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Kansei Mining-based in Services sebagai Alternatif Pengembangan Metodologi Affective Design Hartono, Markus
Keluwih: Jurnal Sains dan Teknologi Vol. 1 No. 1 (2020): Keluwih: Jurnal Sains dan Teknologi (February)
Publisher : Direktorat Penerbitan dan Publikasi Ilmiah, Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (389.424 KB) | DOI: 10.24123/saintek.v1i1.2817

Abstract

Abstract—Recent research in the field of affective design or known as Kansei engineering for affective design is faced with challenges and opportunities to obtain emotional needs (also called Kansei) that are valid and truly representative of the needs and experience of customer for certain products or services in a certain period. Kansei is indeed sensitive to objects, culture, time-based and the changes of the customer's emotional needs. The challenge so far has been to map the relationship between Kansei and service attributes correctly and representatively. Often what happens is that lack of the process of collecting and validating Kansei words which is limited to the number of samples and research methodology. Thus, this study was carried out by focusing on the study of literature and the development of Kansei engineering model using Kansei text-based mining approach applied to services. Keywords: Affective design, Kansei engineering, services, text mining Abstrak—Beberapa penelitian di bidang desain afektif atau dikenal dengan Kansei engineering for affective design dihadapkan pada tantangan dan peluang untuk mendapatkan kebutuhan emosional (disebut juga sebagai Kansei) yang valid dan benar-benar representatif terhadap kebutuhan dan pengalaman konsumen terhadap produk atau layanan tertentu dalam masa tertentu. Kansei memang sensitif terhadap obyek, kultur, waktu dan juga dinamika dari kebutuhan emosional pelanggan itu sendiri. Tantangan yang ada selama ini adalah memetakan hubungan secara benar dan representatif antara Kansei dan service attributes. Seringkali yang terjadi adalah adanya lacking dari proses pengumpulan dan validasi Kansei words yang terbatas pada jumlah sampel dan metodologinya. Dengan demikian, studi ini dilakukan dengan menitikberatkan pada studi literatur dan pengembangan model Kansei engineering menggunakan pendekatan text mining di industri jasa. Kata kunci: Affective design, Kansei engineering, layanan, text mining
Perancangan Mainan Puzzle untuk Media Belajar dan Media Terapi Motorik Halus bagi Anak Autis Darmayasa, Pande Putu; Hartono, Markus; Ronyastra, I Made
Keluwih: Jurnal Sains dan Teknologi Vol. 1 No. 2 (2020): Keluwih: Jurnal Sains dan Teknologi (August)
Publisher : Direktorat Penerbitan dan Publikasi Ilmiah, Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1792.467 KB) | DOI: 10.24123/saintek.v1i2.2978

Abstract

Abstract- An autistic child is a child who has a functional brain disruption, causing the child to have difficulty in carrying out social interactions with his/her environment because they live “in their own world”. Disturbances in brain function can also have a negative impact in the learing process of the child. Even though children with autism have such disabilities and limitations, the characteristics of children who like to play and explore do not disappear, thus, games become one of the most effective learning and therapeutic methods for them. There are many games that can be used as learning media for children with autism, one of them are puzzles. However, in reality, there are not many puzzle games today that address the needs of autistic children which can support their learning process and serve as therapy for fine motoric skills in children. In accordance with the problems above, a puzzle game was designed to be used as a medium for learning and at the same time as a way of therapy of fine motorc skills for autistic children. To find the specific needs of children with autism for this game, data was collected by conducting an initial survey in the form of questionnaires and interviews with therapists and teachers who handle autistic children in two autistic schools in Surabaya, Indonesia. Then, after knowing what the needs are, they were entered into a needs metrics table to study the most appropriate way to fulfil them. The results of these needs metrics will be used as a basis for developing the concepts of this product. The product concept selection, then, underwent three stages, namely, concept generation, concept selection, and concept testing. After selecting the definitive concept, calculations were made to compute material costs, making product prototypes, economic analysis, and product testing. The product testing was carried out with children with early or basic autism using a prototype of the product that resembled the original. This trial was conducted to get feedback from the instructor/therapist about whether this product is in accordance with the needs of children with autism. The results of the conducted trial, which was mainly in the form of feedback, showed that 100% said that the product was safe, 90% that the function of the toy was clear, 80% said the instructions were easy to follow, 100% said it was durable, 100% said it was unique, 100% said it was attractive, 60% said it was easy to carry, 80% said it had suitable dimensions, 90% said it was easy to store, and 100% said that “Edufunzle” (the name given to the product) could be used as learning media and as fine motoric therapy with autistic children. However, 60% of the respondents said that the price of the product was still too expensive, and suggested that the price of this product could be more economical. Keywords: autistic children, puzzle, motoric skills therapy, need metric, product concept Abstrak- Anak autis merupakan anak yang mempunyai gangguan pada fungsi otak sehingga menyebabkan anak tersebut kesulitan dalam mengadakan interaksi sosial dengan lingkungannya dan seolah-olah hidup dalam dunianya sendiri. Gangguan pada fungsi otak tersebut juga menyebabkan anak autis tidak dapat melakukan aktivitas seperti anak normal pada umumnya seperti aktivitas belajar. Meskipun anak dengan autis memiliki gangguan dan ketidakmampuan sedemikian rupa, karakteristik anak yang senang bermain dan berekspolasi tidak dapat hilang begitu saja sehingga permainan menjadi salah satu metode pembelajaran dan terapi yang efektif untuk mereka. Banyak permainan yang dapat digunakan untuk media belajar pada anak autis, salah satunya yaitu puzzle. Namun, pada kenyataannya tidak banyak permainan puzzle yang ada saat ini sesuai dengan kebutuhan anak autis yang dapat menunjang proses belajar dan terapi untuk motorik halus pada anak. Sesuai dengan permasalahan diatas, maka dirancanglah sebuah permainan puzzle yang dapat digunakan sebagai media belajar dan media terapi motorik halus bagi anak autis. Untuk mengetahui apa saja kebutuhan anak autis dalam permainan ini maka dilakukan pengumpulan data dengan melakukan survey awal berupa kuisioner dan wawancara dengan terapis atau pengajar yang menangani anak autis di dua sekolah autis yang berada di Surabaya. Kemudian setelah diketahui apa saja kebutuhannya maka akan dicari tau bagaimana pemenuhan dari kebutuhan tersebut menggunakan tabel need metric. Hasil dari need metric tersebut akan digunakan sebagai dasar dalam pengembangan konsep dari produk ini. Pemilihan konsep produk akan melalui tiga tahap yaitu Concept Generation, Concept selection, dan Concept testing. Setelah diperoleh satu konsep maka dilakukan perhitungan untuk biaya material, pembuatan prototype produk , analisa ekonomi, dan pengujian produk. Pengujian produk dilakukan pada anak autis tingkat awal atau dasar dengan menggunakan prototype produk yang menyerupai aslinya. Uji coba ini dilakukan untuk mendapatkan feedback dari pengajar/terapis mengenai apakah produk ini sudah sesuai dengan kebutuhan anak autis Dari hasil uji coba yang dilakukan diperoleh feedback bahwa 100% mengatakan produk ini aman, 90% mengatakan fungsi mainan ini jelas, 80% mengatakan prosedur mudah diikuti, 100% mengatakan tahan lama, 100% mengatakan bentuknya unik, 100% mengatakan warna menarik, 60% mengatakan mudah dibawa, 80% mengatakan dimensi ukuran sudah sesuai, 90% mengatakan mudah disimpan, dan 100% mengatakan bahwa produk Edufunzle dapat digunakan sebagai media belajar dan terapi motorik halus pada anak autis. Namun, 60% responden mengatakan bahwa harga produk masih terlalu mahal sehingga mereka menyarankan agar harga produk ini bisa lebih ekonomis Kata kunci: anak autis, puzzle, terapi keterampilan motorik, need metric, konsep produk
Perancangan Furniture Multifungsi Kamar Kos Mahasiswa di Surabaya dengan Pendekatan Ergonomi Heryanto, Joel; Hartono, Markus; Ronyastra, I Made
Keluwih: Jurnal Sains dan Teknologi Vol. 2 No. 1 (2021): Keluwih: Jurnal Sains dan Teknologi (February)
Publisher : Direktorat Penerbitan dan Publikasi Ilmiah, Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/saintek.v2i1.4051

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Abstract— Boarding house is one of the vertical dwellings with certain tariffs which are useful as temporary residences, both those who study far from their homes or work in uncertain locations. With ongoing price inflation, the boarding house entrepreneurs will optimize development for their business, one of which will affect the size of the boarding room. Retrieval of data using interview techniques with a sample system. Interviews were conducted so that this study uses an ergonomics approach and product design, so that the products created are suitable and comfortable when used. Ergonomics will be combined with anthropometry, with the aim that the product is created with a very comfortable size and product design is used to help arrange and sort the best product design. The results of data processing get a multifunctional room furniture concept that uses a modern design with a size of 2.2m x 2m x 2m, using full wood raw material and has a bed and folding table, has a drawer and cupboard. This concept will be shown to boarders and boarding entrepreneurs, 90% of 20 resource persons expressed interest in this concept. After calculating the selling price, this product is valued at Rp. 3,050,000. After conducting market testing, no one is interested in buying this product.Keywords: boarding house, design, price Abstrak— Kos merupakan salah satu hunian vertikal dengan tarif tertentu yang berguna sebagai tempat tinggal sementara, baik itu yang menempuh pendidikan di luar tempat tinggal atau bekerja pada lokasi yang tidak menentu. Dengan inflasi harga berkelanjutan membuat parar pengusaha kos akan mengoptimalkan pembangunan untuk bisnis mereka, salah satunya akan berdampak pada ukuran kamar kos. Pengambilan data menggunakan teknik interview dengan sistem sampel. Interview dilakukan agar Penelitian ini menggunakan pendekatan ergonomi dan perancangan produk, agar produk yang diciptakan sesuai dan nyaman saat digunakan. Ergonomi akan dipadukan dengan antropometri yang bertujuan produk diciptakan dengan ukuran yang sangat nyaman dan perancangan produk digunakan untuk membantu dalam merangkai dan memilah rancangan produk yang paling baik. Hasil dari pengolahan data mendapatkan konsep Furniture kamar multifungsi yang menggunakan desain modern dengan ukuran 2.2m x 2m x 2m, menggunakan bahan baku full kayu serta memiliki ranjang dan meja lipat, memiliki laci dan lemari. Konsep ini akan ditunjukan terhadap penghuni kos dan pengusaha kos, 90% dari 20 narasumber menyatakan berminat terhadap konsep ini. Setelah dilakukan perhitungan untuk harga jual, produk ini dihargai sebesar Rp. 3.050.000. Setelah dilakukan market testing, produk belum ada yang berminat untuk membelinya.Kata kunci: kos, desain, harga
AWARENESS OF 3D BODY-SCANNING AND PROSPECTIVE UPDATE OF INDONESIAN ANTHROPOMETRY FOR VIRTUAL FASHION DESIGN Hartono, Markus; Jaya, Brian Kurniawan; Prianka, Dian; Parung, Christabel Annora; Viviany, Viviany
J@ti Undip: Jurnal Teknik Industri Vol 18, No 1 (2023): Januari 2023
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.18.1.1-11

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It is a challenge for the designer and user in compromising a perfect fit of fashion. This study addresses the awareness of users and development of two different methods for the fitting of a fashion product. The first one, it is an individual anthropometric measurement, whereas the second one is assisted anthropometric measurement. Based on the Focused Group Discussion (FGD), it showed that the virtual fashion technology was perceived as something new and prospective in the future fashion industry. Through the virtual prototyping using CLO3D, it was found that the result had relatively the same as the manual measurement. The virtual one has reduced measurement and lead time significantly. In other words, the virtual measurement is deemed to be a time-saving process, promoting “fitting the product to the user” principle. This study supports a good communication bridge between users and designers through the 3D virtual clothing process, and also contributes to Indonesian anthropometry updates.
Mixed Method Usability Testing for User Experience and User Interface of AI-Based Supermarket Applications Rinawiyanti, Esti Dwi; Surjani, Rosita Meitha; Hartono, Markus; Permatasari, Eunike Putri; Chrisma, Angela Carla Viana
Journal of Applied Data Sciences Vol 6, No 1: JANUARY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i1.453

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Designing digital apps for businesses, including retail companies, is crucial in the digitalization era. To enhance the customers’ shopping experience, an AI-based digital app for supermarkets has been designed to facilitate customers’ searching for and purchasing goods. AI-based digital apps with a good user interface and user experience design will be very effective because they can enhance the app’s visual appeal. After developing the digital app based on the user’s needs and preferences, usability testing was conducted to assess whether it could overcome the problem and enhance the shopping experience. This study aims to determine the usability of digital apps using mixed methods through qualitative and quantitative methods. The usability testing was conducted quantitatively through Maze software (for seven tasks) and a questionnaire using Nielsen’s aspects, including learnability, efficiency, memorability, accuracy, and satisfaction. The results of the Maze score indicated an 80% success rate and a usability score of 59%. This result refers to a medium usability score, indicating the need for future improvements. The results from the usability testing using the questionnaire showed high scores on learnability (85%), efficiency (80%), and memorability (83%), as well as medium scores on accuracy (60%) and satisfaction (50%). The average score from questionnaires is 72%. Both results implied medium usability scores. After quantitative testing, qualitative data regarding users’ experiences, problems, and expectations using the digital app were collected through interviews and observations. The results of the quantitative and qualitative analysis show that the digital shopping app should improve its layout, ease of use, features like a favorites section, and product descriptions. The findings of this study offer fresh insight into integrating quantitative and qualitative methods. In contrast, quantitative and qualitative testing results can be combined to provide a comprehensive analysis that will help the apps improve.In addition, qualitative data regarding users’ experience, problems and expectations in using the digital application was also collected for completing the quantitative data. Based on the usability measurement, it was found that the supermarket digital application has already met all the usability aspects, from qualitative and qualitative data.
KONSEP FLEKSIBILITAS DALAM GIG WORKER DAN PENGARUHNYA PADA KINERJA PERUSAHAAN JASA: LITERATURE REVIEW Tarigas, Nopia; Hartono, Markus
J@ti Undip: Jurnal Teknik Industri Vol 20, No 1 (2025): Januari 2025
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.20.1.1-10

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Ekonomi gig merupakan fenomena dalam bidang pekerjaan baru yang muncul akibat dorongan tren digitalisasi. Orang yang melakukan pekerjaan berbasis gig ekonomi disebut sebagai gig worker. Dalam persaingan yang terjadi di dunia bisnis, fleksibilitas memiliki peran yang penting bagi keberlangsungan kinerja bisnis. Kondisi permintaan pasar yang tidak tetap dan beragam menyebabkan perusahaan harus siap dengan respons fleksibel sebagai strategi operasi mereka. Penelitian ini bertujuan untuk mencari dan menjelaskan konsep fleksibilitas dalam dan pengaruhnya pada kinerja perusahaan jasa. Metodologi yang digunakan dalam penelitian ini adalah Literature Review (LR). Hasil dari LR menunjukkan bahwa fleksibilitas yang ada dalam gig worker berpotensi dalam meningkatkan kinerja perusahaan. Ekonomi gig memiliki banyak peluang untuk gig worker, seperti lingkungan kerja yang fleksibel, bekerja sesuai dengan minat, dan dapat menjangkau pekerjaan secara global. Abstract[Title: The Concept of Flexibility in the Gig Worker and Its Impact on Service Company Performance: Literature Review] The gig economy is a phenomenon in a new field of work that has arisen due to the push of the digitalization trend. People who do work based on the gig economy are referred to as gig workers. In the competition that occurs in the business world, flexibility has an important role for the continuity of business performance. Market demand conditions that are not fixed and varied cause companies to be prepared with a flexible response as their operating strategy. This study aims to design the concept of internal flexibility and its effect on the performance of service companies. The methodology used in this research is Literature Review (LR). The results of the LR show that the flexibility that exists in the gig worker has the potential to improve company performance. The gig Economy has many opportunities for gig workers, such as a flexible work environment, work according to interests, and being able to reach jobs globally.Keywords: company performance, flexibility, gig economy. gig worker
Integration of Kansei Engineering and Nudge Based Design Thinking for Patient Comfort in Healthcare Services Hartono, Markus; Herdiana, Wyna; Sujatmiko, Guguh; Hairunnas; Jaya, Brian Kurniawan; Parung, Christabel Annora Paramita
Jurnal Teknik Industri: Jurnal Keilmuan dan Aplikasi Teknik Industri Vol. 27 No. 1 (2025): June 2025
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/jti.27.1.51-76

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Healthcare often struggles to obtain patient comfort and autonomy, leading to confusion, frustration, and dependency on healthcare staff. In addressing this concern, this study is conducted to propose an integrative framework of Kansei Engineering (KE) and Nudge Theory (NT) within the Design Thinking (DT). It is a novel approach called KENT-DT. Utilizing a human-centric design methodology, this study implemented semi-structured interviews and direct observations with hospitalized patients to assess their emotional responses and interactions with existing beds and hospital staff. The data disclosed some critical pain points, including lack of intuitive control, discomfort, and restricted patient autonomy in bed adjustments, which too often led to dependency on hospital staff. To address these issues, this study proposed an improved hospital bed prototype utilizing KE for patient emotional design considerations and NT to subtly encourage positive patient behaviors, such as maintaining ergonomic bed positions to prevent pressured body portions. Some features of the redesigned bed are offered, such as visual cues, intuitive control location, and ergonomic support enhancements. It is to reduce dependency on staff and increase patient autonomy. According to an evaluation by a doctor and a hospital staff member, it has been concluded that there is an expected increase in patient satisfaction and autonomy. This study brings expected implications. It suggests that integrating KE and NT in medical and hospital product design can foster a more patient-centred healthcare experience, encourage speedy recovery, and reduce staff burden. Future study is highly encouraged to implement the prototype of redesigned beds and evaluate the long-term impact of them on patient recovery. The adaptability of patients across diverse healthcare facilities may be considered as well.
Ergo-Biopsychosocial Approach to Support the Quality of Life of Small Housing Inhabitants Hartono, Markus; Tjahjoanggoro, Antonius Johanes; Tondok, Marselius Sampe; Hapsari, Indri
Jurnal Teknik Industri: Jurnal Keilmuan dan Aplikasi Teknik Industri Vol. 22 No. 1 (2020): June 2020
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (443.137 KB) | DOI: 10.9744/jti.22.1.25-36

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A study on the intervention of human factors engineering (known as ergonomics) on sustainable living based on biopsychological needs was conducted, taking samples of small housing inhabitants. In total, 90 participants were involved. Those who were living in small housings have a significant challenge of how to live comfortably given very limited space. The measurement of the quality of human life through WHOQOL-BREF (World Health Organization Quality of Life-BREF) and ergonomics-based usability were used to describe the current human well-being satisfaction, to propose the modified physical facilities, and to validate the proposed design and improvement. The findings showed that all implemented improvements have supported the inhabitant’s quality of life.
Waste Management with Lean Methods in the Coffee Industry Rebeka*, Aprilia Wita; Hartono, Markus
Riwayat: Educational Journal of History and Humanities Vol 6, No 4 (2023): Educational, Historical Studies and Humanities
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jr.v6i4.36022

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According to data from Euromonitor, the estimated sales volume of ready-to-drink coffee in Indonesia in 2022 stood at approximately 225 million liters. This figure represents a 3.2% growth compared to the preceding year. This upswing serves as a catalyst for the coffee industry to enhance its productivity and respond swiftly to the competitive landscape. Augmented production levels are anticipated to result in a rise in waste generation. This study explores waste management and lean concepts through an empirical research article, emphasizing the necessity of implementing lean principles to streamline waste.In the present-day fiercely competitive and demanding market, all manufacturing sectors must continuously strive to endure. Companies, in their pursuit of success, confront stiff competition amid resource constraints. To attain their objectives, companies employ various strategies. Stakeholders endeavor to integrate cutting-edge and innovative methodologies into their production systems with the aim of achieving effectiveness and efficiency. A critical stride towards achieving efficient workflow is comprehending the waste that arises within the production process and striving to diminish its presence. The lean manufacturing approach emerges as a potent philosophy, offering an array of tools and strategies to guide companies in enhancing their quality. This approach proves beneficial across multiple sectors, encompassing the identification and elimination of waste, improvement in product and service quality, cost reduction in production, decreased reliance on human labor, and reduced production cycle time. In this study, the coffee industry serves as the focal point, applying the lean manufacturing approach to pinpoint waste within the production process and bolster value-added activities across the entire process. The ultimate objective is to heighten process efficiency and achieve a lean operation.
ANALISIS VISUAL PENCAIRAN GLETSER PADA BIDANG FASHION Ula, Tin Nur Zahrotul; Hartono, Markus; Zahro, Siti; Juniati, Ninik
Home Economics Journal Vol. 7 No. 1 (2023): May
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/hej.v7i1.53204

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Global warming merupakan masalah yang sedang terjadi saat ini. Salah satu akibatnya adalah adanya pencairan Gletser yang lebih cepat yang menyebabkan bencana dimana-mana. Pencairan Gletser ini menjadi inspirasi untuk membuat dunia labih baik yang dijadikan bentuk sosialisasi melalui bidang fashion. Tujuan penelitian ini adalah mendeskripsikan proses stilasi dari hasil analisis visual yang terinspirasi dari pencairan gletser yang merupakan dampak dari pemanasan global pada bidang fashion. Metode yang digunakan dalam penelitian ini adalah practice-based research dimana hasil proses stilasi dari analisis visual menghasilkan color palette dari inspirasi pencairan Gletser berupa warna hangat yang split komplementer dan warna dingin value, warna tersebut diolah dalam bentuk eksperimen berupa teknik tie dye. Analisis visual juga menghasilkan stilasi berupa garis yang diaplikasikan pada kain berupa tekstil manipulation dengan teknik wrinkle pleat. Hasil dari penelitian ini dapat dikembangkan menjadi produk siap pakai atau ready-to-wear.
Co-Authors Afif Hakim Agasya Karindra Ario R. Aji Limantoro Amelia Santoso Andrew Sofian Angeline Suseno Angeline Suseno Annisa Putri Aulia Arbi Hidayat Argo Hadi Kusumo Bagus Ajidani Benny Lianto Chrisma, Angela Carla Viana Christian Samuel Christian, Frikson Darmayasa, Pande Putu Desi Rut Suryani S. Diah Sofiah Esti Dwi Rinawiyanti Fathimahhayati, Lina Dianati Fiqo Tsavandho Fisca Riana Sari Florentina Tiffany Frikson Christian Frikson Sinambela Galvin Lienanda Putra, Saviorello Giovani Tanoko Sugiharto Giovani Tanoko Sugiharto Grandy Ongkowijoyo Grandy Ongkowijoyo Guguh Sujatmiko Hadiyat, Mochammad Arbi Hairunnas HANS WILLIAM Herdiana, Wyna Heryanto, Joel I Made Ronyastra I Made Ronyastra Indri Hapsari Jaya, Brian Kurniawan Juniati, Ninik Kumara Sadana Putra Kurniawan Jaya, Brian Lim Bobby Salim Linda Herawati Marcell Suryansjah Juda Marselius Sampe Tondok Maulidya Dwi Putri Moch Angga Pramana Putra Nurrahman Setyobudi Parung, Christabel Annora Parung, Christabel Annora Paramita Permatasari, Eunike Putri Prianka, Dian Rahdiana, Nana Rebeka*, Aprilia Wita Ronyastra, I Made Rosita Meitha Rosita Meitha Surjani Rosita Meitha Surjani Rosita Meitha Surjani Singgih Singgih Sritomo Wignjosoebroto Suhara, Ade Suhartanto, Paulus Eddy Tambunan, Willy Tania Hartono Tarigas, Nopia THALIA MIRANDA SOEDARMADJI Theresia Amelia Pawitra Theresia Amelia Pawitra Tjahjoanggoro, Antonius Johanes Ula, Tin Nur Zahrotul Viviany, Viviany Wahyudi, Rahman Dwi Wyna Herdiana Yenny Sari Yenny Sari Zahro, Siti