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Representasi Visual Rumah dalam Film sebagai Refleksi Simbol Budaya, Identitas dan Kekuasaan Prasetio, Valentina Marvella; Sujatmiko, Guguh
SPACEPRO: Product Design Jurnal Volume 2 Nomor 2, November 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i2.4842

Abstract

This research analyzes the symbol of the house from the film "Ngeri-ngeri Sedap," which represents family dynamics, traditions, and intergenerational conflicts. This research explores how the houses in this film can symbolize the cultural myths contained within, such as the role of parents, social pressure, and the importance of preserving traditional values. The method used in this research is qualitative analysis with a focus on the visual elements of the house and the meanings created from those representations in Batak Culture. The results of this study show that the houses in this film can represent patriarchal authority, protection, and the conflict between tradition and modernization. The house here is not just a backdrop, but a symbol for reflecting cultural conflicts, identity, and power. This research supports the use of semiotics in understanding the cultural symbols contained within and recommends further research using patriarchal theory to deepen visual analysis.
Perancangan board game untuk meningkatkan kesadaran remaja dalam berlalu lintas Kumalasari, Linda Dewi; Hapsari, Indri; Sujatmiko, Guguh
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 7, No 2 (2024)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v7i2.6057

Abstract

The number of car and motorcycle users in Indonesia is increasing from year to year, along with the higher accident rate. The cause of accidents is the vehicle drivers who often violate traffic rules and signs. Due to the lack of adequate public transportation, teenagers are allowed by their parents to drive cars and motorbikes. However, most of these teenagers do not understand traffic well and often end up breaking the rules. Examples of violations include not carrying a SIM and STNK when driving, not wearing a helmet or seat belt, violating traffic signs, and breaking through traffic lights. One method to provide an understanding of traffic to teenagers is through games. Teenagers like communal games such as board games and therefore it is appropriate to apply this method. The purpose of this research is to design a game that can provide an understanding for teenagers to be more aware of the importance of safety in traffic. This research was conducted by distributing questionnaires in advance to find out what teenagers liked. As a result, teenagers like simple objects with colorful shapes. This style is used as a reference in designing a traffic-themed board game.
Pengolahan Limbah Serbuk Kayu Melalui Eksperimen Tekstur untuk Menemukan Material Baru sekar, Anastasia Christabel; Hairunnas, Hairunnas; Sujatmiko, Guguh
SPACEPRO: Product Design Jurnal Volume 3 Nomor 1, Mei 2025
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v3i1.5481

Abstract

The growth of the wood processing industry in Indonesia, which reached 8.04% in 2021, also increased the amount of sawdust waste that has not been optimally managed. This waste is generally produced from the process of cutting and sawing wood, and can reach tens of tons per day in industrial centers such as Jepara and Pasuruan. If not utilized, sawdust can cause air pollution, pollute the surrounding environment, and become a source of material waste. In fact, sawdust has the potential as an alternative raw material in the manufacture of building materials and design products. This study aims to explore the utilization of sawdust waste by mixing it with adhesives, such as resin and white glue, to produce solid materials that have utility value and durability. Experiments were carried out with various compositions to study material performance, especially in terms of heat resistance. The results of this study are expected to be a creative and applicable solution in the processing of sawdust waste, while supporting the development of environmentally friendly and economically valuable sustainable designs in the future.
EKSPLORASI MATERIAL LIMBAH AMPAS KOPI DALAM PENGAPLIKASIAN PADA PRODUK LAMPU HIAS Sujatmiko, Guguh; Tiffany, Theresia; Hairunnas, Hairunnas
ASKARA: Jurnal Seni dan Desain Vol 4 No 1 (2025): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v4i1.1824

Abstract

Produksi kopi di Indonesia mengalami peningkatan sebesar 4% pada tahun 2022, dengan total mencapai 794,8 ribu ton. Namun, pertumbuhan ini juga berdampak negatif terhadap lingkungan, khususnya dalam menyumbang 48% emisi karbon dioksida akibat limbah ampas kopi yang sulit terurai dan menghasilkan gas metana. Penelitian ini bertujuan untuk mengolah limbah ampas kopi menjadi material baru yang ramah lingkungan dan bernilai guna. Berdasarkan data Pemerintah Kota Surabaya tahun 2023, terdapat 175 kafe yang turut menyumbang limbah ampas kopi, menunjukkan adanya tren peningkatan yang signifikan dan perlunya solusi pengolahan yang inovatif. Penelitian ini menggunakan metode eksperimen yang meliputi observasi terhadap perlakuan optimal bagi ampas kopi, pengujian kontras pencahayaan, serta studi karakteristik material terhadap sumber cahaya. Fokus utama penelitian adalah mengeksplorasi potensi visual dan fungsional ampas kopi yang dicampur dengan resin, terutama karakteristik serbuk kopi yang memancarkan cahaya saat dikenai iluminasi tertentu. Hasil penelitian menunjukkan bahwa material komposit berbahan dasar ampas kopi dan resin dapat dimanfaatkan sebagai lampu hias yang tidak hanya berfungsi sebagai pencahayaan, tetapi juga menciptakan suasana hangat dan nyaman melalui pendaran cahaya khas dari karakter alami ampas kopi. Penelitian ini diharapkan dapat menjadi kontribusi nyata dalam upaya peningkatan nilai guna limbah kopi sekaligus mengurangi dampak negatifnya terhadap lingkungan.
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

Abstract

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
Analisis Desain Modular Pada Sofa Untuk Memenuhi Kebutuhan Kucing dan Pemilik Haidar Amanullah, Ganendra; Kurniawan Jaya, Brian; Sujatmiko, Guguh
Anggit: Jurnal Desain Produk Vol 2 No 1 (2025): Anggit: Jurnal Desain Produk
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/ajdp.v2i1.4561

Abstract

Penelitian ini bertujuan untuk menganalisis desain sofa yang dapat memenuhi kebutuhan kucing dan pemiliknya, mengatasi kerusakan sofa akibat cakaran, bulu yang sulit dibersihkan, dan keterbatasan ruang. Metode penelitian yang digunakan adalah wawancara mendalam dengan pemilik kucing yang memiliki sofa, observasi aktivitas kucing dengan sofa. Teknik penggalian data meliputi analisis kebutuhan kucing, preferensi pemilik, dan fitur sofa yang relevan. Hasil penelitian menunjukkan bahwa sofa modular dapat dirancang dengan material yang tahan cakaran, mudah dibersihkan, serta dilengkapi modul penyimpanan untuk mainan dan area bermain kucing. Desain ini memungkinkan pemilik menyesuaikan komponen-komponen sofa sesuai kebutuhan.
Analisis Mekanisme Board Game Pandemic Menggunakan Metode MDA Rudijono, Richard; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
Anggit: Jurnal Desain Produk Vol 2 No 2 (2025): Anggit: Jurnal Desain Produk
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/ajdp.v2i2.5418

Abstract

Penelitian ini menganalisis mekanisme permainan board game Pandemic menggunakan pendekatan MDA (Mechanics, Dynamics, Aesthetics) untuk menggambarkan bagaimana elemen-elemen permainan ini menciptakan pengalaman kolaboratif yang mendalam dalam menghadapi krisis kesehatan global. Pandemic adalah permainan kooperatif di mana pemain bekerja sama untuk menghentikan penyebaran penyakit global dengan mengelola sumber daya, berkoordinasi, dan memanfaatkan kemampuan karakter unik. Melalui observasi dan analisis mekanisme permainan, penelitian ini mengeksplorasi tiga aspek utama: mekanik yang mencakup aturan dasar permainan, dinamika yang menggambarkan interaksi pemain dan strategi, serta estetika yang menciptakan ketegangan emosional dan rasa urgensi. Hasil penelitian menunjukkan bahwa keberhasilan atau kegagalan permainan sangat dipengaruhi oleh kemampuan pemain untuk bekerja sama, membuat keputusan strategis di bawah tekanan, dan beradaptasi dengan ketidakpastian yang muncul. Meski Pandemic efektif sebagai alat untuk mengembangkan keterampilan kolaboratif dan pengambilan keputusan, permainan ini tidak mempertimbangkan faktor sosial-politik yang mempengaruhi respons terhadap pandemi. Oleh karena itu, integrasi elemen-elemen tersebut dapat meningkatkan realisme dan pembelajaran dalam permainan. Penelitian ini memberikan wawasan tentang potensi Pandemic sebagai alat edukasi dan hiburan, serta inovasi yang dapat diterapkan untuk meningkatkan simulasi dalam konteks dunia nyata.
Penerapan Emotional Connection Dalam Perancangan Board Game Edukatif Bertema Konservasi Badak Jawa Gadri, Rafie Maulana Yusuf; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
SPACEPRO: Product Design Jurnal Volume 3 Nomor 2, November 2025
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v3i2.6088

Abstract

This study focuses on the application of emotional connection in the design process of a board game themed around Javan rhino conservation as an educational medium for teenagers. Rather than emphasizing a finalized product, the research positions the design process as a reflective medium to explore how emotional approaches can foster empathy toward environmental issues. The study employs a design research approach with a descriptive qualitative method through literature review, field observation, and interviews with three officers from Ujung Kulon National Park. The game mechanics were developed through a dual role systemconservation and hunter teamsrepresenting the value conflict between preservation and exploitation of nature. The findings reveal that the implementation of emotional connection at both narrative and social levels enhances players’ emotional engagement, even without a finalized visual prototype. This study affirms that design functions as a reflective practice integrating empathy, social awareness, and ecological values. Conceptually, it contributes to the discourse of design for empathy and demonstrates the potential of board games as educational media that encourage moral reflection and ecological awareness.
Analisis Studi Kasus: Observasi Respons Fisik, Pemicu Social Anxiety, dan Kajian Furnitur Publik Eksisting di Ruang Publik Sutanto, Dharma Adhi; Hairunnas, Hairunnas; Sujatmiko, Guguh
SPACEPRO: Product Design Jurnal Volume 3 Nomor 2, November 2025
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v3i2.5479

Abstract

This study aims to analyze the physical responses associated with social anxiety, identify its underlying factors, and evaluate existing public furniture in Surabaya's public spaces. Utilizing a case study and observational methodology, data were collected through direct field observations and surveys administered to public space users. The research employed both qualitative and quantitative analysis to comprehensively understand the interplay between environmental conditions and the physical manifestations of social anxiety. Findings indicate that behaviors such as increased mobile phone usage, grounding techniques, and fidgeting are significant physical responses when individuals encounter ambiguous or crowded public environments. Additionally, the evaluation of current public furniture revealed that existing designs do not adequately address the needs of users experiencing social anxiety, highlighting a critical opportunity for innovative design interventions. In conclusion, enhancing the design of public furniture to be more responsive to the emotional and physical needs of users can serve as an effective strategy in reducing social anxiety levels and improving the overall quality of urban public experiences.
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

Abstract

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.