Insani, Handayani Madania
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PROMOTING THE COMPETITIVENESS OF TASIKMALAYA UMKM THROUGH STRATEGIES FOR PRODUCT INNOVATION DEVELOPMENT Nurhutami, Meita Annisa; Mu’minah, Afifah; Yamin, Alfian Azhar; Pahrulroji, Andri; Insani, Handayani Madania
Jurnal Industri Kreatif dan Kewirausahaan Vol 7, No 2 (2024): DESEMBER
Publisher : Universitas Sahid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/kewirausahaan.v7i2.2752

Abstract

This program aims to improve the competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in Tasikmalaya through product innovation development strategies. This program adopts an interdisciplinary approach that includes several stages, from identifying needs to evaluating performance. The main activities carried out include local potential analysis, technical and managerial skills training, innovation assistance, and product evaluation. The results achieved from this program include innovative product prototypes, publication of scientific articles, video documentation, and draft Intellectual Property Rights (IPR). This program proves that collaboration based on science and technology can empower MSMEs, encourage the development of more competitive products, and support sustainable local economic development.
PROMOTING THE COMPETITIVENESS OF TASIKMALAYA UMKM THROUGH STRATEGIES FOR PRODUCT INNOVATION DEVELOPMENT Nurhutami, Meita Annisa; Mu’minah, Afifah; Yamin, Alfian Azhar; Pahrulroji, Andri; Insani, Handayani Madania
Jurnal Industri Kreatif dan Kewirausahaan Vol 7 No 2 (2024): Jurnal Industri Kreatif dan Kewirausahaan DESEMBER 2024
Publisher : Universitas Sahid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/kewirausahaan.v7i2.2752

Abstract

This program aims to improve the competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in Tasikmalaya through product innovation development strategies. This program adopts an interdisciplinary approach that includes several stages, from identifying needs to evaluating performance. The main activities carried out include local potential analysis, technical and managerial skills training, innovation assistance, and product evaluation. The results achieved from this program include innovative product prototypes, publication of scientific articles, video documentation, and draft Intellectual Property Rights (IPR). This program proves that collaboration based on science and technology can empower MSMEs, encourage the development of more competitive products, and support sustainable local economic development.
Perancangan tas handphone bergaya minimalis berbahan kulit: Studi kasus Aleta Leather Wulandhari, Rigita; Sutianah, Cucu; Insani, Handayani Madania
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 8, No 2 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v8i2.15505

Abstract

Aleta Leather consumers tend to make product payments using QR codes on their smartphones, creating a need for a specialized phone bag. This study aims to apply design aspects to a phone bag with a minimalist image that aligns with consumer preferences. The research employs a semantic differential approach to identify consumers’ perceptions of minimalist imagery based on elements of line, shape, volume, color, texture, and features, collected through an online questionnaire. The findings indicate that the appropriate phone bag design incorporates curved lines on the side edges, a rectangular shape, a slightly bulging volume, a Havana color tone, and an orange chrome leather texture. The main components include a phone slot, three internal card slots, and a compartment for cash. The novelty of this study lies in the application of semantic differential analysis in designing a minimalist phone bag based on consumer preferences, while maintaining the brand’s identity. Based on the findings, consumer recommendations for further development include expanding the card slot feature and adjusting the main pocket’s width to better accommodate user needs, as smartphones have become a primary necessity in daily life.
Redesain Meja Workshop Kayu untuk Praktik Mahasiswa Desain Produk Industri dengan Pendekatan SCAMPER Hafiyan, R Moch Rizal; Insani, Handayani Madania; Jayanti, Ghia Tri
Besaung : Jurnal Seni Desain dan Budaya Vol. 11 No. 1 (2026): Besaung: Desember 2025-Maret 2026
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v11i1.6858

Abstract

In wood-based practical learning, Industrial Product Design students require facilities that support efficiency, ergonomics, and workplace safety. Currently used  router woodworking benches suffer from limitations in stability, load capacity, and work surface dimensions that do not align with user anthropometry. This study aims to redesign a portable wood  workshop table using the SCAMPER method, focusing on functional enhancement, ergonomic adaptation, and alignment with beginner students’ needs. A Human-Centered Design framework was employed, supported by student anthropometric data for dimensional adjustments. The redesign features an expanded work surface improved structural stability via aluminum frame with cross-bracing, a modular system for combining two tables, and ergonomic component reorganization based on primary, secondary, and tertiary work zones. The final design demonstrates significant potential in enhancing workflow efficiency, postural comfort, and usage flexibility within educational  workshop settings
Perancangan alat permainan maze berbasis Lean UX untuk menstimulasi kognitif anak PAUD Kurikulum Merdeka Junaedi, Kaffa Refiansya; Jayanti, Ghia Tri; Insani, Handayani Madania; Hafiyan, R. Moch. Rizal
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