Ghia Tri Jayanti
Program Studi Desain Produk Industri, Universitas Pendidikan Indonesia, Tasikmalaya

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Perancangan alat permainan maze berbasis Lean UX untuk menstimulasi kognitif anak PAUD Kurikulum Merdeka Kaffa Refiansya Junaedi; Ghia Tri Jayanti; Handayani Madania Insani; R. Moch. Rizal Hafiyan
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16105

Abstract

Cognitive development stimulation is very important in early childhood education because it affects thinking skills and learning readiness. At the age of 4–5 years, learning tools must be adapted to the way children learn. This study aims to create an educational maze game with User Experience (UX) guidelines to help the cognitive development of children aged 4–5 years in the context of the Merdeka Curriculum Early Childhood Education. The research used the Lean UX method, which included reading literature, observing how children learn, compiling design requirements, creating prototypes, and testing users. Based on the results of observations and evaluations, it was found that children responded positively to interactive and visually appealing media and that the application of UX principles in maze games increased children's engagement during learning, especially in their ability to focus, recognize patterns, and solve simple problems. In addition, the interaction between teachers and children also increased during learning activities. The novelty of this research is the application of the Lean UX approach as a framework for designing PAUD educational games that prioritize user experience in design decision-making. The findings of this study have implications for the development of learning media that is more participatory, contextual, and supports active learning in early childhood education
Perancangan tas multifungsi sebagai sarana display peralatan doodling Komunitas DAT Kirana Rahman; Ghia Tri Jayanti; Handayani Madania Insani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.18399

Abstract

This research is based on problems faced by the Doodle Art Tasikmalaya (DAT) Community regarding the efficient management of communal doodling equipment during routine meet-ups. The main issue lies in the equipment organization system that is often disorganized, difficult to reach, thus disrupting the comfort of the tables used by the community in cafés. The results of these observations became the basis for this research which used mixed method with Double Diamond as a framework consisting of four stages: Discover, Define, Develop, and Deliver. In the Develop stage, the PMI (Plus, Minus, Interesting) method was used for the ideation filtering process. Qualitative data were collected through field observations and interviews, while quantitative data were collected through questionnaires distributed to community members to map the characteristics of DAT members. The result of this research is a prototype of a multifunctional bag that functions as a storage place and a display medium for communal doodling equipment owned by the community. Based on the trial results, the product structure was able to support a total load of 1.28 kg of doodling equipment without showing any defects or structural deformation, both in display and carry modes. These findings indicate that the product effectively addresses the problems faced by the DAT community regarding the efficient storage and display of doodling equipment through a single integrated product.Published Date: 2026-07-22
Perancangan cup set matcha stoneware bergaya Japandi Firna Fauziah Subihaki; Ghia Tri Jayanti; Handayani Madania Insani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.18380

Abstract

The trend of matcha consumption continues to experience growing interest throughout Indonesia in 2025. This phenomenon presents an opportunity for the ceramics industry regarding the need for matcha consumption serving ware. This research aims to design a cup set using stoneware material, employing a User-Centered Design approach that focuses on user needs and preferences. To achieve this objective, the research begins with an industry analysis at a local pottery studio called Biomorphic, which uses stoneware material in its products. The research was conducted by identifying production potential and capacity using SWOT analysis tools. Subsequently, a market validation stage was carried out using Google Trends, and user needs analysis with a case study approach at a Japandi-style café as a reference for taste and presentation preferences. Design decision-making utilized visual scale analysis tools and product positioning. The research results comprise a cup set prototype using stoneware material with Japandi aesthetics in accordance with user needs. Validation was conducted through field testing, which demonstrated that the design aligns with Japandi interior aesthetics and fulfills the serving function for cafés.Published Date: 2026-07-26