Origami merupakan suatu seni melipat kertas yang berasal dari Negara Jepang dapat dimainkan pada setiap kalangan. Kata origami merupakan gabungan dari dua suku kata yaitu "oru" yang berarti melipat dan "Kami" yang berarti kertas secara demikian origami dapat diartikan sebagai seni melipat kertas. Maka dari itu sangat penting dilakukan kampanye untuk memberikan informasi dan edukasi mengenai origami living art agar seni melipat kertas origami tetap bisa dikenal pada kalangan generasi z di Kota Palembang. Perancangan ini menggunakan metode design thinking yang merupakan sebuah pendekatan digunakan untuk memecahkan suatu masalah berdasarkan kebutuhan masyarakat sebagai user atau pengguna dengan menggunakan lima tahapan yaitu empathize, define, ideate, prototype, test. Pada perancangan ini juga dilakukan proses pengumpulan data dengan melakukan observasi, wawancara dan dokumentasi. Dari hasil perancangan ini menghasilkan sebuah Tagline “Cindo Bentuknyo, Ragam Karyanyo” yang bermakna origami memiliki beragam bentuk menarik yang dengan tingkat kesulitan yang berbeda. Media Utama dari perancangan ini yaitu Popup origami dengan menggunakan bentuk dari origami hewan yang ditampilkan pada media utama. Kemudian media pendukung berupa poster, kartu tutorial, folding tote bag, t shirt, tumbler, gantungan kunci, sticker pack yang digunakan sebagai media pendukung dari perancangan komunikasi visual origami living art bagi remaja di Kota Palembang. Dengan adanya perancangan ini diharapkan origami living art tetap dikenal dan menjadi sebuah solusi dari permasalahan art therapy pada kalangan remaja di Kota Palembang.
折纸是一种折叠纸的艺术,来自日本,可以在每个圆圈上演奏。折纸这个词由两个音节组成,即“oru”,意思是“我们”,意思是纸,因此折纸可以解释为折纸艺术。因此,开展一项关于折纸生活艺术的信息和教育活动是至关重要的,目的是让折纸艺术在帕伦邦的z一代中保持一定的身份。这种设计方法使用了一种设计思维方法,它是一种基于用户或用户社会需求的解决问题的方法,使用五个阶段,即empathize, define, ideate,原型,测试。它还通过观察、采访和记录来收集数据。从这些设计中,折纸产生了一个标签“Cindo color knyo, Karyanyo的变体”,这意味着折纸有不同程度的不同有趣的形式。这种设计的主要媒体是折纸,它使用了大型媒体上展示的动物折纸的形状。接下来,支持媒体以海报、教程卡、折叠小包、t恤、tumbler、钥匙链、贴纸包装为帕伦邦青少年视觉交流设计媒介的支持者。有了这个设计,折纸活艺术将继续为人所知,并成为帕伦邦青少年艺术治疗问题的解决方案。
{"title":"Origami Living Art dengan Metode Design Thinking","authors":"Febbi Neliandri Pratiwi, Yosef Yulius, Mukhsin Patriansah","doi":"10.30998/jd.v10i3.14660","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14660","url":null,"abstract":"<p class=\"5Abstract\"><span lang=\"EN-US\">Origami merupakan suatu seni melipat kertas yang berasal dari Negara Jepang dapat dimainkan pada setiap kalangan. Kata origami merupakan gabungan dari dua suku kata yaitu <em>\"oru\"</em> yang berarti melipat dan <em>\"Kami\"</em> yang berarti kertas secara demikian origami dapat diartikan sebagai seni melipat kertas. Maka dari itu sangat penting dilakukan kampanye untuk memberikan informasi dan edukasi mengenai origami living art agar seni melipat kertas origami tetap bisa dikenal pada kalangan generasi z di Kota Palembang. Perancangan ini menggunakan metode <em>design thinking</em> yang merupakan sebuah pendekatan digunakan untuk memecahkan suatu masalah berdasarkan kebutuhan masyarakat sebagai <em>user</em> atau pengguna dengan menggunakan lima tahapan yaitu <em>empathize, define, ideate, prototype, test.</em> Pada perancangan ini juga dilakukan proses pengumpulan data dengan melakukan observasi, wawancara dan dokumentasi. <span>Dari hasil perancangan ini menghasilkan sebuah <em>Tagline </em></span><em>“Cindo Bentuknyo, Ragam Karyanyo”</em> yang bermakna origami memiliki beragam bentuk menarik yang dengan tingkat kesulitan yang berbeda. Media Utama dari perancangan ini yaitu <em>Popup </em>origami dengan menggunakan bentuk dari origami hewan yang ditampilkan pada media utama. Kemudian media pendukung berupa poster, kartu tutorial, <em>folding tote bag, t shirt,</em> tumbler, gantungan kunci, <em>sticker pack</em> yang digunakan sebagai media pendukung dari perancangan komunikasi visual origami living art bagi remaja di Kota Palembang. <span>Dengan adanya perancangan ini diharapkan origami <em>living art</em> tetap dikenal dan menjadi sebuah solusi dari permasalahan <em>art therapy</em> pada kalangan remaja di Kota Palembang.</span><strong></strong></span></p>","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"220 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72448838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aulia Ayu Permatasari, T. A. S. Prasida, Jasson Prestiliano
Pramuka merupakan peranan utama dalam membangun karakter disiplin, akhlak, watak, dan menghasilkan sumber daya yang unggul. Proses kegiatan dilakukan disekolah dan alam terbuka. Terdapat dua jenis program materi Pramuka yaitu pengetahuan dan teknik Pramuka. Pada masa pasca COVID -19 yang masih meningkat, sekolah di Indonesia diwajibkan melaksanakan pembelajaran online. Beberapa siswa mengalami kendala dalam menangkap materi yang disampaikan guru pembina melalui media sosial salah satunya aplikasi pesan. Adanya permasalahan tersebut, maka dipilihlah APE (Alat Pendidikan Edukatif) berbasis board game berjudul “Go Go Scout!”. Permainan ini mengarah modul panduan dasar serta buku saku Pramuka. Menggunakan teknik observasi hadir ke lapangan langsung dengan metode mixed methods pengumpulan data wawancara dengan DISPORA, guru pembina Pramuka SD Negeri Mangunsari 2 Salatiga, serta menyebarkan kuesioner kepada kelas 5-6. Perancangan board game dengan mekanisme akting mengandalkan kemampuan anak yang sedang berkembang dalam menunjukkan bakat atau aksi dan memakai konsep gaya desain lucu dan menarik. Hasil dari penelitian ini, siswa kelas 5-6 mampu meningkatkan minat dan kualitas belajar Pramuka setelah memainkan board game “Go Go Scout!”.
童子军是建立纪律、道德、品格和创造卓越资源的中心。在学校和户外活动。有两种童子军材料项目,即童子军知识和工程。在COVID -19仍在上升之后,印度尼西亚的学校被要求进行在线学习。一些学生在课堂上通过社交媒体或信息应用程序捕捉辅导员提供的材料时遇到了障碍。如果出现这些问题,就会选择白板上名为“Go Go Scout!”的猿猴。这个游戏导致了手册模块和童子军手册。使用直接的观察力方法,方法是混合方法,收集来自国家小学童军领袖Mangunsari 2 sala3的采访数据,并将问卷分发给5-6班。一款由表演机制设计的游戏,使用的是一个正在发展的孩子在显示他的才能或动作方面的能力,并采用有趣和吸引人的设计风格的概念。这项研究的结果是,5-6班的学生在玩了棋盘游戏“Go Go侦察!”后能够提高童子军的兴趣和学习质量。
{"title":"Board Game Edukasi Pramuka Penggalang dengan Mekanik Acting","authors":"Aulia Ayu Permatasari, T. A. S. Prasida, Jasson Prestiliano","doi":"10.30998/jd.v10i3.14874","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14874","url":null,"abstract":"Pramuka merupakan peranan utama dalam membangun karakter disiplin, akhlak, watak, dan menghasilkan sumber daya yang unggul. Proses kegiatan dilakukan disekolah dan alam terbuka. Terdapat dua jenis program materi Pramuka yaitu pengetahuan dan teknik Pramuka. Pada masa pasca COVID -19 yang masih meningkat, sekolah di Indonesia diwajibkan melaksanakan pembelajaran online. Beberapa siswa mengalami kendala dalam menangkap materi yang disampaikan guru pembina melalui media sosial salah satunya aplikasi pesan. Adanya permasalahan tersebut, maka dipilihlah APE (Alat Pendidikan Edukatif) berbasis board game berjudul “Go Go Scout!”. Permainan ini mengarah modul panduan dasar serta buku saku Pramuka. Menggunakan teknik observasi hadir ke lapangan langsung dengan metode mixed methods pengumpulan data wawancara dengan DISPORA, guru pembina Pramuka SD Negeri Mangunsari 2 Salatiga, serta menyebarkan kuesioner kepada kelas 5-6. Perancangan board game dengan mekanisme akting mengandalkan kemampuan anak yang sedang berkembang dalam menunjukkan bakat atau aksi dan memakai konsep gaya desain lucu dan menarik. Hasil dari penelitian ini, siswa kelas 5-6 mampu meningkatkan minat dan kualitas belajar Pramuka setelah memainkan board game “Go Go Scout!”. ","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"125 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78556919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Wijaya, Hanif Azhar, Fajar Sadika, Naufal Arya Putra Nurjaman, Antonio Junico Da Cruz Soares, Devi Eka Agustin
Nearing the end of 2019 a virus broke out causing the world to be in the state of a pandemic. With the virus spreading easily through droplets, the government of Indonesia issued the people to wear masks and keep a distance minimum of 1 meter. Public places such as schools, restaurants and religious places are to be closed and to operate through online media. Through 2 years of the pandemic the virus spreading decreased and the government allowed for public places to open again with a strict health protocol. Schools also begin the education onsite but this raises a new problem for the schools and children to face, especially children of 4-6 years old. These ages are where children begin to socialize with their peers. With the limitations of online meeting, children can not interact with their peers resulting in their social skills not developing optimally. Even when schools started onsite again the interaction period is limited by the health protocol such as wearing masks and social distancing. The method used in this study is a mixed method, combining both qualitative and quantitative to gather data both descriptive and number in order to produce the design. The design process uses SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse) method to adapt and combine two toys into a new one. This study hopes to design educational toys which encourage the interaction of children while abiding the health protocol.
接近2019年底时,一种病毒爆发,导致世界处于大流行状态。由于病毒很容易通过飞沫传播,印度尼西亚政府要求人们戴上口罩,并保持至少1米的距离。学校、餐馆和宗教场所等公共场所将关闭,并通过网络媒体运营。经过两年的大流行,病毒的传播减少了,政府允许公共场所再次开放,并制定了严格的卫生协议。学校也开始了现场教育,但这给学校和孩子们带来了一个新的问题,尤其是4-6岁的孩子。这些年龄是孩子们开始与同龄人交往的年龄。由于网络会议的限制,孩子们不能与同龄人互动,导致他们的社交技能没有得到最佳发展。即使学校重新开学,互动时间也受到戴口罩和保持社交距离等健康协议的限制。本研究中使用的方法是一种混合方法,结合定性和定量来收集描述性和数量的数据,以产生设计。设计过程采用SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse)的方法,将两个玩具适配组合成一个新的玩具。本研究希望设计出既能鼓励儿童互动,又能遵守健康协议的益智玩具。
{"title":"Implementation of Health Protocol Social Distancing on Children Educational Toy","authors":"T. Wijaya, Hanif Azhar, Fajar Sadika, Naufal Arya Putra Nurjaman, Antonio Junico Da Cruz Soares, Devi Eka Agustin","doi":"10.30998/jd.v10i3.14605","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14605","url":null,"abstract":"Nearing the end of 2019 a virus broke out causing the world to be in the state of a pandemic. With the virus spreading easily through droplets, the government of Indonesia issued the people to wear masks and keep a distance minimum of 1 meter. Public places such as schools, restaurants and religious places are to be closed and to operate through online media. Through 2 years of the pandemic the virus spreading decreased and the government allowed for public places to open again with a strict health protocol. Schools also begin the education onsite but this raises a new problem for the schools and children to face, especially children of 4-6 years old. These ages are where children begin to socialize with their peers. With the limitations of online meeting, children can not interact with their peers resulting in their social skills not developing optimally. Even when schools started onsite again the interaction period is limited by the health protocol such as wearing masks and social distancing. The method used in this study is a mixed method, combining both qualitative and quantitative to gather data both descriptive and number in order to produce the design. The design process uses SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse) method to adapt and combine two toys into a new one. This study hopes to design educational toys which encourage the interaction of children while abiding the health protocol. ","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89144235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Tulehu village seems to never run out to produce talented young stars in terms of football. It is commonplace that soccer players in the Indonesian football team often have names from Tulehu. Of the many names that have emerged and shined as stars, but there is a touching and amazing story in the young garuda, a talented young man from Tulehu named Alfin Lestaluhu had to stop his football career due to an illness he suffered, and closed his hopes of continuing to participate in the championship because he had to passed away to God. From this story, an idea emerged to create an animated character from Alfin Lestaluhu, as a form of appreciation for what he has achieved with the Indonesian football team. The design of this animated character is done using the design thinking method, so there are 5 stages that are passed, including empathy, define, ideate, prototype, test. After that, the results of the separate parts of the Alfin Lestaluhu character set are obtained which are ready to be animated.
{"title":"Karakter Animasi Alfin Lestaluhu dengan Metode Design Thinking","authors":"Aris Ardiyanto, A. Rachman, R. Kurniawan","doi":"10.30998/jd.v10i3.13175","DOIUrl":"https://doi.org/10.30998/jd.v10i3.13175","url":null,"abstract":". Tulehu village seems to never run out to produce talented young stars in terms of football. It is commonplace that soccer players in the Indonesian football team often have names from Tulehu. Of the many names that have emerged and shined as stars, but there is a touching and amazing story in the young garuda, a talented young man from Tulehu named Alfin Lestaluhu had to stop his football career due to an illness he suffered, and closed his hopes of continuing to participate in the championship because he had to passed away to God. From this story, an idea emerged to create an animated character from Alfin Lestaluhu, as a form of appreciation for what he has achieved with the Indonesian football team. The design of this animated character is done using the design thinking method, so there are 5 stages that are passed, including empathy, define, ideate, prototype, test. After that, the results of the separate parts of the Alfin Lestaluhu character set are obtained which are ready to be animated.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"51 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85744941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rahmandika Tri Putra, Aditya Rahman Yani, Mahimma Romadhona
. The etiquette in studying is an important thing to be used as the daily behavior of every student. Etiquette is more important than knowledge. The etiquette of respecting the teacher is the main thing. Etiquette towards teachers is very important because someone who does not respect the teacher then the knowledge given will be in vain and useless. The young generation is the nation's successor who must get a good education to make the nation advanced and prosperous with their knowledge. Basically, the students are only provided with good behavior in front of the teacher without being given an understanding of the attitude where the discussion given is not detailed and clearly discusses etiquette towards the teacher. Therefore, the discussion given is not detailed and clearly discusses etiquette towards teachers. While the majority of books that discuss etiquette towards teachers in full still use verbal language that is less understood and less attractive to children. From these matters, the writer designs a visual book for etiquette towards teachers for elementary school children aged 7-12 years. The writer uses the qualitative method, the interview, and the literature review to complete the design. The presence of the visual book hoped to give the student the understanding of the importance of the etiquette for the teacher and either apply it at the school or outside the school on the daily behavior so that the students embed a lot of knowledge.
{"title":"Buku Visual Mengenai Adab terhadap Guru sebagai Media Pembelajaran Siswa SD","authors":"Rahmandika Tri Putra, Aditya Rahman Yani, Mahimma Romadhona","doi":"10.30998/jd.v10i3.14833","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14833","url":null,"abstract":". The etiquette in studying is an important thing to be used as the daily behavior of every student. Etiquette is more important than knowledge. The etiquette of respecting the teacher is the main thing. Etiquette towards teachers is very important because someone who does not respect the teacher then the knowledge given will be in vain and useless. The young generation is the nation's successor who must get a good education to make the nation advanced and prosperous with their knowledge. Basically, the students are only provided with good behavior in front of the teacher without being given an understanding of the attitude where the discussion given is not detailed and clearly discusses etiquette towards the teacher. Therefore, the discussion given is not detailed and clearly discusses etiquette towards teachers. While the majority of books that discuss etiquette towards teachers in full still use verbal language that is less understood and less attractive to children. From these matters, the writer designs a visual book for etiquette towards teachers for elementary school children aged 7-12 years. The writer uses the qualitative method, the interview, and the literature review to complete the design. The presence of the visual book hoped to give the student the understanding of the importance of the etiquette for the teacher and either apply it at the school or outside the school on the daily behavior so that the students embed a lot of knowledge.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"71 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83335438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Advertising is an effective promotional medium for marketing products and services to potential customers. Advertising can also be a medium that contains meaning. The purpose of this study was to find out the meaning of gender bias in the gofood series Ibu is Busy (2021) advertisement and see whether this advertisement still perpetuates female gender stereotypes in patriarchal culture. A qualitative approach with Roland Barthes's semiotic method is used in this study. The findings from this study indicate that the gofood series Ibu is Busy (2021) advertisement contains gender bias meaning in the form of domestic work stereotypes belonging to women not men, women must be versatile, men are superior to women, women are responsible for providing food for the family, and the subordination of women. However, this ad does not exploit the beauty of a woman's body as a sexual attraction for the audience.
. 广告是向潜在客户推销产品和服务的有效宣传媒介。广告也可以是一种包含意义的媒介。本研究的目的是找出gofood系列《Ibu is Busy》(2021)广告中性别偏见的含义,看看这则广告是否仍然延续了男权文化中的女性性别刻板印象。本研究采用罗兰·巴特的符号学方法进行定性分析。本研究的结果表明,gofood系列《Ibu is Busy》(2021)广告中包含性别偏见的含义,其形式是家务刻板印象属于女性而不是男性,女性必须多才多艺,男性优于女性,女性负责为家庭提供食物,以及女性的从属地位。然而,这则广告并没有利用女性的身体之美来吸引观众。
{"title":"Representasi Makna Bias Gender pada Iklan Gofood Seri Ibu Sedang Sibuk (2021)","authors":"Yuni Zaharani","doi":"10.30998/jd.v10i3.17756","DOIUrl":"https://doi.org/10.30998/jd.v10i3.17756","url":null,"abstract":". Advertising is an effective promotional medium for marketing products and services to potential customers. Advertising can also be a medium that contains meaning. The purpose of this study was to find out the meaning of gender bias in the gofood series Ibu is Busy (2021) advertisement and see whether this advertisement still perpetuates female gender stereotypes in patriarchal culture. A qualitative approach with Roland Barthes's semiotic method is used in this study. The findings from this study indicate that the gofood series Ibu is Busy (2021) advertisement contains gender bias meaning in the form of domestic work stereotypes belonging to women not men, women must be versatile, men are superior to women, women are responsible for providing food for the family, and the subordination of women. However, this ad does not exploit the beauty of a woman's body as a sexual attraction for the audience.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"38 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74184295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. The pressure in life that is felt by a person can trigger the emergence of a sense of stress. This stress is prone to emerge, especially during the early adult phase, which is the transitional phase from adolescence to adulthood. This is because, in the early adult phase, a person has ambitions and targets to be achieved and is in a high level of activity. Unresolved stress can affect health and productivity levels in daily life. The effort or solution that can be done to control this stress is to do meditation. However, due to difficulties and obstacles in doing meditation such as a lack of understanding related to meditation, most early adult individuals do not do these activities even though they need and have an interest in doing so. Therefore, it is necessary to have an information medium for early adults about meditation and meditation techniques that can be done easily in everyday life. The final result of this design is expected to increase insight and understanding about meditation and can encourage early adults to start meditation activities.
{"title":"Visualisasi Meditasi untuk Kelompok Dewasa Awal dalam Buku Digital","authors":"Sherine Sevilla Johannes, Desi Dwi Kristanto","doi":"10.30998/jd.v10i3.15065","DOIUrl":"https://doi.org/10.30998/jd.v10i3.15065","url":null,"abstract":". The pressure in life that is felt by a person can trigger the emergence of a sense of stress. This stress is prone to emerge, especially during the early adult phase, which is the transitional phase from adolescence to adulthood. This is because, in the early adult phase, a person has ambitions and targets to be achieved and is in a high level of activity. Unresolved stress can affect health and productivity levels in daily life. The effort or solution that can be done to control this stress is to do meditation. However, due to difficulties and obstacles in doing meditation such as a lack of understanding related to meditation, most early adult individuals do not do these activities even though they need and have an interest in doing so. Therefore, it is necessary to have an information medium for early adults about meditation and meditation techniques that can be done easily in everyday life. The final result of this design is expected to increase insight and understanding about meditation and can encourage early adults to start meditation activities.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"58 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74221958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. The COVID-19 pandemic is the transmission of the 2019 coronavirus disease throughout the world. The virus is thought to be spread between people mainly through respiratory droplets produced during coughing, sneezing, and normal exhalation. The beginning of the outbreak of COVID-19 cases in Indonesia caused a public concern. The government has adopted a social restriction policy in order for a work from home regulation, known as WFH (Work from Home), is enforced. As a practitioner in the field of Interior Design, in dealing with several tasks in designing moderate-sized residential houses, there are several problems, e.g.: (1) all family members carry out learning and school activities from home, (2) the need for a comfortable and calm room or area. The method that will be used is the modern functional creation methodology thru programmatic method of approach that processes designs based on a set of programs with qualitative design results and accurate problem solving as measured by the suitability of the physical from of the design with the established program with the aims of writing, e.g.: (1) how to create a space that has demands for comfort in meeting functional and ergonomic needs in the interior, (2) how to apply the idea of interior aesthetic elements in the room.
{"title":"Penataan Interior Rumah Tinggal Pada Masa Pandemi Covid-19","authors":"Erina Wiyono, I. G. Rochyat","doi":"10.30998/jd.v10i3.13946","DOIUrl":"https://doi.org/10.30998/jd.v10i3.13946","url":null,"abstract":". The COVID-19 pandemic is the transmission of the 2019 coronavirus disease throughout the world. The virus is thought to be spread between people mainly through respiratory droplets produced during coughing, sneezing, and normal exhalation. The beginning of the outbreak of COVID-19 cases in Indonesia caused a public concern. The government has adopted a social restriction policy in order for a work from home regulation, known as WFH (Work from Home), is enforced. As a practitioner in the field of Interior Design, in dealing with several tasks in designing moderate-sized residential houses, there are several problems, e.g.: (1) all family members carry out learning and school activities from home, (2) the need for a comfortable and calm room or area. The method that will be used is the modern functional creation methodology thru programmatic method of approach that processes designs based on a set of programs with qualitative design results and accurate problem solving as measured by the suitability of the physical from of the design with the established program with the aims of writing, e.g.: (1) how to create a space that has demands for comfort in meeting functional and ergonomic needs in the interior, (2) how to apply the idea of interior aesthetic elements in the room.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79843166","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rikyanto Rikyanto, Arnold Maximillian, Tessa Eka Darmayanti
. Toraja people believe in living life based on the philosophy of Tallu Lolona (Three pinnacles of life) is God's creation that is arranged in a harmonious scope. Tallu Lolona's philosophy is an ancestral teaching that should be preserved. This study aims to find out the meaning of the Tallu Lolona philosophy on the life of the Toraja people, and the possible inspiration that can be applied to interior design elements through line, shape, pattern, space, lighting, and color. This qualitative article uses a cultural studies approach that is supported by literature exploration. The results of this study are ideas in the form of lines, shapes, colors, spaces, textures, and lighting taken from the tangible and intangible values of the Tallu Lolona philosophy, through Passura or Tongkonan house wall carvings. This research contributes to k nowledge about Toraja’s cultural values , which is also a relic of the ancestors that must be preserved to maintain national identity.
{"title":"Filosofi Tallu Lolona sebagai Ide Implementasi Perancangan Interior","authors":"Rikyanto Rikyanto, Arnold Maximillian, Tessa Eka Darmayanti","doi":"10.30998/jd.v10i3.14959","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14959","url":null,"abstract":". Toraja people believe in living life based on the philosophy of Tallu Lolona (Three pinnacles of life) is God's creation that is arranged in a harmonious scope. Tallu Lolona's philosophy is an ancestral teaching that should be preserved. This study aims to find out the meaning of the Tallu Lolona philosophy on the life of the Toraja people, and the possible inspiration that can be applied to interior design elements through line, shape, pattern, space, lighting, and color. This qualitative article uses a cultural studies approach that is supported by literature exploration. The results of this study are ideas in the form of lines, shapes, colors, spaces, textures, and lighting taken from the tangible and intangible values of the Tallu Lolona philosophy, through Passura or Tongkonan house wall carvings. This research contributes to k nowledge about Toraja’s cultural values , which is also a relic of the ancestors that must be preserved to maintain national identity.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85784037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The current situation of social development demands digitalization in all aspects of public life. The use of technology in education has some potential for improving cognitive abilities that emerge as essential benefits in the form of emotional and social perspectives. In this regard, as a foundation of cultural and learning process, education may serve as a starting point for the competent and aware deployment of Artificial Intelligence (AI). The descriptive qualitative study used to explore lecturers’ beliefs in the use of artificial intelligence for higher education especially in Visual Communication Design educational context. The data was collected through a semi structured interview with seven Visual Communication Design lecturers from state University in Surakarta. The result showed that the lecturers had positive beliefs towards the use of Artificial Intelligence in Education. According to the findings, the lecturers found that there were possibilities to have both advantages and disadvantages in the process. In doing so, the participants believed that AI was eligible to support cognitive skills although several factors can facilitate and hinder the implementation of the use of Ai in education.
{"title":"Addressing Beliefs in the Implementation of Artifical Intelligence in Visual Communication Design: Theory of Planned Behaviour Perspectives","authors":"Hening Laksani","doi":"10.30998/jd.v10i3.17415","DOIUrl":"https://doi.org/10.30998/jd.v10i3.17415","url":null,"abstract":"The current situation of social development demands digitalization in all aspects of public life. The use of technology in education has some potential for improving cognitive abilities that emerge as essential benefits in the form of emotional and social perspectives. In this regard, as a foundation of cultural and learning process, education may serve as a starting point for the competent and aware deployment of Artificial Intelligence (AI). The descriptive qualitative study used to explore lecturers’ beliefs in the use of artificial intelligence for higher education especially in Visual Communication Design educational context. The data was collected through a semi structured interview with seven Visual Communication Design lecturers from state University in Surakarta. The result showed that the lecturers had positive beliefs towards the use of Artificial Intelligence in Education. According to the findings, the lecturers found that there were possibilities to have both advantages and disadvantages in the process. In doing so, the participants believed that AI was eligible to support cognitive skills although several factors can facilitate and hinder the implementation of the use of Ai in education.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"11 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86525220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}