Sherly de Yong
Program Studi Desain Interior, Fakultas Seni Dan Desain, Universitas Kristen Petra

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Perancangan Interior Art Development and Activity Center di Surabaya Angeline, Vanya; Yong, Sherly de; Mulyono, Hendy
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

Creative Economy is a topic that is being discussed by the public. Creative economy industry is a way to face the current development and the nation’s economy. Since the existence of creative economy industry, art and creativity become something that is appreciated by the nation and state. The design of Art Development and Activity Center in Surabaya is aimed to accommodate adolescent learning activities as a medium to develop creativity and education in the field of art in order to face creative industry. Such places are necessary nowadays because a lot of Indonesian people are still lacking of knowledge, especially in the field of art. Therefore, this problem can affect the enthusiasm to develop in the field of creative economy. The design of Art Development and Activity Center can be regarded as a place for art course facility in the field of applied art, which are interior design, fashion design, visual communication design, product design (jewelry design), and music. Moreover, this place is also equipped with facilities that can support learning activities and express art such as mini gallery and mini auditorium. Interior design of Art Development and Activity Center in Surabaya is also supported with its interior organization that applies the Modern Pop Art Contemporary style so that it will radiate the nuance of art. This design uses 6 steps of method, which are empathize & define, research, ideate, prototype, test, and implementation.
Perancangan Interior K-Pop Experience Center di Surabaya Dewi, Savitri Kartika; Yong, Sherly de; Kayogi, David Tan
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Korean Wave, called Hallyu in Korean, is a pop-culture phenomenon from South Korea spread globally. In Indonesia, especially Surabaya, there are numerous K-Pop fans. A facility based on K-Pop experience center in Surabaya is needed to accomodate the fans appreciative activities also inform and present new experiences based on educative, interactive, and recreative values. Design Thinking method was used as design guideline with the steps of Define, Research, Ideate, Prototype, Selection, Implementation, and Learn. The interior design will be implemented along with experience-based program  using latest technologies to reach the goal of the design.
Redesign Interior Museum Kesehatan Dr. Adhyatma, MPH di Surabaya Prayoga, Ivan; Yong, Sherly de; Basuki, Lucky
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Dr. Adhyatma, MPH Museum of Health were chosen as design object based on the fact that from year to year Indonesians eagerness to visit museum are decreasing with significant numbers. Dr. Adhyatma, MPH Museum of Health actually provides complete information along with the objects and research reports that have been carried out, and also the object displayed are classified as unique and peculiar, so it can increase the interest of the community to visit the museum, but in fact there are very few visitors. Design thinking used as design method, assisted by questionnaires system to obtain valid data in order to specify the existing problems. Design thinking have 3 main stages, understand; explore; and materialize. Understand, collecting information and specify problems in the design object; explore, experimenting to create a concept that can solve the problems; and materialize, process of introducing design to the community to get a direct feedback. “Historical” is a concept that solve the problems mentioned before, this concept itself is a combination of 4 words, history, storytelling, interactive, and mimical. This concept is applied through a variety of designs, such as ceiling’s shape and structuring system of museum objects that resemble Rod of Asclepius, which is a medical symbol; and application of technology (Augmented reality and virtual reality) as a conveyor of information (Storytelling).
RETERRITORIALIZING CHINESE LIVING SPACE APARTMENTS IN SINGAPORE de Yong, Sherly
Dimensi Interior Vol 9, No 1 (2011): JUNI 2011
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (915.943 KB) | DOI: 10.9744/interior.9.1.46-56

Abstract

A home can be more than just a house or a place to live in. A home is a place where a person can express his feelings privately (personal) and socially (public). As in Chinese traditional houses, a home can give a concrete form of significant ethical relations between the horizontal hierarchy (within the family) and vertical hierarchy (with God). The shape of the traditional Chinese house has a unique arrangement of space. The house has a wall to protect them from intruders and bad conditions. The family’s ancestor altar in the main hall which is connected to the bedrooms reveal the relationship of the family, and the courtyard represents a space to show their relationship with God. The arrangement of the living spaces show how they were reterritorializing their private and public spaces. Due to the flocking of population in Singapore, lack of space and modernity, the Chinese Singaporeans are rapidly replacing one-story traditional homes to multi-leveled apartments. Old and big extended family patterns like in the traditional Chinese houses are no longer present. They are breaking up the family into separate living units and reterritorializing their private and public space. Reterritorializing means migrating their previous territory of space and making a new territory in the new place. The examples of this phenomenon of reterritorializing of space is: putting God’s worship outside their apartment’s door or the corridor and putting the service area (kitchen) that used to be in the private area to the public area of the house.
Rethinking territoriality concept on public space after pandemic COVID-19 Sherly de Yong; Murni Rachmawati; Ima Defiana
International Journal of Public Health Science (IJPHS) Vol 10, No 4: December 2021
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijphs.v10i4.20825

Abstract

The spread and pandemic of coronavirus disease (COVID-19) that is currently happening in the world, has led to new policy steps in the security of public spaces to reduce the transmission of COVID-19 and protect public health. There is new adaptation in the policies while using space like limiting the use of public spaces, increasing social distancing between people or creating territory. Territory means specific area where are claimed or maintained (can be physically, through ruler or symbols). Territory can give a sense of security to the users. Therefore, this paper give insight and rethinking the territory concept as sense of security in interior public space and built environment where people expect to see strangers in this space. The methods in this paper are literature review method by collecting and synthesizing previous research using integrative approach. For the result is territory concept achieved as part of protection to the users in the build environment with mechanisms that should be applied in each type: the boundary between areas; limitation to the symbolic; supervision and control of space.
KAJIAN WELL-DESIGNED SPACE PADA STUDIO HYBRID LEARNING Anastasia Michella; Sherly de Yong; Hendy Mulyono
LINTAS RUANG: Jurnal Pengetahuan dan Perancangan Desain Interior Vol 9, No 2 (2021): September 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/lintas.v9i2.6721

Abstract

Fasilitas belajar merupakan salah satu hal penting yang dibutuhkan untuk mengoptimalkan proses pembelajaran. Salah satu fasilitas yang disediakan oleh Program Studi Desain Interior Universitas Kristen Petra adalah ruang studio. Adanya pandemi COVID-19 sangat berdampak pada beberapa sektor, seperti pendidikan. Beberapa universitas sedang mempersiapkan pembelajaran hybrid learning untuk memaksimalkan pembelajaran saat pandemi. Hal ini mempengaruhi desain ruang studio yang harus menyesuaikan dengan kondisi tersebut, sehingga diperlukan desain ruang yang baik agar proses pembelajaran dalam studio dapat berjalan dengan lancar. Permasalahan yang diambil adalah penerapan well-designed space seperti apa yang terdapat pada studio desain interior Universitas Kristen Petra sebelum pandemi dan aspek well-designed spce apa yang tepat untuk studio desain interior pada pembelajaran hybrid learning. Metode yang digunakan dalam penelitian ini adalah kuantitatif dan kualitatif denga pendekatan evidence-based design. Data diperoleh melalui observasi, kuesioner, wawancara, dan dokumentasi. Dari penelitian dapat diketahui aspek well-designed space yang telah diterapkan dalam studio desain interior Universitas Kristen Petra sebelum pandemi. Selain itu, penelitian ini juga menghasilkan rekomendasi aplikasi well-designed space untuk studio desain interior dalam pembelajaran hybrid learning pada masa pandemi dalam batasan communicating, complying, dan comforting.
Kajian Sensory/Panca Indra pada Interior Bangunan Heritage Kafe di Surabaya Jessica Astrie Gunawan; Sherly de Yong; Anik Rakhmawati
Jurnal Desain Interior Vol 5, No 1 (2020)
Publisher : Pusat Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (353.135 KB) | DOI: 10.12962/j12345678.v5i1.6977

Abstract

Kafe Tanamera merupakan bangunan cagar budaya/heritage dimana memiliki nilai sejarah. Pengalaman panca indra masih kurang diperhatikan oleh desainer maupun pihak kafe. Efek sensorik pada manusia dan lingkungan sangat penting dalam mendesain elemen-elemen pada interior ruang. Indra penglihatan secara umum memiliki peranan yang paling dominan dalam interior, namun indra non-visual kurang diperhatikan. Rangsangan 4 panca indra yaitu pendengaran, penciuman, peraba, dan penglihatan memberi pengaruh emosional dalam pengalaman ruang. Pengalaman ruang sangat penting dalam mempertahankan ketertarikan pengunjung. Tujuan penelitian ini adalah untuk memahami pentingnya penerapan teori sensory/panca indra pada elemen interior bangunan heritage kafe Tanamera. Metode penelitian yang digunakan adalah kualitatif-kuantitatif deskriptif dengan acuan dasar teori Joy Monice M dan Vodvarka dalam buku Sensory Design serta Xue Yu. Berdasarkan analisis yang telah dilakukan, maka dapat disimpulkan bahwa pengalaman panca indra memiliki peran penting bagi manusia dalam mempersepsi ruang. Pengalaman yang melibatkan panca indra dapat diterapkan pada 9 elemen interior. Secara keseluruhan, kafe Tanamera terdapat beberapa pengalaman yang melibatkan panca indra pada elemen interior ruang. Pengunjung kafe Tanamera yang merasakan beragam pengalaman melalui penerapan elemen interior, yaitu elemen enviroment, space, light, decoration, groundplane, enclosure, support, display, information.
Perancangan Interior Kidzania Mini di Malang Town Square Jessica Christina Sugianto; Sherly de Yong; Lucky Basuki
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Early age is the most appropriate age for a child to develop their imagination in learning new things, but not many parents are able to see and take advantage of that moment.City of ‘Education’ as an image of the Malang City is the main reason for this design to be presented in the Malang City, so that children can be educated on the world of profession by playing. For this reason, a place like Kidzania Mini is needed in Malang Town Square that is able to present a professional experience for children aged 4 to 16 years with a smaller area.Design Thinking method was used as design guideline with the steps of understand, observe, point of view, ideate, prototype, and test. The basic concept of Kidzania Mini is a city park surrounded by profession buildings with a touch of Kidzania's character. The application of the character Kidzania is applied to profession spaces as well as statues and other decorations in the garden of the Kidzania City.
Kajian Desain Elemen Interior untuk Yayasan Pendidikan Anak Buta di Surabaya Cindy Fransisca; Sherly de Yong; Purnama Esa Dora Tedjokoesomo
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

Blind get the opportunity to be guided and get a chance to get education to grow optimally. Blind people are individuals who have visual inhibitions. Limitations impede blind children in various activities in fulfilling their needs, so in addition to requiring public education services as well as a child, the blind child needs special services to rehabilitate the disorder, it is obligatory for a blind child to receive special attention. Related to that, it takes an interior element that can be used to facilitate blind children in doing activities, especially in learning activities. The purpose of this study is to describe the proposals, solutions and roles of the creation of furniture design for blind children at the Blind Children's Education Foundation Surabaya. Target of research that resulted, among others, in the form of data that has been tested about the design of furniture for children with special needs, especially blind children in the Foundation for Children's Education Buta Surabaya.
Perancangan Interior Lego House sebagai Pusat Edukasi dan Retail di Surabaya Ade Ulfa Apriliana; Cok Gede Padmanaba; Sherly de Yong
Intra Vol 4, No 2 (2016): Desain Interior 2015/2016
Publisher : Intra

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Abstract

Education is the most important things for children. Education can be applied in various ways such as learning by playing with educational toys. Currently, there are only a few play area for children at the mall, so it is necessary to create one area that can comply the problems. Some of the existing play areas in Surabaya, especially in malls, still don’t have an educational value in it. It is necessary to have an educational value in a play area for children. Lego is one of an educative toys for kids and also a well-known toy brands, known by almost everyone ranging from kids to adults, like Lego House. Besides that, a store is needed to complete this Lego House design. The design method used are design thinking and mind mapping. There are 4 stages in this method which are, observation (this is the stage of collecting data and information about education and lego), brainstorming (this is the stage of a problem solving with concept, mind mapping, and some sketch), prototyping (this is the stage of creating a mock up), and implementation (this is the stage of making the final design). The result of those problem solving are the concept of “play lego on the street” where there’s an educational value in it. The meaning of word “play” is playing, and playing can bring out the educational value with educative toys like lego. This concept has its own characteristic in its interior because of the street themes to attract the children.