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PERANCANGAN TAS ANAK MODULAR HANS WILLIAM; Markus Hartono; Guguh Sujatmiko
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract - It is a daily necessity for people to do their activities. It shows a great significance when travelling. The use of bags can be applied in wide range of society, adults, teens and children. Children bring their bags to school, course, travel, and outing. The increasing demand on trend for children provides an opportunity to combine multiple bag products that goes with the modular trend becomes a feature to bags for children. The research methods used in this research are both qualitative and quantitative. The qualitative research is done by : analyze types of children bags, interviews with the children, parents, and experts, and observation on the things that the children brought. The quantitative research is done by observation on what type of bag that children brought on their activities : school, course, mall, and picnic. From the research we found children have more than 1 types of bag for their activities. The purpose of this project is to provide children a backpack that can be modified with ease. The backpack model can be modified just by opening the zipper. According to the research, " Timeless-Bright" concept has been discovered as the main theme for the modular backpack for children. This concept applies a backpack that is not "limited by time and space" and uses bright color. This final product is a backpack that can modularly be changed into various bag type.This product targets elementary student and well established family.
PERANCANGAN RAK BUKU MULTIFUNGSI UNTUK TAMAN BACAAN MASYARAKAT DI KAMPUNG Tania Hartono; Markus Hartono; Guguh Sujatmiko
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Taman Bacaan Masyarakat is a government program to increase public reading, especially in Surabaya. Usually this Taman Bacaan Masyarakat is located in Kampung. The room used is the existing space in the village that can also mix with the hall. To improve the government has a program to make the villages in Surabaya became a village of literacy. The purpose of this paper is to design a furniture to support government programs so that it can be used in villages that have Taman Bacaan Masyarakat. The research method used is qualitative method. Through research using qualitative methods, it is known that the contents of the multifunctional bookshelf. From the results of the research, will be designed multifunction bookcase in the form of prototype that combines several functions in one unit. Equipped with promotional media, cost analysis designs to market reaction surveys. Thus, the use of this bookshelf supports the efficiency of space usage.
PERANCANGAN BOARD GAME SEBAGAI SOUVENIR KHAS KOTA SURABAYA Florentina Tiffany; Markus Hartono; Guguh Sujatmiko
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Pelatihan Pengembangan Produk Kreatif dari Rotan pada IKM di Jombang dengan Pelibatan Masyarakat Gunawan Gunawan; Guguh Sujatmiko; Dudi Anandya
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol 6, No 1 (2021): February 2021
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v1i1.4852

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In moving towards adapting to new habits during the COVID-19 pandemic, efforts to revive the economy from small and medium-sized enterprises (SMEs) are essential. UD. Delima Jaya, a small wood-furniture firm in Catak Gayam Village, Mojowarno, Jombang regency, targets the local-product development program. The SME empowerment intervention principle consists of 3 elements: Market Needs - Supply chain networks - Internal Capabilities. This principle is applied to an activity program by supporting partners in exploring market needs, selecting new products to be developed, establishing partnerships that form supply chains, involving community members as production partners, enhancing production capabilities, and supporting marketing products personally and creatively. This method has been applied by obtaining market demand for wood and rattan combination products, getting partners for marketing, and bringing partners with production expertise. The training was held for 1 week in July 2020 at PPPUD partner locations by involving local women, with two instructors from outside Jombang. The training results show the fast mastery of skills among the participants and the quality of products made. This program helps SMEs and the community to rise in economic activities.DOI: https://doi.org/10.26905/abdimas.v6i1.4852
The Visualization of Spirits in The Digital World as Creative Commodities in Indonesia Sujatmiko, Guguh
ULTIMART Jurnal Komunikasi Visual Vol 16 No 2 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i2.3427

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This study analyzes the visualization process of spirits in the supernatural world that are seen by humans in the physical world through digital contents as creative commodities. Spirit content is still promising as a creative commodity in Indonesia. This content has a lot of curious fans because it can be facilitated visually. The content, which is believed to have different worlds, is able to unite the physical world and the energy world. The energy world includes the digital world and the supernatural world. Thus, the differences between the worlds are interesting to analyze for creative process development. This study uses the qualitative method, the virtual theory from Rob Shield used to map the position of spirits, humans, and platforms. The communication theory is used to see the visual transfer process to society, and Sasmita explores the signs that appear in the content. The findings indicate that representing intangible entities through locally relevant visual symbols proved beneficial for content creators, enabling the production of innovative content that enhances audience interaction. This was achieved by conveying messages to the audience through the construction of symbols and leveraging visual perception. Keywords: creative commodities; digital world; spirits content; visual process.
Study of the Application of ’90s Nostalgic Appeal in Visual Elements of Marketing Media: Nintendo Nur Syafira, Farah Adilla; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3552

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During the digitalization era, business growth throughout the world is increasingly rapid, meaning that not all companies can survive due to the demands of entrepreneurs to adapt and implement marketing strategies that are much more effective and innovative. One approach to marketing strategy that is starting to emerge is to use nostalgic appeals to attract consumer attention. 'Nintendo' is one of the companies that has survived and developed creative ideas by using nostalgic elements effectively in its marketing. This research aims to examine the application of nostalgic appeal in visual elements in 'Nintendo' marketing media. This research uses research methods in the form of observation and analysis of selected Nintendo marketing media content that uses nostalgic elements, focus group discussions (FGD) with respondents to determine the effect of using nostalgic elements on attraction and buying interest and literature study. From the results of this research, it is known that 'Nintendo's' strategy of using its ’90s nostalgic elements in its marketing has succeeded in getting a positive response from consumers. The visual elements analyzed include tonal colors, design elements, images and icons, and typography. Through these nostalgic visual elements, consumer loyalty to the company increases and triggers strong purchasing interest in regular consumers and new market segments. This shows that the use of nostalgic elements in the company's visual marketing media has succeeded in having its appeal and can be used as an effort to renew marketing strategies in rapid business competition. Keywords: nostalgia; visual elements; marketing; nintendo
PERANCANGAN TABLEWARE MENGADAPTASI BUNGKUS MAKANAN TRADISIONAL PINCUK DARI INDONESIA Christopher Enrique Pradipta; Guguh Sujatmiko; Hairunnas
CALYPTRA Vol. 12 No. 1 (2023): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (November)
Publisher : Perpustakaan Universitas Surabaya

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Abstract —This research aims to create a cutlery product that is comfortable when carried in hand, when we eat sometimes there are situations where we don't use a table to place cutlery and of course, we will carry the cutlery in our hands and eat in that position. However, it's a shame that the existing cutlery designs don't have a plan adapted for use in that situation. In the process of solving this problem, the author has an idea to adjust the traditional food packaging, pincuk which has a function similar to the objectives of the research. In the process of conducting this research, the authors also made observations on the forms of cutlery that already existed, the most influential positions of the arms and hand grips when holding an object, and traditional food wrappers. From the results of observations and research that has been carried out, various kinds of model studies can then be made to find the shape and design that best suits the research objectives. The result is a cutlery product that is comfortable to carry in the hand and to eat in that position, but still maintains the existing advantages of cutlery products in general. Keywords: tableware, pincuk, adaptation Abstrak— Penelitian ini bertujuan untuk menciptakan suatu produk alat makan yang nyaman saat dibawa di tangan, saat kita makan terkadang ada situasi dimana kita tidak memakai meja untuk meletakkan alat makan dan tentunya kita akan membawa alat makan tersebut di tangan dan makan dalam posisi itu. Namun, sayangnya desain alat-alat makan yang ada tidak memilki desain yang disesuaikan untuk pemakaian dalam situasi tersebut. Dalam proses penyelesain masalah ini penulis memilki sebuah ide untuk mengadaptasi bungkus makanan tradisional pincuk yang memilki fungsi serupa dengan tujuan dari penelitian. Dalam proses penelitian yang dilakukan ini, penulis juga melakukan observasi terhadap bentuk alat makan yang telah ada, posisi lengan dan genggaman tangan yang paling efektik saat menggenggam suatu objek, dan terhadap bungkus makanan tradisional. Dari hasil observasi dan penelitian yang telah dilakukan, kemudian dapat dilakukan pembuatan berbagai macam studi model untuk menemukan bentuk dan desain yang paling sesuai dengan tujuan penelitian. Hasil akhir merupakan suatu produk alat makan yang nyaman saat dibawa di tangan dan untuk makan dalam posisi tersebut, namun masih tetap menjaga keunggulan yang ada dari produk alat makan pada umumnya. Kata kunci: peralatan makan, pincuk, adaptasi
PERANCANGAN TABLEWARE MENGADAPTASI BUNGKUS MAKANAN TRADISIONAL PINCUK DARI INDONESIA Christopher Enrique Pradipta; Guguh Sujatmiko; Hairunnas
CALYPTRA Vol. 12 No. 1 (2023): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (November)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Abstract —This research aims to create a cutlery product that is comfortable when carried in hand, when we eat sometimes there are situations where we don't use a table to place cutlery and of course, we will carry the cutlery in our hands and eat in that position. However, it's a shame that the existing cutlery designs don't have a plan adapted for use in that situation. In the process of solving this problem, the author has an idea to adjust the traditional food packaging, pincuk which has a function similar to the objectives of the research. In the process of conducting this research, the authors also made observations on the forms of cutlery that already existed, the most influential positions of the arms and hand grips when holding an object, and traditional food wrappers. From the results of observations and research that has been carried out, various kinds of model studies can then be made to find the shape and design that best suits the research objectives. The result is a cutlery product that is comfortable to carry in the hand and to eat in that position, but still maintains the existing advantages of cutlery products in general. Keywords: tableware, pincuk, adaptation Abstrak— Penelitian ini bertujuan untuk menciptakan suatu produk alat makan yang nyaman saat dibawa di tangan, saat kita makan terkadang ada situasi dimana kita tidak memakai meja untuk meletakkan alat makan dan tentunya kita akan membawa alat makan tersebut di tangan dan makan dalam posisi itu. Namun, sayangnya desain alat-alat makan yang ada tidak memilki desain yang disesuaikan untuk pemakaian dalam situasi tersebut. Dalam proses penyelesain masalah ini penulis memilki sebuah ide untuk mengadaptasi bungkus makanan tradisional pincuk yang memilki fungsi serupa dengan tujuan dari penelitian. Dalam proses penelitian yang dilakukan ini, penulis juga melakukan observasi terhadap bentuk alat makan yang telah ada, posisi lengan dan genggaman tangan yang paling efektik saat menggenggam suatu objek, dan terhadap bungkus makanan tradisional. Dari hasil observasi dan penelitian yang telah dilakukan, kemudian dapat dilakukan pembuatan berbagai macam studi model untuk menemukan bentuk dan desain yang paling sesuai dengan tujuan penelitian. Hasil akhir merupakan suatu produk alat makan yang nyaman saat dibawa di tangan dan untuk makan dalam posisi tersebut, namun masih tetap menjaga keunggulan yang ada dari produk alat makan pada umumnya. Kata kunci: peralatan makan, pincuk, adaptasi
Kajian Semiotika Pernikahan Karakter Virtual Hatsune Miku dan Akihiko Kondo Sujatmiko, Guguh
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 (505.393 KB) | DOI: 10.24123/saintek.v1i1.2787

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Abstract—Akihiko Kondo and Hatsune Miku’s marriage ceremony attracted public attention. The marriage shows an unusual relationship between human and virtual character, the Actual world who got married to the Ideal world. This paper uses a qualitative method of the semiotic theory of Rholand Barthes. This paper _tries to describe the signs that are connected to both virtual characters and humans. The signs were dismantled to find out what codes and symbols that worked. The results show that the signs which were constructed into Hatsune Miku's character have naturalization of meaning, therefore the arose myths became ordinary as humans consume virtual signs continuously and endlessly. The signs become very important, the ideal world will be more interesting to be explored because it provides very broad opportunities in the signs development. Keywords: semiotic, virtual, character­ Abstrak—Pernikahan seorang lelaki bernama Akihiko Kondo dan Hatsune Miku cukup menarik perhatian masyarakat. Pernikahan tersebut menunjukkan hubungan yang tidak biasa antara manusia dalam dunia aktual yang menikahi karakter dalam dunia ideal. Penelitian ini menggunakan metode kualitatif dengan pendekatan teori semiotic dari Rholand Barthes. Penulis mencoba menguraikan tanda-tanda yang terhubung antara keduanya. Tanda-tanda tersebut dibongkar untuk mengetahui kode-kode dan simbol-simbol yang bekerja. Hasil menunjukkan bahwa tanda-tanda yang dikonstruksi menjadi karakter Hatsune Miku mengalami naturalisasi makna, sehingga mitos-mitos yang timbul menjadi hal yang biasa karena manusia mengonsumsi tanda virtual terus-menerus dan tiada akhir. Tanda menjadi hal yang sangat penting, dunia ideal akan semakin menarik untuk dieksplorasi karena memberikan kesempatan yang sangat luas dalam perkembangan tanda. Kata kunci: semiotik, virtual, karakter
Perancangan Koleksi Pakaian dan Produk Lifestyle dengan Teknik Upcyle Jessica Wijaya; Guguh Sujatmiko; Ninik Juniati
Keluwih: Jurnal Sains dan Teknologi Vol. 2 No. 2 (2021): Keluwih: Jurnal Sains dan Teknologi (August)
Publisher : Direktorat Penerbitan dan Publikasi Ilmiah, Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/saintek.v2i2.4638

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Abstract—Social media is a very common thing nowdays. But most people these days have been addicted to social media. This could lead to physical and mental health. That is why social media addicted people tend to feel lonely, depressed, sad, and even lost themselves. Because of such issues, collection of modest citywear and lifestyle product for spring/summer 2021/2022 will be made based on Homespun trend forecast, and being titled with Fixation. This collection is made for inciting awareness about social media addiction danger in society. Fixation’s collection is made for men and women, girls and boys, with urban streetwear designs and some sporty vibes in it. Concept designs are completed with data from interview, which being done for getting upcycle techniques that fit with the concept. Upcycle technique will be applicated into 5 look of Fixation collection. Upcycling process is being done step by step, with sterilization process as the beginning of the process. Upcycle technique using much more energy and time, but it ends up well for environment and society in the future. Upcycle technique also upgrades creativity and can be made as treatment for people who need itKeywords: fixation, homespun, social media Abstrak—Media sosial merupakan hal yang sangat umum digunakan saat ini. Namun masyarakat saat ini banyak yang kecanduan akan penggunaan media sosial. Hal ini dapat berakibat pada kesehatan fisik maupun mental. Oleh karena itu pecandu media sosial cenderung merasa kesepian, depresi, sedih, hingga kehilangan jati diri mereka. Berdasarkan masalah tersebut, akan dibuat koleksi modest citywear dan lifestyle product spring/summer 2021/2022, berdasarkan tema besar Homespun, dengan judul koleksi berupa Fixation. Koleksi ini dirancang untuk mengingatkan masyarakat akan bahaya dari kecanduan sosial. Koleksi Fixation dirancang untuk dapat dikenakan oleh pria dan wanita, dari anak-anak hingga dewasa dengan desain urban streetwear dan sentuhan sporty pada desainnya. Perancangan konsep didukung dengan data wawancara yang dilakukan untuk mendapatkan teknikupcycle yang sesuai dengan konsep. Teknikupcycleyang diaplikasikan pada koleksi dari Fixation yang terdiri dari 5 look. Proses upcycle dilakukan secara bertahap dengan melalui proses sterilisasi terlebih dulu. hasil penelitian menyatakan bahwa teknikupcycle membutuhkan waktu dan energi yang lebih banyak dalam pengerjaannya, namun berdampak baik bagi masyarakat dan lingkungan untuk kedepannya. Teknik upcycle dapat meningkatkan kreativitas dan juga sebagai terapi bagi orang yang menekuni teknikupcycle tersebut Kata kunci: fixation, homespun, social media