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The creative process of two Indonesian NFT artists from the perspective of actor-network theory Bastari, Rendy Pandita; Resmadi, Idhar; Lukito, Wahyu
Bahasa dan Seni: Jurnal Bahasa, Sastra, Seni, dan Pengajarannya Vol. 51, No. 2
Publisher : citeus

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Abstract

The development of crypto has resulted in NFT (non-fungible token) derivation. Artists began to explore the NFT market with its potential. NFT artists have different ways to get engagement and establish themselves in the world of NFT, whether in terms of artwork substance or in the social field. This study aims to deconstruct the actors behind NFT artists to elucidate the visual style and the social engagement of artists in the world of NFT. The method used in this study is a qualitative approach with data validation from interviews and NFT artwork samples. The data was subsequently processed using actor-network theory (ANT) to analyze and trace the actors behind the NFT artists. Two Indonesian artists, namely Angga Tantama and Mufti Prianka, became the study cases in this research. The result of this study shows heterogeneous actors who support the artists in their work's substance and social engagement. In the case of Mufti Prianka, NFTs influenced him to explore the possibilities of creating digital artworks, whereas for Angga, NFT platforms became one of his well-established channels to publish artworks. Based on their networks, the two Indonesian artists studied have different approaches and motivations in creating and engaging with NFTs.
Antarmuka aplikasi perawatan tanaman hias dengan metode design thinking Siti Nabila Yasminah Putri; Yanuar Rahman; Wahyu Lukito
Jurnal Desain Vol 11, No 3 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i3.20121

Abstract

Teknologi yang semakin canggih saat ini memberikan banyak dampak perubahan pada teknologi pencarian informasi. Kemudahan mengakses informasi tersebut membawa dampak pada kegiatan berkebun, khususnya pada panduan merawat tanaman hias yang praktis dan modern. Penelitian ini bertujuan untuk mendeskripsikan perancangan user interface aplikasi panduan merawat tanaman hias. Hasil penelitian diharapkan dapat memberi solusi yang efektif bagi para pecinta tanaman hias, sekaligus dapat meningkatkan minat hobi yang produktif. Penelitian ini merupakan penelitian kualitatif deskriptif. Proses pengumpulan data dipenuhi dengan cara observasi, wawancara, kuesioner, dan studi pustaka. Data yang diperoleh kemudian dianalisis menggunakan teori design thinking, matriks perbandingan, dengan mengacu pada pokok pembahasan seputar perancangan aplikasi, user interface, dan user experience. Kajian mengenai hal sebelumnya sangat berguna untuk memahami bagaimana merancang aplikasi yang tepat untuk mewujudkan tujuan utama aplikasi ini yang dapat membantu merawat tanaman hias, dan diharapkan dapat menjadi sebuah solusi yang tepat bagi permasalahan yang ada