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Journal : Advances In Social Humanities Research

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.
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.
Digital Content Development Strategy to Increase Public and Donor Awareness of The Tresna Werdha Budi Pertiwi Social Care Program Tasya Azzahra, Shafa; Widiatmoko Soewardikoen, Didit; 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.v3i4.440

Abstract

A nursing home is a place that provides care and housing services for the elderly who need assistance in living their daily lives. Tresna Werdha Budi Pertiwi Social Home is one of the many nursing homes in Bandung. Supporting the welfare of the elderly, this Budi Pertiwi nursing home does not charge any fees from its residents, this allows them to face uncertain funding challenges because they are completely dependent on community donations. To increase public awareness of the importance of the existence of this nursing home and create a more comfortable atmosphere for the elderly, utilizing social media by presenting creative content that involves the elderly, such as video storytelling about their daily activities is a fairly effective problem solving. This orphanage seeks to build an emotional bond between the residents of the orphanage and the audience. Persuasive communication strategies are used to encourage more donors to contribute to meeting the needs of the elderly. This approach not only aims to attract the attention of the public, but also creates empathy and collective awareness of the importance of providing support to the elderly.
Digital Content Development Strategy To Increase Public And Donor Awareness Of The Tresna Werdha Budi Pertiwi Social Care Program Azzahra, Shafa Tasya; Widiatmoko Soewardikoen, Didit; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 5 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i5.444

Abstract

A nursing home is a place that provides care and housing services for the elderly who need assistance in living their daily lives. Tresna Werdha Budi Pertiwi Social Home is one of the many nursing homes in Bandung. Supporting the welfare of the elderly, this Budi Pertiwi nursing home does not charge any fees from its residents, this allows them to face uncertain funding challenges because they are completely dependent on community donations. To increase public awareness of the importance of the existence of this nursing home and create a more comfortable atmosphere for the elderly, utilizing social media by presenting creative content that involves the elderly, such as video storytelling about their daily activities is a fairly effective problem solving. This orphanage seeks to build an emotional bond between the residents of the orphanage and the audience. Persuasive communication strategies are used to encourage more donors to contribute to meeting the needs of the elderly. This approach not only aims to attract the attention of the public, but also creates empathy and collective awareness of the importance of providing support to the elderly.
Design of the Experimental Mini Course Program of Raden Dewi Sartika's Thought-Based Design at Dewi Sartika School Bandung Isyaturrodiyah, Amalina; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman , Yanuar
Advances In Social Humanities Research Vol. 3 No. 7 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i7.454

Abstract

Sekolah Dewi Sartika Bandung merupakan lembaga pendidikan bersejarah yang awalnya bernama Sakola Kautamaan Istri dan didirikan untuk memberikan akses pendidikan bagi perempuan. Seiring waktu, sekolah ini mengalami penurunan popularitas akibat regulasi dan persaingan institusi pendidikan. Penelitian ini bertujuan merancang program mini course eksperimental berbasis pemikiran Raden Dewi Sartika guna mengembalikan identitas sekolah serta menjawab isu global seperti kesetaraan gender dan pencemaran lingkungan. Program dirancang dengan pendekatan design thinking melalui tahapan empati, define, ideate, prototipe, dan test. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan studi pustaka. Hasil perancangan meliputi konsep rancangan program berbasis nilai kemandirian dan keberdayaan perempuan, bahan ajar, isi modul, serta model bisnis sederhana untuk mendukung keberlanjutan program. Program ini ditujukan untuk memperkuat citra sekolah sebagai institusi berbasis nilai lokal dan relevan secara sosial, serta memberikan kontribusi terhadap Tujuan Pembangunan Berkelanjutan (SDGs) dengan pendekatan kreatif dan aplikatif. Penelitian ini diharapkan menjadi strategi edukatif yang adaptif terhadap tantangan zaman dan bermanfaat untuk penguatan karakter siswa melalui warisan nilai budaya pendidikan.
Design Of Illustrated Books Supporting Women's Programs To Strengthen The Identity And Thoughts Of Dewi Sartika Rahmi, Lutfia Fatihah; Koesoemadinata, Mohammad Isa Pramana; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 8 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i8.465

Abstract

Dewi Sartika is an Indonesian educational figure who made a major contribution to advancing women's education in the early 20th century. The educational values she taught, such as life skills, are now starting to be forgotten in the modern education system, including at Dewi Sartika Elementary and Junior High Schools in Bandung. Based on the analysis of school conditions, it was identified that the lack of implementation of Dewi Sartika's values had an impact on the weak identity of the school. This study aims to design an illustration book as a companion to the craft-based mini course program to preserve Dewi Sartika's educational values and increase the program's appeal. This Illustration Book Supporting the “Keputrian” Program is designed with a focus on craft materials, such as hot press techniques to process plastic into new products, adopting visual narratives that are relevant to the learning styles of the younger generation. The design thinking approach is used to ensure that the designed solutions are able to meet the needs of users, namely students, teachers, and tourists. By combining elements of aesthetics, ergonomics, and Sundanese culture, this book is expected to be an effective, interesting, and inspiring educational media for readers. This design not only supports the preservation of traditional aspects and skills, but also supports the achievement of sustainable development goals (SDGS), especially in quality education and gender equality.
Visual Design to Support the Sundanese Princess Digital Campaign at the Living Museum of the Kaoetamaan Istri Bandung School Ghifari, Asy Syifa Rahma; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 6 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i6.442

Abstract

The increasing public interest in historical and cultural tourism encourages the need for an attractive digital approach to support the preservation of cultural heritage. The Living Museum of Sakola Kaoetamaan Istri aims to increase public awareness of the history of Indonesia's first women's school as well as become an educational space for Sundanese cultural values. This museum is located in the cultural heritage building of the Dewi Sartika Foundation Elementary and Junior High School in Bandung City. This research aims to design visual support for digital campaigns to increase public awareness and understanding of Sundanese princess culture fought for by the national hero, Dewi Sartika. The design thinking  approach used includes the stages of empathize, define, ideate, prototype, and test. The empathize and define  stage was carried out through interviews, field observations, and literature studies, with data mapping using the 360 mapping  method and SWOT analysis. The ideate and prototyping  stage involved 8 tourists and 5 stakeholders in a brainstorming session and design selection. In the test stage, the digital poster mockup was evaluated by 54 respondents through a google form  questionnaire based on the Gestalt principle  . The digital poster developed contains information about the museum's tour guide services through social media as part of the campaign strategy. The poster visual is presented in the form of a mockup to provide a clear picture to stakeholders and potential visitors regarding the final appearance. The results of the evaluation showed that the majority of respondents understood the message well thanks to a combination of visual elements such as color, layout, font size, illustrations, and supporting photos. The consistency of the visual appearance improves readability, builds the atmosphere of the old women's school, and creates an emotional closeness with visitors. The design of this poster is expected to be a digital campaign model for other living museums in Indonesia.