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

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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.
Perancangan Interior Mall Pelayanan Publik di Surabaya Dengan Pendekatan Universal Design Maria Silviana Dewi; Sherly de Yong; Hendy Mulyono
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

Along with the era development, a lot of things that once was difficult becomes easier. The local government is developing a Public Service Mall to take care of all the stewardship of licensing letters and other things related to the government. However, this Public Service Mall is still lacking facilities for people with special needs even though the mall was developed in order to facilitate all Surabaya people without any exception. The design is expected to support the functioning of Public Service Mall as well as to support facilities for people with special needs to be able to perform their activities independently. Moreover, the design is also expected to make the disabled people feel comfortable to do their activities in the Public Service Mall.                The method used in this design is by performing field analysis and using design thinking method to analyze the problems, prototyping, until the implementation stage. The result from analysis to the implementation stage of the design was to make an innovation by adding an assistant corner to help people with special needs when doing activities in this Public Service Mall. The design of Public Service Mall can help disabled people, especially the people of Surabaya to do their activities independently, and not only helping the community at the moment but also in the future.
Perancangan Interior Sentra Galeri dan Workshop Kerajinan Kayu di Blora, Jawa Tengah Novia Christina; Sherly de Yong; Lucky Basuki
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Places or area that are not perfect to do production or buy and sell activities may reduce buyer’s interest. This wooden furniture comes from the root of waste which is no longer used and is processed and sold on the edge of the highway. With the interior design project of the gallery and workshop, it is expected to be able to help improve the economy of local community, especially the craftsmen. Another benefit gained is to increase the potential of locality, introduce soft and hard skills from the wood craftsmen, improve educational, recreational, interactive values for the community and reduce environmental problems. This design project used the Human Centered Design approach carried out from the traditional behavior of the local community in a natural context. This design process raises the design concept "Locana Wood" which consists of two meanings namely Localism and Naturalism. Localism is applied so that people feel the tradition of localization in the form of thoughts, systems, life philosophy and the values contained in it. In this case the local material is used in the design and human resources from local craftsmen. While Naturalism implemented by applying elements of nature and create designs to serve humans.
Perancangan Interior Café untuk Meningkatkan Interaksi Sosial di Surabaya Evelyn Budi Santoso; Sherly de Yong; David Tan Kayogi
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

The Increasing usage of gadget have an impact on decreasing interaction level between humans. The definition of café according to Building Planning & Design is a space that can be used as a place to relax dan chat. Basically, according to the definition, café is suitable for accommodating human activities to build social interaction. However, in reality when people gather at the café, people will tend to have lack communication with each other and get busy with their own gadgets. The purpose of the interior design is to build social interaction for the visitors. The design method used was Design Thinking which consist of understanding, observe, point of view, ideate, prototype, test, and implementation. The design result is Play Day Social Café designed with the concept of Oodles of Fun, which will give the impression of fun, mood booster, enjoyable, catchy, and flexible about this café, and providing facilities like board game  and books like novels and comics which often loved by teenager/young adult on range 15-25 years old to, directly or not, present social interaction.
Perancangan Modular Booth Untuk Produk Makanan dan Minuman Stephanie Widodo; I Gusti Ngurah Ardana; Sherly de Yong
Intra Vol 4, No 2 (2016): Desain Interior 2015/2016
Publisher : Intra

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Abstract

Exhibition is an effective way for food and beverage entrepreneurs to promote and market theirs products. Base on a survey, an exhibition generally takes place for a short time with a predetermined area between 2000 x 2000 mm, 2000 x 2400 mm, or 2000 x 3000 mm. These limited time and space make some entrepreneurs pay less attention to interior booth. Therefore, a design is needed to solve the problem through Kembel five methods which comprise emphatize (the step to look for problems), define (the process of formulating the problems), ideate (the steps of designing to solve the problems), prototype (the process of realizing result of the design), and test (assessing the design results in solving the problems). The design solution is to design a modular booth system through folding and knockdown construction. The purpose of the design is to enable entrepreneurs to conduct an exhibition maximally both in the assembly and disassembly for praticial and easier use, and artistic booth design that can be changed as desired to attract visitors.
Perancangan Interior Instalasi Gawat Darurat untuk Anak – anak di Surabaya Vonny Popo Sudibyo; Sherly de Yong; Purnama Esa Dora Tedjokoesomo
Intra Vol 6, No 2 (2018): Desain Interior 2017/2018
Publisher : Intra

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Abstract

Health services in Indonesia are provided through public hospitals and specialist hospital to optimize the health service for society. However, the health services for children in Indonesia is poorly maintained, whilst the emergency room design in the hospital could affect the patient’s psychology and well-being. Besides the facilities, another aspect in an emergency room that could accelerate the patient’s healing progress are colors, interior materials, textured, lighting,  indoor air condition, and scenery. The design method consists of some steps such as inquiry, empathize, define, brainstorm, prototype, test, apply, and reflect.   The emergency room is designed for infants and children (0-14 years old) with an attractive design which suitable for children. The design concept is Enjoyable Active, which could create a playful, energetic, cheerful, and warm emergency room atmosphere. The main colors of this design are: green, to lower the stress; beige, to give a cheerful atmosphere and neutralize nervous feeling in patients; and blue which provide a calming nuance.  Other facilities in the design are information area, registration area, playground, register area, pharmacy, and radiology area which are reachable in the emergency room.
Perancangan Interior Kantor Outsourcing dengan Penerapan Konsep Smart Office di Surabaya Sherenna Imanuele Finanta; Sherly de Yong; Lucky Basuki
Intra Vol 7, No 2 (2019): Desain Interior 2018/2019
Publisher : Intra

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Abstract

Outsourcing office is an office that provides labor distribution services. In the outsourcing office interactions happens from various parties, from office employees and company users to job applicants. In Surabaya, the outsourcing office facilities are still not integrated, resulting in less optimal service convenience. Basically, services formed when interaction happens between customers and service providers (This Is Service Design Thinking, p.36). Methods used in the design is Service Design Thinking which consists of 4 stages, they are exploration, creation, reflection and implementation. There are many tools in the method, some of which are customer journey maps, storyboards, canvas business models, and service blueprints. The use of the smart office concept emphasizes integrated office interior design and efficiency of space users, especially facilities and touchpoints for them. The design will benefits office employees, company users and job applicants to recognize the existence of an integrated office outsourcing service system through interior facilities for the convenience of employees.