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Origami Living Art dengan Metode Design Thinking 折纸生活艺术邓根方法设计思维
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.14660
Febbi Neliandri Pratiwi, Yosef Yulius, Mukhsin Patriansah

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。
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引用次数: 0
Board Game Edukasi Pramuka Penggalang dengan Mekanik Acting
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.14874
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。
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引用次数: 0
Implementation of Health Protocol Social Distancing on Children Educational Toy 在儿童益智玩具上实施保持社会距离的健康议定书
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.14605
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。
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引用次数: 0
Karakter Animasi Alfin Lestaluhu dengan Metode Design Thinking 动画角色Alfin Lestaluhu与设计方法思考
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.13175
Aris Ardiyanto, A. Rachman, R. Kurniawan
. 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.
. 土勒胡村似乎永远不会缺少培养足球天才的年轻明星。印尼足球队队员的名字经常来自土勒胡语,这是司空见惯的事情。在众多涌现并闪耀着明星光芒的名字中,年轻的鹰队有一个感人而惊人的故事,一位来自图勒胡的才华横溢的年轻人Alfin Lestaluhu因病不得不停止他的足球生涯,并关闭了继续参加锦标赛的希望,因为他不得不向上帝去世。从这个故事中,我萌生了一个想法,要为Alfin Lestaluhu创造一个动画人物,作为对他在印尼足球队所取得成就的一种感谢。这个动画角色的设计是用设计思维的方法完成的,所以通过了5个阶段,包括移情,定义,构思,原型,测试。之后,得到了Alfin Lestaluhu字符集各部分的结果,并准备进行动画。
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引用次数: 0
Buku Visual Mengenai Adab terhadap Guru sebagai Media Pembelajaran Siswa SD 教师作为小学学习媒介的视觉教材
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.14833
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.
. 学习礼仪是每个学生的一项重要的日常行为。礼仪比知识更重要。尊师礼仪是最重要的。对老师的礼仪是非常重要的,因为有人不尊重老师,那么所给予的知识将是徒劳和无用的。年轻一代是国家的接班人,他们必须接受良好的教育,用他们的知识使国家先进和繁荣。基本上,学生只是在老师面前表现良好,而不了解老师的态度,而讨论的内容并不详细,也没有明确地讨论对待老师的礼仪。因此,给出的讨论并没有详细而明确地讨论对待老师的礼仪。然而,大多数讨论教师礼仪的书籍仍然使用口头语言,不太容易理解,对孩子也不太有吸引力。由此,笔者设计了一本面向7-12岁小学生的教师礼仪视觉教材。作者采用定性法、访谈法和文献法来完成设计。视觉书的出现是希望让学生了解礼仪对老师的重要性,无论是在学校还是在学校以外的日常行为中都能应用礼仪,让学生们嵌入很多知识。
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引用次数: 1
Representasi Makna Bias Gender pada Iklan Gofood Seri Ibu Sedang Sibuk (2021) 忙碌的妈妈go食品系列广告中的性别偏见表现(2021)
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.17756
Yuni Zaharani
. 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。
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引用次数: 0
Visualisasi Meditasi untuk Kelompok Dewasa Awal dalam Buku Digital 在数字书中,早期成人群体的冥想想象
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.15065
Sherine Sevilla Johannes, Desi Dwi Kristanto
. 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.
。一个人感受到的生活压力会引发压力感的出现。这种压力很容易出现,特别是在成年早期,这是从青春期到成年期的过渡阶段。这是因为,在成年早期,一个人有野心和目标要实现,处于高水平的活动。未解决的压力会影响日常生活中的健康和生产力水平。控制这种压力的努力或解决办法就是冥想。然而,由于做冥想的困难和障碍,比如缺乏对冥想的理解,大多数早期成年的人不做这些活动,即使他们需要和有兴趣这样做。因此,有必要为早期成年人提供一种可以在日常生活中轻松完成的关于冥想和冥想技巧的信息媒介。本设计的最终结果有望增加对冥想的洞察力和理解,并可以鼓励早期成年人开始冥想活动。
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引用次数: 0
Penataan Interior Rumah Tinggal Pada Masa Pandemi Covid-19
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.13946
Erina Wiyono, I. G. Rochyat
. 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.
. 2019冠状病毒病大流行是2019冠状病毒病在全球的传播。这种病毒被认为主要通过咳嗽、打喷嚏和正常呼气时产生的呼吸道飞沫在人与人之间传播。新冠肺炎病例在印度尼西亚暴发之初引起公众关注。政府采取了一项社会限制政策,以执行被称为WFH(在家工作)的在家工作规定。作为室内设计领域的从业者,在处理设计中等规模住宅的几个任务时,存在几个问题,例如:(1)所有家庭成员都在家中进行学习和学校活动;(2)需要一个舒适和平静的房间或区域。将使用的方法是现代功能创造方法论,通过程序化的方法,基于一组程序处理设计,具有定性的设计结果和准确的问题解决方法,通过设计的物理属性与已建立的程序的适用性来衡量,目的是写作,例如:(1)如何在满足室内功能和人体工程学需求的同时,创造出有舒适需求的空间;(2)如何在室内运用室内美学元素的理念。
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引用次数: 0
Filosofi Tallu Lolona sebagai Ide Implementasi Perancangan Interior Tallu Lolona哲学是实施室内设计的理念
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.14959
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.
. 托拉贾人相信生活在Tallu Lolona(生命的三个尖峰)哲学基础上的生活是上帝在和谐的范围内安排的创造。塔鲁·洛娜的哲学是祖传下来的,应该保留下来。本研究旨在找出Tallu Lolona哲学对Toraja人生活的意义,以及可以通过线条,形状,图案,空间,灯光和色彩应用于室内设计元素的可能灵感。这篇定性文章采用了一种文化研究的方法,并以文献探索为基础。这项研究的结果是通过Passura或Tongkonan房屋墙壁雕刻,从Tallu Lolona哲学的有形和无形价值中获取线条,形状,颜色,空间,纹理和照明形式的想法。这项研究有助于了解托拉贾的文化价值,这也是祖先的遗物,必须保存以保持民族身份。
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引用次数: 0
Addressing Beliefs in the Implementation of Artifical Intelligence in Visual Communication Design: Theory of Planned Behaviour Perspectives 在视觉传达设计中实现人工智能的信念:计划行为视角的理论
Pub Date : 2023-06-06 DOI: 10.30998/jd.v10i3.17415
Hening Laksani
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.
社会发展的现状要求公共生活的方方面面都要实现数字化。在教育中使用技术具有提高认知能力的潜力,这种能力以情感和社会观点的形式出现,是至关重要的好处。在这方面,教育作为文化和学习过程的基础,可以作为称职和有意识地部署人工智能(AI)的起点。描述性定性研究用于探讨讲师在高等教育中使用人工智能的信念,特别是在视觉传达设计教育背景下。数据是通过对七位来自泗水国立大学视觉传达设计讲师的半结构化访谈收集的。结果显示,讲师对人工智能在教育中的应用持积极态度。根据调查结果,讲师们发现在这个过程中有可能有利有弊。在这样做的过程中,与会者认为人工智能有资格支持认知技能,尽管有几个因素可以促进和阻碍人工智能在教育中的应用。
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引用次数: 0
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ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia
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