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Pengembangan mobile apps untuk crowdfunding Yayasan Griya Sodaqo Indonesia Hanif Azhar; Faishal Mufied Al-Anshary; Didit Widiatmoko Soewardikoen; Wahdan Arum Inawati; Aminahtul Zahroh; Avison Xaquil Azhar
Transformasi: Jurnal Pengabdian Masyarakat Vol. 19 No. 1 (2023): Transformasi Juni
Publisher : LP2M Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/transformasi.v19i1.6666

Abstract

[Bahasa]: Panti asuhan adalah organisasi nirlaba berbentuk lembaga usaha kesejahteraan sosial khusus anak. Pendirian panti asuhan bertujuan memberikan pelayanan kesejahteraan sosial melalui kegiatan santunan dan pengentasan anak-anak terlantar, memberikan pelayanan pengganti orang tua/wali anak dalam memenuhi kebutuhan fisik, mental dan sosial. Masyarakat umum dapat secara langsung dapat membantu memenuhi kebutuhan anak yatim kurang mampu sehingga dapat  meningkatkan kesejahteraan anak yatim di panti asuhan. Yayasan Griya Sodaqo Indonesia sudah melaksanakan kegiatan cowdfunding sejak tahun 2020 tetapi pelaksanaan ini hanya dilakukan dalam bentuk konvensional. Oleh karena itu diperlukan platform berupa aplikasi untuk kegiatan crowdfunding. Program pengabdian ini dilakukan dengan metode Focus Group Discussion dan ditindaklanjuti dengan observasi wawancara. Perencanaan Aplikasi fundraising berbasis android memungkinkan pengguna untuk mengumpulkan dana dari berbagai sumber untuk keperluan yang berbeda-beda. Hasil aplikasi ini dapat meningkatkan opersional kerja yayasan Griya Sodaqo Indonesia dan desain aplikasi ini juga dapat bermanfaat untuk institusi sejenis di Indonesia. Kata Kunci: crowdfunding, griya sodaqo, mobile apps, panti asuhan [English]: Orphanages are non-profit organizations engaged in social welfare for children. The establishment of orphanages aims to provide social welfare services through compensation and alleviation of neglected children, providing replacement services for parents or guardians of children in fulfilling physical, mental, and social needs. The general public can directly help fulfill the needs of underprivileged orphans to improve the welfare of orphans. Griya Sodaqo Indonesia Foundation has been carrying out crowdfunding activities since 2020, but this implementation is only done in conventional ways. Therefore, an application for crowdfunding activities is required. The method used was Focus Group Discussion and followed up with observation and interviews. Planning an Android-based fundraising application allows users to raise funds from various sources. The results of this application can improve the operational work of the Yayasan Griya Sodaqo Indonesia, and this application design can also be helpful for similar institutions in Indonesia. Keywords: crowdfunding, griya sodaqo, mobile apps, orphanage
Perancangan Identitas Visual untuk Promosi Pariwisata Kabupaten Rembang Yusantiar, Renta; Soewardikoen, Didit Widiatmoko
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 4 No. 02 (2018): August 2018
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v4i02.1626

Abstract

AbstrakKabupaten Rembang sedang mengembangkan pariwisata yang dimilikinya. Upaya berpromosi telah dilakukan oleh berbagai pihak, baik pihak pemerintah kabupaten Rembang, pegelola, hingga masyarakat. Namun, identitas visual yang telah digunakan belum memiliki keseragaman yang baik dalam penggunaan warna dan tipografi. identitas visual dan promosi pariwisata Kabupaten Rembang dalam periode Januari-Juli 2017 menjadi fokus penelitian ini. Penelitian dilakukan di Rembang menggunakan metode observasi, studi pustaka, wawancara dan kuesioner serta analisis dilakukan dengan matriks perbandingan. Tujuan penelitian adalah meningkatkan kesadaran masyarakat terhadap potensi wisata yang dimiliki Kabupaten Rembang. Hasil yang diperoleh dari penelitian ini bahwa kabupaten Rembang dan potensi wisata yang ada memerlukan pembakuan identitas visual dan penerapannya pada media promosi yang sesuai agar dikenal masyarakat luas dan akan berdampak pada peningkatan pendapatan daerah serta masyarakat Kabupaten Rembang. Kata kunci : wisata, Rembang, identitas visual, promosi  AbstractRembang Regency is developing its tourism. Promotion efforts have been made by various parties, both the district government of Rembang, the manager, until the community. However, the visual identity that has been used has not had a good uniformity in the use of color and typography. Visual identity and tourism promotion of Rembang Regency in the period from January to July 2017 become the focus of this research. The research was conducted in Rembang using observation method, literature study, interview and questionnaire and analysis was done with comparison matrix. The objective of the research is to increase public awareness of tourism potential owned by Rembang Regency. The results obtained from this study that Rembang district and the potential of existing tourism requires the visual identity recognition and its application to the appropriate promotional media to be known to the wider community and will have an impact on the increase of regional income and the community of Rembang Regency. Keywords: tourism, Rembang, visual identity, promotion
PERANGKAP VISUAL IKLAN POP UP DI SMARTPHONE Soewardikoen, Didit Widiatmoko; Fauzy, Mohamad Tohir
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 6 No. 02 (2020): August 2020
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v6i02.3357

Abstract

AbstrakKehidupan masyarakat perkotaan seperti tidak terpisahkan dengan penggunaaan smartphone. Perangkat ini memfasilitasi penggunaan berbagai perangkat lunak yang sekarang lebih akrab disebut aplikasi yang berperan memudahkan berbagai urusan mulai dari pemesanan tiket, paket wisata, toko online, hantaran makanan , dan perawatan teknis telepon seperti pembersih file dan antivirus. Aplikasi ini dapat diunduh dari penyedia seperti app gallery atau playstore, baik secara gratis maupun berbayar. Aplikasi yang gratis ketika digunakan tiba-tiba muncul iklan dan pengguna sering terjebak menekan tombol beli, mainkan game atau install, padahal tidak menyukai iklan ini. Penelitian ini untuk mengetahui bagaimana cara iklan pop up menjebak pengguna secara visual dan respon  pengguna terhadap fenomena ini. Menggunakan metode penelitian visual dengan instrumen observasi visual terhadap sampel, wawancara kepada ahli dan kuesioner kepada pengguna. Dari hasil trianggulasi data didapatkan hasil bahwa iklan pop up yang lebih mementingkan exposure dan sebaran cenderung menjebak pengguna smartphone, padahal pengguna tidak ingin membeli produk yang diiklankanKata kunci : aplikasi, iklan pop up, smartphone AbstractThe life of urban society is inseparable from the use of smartphones. This device facilitates the use of various software that are now more familiarly called applications. The applications that play a role in abridging the numerous matters ranging from ticket reservations, tour packages, online shops, food delivery, and telephone technical maintenance such as file cleaners and antivirus. This application can be download from providers such as gallery apps or play store, both free and paid. Applications that are free when used suddenly appear ads and users are often stuck pressing the buy button, play the game, or install, even though they do not like this ad. This research is to find out how to pop up ads visually trap users and user responses to this phenomenon. This research used visual research methods with visual observation instruments on samples, interviews with experts, and questionnaires to users. From the results of the triangulation of data, the results show that pop upads that are more concerned with exposure and distribution tend to trap smartphone users, even though users do not want to buy the advertised product.Keywords: application, pop up ads, smartphone
Belajar dari Amatir: Kreativitas Komunitas Perancang Grafis Urun Daya Murtono, Taufik; Soewarlan, Santosa; Soewardikoen, Didit Widiatmoko; Guntur, Guntur
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 03 (2022): September 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i3.6933

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Abstrak Urun daya rancang grafis merupakan fenomena yang menarik untuk diteliti mengingat Indonesia adalah salah satu penyumbang sumber daya urun daya terbesar di dunia. Walaupun mendapat penolakan dari asosiasi dan para profesional, eksistensi para perancang grafis urun daya tetap berdaya. Penelitian ini bertujuan untuk mengetahui pengalaman para perancang dalam mengembangkan kemampuan kreatif dan sikap perancangan sehingga mampu bertahan dan diterima oleh klien. Penelitian ini akan berguna bagi peneliti dan dunia akademis yang selama ini lebih banyak mengadopsi prinsip, metode, dan etika perancangan modern yang mapan. Pengalaman komunitas akan menyumbang keberagaman dalam praktik perancangan. Penelitian ini menggunakan metode fenomenologi yang mengandalkan data hasil wawancara dan pengamatan. Langkah penelitian dimulai dengan investigasi pengalaman pribadi, dilanjutkan penelusuran sumber etimologis dan pergeseran makna untuk memperoleh deskripsi pengalaman perancang. Metode penelitian ini bertujuan menyarikan pengalaman kreatif para perancang menjadi pemahaman tentang sifat khas dari pengalaman tersebut. Hasil yang didapatkan adalah deskripsi pengalaman perancang dari proses kreatif sejak fase meniru, modifikasi, konseptualisasi, hingga transformasi. Pengalaman belajar dan bekerja membentuk perancang yang akomodatif terhadap segala perubahan dan toleran terhadap klien. Penelitian menyimpulkan adanya nilai strategis dari penghargaan perancang terhadap keberadaan klien, produk, dan lingkungannya. Hal ini juga ditandai dengan perkembangan praktik kreatif. Proses perancangan tidak lagi mengandalkan logika perancang semata. Kata Kunci: fenomenologi, kreativitas, rancang grafis, transformatif, urun daya AbstractGraphic design crowdsourcing was an interesting phenomenon to be researched, considering that Indonesia is one of the most crowdsourcing contributors resources in the world. Despite being rejected by associations and professionals, the existence of crowdsourcing graphic designers remained significant. This study aimed to determine the experience of designers in developing creative abilities and design attitudes so that they could survive and be accepted by clients. This research will be helpful for researchers and academics who have been adopting more established principles, methods, and ethics of modern design. Community experience will contribute to diversity in design practice. We used phenomenological methods that relied on data from interviews and observations. The research step begins with an investigation of personal experience, followed by a search for etymological sources and shifts in meaning to obtain a description of the designer's experience. This method aims to extract the creative experience of designers into an understanding of the distinctive nature of those experiences. The results describe the designer's experience in the creative process from the imitation, modification, conceptualization, and transformation phases. The research concludes a strategic value in the designer's respect for the existence of the client, the product, and the environment. The design process no longer relies on the designer's logic alone.  Keywords: creativity, crowdsourcing, graphic design, phenomenology, transformative
Wajah Indo dalam Iklan Tahun 1950an Didit Widiatmoko Suwardikun
PANGGUNG Vol 26 No 2 (2016): Semiotika, Estetika, dan Kreativitas Visual Budaya
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v26i2.171

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ABSTRACT 1950s society in Indonesia  was marked by the changing  social  class, at the  time  of the Dutch East Indies, indigenous groups or “inlander”  as the lowest grade. After the independence war a large  number  of indigenous  people shifted  into  top class. That changes  was used  to advertise  the consumer  goods of international   campanies.  How was the  figure  of ideal  model advertised at that time? Through visual analysis  on consumer  goods advertisement  in newspa- pers published in the 1950s as well as an interview to the resource person, it was found that the visualization  of women as a model, were wearing  Indonesian  dress, but the structure  of the face and physical proportions were western  type. Admiration  for the beauty  of western  values   is used as a tool to persuade the target audience, indigenous on new high social class, the women of Indonesia,  especially  in West Java which is famous for the light-skinned girl and a beautiful face. Keywords : eurasian  face, visual persuasion, advertisement.     ABSTRAK Dekade 1950an tatanan masyarakat di Indonesia ditandai dengan berubahnya kelas sosial, pada zaman Hindia Belanda, kelompok pribumi atau “inlander ” sebagai kelas yang paling rendah, setelah perang kemerdekaan sejumlah besar orang pribumi bergeser menjadi kelas paling atas. Perubahan itu dimanfaatkan produsen untuk mengiklankan barang-barang konsumen produksi perusahaan internasional. Bagaimana figur ideal model iklan pada jaman itu? Melalui analisis visual pada iklan barang-barang konsumen di koran dan majalah yang diterbitkan pada tahun 1950an serta wawancara kepada narasumber, ditemukan bahwa visualisasi perempuan sebagai model iklan dengan cara berpakaian Indonesia, tapi struktur wajah dan proporsi tubuh bertipe Barat. Kekaguman terhadap nilai-nilai keindahan Barat digunakan sebagai alat untuk membujuk audiens target iklan, kelas sosial atas yang baru, para wanita Indonesia, khususnya di Jawa Barat yang terkenal dengan para gadis yang berkulit terang dan berwajah cantik. Kata kunci: wajah indo, persuasi visual, iklan koran.
PENGGUNAAN WEBSITE PORTAL BERITA SEBAGAI MEDIA INFORMASI UNTUK MAHASISWA Mochammad Faizal; Muhammad Faqih Abdillah; Dea Aulia Sari I.M.S; Wahyu Setiadi; Denisha Octavia; Wulan Suhendari; Didit Widiatmoko Soewardikoen
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.217

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Abstract Website can serve as a medium to deliver information, related to academic and non-academic university activity. Telkom University as a technology-based university is appropriate to use the website as a means of supporting the activity going on inside. On the one hand, 55 Student Activity Units at Telkom University require publication media related to non-academic activities conducted. Related to this, there are already three official media that can accommodate it, but the results of the questionnaire said that students still feel that the dissemination of information is still not optimal. This is important, because website is the main channel used to disseminate information in real time. To answer these problems, the necessary data will be obtained through visual objects observation, interviews with experts, distributing questionnaires to the audience, as well as literature studies that related to relevant theories. Once the data is collected, it will be analyzed through comparative matrix to obtain conclusions and suggestions that can answer the formulation of research problems. This research aims to optimize the cyber media websites to deliver real-time and reliable information to students. The results obtained are standard forms that can be used to create an actual and trusted student news portal website.
Innovating Elderly Clothing Features for Enhanced Wearability Using A Design Thinking Approach Hanifah, Harum Iffah; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 3 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i3.349

Abstract

Elderly individuals aged 60 and above often encounter various challenges in daily activities, such as dressing up. These challenges include difficulties in donning and doffing clothing, the need for frequent changes of clothes, struggles with clothing due to tremors, and obstacles faced by some elderly individuals when dressing while seated. As individuals age, there is typically an increase in their level of dependency. This case research is conducted at the Panti Sosial Tresna Werdha Budi Pertiwi (Elderly Care home) in Bandung, focusing on the design of adaptive clothing. Utilizing a design thinking approach, this research identifies the challenges and needs of the elderly population. The design thinking process includes data collection through observations and interviews, analyzing the primary needs of the elderly, ideating and developing potential solutions, and conducting testing with prospective users. The research addresses six key aspects: comfort, ease of use, flexibility of movement, aesthetic appeal, convenience in storage and washing, and safety to minimize the risk of injury. This research was performed to develop adaptive clothing that simplifies the elderly's dressing and undressing process. The adaptive clothing design aligns with the United Nations Sustainable Development Goal (SDG) on “Good Health and Well-being” by enhancing the quality of life for the elderly through tailored designs that cater to their unique needs.
Ornamen Rumah Tradisional Melayu Riau di Pekanbaru: Rumah Tuan Kadi Andrina, Hanifaturrahmi; Soewardikoen, Didit Widiatmoko; Nurhadiansyah, Mahendra
Lintas Ruang: Jurnal Pengetahuan dan Perancangan Desain Interior Vol 11, No 1 (2023): Maret 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/lintas.v11i1.9419

Abstract

Pekanbaru merupakan ibu kota Provinsi Riau yang memiliki visi untuk mewujudkan identitas kotadengan lingkup budaya Melayu Riau. Upaya pelestarian budaya menjadi langkah yang ditetapkan olehpemerintah khususnya pada sektor pariwisata. Salah satunya dengan ditetapkannya rumah singgah TuanKadi sebagai situs cagar budaya yang menjadi objek destinasi wisata kebudayaan dan sejarah dengan cirikhas bangunan tradisional Melayu Riau dari segi eksterior maupun interiornya. Rumah Tuan Kadi dapatdikunjungi penduduk sekitar maupun wisatawan, kegiatan pemotretan, serta kegiatan kebudayaan olehpemerintah.Penelitianinibertujuanuntukmengidentifikasiragamhiasornamenpadabangunantradisional sebagai salah satu ciri khas kebudayaan Melayu Riau. Metode yang digunakan pada penelitianini adalah kualitatif deskriptif interpretatif dengan menganalisis data observasi dan dokumentasi padarumah Tuan Kadi disertaidengan wawancaradan keterkaitannya dengan landasan teori mengenaipenerapan ornamen dan ragam hias melayu pada bangunan. Penelitian ini bertujuan untuk menghasilkanidentifikasi mengenai penerapan ragam hias ornamen pada elemen interior yang ada pada rumahtradisional di Kota Pekanbaru. Dari hasil yang diperoleh ragam hias ornamen pada rumah Tuan Kadidipengaruhi oleh kebudayaan Melayu yang tersebar pada masa kejayaan kerajaan Siak Sri Indra Purasebagai tempat persinggahan sultan dan diambil alih oleh Belanda sebagai kantor. Penerapan ornamenpada eksterior dan interior pada rumah tradisional dapat menjadi acuan rekomendasi dalam perancangandesain yang merefleksikan identitas budaya pada bangunan ruang publik di Kota Pekanbaru.
Designing Board Games as an Enhancer of A Sense of Community and Cognition for The Elderly of Tresna Werdha Budi Pertiwi Social Care Amaliani, Ragil Nahya; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 4 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i4.429

Abstract

The elderly population often experiences a decline in social interaction and cognitive function, especially in institutional settings such as the Tresna Werdha Budi Pertiwi Social Home in Bandung. Residents frequently face isolation and reduced mental stimulation, which impairs their emotional well-being and independence. This study aims to design a board game that enhances social togetherness and improves cognitive ability among older women in the institution. Using a Design Thinking methodology, researchers engaged in five stages: empathize (through interviews and observations), define (via SWOT analysis and crossover), ideate (sketching concepts and mind mapping), prototype (creating physical mock-ups), and test (evaluating usability with real users). The final product, titled "ABC Brain Teaser," features bright, high-contrast visuals and simple but challenging rules tailored to older people’s preferences and cognitive capabilities. Testing revealed that participants found the game engaging, easy to use, and beneficial for memory stimulation and interaction. The board game effectively addressed the lack of communal activity and provided an inclusive tool for cognitive exercise. This research offers a replicable model for elderly care institutions seeking non-pharmacological interventions to enhance life quality, demonstrating that board games can be both therapeutic and socially empowering when designed with empathy and local context in mind.
Optimization of Flexible Room Divider Usage in SLB-C Karya Bhakti Classrooms: An Approach to Learning Patterns for Children with Intellectual Disabilities Putri, Alisa Dwi; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Nurhadiansyah, Mahendra
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.64293

Abstract

This research endeavors to address the challenges faced by Special Learning Centers (SLBs), particularly SLBs-C, which operate in limited spaces and utilize room dividers to separate classrooms. The utilization of these dividers presents limitations and impedes the learning process for children with intellectual disabilities. This study adopts a design thinking methodology, focusing on the observations and requirements for flexible spaces at SLB-C Karya Bhakti. Data collection involved stakeholder interviews, questionnaires, visual observations, and a literature review. The gathered data was subsequently analyzed through a SWOT analysis and organized using a mind-mapping technique to develop a design concept for an optimal room divider that enhances room flexibility. The identified challenges served as the foundation for an iterative design process, resulting in a product tailored to the specific needs of SLB-C Karya Bhakti. This product underwent validation with stakeholders and experts before its implementation. The outcome of the design is a recommendation for optimizing the use of room dividers with materials and designs that cater to the requirements of children with intellectual disabilities. The implementation of an optimized room divider has demonstrated a positive impact on the concentration of children with intellectual disabilities, enhancing the teaching and learning process.