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

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Journal : Intra

Perancangan Interior Science Center untuk Anak Berusia 3 sampai 12 Tahun di Surabaya Olivia Higiantoro; Cok Gede Padmanaba; Sherly de Yong
Intra Vol 4, No 2 (2016): Desain Interior 2015/2016
Publisher : Intra

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Abstract

Interior design of Science Center for children aged 3 to 12 years in Surabaya is designed to support learning process in formal school, seeing the lack of children’s interest in learning because of the unattractive way of learning. Science Center is there to provide an innovative learning facilities with interactive media for children. The design method process is starting from finding out what children need in the science center, then entered the design process, and the last stage is to add small details needed, and each process will be analyzed and evaluated to get the maximal result. In accordance with the concept of “Brain New World”, children is invited to enter the new learning world that is more interesting with various areas and interactive furniture, like touch screen furniture and hologram.
Perancangan Interior Co-working Space dengan Fasilitas Day Care di Jakarta Angelica Widjaja; Sherly de Yong; Lucky Basuki
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Along with the development of information and internet, many people feel bored working in the office and a lot of them choose to work flexibly. Flexibility in work place causes offices that have facilities such as co-working space are more in demand today. High economic needs made both parents work formally and or informally. The rush of both made it difficult for them to divide their time to work and also look after their children. Therefore, we need an interior coworking space with day care facilities as a solution to overcome the difficulties experienced by parents. The method used is design thinking method with stages including literature studies, field observation, analysis, schematics and 3D modeling. The design concept chosen is Fun and Socialize with the goal to increase productivity and relationships between users. This concept is applied in the use of colors and space’s zoning-grouping. This design project involves adult and child users in their activities supported by day care, lobby, locker, gaming area, meeting rooms, and staff-office. Colors used in the design are blue, orange, and yellow. Orange and yellow are used to balance the color blue which has calm psychological effect.
Perancangan Interior Co-Working Space di Surabaya Adelia Marcelina; I Gusti Ngurah Ardana; Sherly de Yong
Intra Vol 4, No 2 (2016): Desain Interior 2015/2016
Publisher : Intra

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Abstract

Co-working is one solution to the problem of expensive land and limited work space with the increasing number of independent entrepreneurs and creative freelancers especially in big cities like Surabaya. Therefore, a co-working space interior need to be designed to match the needs of the people in Surabaya. The design is done using the method of design, namely the observation of user’s need, perform surveying, analyzing data to produce programming, create a schematic and mockups of the study, up to the first evaluation to produce the final product (such as layout, floor plans, ceiling, perspective, scale model and others). The expected result of this design is a public facility that is capable to accommodate community needs in Surabaya especially among young professionals, office space that does not require a huge cost to be built, can interact with other people from different backgrounds, and open up new business opportunities.
Perancangan Interior Galeri Seni Kontemporer Karya Penyandang Difabel dengan Konsep Universal Design di Surabaya Clarissa Stefanni; Sherly de Yong; David Tan Kayogi
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

People with different abilities are often considered unequal and therefore do not have the same rights so they have always been marginalized in various aspects of people's lives. In the context of the arts, non-disable people only see the works of disabled based on compassion without constructive criticism. The mayor of Surabaya, Mrs. Tri Rismaharini committed to provide spaces for art performers centered at Hi-Tech Mall Surabaya. The design of this contemporary art gallery by people with disabilities is a form to fulfill the rights of the disables and at the same time responding to one of Mrs.Risma's hope.  The gallery, which has the main function as a communication tool between artists with collectors and the community, is considered as the right place to show the artistic talents of people with disabilities to get proper appreciation, especially from those who are non-disabled. In the design, the method used is Design Thinking which consists of 3 main stages, Understand, Explore, and Materialize. The concept of the design is a public facility that can accommodate the development of diffable artworks with 3 main focuses, Experience, Educate and Appreciate. Gallery design as a public facility should prioritize accessibility aspects for various users so that universal design principles are applied with all considerations in design.
Perancangan Modular Furniture untuk Food Truck Penjual Makanan Indonesia Chetlyne Stefany Soekanto; I Gusti Ngurah Ardana; Sherly de Yong
Intra Vol 4, No 2 (2016): Desain Interior 2015/2016
Publisher : Intra

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Abstract

Food and beverage industry growth in Indonesia continues to develop, and need to be traded in location with dense occupants so that the business can be profitable. This has resulted in the emergence of the mobile system, as selling methods are much in demand today. Food vendors are mobile, requiring a furniture design that can support the activity of cooking and selling on a vehicle. By using Kembel design method, through the process of understanding, compressing, processing the data using descriptive analysis technique, concept, prototypes, testing and persuasion. The results of the design is a modular furniture that can be arranged as desired with a construction system devoted for installation in vehicles and some other alternative such as fast food design, food combination design, cooked food design, traditional food snack and Indonesia’s coffee drinks.
Redesain Museum Kota Surabaya Shylona Gratia Aurelius; Sherly de Yong; Hendy Mulyono
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

This interior design project is a re-design of Surabaya City Museum with the concept of Surabaya’s Memory Lane. Most people in Surabaya are not aware with the existence of Surabaya Museum that is located in Siola due to lack of promotion and its plain appearance. Moreover, the museum in Surabaya is in a downturn due to lack of interest. Therefore the design of this Surabaya City Museum will revive the interest of Surabaya people and tourists to come and visit this Museum. In addition, this museum is also intended for education. The people of Surabaya should know the history of their own city and how hard was the struggle of the people in the past to make Surabaya as it is today. The design will use the concept of Surabaya’s Memory Lane which seems to invite visitors to get around the old town of Surabaya. Design will be made as attractive as possible by adjusting to the characteristics of Surabaya people who loves everything instant and beautiful. Explanation of each collection will be made as sophisticated and interesting as possible to make it easier for visitors to understand the history of the collection. The target of this museum is for all ages from the young to the old, inteded for the people of Indonesia and the tourists.
Perancangan Interior Kantor Konsultan Interior dengan Konsep “Grow Creativity” di Surabaya Axel Hariyanto; Sherly de Yong; Hendy Mulyono
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

The lack of attention to the comfort and completeness of facilities of the current office design causes the office employees today become less productive and creative, especially in the interior design consultant office in Surabaya. Interior design of Creative Interior Consultant Office with the concept of “Grow Creativity” in Surabaya, is functioned to accommodate all activities undertaken by office employees who are interior designers to make them feel at home while working in the office, to think more creatively, and all activities undertaken in the office can be facilitated well. The design method used is Design Thinking with stages consist of: (1) Discovery (2) Observe (3) Empathize (4) Ideate (5) Decide (6) Prototype (7) Test (8) Implementation. The design concept is based on the comfort of "User" or office user (interior designer) that will be applied in the office design. The benefits that will be perceived by interior designers with the existence of this creative interior consultant office is the availability of an office that can meet all the needs of the interior designers and enable them to work creatively and productively in the office
Perancangan Interior Garena E-Sports Stadium Di Surabaya Yoshua Okinanta; Nyoman Adi Tiaga; Sherly De Yong
Intra Vol 5, No 2 (2017): Desain Interior 2016/ 2017
Publisher : Intra

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Abstract

Nowadays the development of gaming industry has made great progress, in this development of game industry there’s E-Sport which one of thie fastest growing fields, this can be seen since there is a lot of interests from youth people who are enthusiastic and plunge into E-Sports. However, the problem is there is no facilities that can contain the activity of E-Sports itself, purpose of this design is to create facilities that can contain E-Sports activity in Surabaya. Design method used is through Standford’s Design Thinking including Understanding , Emphatize , Define , Ideate , Prototype , Test and ended with implementation. By bringing Garena brand which is one of game publisher company in Indonesia, then implementation and brand recognition in this planning will be applied in a form of design as modern interior elements such as Hexagonal pattern, material that used also dominated by glossy material because it gives luxurious effect. This design also use colors Red,Black,and White which is the brand color from Garena itself. Writer expect a well-applied concept in this planning will become a facility that can accomodate and supportss E-Sports activity in Surabay
Kajian Terapan Konsep Crime Prevention Through Environmental Design (CPTED) pada Interior Rumah Tinggal Tipe Semi-Detached di Sidoarjo Amy Kezia Santoso; Sherly de Yong; Purnama Esa Dora Tedjokoesomo
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

Residential house is very essential for human being because it is a place for human to settle and have activities so that security must be adequate so human activity is not disturbed by existence of crime. The increasing number of criminal acts will affect the risk of crime in home so should be prevented. One way to prevent criminal action is using the concept of CPTED (Crime Prevention Through Environmental Design). This research is a qualitative research with case study approach. The case study object is a semi-detached type of residence in Sidoarjo. Stages of this research method is the collection of literature and field data, risk level vulnerability analysis of threats of criminal action and application of the concept of CPTED, proposing solutions, and conclusions. The research undertaken resulted in the identification of risk and vulnerability level of threats of criminal action on case study object and application of CPTED concept to object as well as proposed solution of CPTED concept application.
Kajian Behavioral Setting pada Interior Café di Surabaya Mellisa Mellisa; I Gusti Ngurah Ardana; Sherly De Yong
Intra Vol 5, No 2 (2017): Desain Interior 2016/ 2017
Publisher : Intra

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Abstract

This research is done to find out cafe consumer’s behavior, who visit cafe’s as a public space to do various activities. The benchmarks used to analyze the different behaviors is the behavioral setting theory. The method used to collect correct data is behavioral mapping method. The data obtained from cafes located in West, Central and East Surabaya were analyzed using behavioral components which are physical properties, social components, and the environmental setting. The result of the analysis shows that consumers in Antler Cabin Cafe West Surabaya and Konig Coffee and Bar East Surabaya start to shift towards service which depends on staff’s cafe. While consumers in Titik Koma Coffee and Calibre Coffee Roasters Central Surabaya, tend to not depend on the cafe’s staff because they perform self-service.