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Packaging Design For Educational Toys Bornea Toys With Mega-Pack & Well-Organized Concept Mardiana, Christin; Pahlevy, Trianata
Jurnal IPTEK Vol 26, No 1 (2022): May
Publisher : LPPM Institut Teknologi Adhi Tama Surabaya (ITATS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.iptek.2022.v26i1.3009

Abstract

A packaging is a silent salesman that determines whether consumers decide to buy the product or not. Consumers can see, feel, touch, recognize, and pay attention to good quality toy packaging. Borneo Toys is a product that serves children, in that reason, the researchers designed the packaging in which becomes a storage, protective, and product interaction media with consumers. In phase of design method, researcher used: collecting theoretical foundations, formulating design requirements, making mood reference boards, designing packaging frameworks, packaging graphics, and prototypes. The final result is a prototype of the packaging design of the Borneo Toys toy, with a concept of 'Mega Pack Well-Organized', meaning that in one packaging can store 10 different models of animal toys. The novelty of this design lies in the configuration of the storage layout of the toy pieces, where the layout arranged by type of shape so as to present a new experience of storing toys for children, because they have to guess the position and arrangement of these pieces like a puzzle game. There is a manual book in this package that can make it easier for children to play Borneo Toys.
GAAS-BASED Virtual Pets for Engaging Generation Z in Borneo Wildlife Conservation: a Preliminary Research: A Preliminary Research Pahlevy, Trianata; Grahita, Banung
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.65462

Abstract

This preliminary research investigates the potential of a Game as a Service (GaaS)-based virtual pet game to enhance Generation Z's engagement in wildlife conservation efforts for endangered species in Borneo. Employing a Design Research approach and the Double Diamond Framework (Discover and Define phases), the study analyzes data from semi-structured interviews with ten Generation Z respondents to examine in-app purchase motivations (IAP), gameplay preferences, and design considerations. The results identify five key game pillars: (1) empathy-building through character personalization and anthropomorphism; (2) a progression system linking in-game achievements to real-world conservation actions; (3) layered monetization strategies leveraging fear of missing out (FOMO) and aesthetic appeals; (4) social mechanics integrating collaborative and competitive elements; and (5) adaptive educational narratives tailored to player types. These findings delineate an emotionally engaging game design framework that responds to the discourse on creative conservation funding while enabling potential partnerships with conservation organizations. This study contributes to virtual pet design exploration and offers an adaptable framework for addressing wildlife conservation challenges in other regions.