Research Article
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Examining shared experience in visual design in three categories

Year 2024, Volume: 5 Issue: 2, 153 - 162, 30.06.2024
https://doi.org/10.5281/zenodo.12601833

Abstract

The 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.

Ethical Statement

It does not require any ethical approval.

Supporting Institution

No funding or project support was utilized in the research.

References

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  • Al-Qahtani, A. A., S Alenzi, A. A., & Ali, A. S. (2020). Playerunknown's battlegrounds: yet another internet gaming addiction. Journal of Ayub Medical College, Abbottabad: JAMC, 32 (1), 145–146.
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  • Battarbee, K. (2003). Defining Co-Experience. Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces, New York, 23-26 June 2003, 109-113. http://dx.doi.org/10.1145/782896.782923
  • Bombari, D., Schmid Mast, M., Canadas, E., & Bachmann, M. (2015). Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges. Frontiers in Psychology, 6, 869. https://doi.org/10.3389/fpsyg.2015.00869
  • Boothby, E. J., Clark, M. S., & Bargh, J. A. (2014). Shared experiences are amplified. Psychological Science, 25(12), 2209–2216. https://doi.org/10.1177/0956797614551162
  • Bratman G. N. vd. (2019). Nature and mental health: An ecosystem service perspective. Science Advances, 5(7). https://doi:10.1126/sciadv.aax0903
  • Buley, L. (2013). The user experience team of one: a research and design survival guide. Page 4. United States: Rosenfeld Media.
  • Caddick, R., Cable, S. (2011). Communicating the user experience: a practical guide for creating useful ux documentation. Germany: Wiley.
  • Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., & Fischer, F. (2020). Simulation-based learning in higher education: A meta-analysis. Review of Educational Research, 90(4), 499–541. https://doi.org/10.3102/0034654320933544
  • Coxon, I. (2014). Fundamental aspects of human experience: a phenomeno(logical) explanation, page 11. editor: peter benz. experience design: concepts and case studies. United Kingdom: Bloomsbury Publishing.
  • Crespo, R. F., & Mesurado, B. (2015). Happiness economics, eudaimonia and positive psychology: From happiness economics to flourishing economics. Journal of Happiness Studies: An Interdisciplinary Forum on Subjective Well-Being, 16(4), 931–946. https://doi.org/10.1007/s10902-014-9541-4
  • Çilenti, K. (1979). Educational Technology. Ankara: Kadıoğlu Matbaası.
  • Eğüz, E. B. (2022). A Research on Augmented Reality Applications and User Experience in the Context of the Concept of Convergence. Page 204. İstanbul: Efe Akademi Yayınları.
  • Ergen İ. (2023). The effect of experience design on graphic design. Journal of Arts, 6(1), 55-64. https://doi.org/10.31566/arts.1969
  • Ertürk, M. (2018). Aesthetic Experience in Visual Communication Design and The Importance of First Attraction. İdil Sanat ve Dil Dergisi, 7(41), Doi: 10.7816 /idil-07-41-08
  • Forster, N. (1994). The analysis of company documentation. C. Cassell & G. Symon (Eds). Qualitative methods in organizational research: A practical guide. London: Sage Publications.
  • Geddes, O., & Passmore, H.-A. (2021). Green exercise: Actively flourishing in nature. In E. Brymer, M. Rogerson, & J. Barton (Eds.), Nature and health: Physical activity in nature (pp. 35–46). Routledge/Taylor & Francis Group. https://doi.org/10.4324/9781003154419-4
  • Goodman, E., Kuniavsky, M., Moed, A. (2012). Observing the user experience: a practitioner's guide to user research. Page 45. Netherlands: Elsevier Science.
  • Hartson, R., Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experience. pages 3-7. Netherlands: Elsevier Science.
  • Hussain A. T., Halford E., AlKaabi F. (2023). The Abu Dhabi Police Virtual Training Centre: A case study for building a virtual reality development capacity and capability. Policing: A Journal of Policy and Practice, https://doi.org/10.1093/police/paad028
  • Keniger, L., Gaston, K., Irvine, K. N., & Fuller, R. (2013). What are the benefits of interacting with nature? International Journal of Environmental Research and Public Health, 10(3), 913–935. https://doi.org/10.3390/ijerph10030913
  • Küçük, M. (2012). Communication information, communication concept and communication process. Page 10. Eskişehir: T.C. Anadolu Üniversitesi Yayını
  • Landriscina, F. (2013). Simulation and learning: a model-centered approach. Pages 1-7. United States: Springer New York.
  • Lateef, F. (2010). Simulation-based learning: Just like the real thing. Journal of Emergencies, Trauma, and Shock, 3(4), 348-352 doi: 10.4103/0974-2700.70743
  • Lee, K. M. (2004). Presence, Explicated, Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
  • Miller, L. (2015). The Practitioner's Guide to User Experience Design. United Kingdom: Little, Brown Book Group.
  • Miller, R. (2016) Oculus founder thinks VR may affect your ability to perceive time passing. The Verge. https://www.theverge.com/2016/3/17/11258718/palmer-luckey-oculus-time-vr-virtual-reality-gdc-2016 12.03.2024
  • Mullen, G., & Davidenko, N. (2021). Time Compression in Virtual Reality. Timing & Time Perception, 9(4), 377-392. https://doi.org/10.1163/22134468-bja10034
  • Özsoy V., & Ayaydın A. (2016). Visual Design Elements and Principles. Page 55. Ankara: Pegem Akademi
  • Plambech T. & Konijnendijk C. (2015). The impact of nature on creativity – A study among Danish creative professionals, Urban Forestry - Urban Greening, 14(3), 255-263 Doi: https://doi.org/10.1016/j.ufug.2015.02.006
  • Puhakka R. & Hakoköngäs E. (2024) Adolescents’ experiences in nature: Sources of everyday well-being, Journal of Leisure Research, 55(2), 250-269, doi: 10.1080/00222216.2023.2204346
  • Riaz, T., Akram, M., Afera, A., Parmar, P. (2023). The PUBG Paradox: Exploring the Link between Video Games and Suicide Risk. IAIM, 10(8), 8-14.
  • Schatzschneider, C., Bruder, G., & Steinicke, F. (2016). Who turned the clock? Effects of manipulated zeitgebers, cognitive load and immersion on time estimation. IEEE Trans. Vis. Comput. Graph., 22(4), 1387–1395. doi: 10.1109/tvcg.2016.2518137.
  • Simon, H. A. (1996). The sciences of the artificial, third edition, Page 5, Cambridge, Massachusetts: MIT Press
  • Summer, M. (2020). Connecting with life: finding nature in an urban world. Page 27. USA: Summer Press.
  • Sunil, S., Sharma, M. K., & Anand, N. (2021). Impact of PlayerUnknown's Battlegrounds (PUBG) on mental health. The Medico-legal Journal, 89(2), 99–101. https://doi.org/10.1177/0025817220981817
  • Tal A, Wansink B. (2011). Turning Virtual Reality into Reality: A Checklist to Ensure Virtual Reality Studies of Eating Behavior and Physical Activity Parallel the Real World. Journal of Diabetes Science and Technology, 5(2), 239-244. doi:10.1177/193229681100500206
  • Trevors, J.T. & Saier Jr., M.H. (2010) A Tale of Two Worlds: The Natural World and the Artificial World. Water Air Soil Pollut 205 (Suppl 1), 37–38. https://doi.org/10.1007/s11270-007-9444-7
  • Turan, M. T., & Besirli, A. (2008). Impacts of urbanization process on mental health. Anatolian Journal of Psychiatry, 9(4), 238-243.
  • Turner, W. R., T. Nakamura, and M. Dinetti. (2004). Global Urbanization and The Separation Of Humans From Nature. BioScience, 54(6), 585–590. https://doi.org/10.1641/0006-3568(2004)054[0585:GUATSO]2.0.CO;2
  • Turner, P. (2017). A Psychology of User Experience: Involvement, Affect and Aesthetics. Pages 9-10. Germany: Springer International Publishing.
  • Wang, W. (2020). Difference between the Real World and Virtual World, Proceedings 47, no. 1: 35. https://doi.org/10.3390/proceedings2020047035
  • Wilson, R. (2007). Nature and young children: encouraging creative play and learning in natural environments. Pages 4-5. United States: Taylor & Francis.
  • Wright, T., Boria, E., & Breidenbach, P. (2002). Creative Player Actions in FPS Online Video Games. Playing Counter-Strike. The International Journal of Computer Game Research, 2(2), 103-123.
  • Yeh, C. W., Hung, S. H., & Chang, C. Y. (2022). The influence of natural environments on creativity. Frontiers in Psychiatry, 13, 895213. https://doi.org/10.3389/fpsyt.2022.895213Visual Bibliography
  • Figure 1. Demirel, M. R. (2024). Real, artificial and virtual worlds
  • Figure 2: Pidvalnyi, O. (2022). Tenerife, Spain. Pixabay. https://pixabay.com/photos/park-mountains-tenerife- teide-7670716/
  • Figure 3: Steinmetz, T. (2021). New york, Manhattan. Pixabay. https://pixabay.com/photos/new-york- manhattan-usa-skyscrapers-6578473/
  • Figure 4: Decentraland, https://decentraland.org/
  • Figure 5: Jolanda, D. (2013) Four seasons of an oak tree (Die vier Jahreszeiten einer Eiche). Flickr. https://www.flickr.com/photos/120241063@N05/14596241385
  • Figure 6: Variety of chair designs, https://kitkemp.com/a-brief-history-of-chairs/
  • Figure 7: PUBG Battlegrounds, Maps, Gallery. https://pubg.com/en/game-info/maps/erangel
Year 2024, Volume: 5 Issue: 2, 153 - 162, 30.06.2024
https://doi.org/10.5281/zenodo.12601833

Abstract

References

  • Allanwood, G., Beare, P. (2019). User experience design: a practical introduction. United Kingdom: Bloomsbury Publishing.
  • Al-Qahtani, A. A., S Alenzi, A. A., & Ali, A. S. (2020). Playerunknown's battlegrounds: yet another internet gaming addiction. Journal of Ayub Medical College, Abbottabad: JAMC, 32 (1), 145–146.
  • Battarbee, K. (2004). Co-Experience, understanding user experiences in social interaction (Doctoral Thesis). Publication Series of the University of Art and Design Helsinki, Finland.
  • Battarbee, K. (2003). Defining Co-Experience. Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces, New York, 23-26 June 2003, 109-113. http://dx.doi.org/10.1145/782896.782923
  • Bombari, D., Schmid Mast, M., Canadas, E., & Bachmann, M. (2015). Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges. Frontiers in Psychology, 6, 869. https://doi.org/10.3389/fpsyg.2015.00869
  • Boothby, E. J., Clark, M. S., & Bargh, J. A. (2014). Shared experiences are amplified. Psychological Science, 25(12), 2209–2216. https://doi.org/10.1177/0956797614551162
  • Bratman G. N. vd. (2019). Nature and mental health: An ecosystem service perspective. Science Advances, 5(7). https://doi:10.1126/sciadv.aax0903
  • Buley, L. (2013). The user experience team of one: a research and design survival guide. Page 4. United States: Rosenfeld Media.
  • Caddick, R., Cable, S. (2011). Communicating the user experience: a practical guide for creating useful ux documentation. Germany: Wiley.
  • Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., & Fischer, F. (2020). Simulation-based learning in higher education: A meta-analysis. Review of Educational Research, 90(4), 499–541. https://doi.org/10.3102/0034654320933544
  • Coxon, I. (2014). Fundamental aspects of human experience: a phenomeno(logical) explanation, page 11. editor: peter benz. experience design: concepts and case studies. United Kingdom: Bloomsbury Publishing.
  • Crespo, R. F., & Mesurado, B. (2015). Happiness economics, eudaimonia and positive psychology: From happiness economics to flourishing economics. Journal of Happiness Studies: An Interdisciplinary Forum on Subjective Well-Being, 16(4), 931–946. https://doi.org/10.1007/s10902-014-9541-4
  • Çilenti, K. (1979). Educational Technology. Ankara: Kadıoğlu Matbaası.
  • Eğüz, E. B. (2022). A Research on Augmented Reality Applications and User Experience in the Context of the Concept of Convergence. Page 204. İstanbul: Efe Akademi Yayınları.
  • Ergen İ. (2023). The effect of experience design on graphic design. Journal of Arts, 6(1), 55-64. https://doi.org/10.31566/arts.1969
  • Ertürk, M. (2018). Aesthetic Experience in Visual Communication Design and The Importance of First Attraction. İdil Sanat ve Dil Dergisi, 7(41), Doi: 10.7816 /idil-07-41-08
  • Forster, N. (1994). The analysis of company documentation. C. Cassell & G. Symon (Eds). Qualitative methods in organizational research: A practical guide. London: Sage Publications.
  • Geddes, O., & Passmore, H.-A. (2021). Green exercise: Actively flourishing in nature. In E. Brymer, M. Rogerson, & J. Barton (Eds.), Nature and health: Physical activity in nature (pp. 35–46). Routledge/Taylor & Francis Group. https://doi.org/10.4324/9781003154419-4
  • Goodman, E., Kuniavsky, M., Moed, A. (2012). Observing the user experience: a practitioner's guide to user research. Page 45. Netherlands: Elsevier Science.
  • Hartson, R., Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experience. pages 3-7. Netherlands: Elsevier Science.
  • Hussain A. T., Halford E., AlKaabi F. (2023). The Abu Dhabi Police Virtual Training Centre: A case study for building a virtual reality development capacity and capability. Policing: A Journal of Policy and Practice, https://doi.org/10.1093/police/paad028
  • Keniger, L., Gaston, K., Irvine, K. N., & Fuller, R. (2013). What are the benefits of interacting with nature? International Journal of Environmental Research and Public Health, 10(3), 913–935. https://doi.org/10.3390/ijerph10030913
  • Küçük, M. (2012). Communication information, communication concept and communication process. Page 10. Eskişehir: T.C. Anadolu Üniversitesi Yayını
  • Landriscina, F. (2013). Simulation and learning: a model-centered approach. Pages 1-7. United States: Springer New York.
  • Lateef, F. (2010). Simulation-based learning: Just like the real thing. Journal of Emergencies, Trauma, and Shock, 3(4), 348-352 doi: 10.4103/0974-2700.70743
  • Lee, K. M. (2004). Presence, Explicated, Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
  • Miller, L. (2015). The Practitioner's Guide to User Experience Design. United Kingdom: Little, Brown Book Group.
  • Miller, R. (2016) Oculus founder thinks VR may affect your ability to perceive time passing. The Verge. https://www.theverge.com/2016/3/17/11258718/palmer-luckey-oculus-time-vr-virtual-reality-gdc-2016 12.03.2024
  • Mullen, G., & Davidenko, N. (2021). Time Compression in Virtual Reality. Timing & Time Perception, 9(4), 377-392. https://doi.org/10.1163/22134468-bja10034
  • Özsoy V., & Ayaydın A. (2016). Visual Design Elements and Principles. Page 55. Ankara: Pegem Akademi
  • Plambech T. & Konijnendijk C. (2015). The impact of nature on creativity – A study among Danish creative professionals, Urban Forestry - Urban Greening, 14(3), 255-263 Doi: https://doi.org/10.1016/j.ufug.2015.02.006
  • Puhakka R. & Hakoköngäs E. (2024) Adolescents’ experiences in nature: Sources of everyday well-being, Journal of Leisure Research, 55(2), 250-269, doi: 10.1080/00222216.2023.2204346
  • Riaz, T., Akram, M., Afera, A., Parmar, P. (2023). The PUBG Paradox: Exploring the Link between Video Games and Suicide Risk. IAIM, 10(8), 8-14.
  • Schatzschneider, C., Bruder, G., & Steinicke, F. (2016). Who turned the clock? Effects of manipulated zeitgebers, cognitive load and immersion on time estimation. IEEE Trans. Vis. Comput. Graph., 22(4), 1387–1395. doi: 10.1109/tvcg.2016.2518137.
  • Simon, H. A. (1996). The sciences of the artificial, third edition, Page 5, Cambridge, Massachusetts: MIT Press
  • Summer, M. (2020). Connecting with life: finding nature in an urban world. Page 27. USA: Summer Press.
  • Sunil, S., Sharma, M. K., & Anand, N. (2021). Impact of PlayerUnknown's Battlegrounds (PUBG) on mental health. The Medico-legal Journal, 89(2), 99–101. https://doi.org/10.1177/0025817220981817
  • Tal A, Wansink B. (2011). Turning Virtual Reality into Reality: A Checklist to Ensure Virtual Reality Studies of Eating Behavior and Physical Activity Parallel the Real World. Journal of Diabetes Science and Technology, 5(2), 239-244. doi:10.1177/193229681100500206
  • Trevors, J.T. & Saier Jr., M.H. (2010) A Tale of Two Worlds: The Natural World and the Artificial World. Water Air Soil Pollut 205 (Suppl 1), 37–38. https://doi.org/10.1007/s11270-007-9444-7
  • Turan, M. T., & Besirli, A. (2008). Impacts of urbanization process on mental health. Anatolian Journal of Psychiatry, 9(4), 238-243.
  • Turner, W. R., T. Nakamura, and M. Dinetti. (2004). Global Urbanization and The Separation Of Humans From Nature. BioScience, 54(6), 585–590. https://doi.org/10.1641/0006-3568(2004)054[0585:GUATSO]2.0.CO;2
  • Turner, P. (2017). A Psychology of User Experience: Involvement, Affect and Aesthetics. Pages 9-10. Germany: Springer International Publishing.
  • Wang, W. (2020). Difference between the Real World and Virtual World, Proceedings 47, no. 1: 35. https://doi.org/10.3390/proceedings2020047035
  • Wilson, R. (2007). Nature and young children: encouraging creative play and learning in natural environments. Pages 4-5. United States: Taylor & Francis.
  • Wright, T., Boria, E., & Breidenbach, P. (2002). Creative Player Actions in FPS Online Video Games. Playing Counter-Strike. The International Journal of Computer Game Research, 2(2), 103-123.
  • Yeh, C. W., Hung, S. H., & Chang, C. Y. (2022). The influence of natural environments on creativity. Frontiers in Psychiatry, 13, 895213. https://doi.org/10.3389/fpsyt.2022.895213Visual Bibliography
  • Figure 1. Demirel, M. R. (2024). Real, artificial and virtual worlds
  • Figure 2: Pidvalnyi, O. (2022). Tenerife, Spain. Pixabay. https://pixabay.com/photos/park-mountains-tenerife- teide-7670716/
  • Figure 3: Steinmetz, T. (2021). New york, Manhattan. Pixabay. https://pixabay.com/photos/new-york- manhattan-usa-skyscrapers-6578473/
  • Figure 4: Decentraland, https://decentraland.org/
  • Figure 5: Jolanda, D. (2013) Four seasons of an oak tree (Die vier Jahreszeiten einer Eiche). Flickr. https://www.flickr.com/photos/120241063@N05/14596241385
  • Figure 6: Variety of chair designs, https://kitkemp.com/a-brief-history-of-chairs/
  • Figure 7: PUBG Battlegrounds, Maps, Gallery. https://pubg.com/en/game-info/maps/erangel
There are 53 citations in total.

Details

Primary Language English
Subjects Graphic Design
Journal Section Graphic & Design
Authors

Mehmet Remzi Demirel 0000-0002-9075-4513

Early Pub Date July 1, 2024
Publication Date June 30, 2024
Submission Date April 5, 2024
Acceptance Date June 27, 2024
Published in Issue Year 2024 Volume: 5 Issue: 2

Cite

APA Demirel, M. R. (2024). Examining shared experience in visual design in three categories. Journal for the Interdisciplinary Art and Education, 5(2), 153-162. https://doi.org/10.5281/zenodo.12601833

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