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.
Shared Experience Artificial world Real world Virtual world Visual Design
It does not require any ethical approval.
No funding or project support was utilized in the research.
Birincil Dil | İngilizce |
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Konular | Grafik Tasarımı |
Bölüm | Graphic & Design |
Yazarlar | |
Erken Görünüm Tarihi | 1 Temmuz 2024 |
Yayımlanma Tarihi | 30 Haziran 2024 |
Gönderilme Tarihi | 5 Nisan 2024 |
Kabul Tarihi | 27 Haziran 2024 |
Yayımlandığı Sayı | Yıl 2024 |