Rabendra Yudistira Alamin
Departemen Desain Produk Industri Institut Teknologi Sepuluh Nopember

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Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH Nugrahardi Ramadhani; Denny Indrayana Setyadi; Rabendra Yudistira Alamin; Didit Prasetyo
Jurnal Bahasa Rupa Vol. 1 No. 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i2.234

Abstract

The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage.
Kampanye Edukasi Dengan Media Berbasis Ilustrasi untuk Mendukung Program Pemerintah menghadapi Masalah Endemi Rabendra Yudistira Alamin; Rahmatsyam Lakoro; Bambang Mardiono Soewito; Raditya Eka Rizkiantono; Sabar Sabar
Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya Vol 21, No 2 (2022)
Publisher : LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/iptek_desain.v21i2.14103

Abstract

Abstrak— Pada tahun 2022, Pemerintah Indonesia sedang mewacanakan perubahan status pandemi COVID-19 menjadi endemi. Bedasarkan alasan tersebut, Strategi yang tepat dibutuhkan untuk memberikan edukasi bagi seluruh komponen masyarakat. Satgas Covid-19 bermitra dengan Institut Teknologi Sepuluh Nopember merancang kampanye berbasis ilustrasi yang telah terbukti mampu meningkatkan atensi dan mempermudah pemahaman audiens terhadap konten edukasi, sehingga komunikasi dapat berjalan lebih efektif. Kampanye berbasis media ilustrasi diharapkan dapat memberikan dampak yang signifikan dalam rangka menyampaikan berbagai pesan edukasi kepada masyarakat.Abstract—In 2022, The Indonesian government is discussing the discourse of the status change of the Covid-19 pandemic to endemic. For this reason, the Government needs the right strategy of socialization and education to touch all levels of society in dealing with the endemic. The Covid-19 Task Force partnered with the Sepuluh Nopember Institute of Technology to design an illustration-based campaign that has been proven to increase attention and facilitate audience understanding of educational content, so that communication can run more effectively. Illustrated media-based campaigns are expected to have a significant impact in conveying various educational messages to the public. 
Perancangan Board Game 3D Strategi Negosiasi dan Trading dengan Tema Pedagang Tionghoa Kembang Jepun Surabaya pada Masa Kolonial Belanda Alifia Dhiaulhaqiqi; Rabendra Yudistira Alamin
Jurnal Sains dan Seni ITS Vol 11, No 3 (2022)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23373520.v11i3.75785

Abstract

Perkembangan industri board game di Indonesia selama 5 tahun terakhir memiliki potensi bisnis di ranah industri kreatif. Kementrian Pariwisata dan Ekonomi Kreatif (Kemenparekraf) mendukung perkembangan board game lewat event dan kompetisi dalam negeri yang menghasilkan judul-judul board game lokal khususnya dengan tema strategi serta mengangkat konten lokal. Adanya fenomena board game ini berpotensi untuk mengangkat konten sejarah lainnya seperti konten sejarah kawasan cagar budaya di kota Surabaya. Etnik Tionghoa telah menjadi figur dalam hal berdagang sejak zaman kolonial Belanda. Etos kerja berdasarkan ajaran agama konfusianisme dan sistem kongsi dalam berdagang merupakan ciri khas dari strategi berdagang masyarakat Tionghoa di kawasan Kembang Jepun Kota Surabaya pada masa kolonial Belanda. Oleh karena itu, penelitian ini mengambil konten pedagang Tionghoa Kembang Jepun Kota Surabaya pada masa kolonial Belanda yang menjadi pusat perekonomian etnik Tionghoa Kota Surabaya. Perancangan ini dilakukan dengan mengumpulkan data terlebih dahulu melalui studi literatur mengenai mekanisme permainan, teknik pembuatan visual permainan, dan konten tentang etnik Tionghoa Kota Surabaya pada masa akhir kolonial Belanda. Data tersebut kemudian digunakan pada studi eksperimental unruk mendapatkan mekanisme dan visual board game. Selain itu dilakukan observasi berupa play test untuk mengecek playability game sebelum didiskusikan dalam metode riset depth interview kepada pakar board game. Masukan yang didapat kemudian digunakan untuk penyempurnaan output prototyping yang akan diujikan kepada target audiens dengan metode post test untuk mengetahui respon terhadap prototype. Hasil dari perancangan ini adalah satu set board game dengan mekanisme negosiasi dan trading menggunakan tema pedagang Tionghoa Surabaya di daerah Kembang Jepun Surabaya dengan setting waktu tahun 1930-an. Komponen yang dihasilkan berupa papan permainan sebagai wilayah bermain, kartu nomor lahan, kartu misi, kartu pelanggan, kartu donasi, uang sebagai alat transaksi, dan blok bangunan 3D dengan gaya low poly modeling yang merepresentasikan toko di kawasan Kembang Jepun. Board game ini diharapkan dapat menjadi media hiburan dan memiliki nilai jual.
Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH Nugrahardi Ramadhani; Denny Indrayana Setyadi; Rabendra Yudistira Alamin; Didit Prasetyo
Jurnal Bahasa Rupa Vol. 1 No. 2 (2018): Jurnal Bahasa Rupa April 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.v1i2.234

Abstract

The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage.