Articles
Rapid Prototyping Design for the Community
Katoppo, Martin Luqman;
Nugroho, Bambang T. A.;
Hananto, Brian Alvin;
Soenarjo, Hady;
Liman, Sheena Y.;
Onelim, Onieque;
Anita, Michelle;
Wibowo, Klarissa N.;
Suripto, Chyntia A.
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 2 (2025): Design as Strategy Case Studies - Part 3: Finale
Publisher : School of Design Universitas Pelita Harapan
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DOI: 10.37312/jsdis.v6i2.10321
Learning Express (LeX) Program is a program initiated by Singapore Polytechnic (SP) in cooperation with the School of Design, Universitas Pelita Harapan (SoD, UPH). LeX 2024 worked with 3 Ciakar’s, Tangerang communities to solve problems in their area: Darussalam School, Kebun Kandang Eco Farming, and Dodol Oyot SME. The research-design-action is conducted in 12 days using Design Thinking methods. The results would be rapid prototyping social innovation design for all the three communities.
ANALISIS METODE MIND MAPPING DALAM PROSES PEMBELAJARAN DESAIN GRAFIS
Melini, Ellis;
Hananto, Brian Alvin;
Suwanto, Kartika Magdalena;
Tenardi, Shannon Glenda
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana
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DOI: 10.22441/narada.2023/v10.i3.001
This study is about the application of the mind mapping method done by a group of design students in the context of graphic design learning. Mind mapping is one of the thinking tools commonly used in the creative thinking process. The goal of this study is to analyze how the participants use this thinking tool and reflect upon its utility as a method applied during the divergent phase in the series of design process. The method used here is a case study, using mixed approaches of qualitative-descriptive and quantitative explanations to measure the qualitative aspects. Results show that the participants can do the mind mapping method, which essentially pertains to its functions, though not rigidly following the formal techniques taught by Buzan. Through comparing the mind maps produced by them with the grades they got for the exploration criteria of their design results, it’s yet to be concluded that the mind map quality can determine the quality of the resulting design.
Perancangan Desain Kemasan Untuk Origami Coffee Filter Kaldi Kraftware
Tumilisar, Yolanda Ruth Theophanie Taruli;
Hananto, Brian Alvin;
Calvin, Lorentius
IMATYPE: Journal of Graphic Design Studies Vol. 2 No. 2: August 2023
Publisher : Penerbit Fakultas Desain Universitas Pelita Harapan
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DOI: 10.37312/imatype.v2i2.6858
Brand UMKM Kaldi Kraftware merupakan sebuah brand social-preneur yang memiliki tujuan untuk menciptakan sebuah produk yang berasal dari pengelolahan sampah atau limbah botol plastik yang ditemukan di pantai maupun sungai khususnya di daerah Nusa Tenggara Barat. Untuk saat ini Kaldi Kraftware sedang dalam proses mengeluarkan produk baru yaitu Origami Coffee Filter dengan menggunakan bahan olahan botol plastik yang telah di daur ulang dan di olah. Permasalahan yang dihadapi dalam pembuatan desain berada di bagian storytelling dimana brand memiliki kesulitan dalam menyebar luaskan cerita mereka kepada para audiens. Dalam karya ilmiah ini, akan memfokuskan pembahasan pada proses pembuatan desain kemasan untuk brand Kaldi Kraftware dari pengumpulan data hingga evaluasi desain. Beserta dengan jenis metodologi yang digunakan dalam proses pembuatan desain. Selain itu, pembahasan akan masuk kedalam proses pembuatan desain yang menjabarkan berbagai alternatif yang diberikan dan juga hasil evaluasi yang diberikan secara langsung oleh pemilik.
Design Case: Character Design Workshop for SDH Kupang Highschool Students
Hananto, Brian Alvin;
Melini, Ellis;
Zulkarnain, Alfiansyah;
Heryanto, Naldo Yanuar;
Indrajaya, Ferdinand
IMATYPE: Journal of Graphic Design Studies Vol. 3 No. 1: February 2024
Publisher : Penerbit Fakultas Desain Universitas Pelita Harapan
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DOI: 10.37312/imatype.v3i1.7938
This paper is a design case for a character design workshop for Sekolah Dian Harapan Kupang students. The workshop was done offline on 27th October 2023 and was attended by 36 high school students. The workshop itself went well, with various adjustments along the way. Through this design case, the author concluded that designers and workshop instructors must be flexible when conducting a workshop, as many unpredicted factors can influence the workshop’s conduct.
Visual Identity and Packaging Design for Gringsing Textile Products from Bali Morinda Art Textile SME at BEDA’KAN 8th Batch
Aurellia, Medelyn;
Hananto, Brian Alvin
de-lite: Journal of Visual Communication Design Study & Practice Vol. 2 No. 2 (2022): December 2022
Publisher : Visual Communication Design Department of Universitas Pelita Harapan
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DOI: 10.37312/de-lite.v2i2.5876
Morinda Art Textile is one of the SMEs (Small Medium Enterprise) that sells Gringsing textile products and is located in Bali, Indonesia. Gringsing is a typical textile that is quite old and very well-known in Bali. This project was done for a program called BEDA'KAN in the 8th batch. The Ministry of Tourism and Creative Economy in Indonesia initiated this program. The packaging design for Morinda Art Textile was carried out using the Eric Karjaluoto methodology. This design was carried out in November 2021 and ended in December 2021.
Pengaruh Kualitas Pengajar dan Fasilitas Belajar Terhadap Motivasi Belajar Mahasiswa Desain Komunikasi Visual
Hananto, Brian Alvin
de-lite: Journal of Visual Communication Design Study & Practice Vol. 3 No. 1 (2023): July 2023
Publisher : Visual Communication Design Department of Universitas Pelita Harapan
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DOI: 10.37312/de-lite.v3i1.6726
Penelitian ini meneliti mengenai pengaruh Kualitas Pengajar dan Fasilitas Belajar terhadap Motivasi Belajar. Sampel penelitian ini merupakan mahasiswa tahun pertama pada Program Studi Desain Komunikasi Visual Universitas Pelita Harapan tahun akademik 2022/2023. Jumlah sampel penelitian ini adalah 58 dari total jumlah mahasiswa tahun pertama sejumlah 66. Instrumen pengumpulan data adalah angket tertutup dengan menggunakan item indikator dari penelitian terdahulu. Analisis data dilakukan dengan menggunakan PLS-SEM. Hasil dari penelitian ini adalah bahwa Kualitas Pengajar memiliki pengaruh signifikan terhadap Motivasi Belajar, sedangkan Fasilitas belajar tidak memiliki pengaruh signifikan. Penelitian ini juga menganalisis lebih lanjut indikator apa saja yang dinilai penting dan memiliki efek dengan menggunakan IPMA. Hasil dari analisis IPMA adalah bahwa pengajar dinilai memiliki kompetensi yang baik, namun masih kurang proaktif dalam memotivasi mahasiswa dalam pembelajaran.
Pengaruh Pengalaman Praktik Magang Terhadap Kesiapan Bekerja (Studi Empiris: Mahasiswa Desain Komunikasi Visual Universitas Pelita Harapan)
Hananto, Brian Alvin
de-lite: Journal of Visual Communication Design Study & Practice Vol. 3 No. 2 (2023): December 2023
Publisher : Visual Communication Design Department of Universitas Pelita Harapan
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DOI: 10.37312/de-lite.v3i2.6786
Mahasiswa yang selesai menempuh pendidikan tinggi dewasa ini diharapkan dapat siap bekerja dengan baik. Untuk bisa memfasilitasi hal tersebut, banyak institusi pendidikan dan program studi menyelenggarakan program magang untuk menjembatani pendidikan tinggi dan dunia kerja bagi para mahasiswa. Hal ini tidak terkecuali juga untuk Program Studi Desain Komunikasi Visual Universitas Pelita Harapan, yang menyelenggarakan program magang melalui mata kuliah Kerja Praktek pada akhir tahun ketiga perkuliahan. Penulis ingin meneliti pengaruh dari Pengalaman Praktik Magang terhadap Kesiapan Bekerja dari mahasiswa-mahasiswi desain komunikasi visual Universitas Pelita Harapan. Jumlah responden penelitian ini adalah 48, dimana para responden merupakan seluruh mahasiswa yang mengikuti mata kuliah Kerja Praktek pada tahun akademik 2021/2022. Pendekatan penelitian ini adalah penelitian kombinasi, dimana penulis mengumpulkan data kuantitatif dan menganalisis data tersebut dengan analisis jalur dan IPMA, kemudian memperkaya pembahasannya dengan data kualitatif dari wawancara beberapa mahasiswa yang merupakan responden penelitian. Hasil dari penelitian ini adalah Pengalaman Praktek Magang memiliki pengaruh positif terhadap Kesiapan Bekerja.
Pendekatan Desain Partisipatoris dalam Perancangan Board Game Sebagai Media Pembelajaran Bahasa Indonesia
Hananto, Brian Alvin;
Calista, Helena;
Suwandi, Chelsey
Jurnal Strategi Desain dan Inovasi Sosial Vol. 5 No. 2 (2024): Design As Strategy Case Studies - Part 1
Publisher : School of Design Universitas Pelita Harapan
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DOI: 10.37312/jsdis.v5i2.7969
Artikel ini membahas mengenai proses perancangan board game yang dilakukan dengan pendekatan desain partisipatoris. Melalui kerjasama dengan Sekolah GenIUS, penulis merancang dua board game yang diharapkan dapat berguna sebagai media penunjang pembelajaran dalam mata pelajaran bahasa Indonesia. Melalui tahapan-tahapan discover, define, develop, dan deliver, penulis menjalankan pendekatan partisipatif untuk bisa menggali dan melibatkan Sekolah GenIUS dalam perancangan yang dilakukan. Hasil dari perancangan ini disambut baik dengan antusiasme siswa-siswi Sekolah GenIUS yang dilibatkan dalam proses perancangan ini. Penulis berharap tulisan ini dapat menjadi referensi dari perancangan dengan menggunakan pendekatan desain partisipatoris, khususnya dalam merancang board game.
ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’
Hananto, Brian Alvin;
Audiah, Jennifer
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v2i2.367
Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.
REDESAIN VISUAL PERMAINAN KARTU ‘THE ART OF BATIK’
Jennifer Audiah;
Hananto, Brian Alvin
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v3i1.392
Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.