been created for the RMKM. and TBACM, which are two national museums on an urban scale that protect local culture.
Author
Damla İnci Şenöner
Institution
How to Cite
Damla İnci Şenöner (Master Thesis). Education of industrial design and in point of creative cultural continuity evaluation of two sample museums: Rahmi M. Koç Museum and TOFAŞ Bursa Anatolian Cars Museum, 2023, Haliç University.
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