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Perancangan Aplikasi Tour Guide Museum Sejarah Jakarta Berbasis Mobile Web Auryn Vasthie Octarizka; Erneza Dewi Krishnasari; Bayyinah Nurrul Haq
IKRAITH-Teknologi Vol 6 No 2 (2022): IKRAITH-TEKNOLOGI Vol 6 No 2 Juli 2022
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1301.1 KB)

Abstract

Perancangan Aplikasi Tour Guide Museum Sejarah Jakarta Berbasis Mobile Webbertujuan untuk memandu pengunjung dengan waktu yang efisien dan dengan alur yangbenar sesuai dengan alur yang dibuat oleh Museum Sejarah Jakarta. Melalui Tour GuideMuseum Sejarah Berbasis Mobile Web, pengunjung dapat berinteraksi dengan museum.Tour Guide berisi foto dan penjelasan tentang setiap koleksi yang ada dimuseum,pengunjung juga dapat menggunakan map untuk menelusuri museum sesuai dengan alurperjalanan. Berdasarkan pengalaman dan survei Tour Guide dan pengunjung MuseumSejarah Jakarta, aplikasi ini disarankan sebagai pilihan audiens untuk memandumengunjungi Museum Sejarah Jakarta ketika membutuhkan pemandu. Tour Guide yangtersedia untuk memandu terbatas sehingga pengunjung harus bergantian untukmenggunakan jasa Tour Guide dan beberapa pengunjung melakukan perjalanan tanpaTour Guide dengan alur perjalanan bebas, tidak mengikuti alur yang telah ditentukan olehpihak Museum. Hal ini memungkinkan aplikasi Tour Guide dirancang sebagai solusimembantu memandu pengunjung Museum Sejarah Jakarta dengan tujuan pengunjungmendapatkan cerita dan pengalaman baik saat berkunjung ke Museum Sejarah Jakarta.
REDESAIN POUCH KANVAS PATTERN MORFANA CREATIVE Taryn Nurani Purnama; Bayyinah Nurrul Haq; Noverdi Bross
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 5 No. 2 (2020): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (939.645 KB) | DOI: 10.25105/jdd.v5i2.7957

Abstract

AbstractRedesign of Morfana Creative Canvas Pouch Patterns. The focus of this study is to redesign canvas pouches based on the evaluation results of existing canvas bag products on Morfana Creative. Morfana Creative manufactures bags with the concept of canvas pattern bags. The goal is to redesign existing products with different models without losing their characteristics for new market segments. Target audience for design is 18-25 years old women. This study uses the SCAMPER method and several analyzes using the SWOT, BCG, and Benchmark Wheel analysis methods. The results of this study are that each product has a cycle in its development, does not mean the product is in a cow position, such as a pouch that will be redesigned with the latest model in accordance with the results of the recommendations that have been determined. AbstrakRedesain Pouch Kanvas Pattern Morfana Creative. Fokus penelitian ini diarahkan untuk redesain pouch kanvas berdasarkan hasil evaluasi produk tas kanvas yang ada pada Morfana Creative. Morfana Creative ini memproduksi tas dengan konsep tas kanvas pattern. Tujuannya adalah redesain produk yang sudah ada sebelumnya dengan model yang berbeda tanpa menghilangkan ciri khasnya untuk segmen pasar yang baru. Target audiens perancangan ini adalah wanita usia 18-25 tahun. Penelitian ini menggunakan metode SCAMPER dan beberapa analisis dengan menggunakan metode analisis SWOT, BCG, dan Benchmark Wheel. Hasilnya dari penelitian ini dapat disimpulkan bahwa setiap produk memiliki siklus dalam perkembangannya, tidak berarti produk tersebutberada di posisi cow, seperti pouch yang akan diredesain dengan model terbaru sesuai dengan hasil rekomendasi yang sudah di tentukan. 
Strategi Pembelajaran Melukis dengan Teknik Mix-Media untuk Siswa Usia 4-7 Tahun Bayyinah Nurrul Haq; Mia Rachmawaty
Jurnal Multidisiplin West Science Vol 2 No 01 (2023): Jurnal Multidisiplin West Science
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.601 KB) | DOI: 10.58812/jmws.v2i1.189

Abstract

Berkarya dengan teknik “mix-media” untuk siswa usia 4-7 tahun membutuhkan beberapa pertimbangan karena melibatkan berbagai jenis alat, media, dan teknik berbeda. Berdasarkan hal tersebut maka dibutuhkan strategi pembelajaran khusus bagi fasilitator atau guru di kelas. Tulisan ini membahas tentang strategi pembelajaran untuk kegiatan berkarya seni rupa dengan teknik mix-media dengan rentang usia peserta didik 4-7 tahun, Jenis metode penelitian pada artikel adalah studi kepustakaan (library research) , data dikumpulkan dari berbagai sumber seperti buku, jurnal, dan riset yang sudah ada pada penelitian ini Penetapan Strategi pembelajaran mempertimbangkan aspek alat, media, dan teknik berkarya ,lingkungan belajar ,tema karya yang sesuai untuk kelas menggambar/melukis dengan teknik mix-media untuk kondisi dan karakter siswa. Strategi pembelajaran memerlukan penetapan tujuan dan target pembelajaran yang sesuai dengan karakter peserta didik. Kedua hal tersebut menentukan arah perencanaan materi, kompetensi yang dituju, dan alur kegiatan. Inti dari penetapan strategi pembelajaran berkarya seni rupa dengan teknik mix-media adalah tingkat kognitif, kemampuan fisik, dan kesiapan lingkungan serta sumber belajar yang tersedia berkaitan dengan keunikan karakter peserta didik usia 4-7 tahun.
Designing Educational Media about the Inner Child for Adolescents Using Digital Illustrated Books Absyir Abdul Wahhab; Damar Rangga Putra; Bayyinah Nurrul Haq
IMAGIONARY Vol 2 No 1 (2023): OCTOBER
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/jim.v2i1.815

Abstract

Mental health issues are getting more attention since more people open themselves on social media related to psychological problems they experience. The problems they face are likely past traumas that carry over into adulthood. This paper is about designing an illustrated e-book that discusses the inner child or "little child" that exists in every human being. The design method used is The Design Method introduced by Eric Karjoluoto. The design process consists of four stages, namely discovery, planning, creativity, and application. Concept development using the 5W+1H technique. The result of the design is a concise, lightweight format e-book, consisting of 26 pages. The book outlines the Prologue – Characteristics of a wounded Inner child – Transition – How to heal a wounded Inner child – Conclusion – Transition – hook. The arrangement of book content aims to provide knowledge about what the inner child is, and what makes the inner child.
PENGEMBANGAN KONTEN INSTAGRAM ECODEEN: PELATIHAN HYBRID UNTUK MENINGKATKAN KEBERLANJUTAN KOMUNITAS Kharishma, Vidya; Nurrul Haq, Bayyinah; Wahyuti , Tri
Jurnal Abdimas Bina Bangsa Vol. 6 No. 1 (2025): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v6i1.1587

Abstract

Communities have an important role in campaigning for sustainable development programs or Sustainable Development Goals (SDGs).  One of them, EcoDeen is a Muslim community that focuses on increasing environmental awareness.  Instagram is currently the primary media outlet for the EcoDeen Community campaign, and its content is updated every week.  However, EcoDeen's Instagram social media has a lower level of engagement from likes, comments, shares, saves, and reposts than similar communities.  Therefore, this community service aims to increase brand awareness of the Ecoden Community by providing training on how to develop EcoDeen Instagram content.  The hope is that with increased engagement, the EcoDeen Community campaign will be able to reach a larger audience.  The method used in this community service is the waterfall method, with stages of preparation, training, mentoring, and evaluation carried out sequentially and systematically.  Following training and mentoring, the Ecodeen Community discussed creating a new campaign strategy and improving the quality of its Instagram media content.  The next steps for sustainability of the Ecodeen Community mentoring program include coaching on infographic content creation, training on Instagram analytics tools, and preparing Ecodeen's branding strategy.
INOVASI DESAIN PRODUK UMKM: APLIKASI SCAMPER DI KELAS STUDIO DESAIN PRODUK Nurrul Haq, Bayyinah
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.2025

Abstract

Collaboration between higher education institutions and industry in learning activities can strengthen their roles in enhancing industrial competitiveness, such as through partnerships between MSMEs in the creative sector and design programs for product innovation. Product design is a key factor in boosting product competitiveness. This study discusses implementing the SCAMPER technique as an idea development method in the Product Design Studio 4 course at Trilogy University. This course adopts a Project Based Learning approach involving MSMEs as partners, where students act as "in-house designers". Using a qualitative approach involving 12 students, SCAMPER was applied in weeks 10-12 out of the 16-week course, specifically during the concept development and design description phase. The research findings indicate that students were able to apply 3 or more sub-techniques within SCAMPER for their projects, with Modify, Adapt, and Combine being the most frequently utilized sub-techniques. The Re-Arrange/Reverse sub-technique was not employed as the design project focused on enhancing existing products within MSMEs. Variances in students' capabilities and project complexities necessitate structured guidance and flexible class planning to ensure a collaborative and effective creative process.
INOVASI DESAIN PRODUK UMKM: APLIKASI SCAMPER DI KELAS STUDIO DESAIN PRODUK Nurrul Haq, Bayyinah
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.2025

Abstract

Collaboration between higher education institutions and industry in learning activities can strengthen their roles in enhancing industrial competitiveness, such as through partnerships between MSMEs in the creative sector and design programs for product innovation. Product design is a key factor in boosting product competitiveness. This study discusses implementing the SCAMPER technique as an idea development method in the Product Design Studio 4 course at Trilogy University. This course adopts a Project Based Learning approach involving MSMEs as partners, where students act as "in-house designers". Using a qualitative approach involving 12 students, SCAMPER was applied in weeks 10-12 out of the 16-week course, specifically during the concept development and design description phase. The research findings indicate that students were able to apply 3 or more sub-techniques within SCAMPER for their projects, with Modify, Adapt, and Combine being the most frequently utilized sub-techniques. The Re-Arrange/Reverse sub-technique was not employed as the design project focused on enhancing existing products within MSMEs. Variances in students' capabilities and project complexities necessitate structured guidance and flexible class planning to ensure a collaborative and effective creative process.