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COMPACT MULTIPURPOSE WORKING DESK DESIGN FOR NEURODIVERGENT GRAPHIC ARTISTS ON TAB SPACE Faridah Awaloka Zahra; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 6 (2025): JUNE
Publisher : Adisam Publisher

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Abstract

The phenomenon of inclusive art for artists with disabilities, especially neurodivergent, has been gaining more attention in Indonesia. One of the art studios that supports neurodivergent artists is Tab Space, which provides a place and facilities for artists to work. However, until now, Tab Space has faced problems in providing adequate facilities, especially in terms of personal work areas for artists and also storage of large-scale works, given the limited space in the studio. This study uses a design thinking approach with the stages of empathize, define, ideate, prototype, and testing to design a solution that can overcome this problem. The results of this study are in the form of a proposal for a compact multipurpose working desk design that can provide a personal work area for neurodivergent artists, also provide a place to store large-scale works, while meeting functional needs and space efficiency. The benefits of this study are to provide design solutions that support the sustainability of neurodivergent artists' creativity, increase their comfort and productivity, and strengthen the inclusive arts ecosystem in Indonesia.
APPLICATION OF HEALING ARCHITECTURE IN THE INTERIOR OF A CANCER FIGHTER SHELTER HOUSE Cut Devi Intan Sukma; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Santi Salayanti
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

The increasing number of cancer patients in Indonesia encourages the need for adequate supporting facilities, especially for patients outside the region who undergo treatment in Bandung and need a temporary place during the healing process. Yayasan Rumah Cinta Insani in Bandung is one of the halfway houses that accommodates cancer patients, especially children to adolescents and their families. However, the inadequate layout, facilities, comfort, and accessibility make this environment unable to fully support the healing process. Applying the Healing Architecture concept to the interior of the halfway house is a key solution to create an environment that is healthier, safer, and supports the physical and mental well-being of patients. Key design elements include natural lighting, ventilation, color, comfort, and accessibility. This research uses a qualitative method with a Design Thinking approach, including five stages: empathize through observation and interviews with patients, caregivers, and managers; define the main problem to find a solution; ideate presents ideas; prototype as the result; and test to evaluate the proposed design. The goal is to produce a more humane, flexible, and efficient halfway house. The expected result is an environment that supports holistic healing, improves comfort for patients and families, and adapts to resident needs
REVITALIZING THE INDONESIAN POSTAL MUSEUM THROUGH EXPERIENCE SPACE ATMOSPHERE AS INTERACTIVE ELEMENT Indiva Esa Prima; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Santi Salayanti
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

Museum Pos Indonesia, which was established in 1931, records the history of the development of postal services in Indonesia. However, a lack of innovation in the delivery of information has led to a decline in interest from visitors, especially the younger generation. This report discusses the museum's revitalization efforts with a focus on spatial ambience to create an interactive and educational experience. Elements such as lighting, materials, colors, and layout are arranged to build an atmosphere that supports historical understanding. This research uses a design thinking approach, through the stages of observation, interviews, problem formulation, idea development, prototyping, and testing. As a result, the museum space is divided into four thematic zones that illustrate the history of postal communication from the royal period to the digital future. Each zone is equipped with interactive media such as touch screens, video mapping, and digital simulations. This revitalization aims to make the museum more dynamic and participatory, so as to attract visitors, especially the younger generation who are accustomed to technology and visual experiences
APPLICATION OF INTERACTIVE MEDIA AND DIGITAL MEDIA FOR THE REVITALIZATION OF THE MUSEUM POS INDONESIA Sasangka Bhima Asmara; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

Museum Pos Indonesia in Bandung has the potential to be a rich educational and historical tourism center, but faces challenges in attracting visitors, especially the younger generation, due to its conventional presentation and lack of utilization of digital technology. In the revitalization effort, an interactive technology-based design approach is seen as a solution to create a more engaging, informative, and relevant museum experience. This research applies a qualitative method with a Design Thinking approach, which includes five stages: empathize by conducting observations and interviews with visitors and managers, define to formulate the main problems of the museum, ideate in designing interactivity-based design solutions, prototype as a visualization of space and media, and test to test the effectiveness of the visitor experience. Digital interactive media such as touch screens, video mapping, augmented reality, and QR code-based audio systems are designed and adapted to visitor segmentation from children to adults. It is hoped that the results of this research will create a showroom atmosphere that is educative, inclusive and fun, and strengthen the position of Museum Pos Indonesia as a modern cultural institution that is able to adapt in the digital era.
THE REVITALIZATION OF THE POSTAL MUSEUM THROUGH INTERACTIVE DISPLAY MEDIA AND EDUCATIONAL ZONES Muhammad Khalil Gibran; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

This study explores the revitalization strategy of the Museum Pos Indonesia through the implementation of interactive display media and the arrangement of display zones based on visitor experience. The focus is directed toward transforming the previously conventional presentation of collections and exhibition spaces into formats that are more communicative, educational, and aligned with the needs of the digital generation. The research adopts a qualitative approach using Design Thinking (empathize, define, ideate, prototype, and test), supported by the Double Diamond framework from the UK Design Council. Data collection was conducted through observation, interviews, questionnaires, and literature review on the digitalization of educational spaces and user-centered design. The results indicate that technologies such as touchscreen displays, QR codes, and augmented reality (AR) can enhance visitor engagement and enrich the delivery of historical narratives. The reorganization of structured display zones also contributes to creating a more immersive and guided visitor experience. This study recommends the adoption of adaptive display systems that align with technological advancements and audience preferences, so that Museum Pos Indonesia may function not only as an archive but also as a dynamic and inclusive medium of cultural communication.
REVITALIZATION OF THE INDONESIAN POSTAL MUSEUM WEBSITE THROUGH THE DESIGN THINKING APPROACH Nabila Febriyulisky; Didit Adwiyatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

The Indonesian Postal Museum is facing challenges in attracting the attention of younger generations. The purpose of this study is to create an interactive website based on artificial intelligence (AI) that maximizes the user's digital experience. This method will use Design Thinking Approach. Empathize, define, ideate, prototype, and test those the five steps in this approach, which uses a qualitative descriptive approach. To collect data, observation, interviews, questionnaires, and literature review were employed. The research findings indicate that the use of AI features such as chatbots, content personalization, and other interactive components can enhance user engagement online and encourage them to visit the museum in person. It is hoped that this project will serve as a model for digital revitalization for other museums in Indonesia
Visual Character Analysis of Akutagawa Ryuunosuke In Bungou to Alchemist Using Manga Matrix Theory Hermawan, Aisha Namina Farani Putri; Rahman, Yanuar; Putra, I Dewa Alit Dwija
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.12891

Abstract

In recent years, games have become one of the most prominent forms of entertainment, appealing to players from diverse backgrounds and age groups. As the gaming industry continues to expand, the variety of genres and artistic styles grows as well, offering players increasingly rich and multifaceted experiences. One major factor shaping these experiences is visual design, particularly the creation and presentation of characters. Character design goes beyond mere aesthetics, it functions as a visual language that conveys narrative depth, emotional nuance, and meaning. In Bungou to Alchemist, character visuals play a central role in expressing each character’s personality and literary origins. Designers meticulously craft every aspect of the characters from their clothing and accessories to reflect their backgrounds and narrative roles. Akutagawa Ryuunosuke exemplifies this thoughtful approach. His design incorporates elements closely tied to the themes of his writing, such as sharp facial features, muted color palettes, and an overall atmosphere of intensity and restraint. This study utilizes the Manga Matrix method to analyze these visual elements, aiming to uncover the deeper significance embedded in each artistic choice. Through this analysis, the research demonstrates how deliberate design decisions shape player perception, deepen emotional involvement, and ultimately contribute to a more immersive and engaging gameplay experience.
PERANCANGAN APLIKASI PENDAMPING ORANG TUA DALAM POLA ASUH BERBASIS EMOSIONAL UNTUK ANAK USIA 6-12 TAHUN Maulida, Nazwa Nurkamilia; Rahman, Yanuar; Triani, Ananda Risya
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Pola asuh dan kesehatan emosional merupakan aspek penting dalamkehidupan dan perkembangan anak terutama pada aspek psikososial. Pada usia 6-12tahun, anak mulai memasuki lingkungan sosial yang lebih besar dari keluargasehingga pola asuh yang baik sangat diperlukan. Di era digital ini, Generasi Milenialdan Z merupakan generasi yang menjadi orang tua. Generasi yang dinilai terbukaterhadap kesehatan mental, pada nyatanya mereka hanya paham akan teori, tidakdengan implementasinya. Selain itu, mereka sering mencari informasi dari internetyang cenderung acak dan tidak menyeluruh. Untuk itu, perancangan aplikasi inidiperlukan untuk membantu orang tua dalam pola asuh yang baik bagi emosionalanak. Perancangan ini dilakukan dengan menggunakan metode perancangan designthinking, metode pengumpulan data meliputi wawancara dengan orang tua dan ahli,kuesioner kepada orang tua, observasi pada aplikasi sejenis, serta studi pustaka.Aplikasi mobile pola asuh ini dibuat berbasis edukasi, kolaborasi antara anak danorang tua, teman pendamping pengasuhan, dan memandu orang tua dalammemahami anak dengan pelan namun dengan hasil yang baik. Aplikasi ini diharapkandapat membantu orang tua memaksimalkan perkembangan psikososial anak untukmasa depan yang lebih baik.Kata kunci: Pola Asuh, Emosional, Generasi Milenial, Generasi Z, dan Anak
PERANCANGAN PROTOTIPE APLIKASI TERINTEGRASI UNTUK KEBUTUHAN PERAWATAN SEPEDA MOTOR DI JAWA TIMUR Saputra, Dimas Rangga Jaya; Bastari, Rendy Pandita; Rahman, Yanuar
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Penelitian ini bertujuan untuk merancang sebuah prototipe aplikasi mobile yangterintegrasi guna memenuhi kebutuhan pengguna sepeda motor di Indonesia, khususnyadi Provinsi Jawa Timur. Dengan menggunakan pendekatan design thinking, aplikasi inidirancang untuk menyediakan informasi yang lebih lengkap mengenai perawatan sepedamotor, lokasi bengkel spesialis terdekat, ketersediaan suku cadang, serta pengingat servisotomatis yang mudah digunakan. Fokus utama dari penelitian ini adalah untukmempermudah para pengguna sepeda motor dalam mengatasi kendala seperti kesulitanmenemukan bengkel yang sesuai, minimnya informasi mengenai ketersediaan dan jenissuku cadang, serta terbatasnya platform digital yang mendukung kebutuhan tersebut.Penelitian ini menggunakan metode kualitatif yang mencakup wawancara mendalam,penyebaran kuesioner, dan observasi lapangan untuk memahami perilaku sertakebutuhan nyata pengguna di wilayah tersebut. Hasil dari penelitian ini diharapkan dapatmenghadirkan solusi digital yang efektif, mampu meningkatkan pengalaman penggunasecara menyeluruh, serta mendukung transformasi industri otomotif menuju era digitalyang lebih modern dan berkelanjutan di Indonesia.Kata kunci: aplikasi, design thinking, mobile, perawatan, sepeda motor
PERANCANGAN PROTOTYPE APLIKASI INFORMASI, ECOMERCE, DAN FORUM WINE Indonesia Ramadian, Rayhan Therdy; Bastari, Rendy Pandita; Rahman, Yanuar
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Pasar wine di Indonesia masih menghadapi sejumlah hambatan yang signifikan, terutama terkait kurangnya edukasi, keterbatasan informasi yang memadai, serta minimnya wadah komunitas yang dapat menghubungkan para pecinta wine. Kondisi ini mengakibatkan pertumbuhan pasar berjalan lambat, meskipun tren minat terhadap wine, khususnya di kalangan generasi muda, menunjukkanpotensi yang cukup besar. Penelitian ini bertujuan untuk merancang sebuah prototipe aplikasi mobile yang berfungsi sebagai platform terpadu, mencakup penyediaan informasi edukatif, layanan ecommerce, dan forum komunitas wine Indonesia. Pendekatan yang digunakan adalah metode Design Thinking, yang menempatkan kebutuhan pengguna sebagai pusat pengembangan melalui tahapan empati, perumusan masalah, ideasi, pembuatan prototipe, dan pengujian pengguna. Data diperoleh melalui observasi, wawancara, dan kuesioner, yang mengungkap bahwa generasi muda memiliki ketertarikan terhadap wine, namun kekurangan akses terhadap sumber informasi yang terpercaya.Prototipe yang dihasilkan menawarkan fitur edukasi komprehensif tentang wine, layanan penjualan produk secara daring, serta forum diskusi interaktif bagi komunitas. Kehadiran platform ini diharapkan mampu meningkatkan literasi wine di Indonesia, memperluas jaringan komunitas, serta mendorong pertumbuhan pasar wine secara berkelanjutan dan inklusif..Kata Kunci: Wine Indonesia, Design Thinking, UI/UX, E-commerce, Komunitas, Aplikasi Mobile
Co-Authors Abdillah , Moh Bima Fahrosyid Rizki Adya Mulya Prajana Alkayyis, Muhammad Ibrahim Amaliani, Ragil Nahya Ananda Risya Triani Andiyani, Razni Yukti Andreas Rio Adriyanto Anggiat Manuel Annisa, Naira Pelangi Ansori, Yoyo Zakaria Arief Triadi Arrizq, Ahmad Fatih Arumsari, Rizky Yantami Atria N Fadilla Aziz Adisurianto Hakim Azzahra, Shafa Tasya Berliana Putri, Cantika Bijaksana Prabawa Cut Devi Intan Sukma Devi Arifiani Azhar Dibyo Adi Wibowo Didit Adwiyatmoko Soewardikoen Didit Widiatmoko Didit Widiatmoko Suwardikun Didit Widiatmoko Suwardikun Diena Yudiarti Dimas Krisna Aditya Djoko Murdowo Dyah Ayu Wiwid Sintowoko Elsa Destriani Farahdini Amalia Untarni Farhan Fachriansyah Faridah Awaloka Zahra Fatih, Zidan Raihan Ghassani, Fahira Devia Ghifari, Asy Syifa Rahma Hanif Azhar Hanifah, Harum Iffah Haq, Munqizul Dienul Hardini, Siti Hendy Hertiasa Hendy Hertiasa Hermawan, Aisha Namina Farani Putri Ihsani, Hilwa Tsabita Ilmi, Ahmad Yusuf Kautsar Indiva Esa Prima Isyaturrodiyah, Amalina Jasmine Nuraliva Hanata Jiwa Utama Khamadi Khamadi Khamadi Lathifah Ramadini Lia Yuldinawati Lingga Agung Lukito, Wahyu Lutfia Fatihah Rahmi Lutfia Fatihah Rahmi Lutfiyah Hidayati Maulida, Nazwa Nurkamilia Mita Muliawati Mohamad Tohir Mohammad Isa Pramana Koesoemadinata Muhammad Khalil Gibran Muliawati, Mita Nabila Febriyulisky Nabilla Salsabilla Noor Nur Kholis Oksiana Jatiningsih Patra Aditia Pratama, Fadillah Raka Putra, Athar Athallah Putra, I Dewa Alit Dwija Putri, Nabila Alifah Rafiurrizki, Rafiurrizki Ragil Nahya Amaliani Rahmi, Lutfia Fatihah Ramadian, Rayhan Therdy Ramadini, Lathifah Rendy Pandita Bastari Rizki Yantami Arumsari Rizky Nur Annisa Rizky Yantami Arumsari Runik Machfiroh Santi Salayanti Saputra, Dimas Rangga Jaya Sasangka Bhima Asmara Shafa Tasya Azzahra Siti Nabila Yasminah Putri Tasya Azzahra, Shafa Widiatmoko Soewardikoen, Didit Wirania Swasty Wulandari, Novi Fitria Zamzami, Abdullah Ibrahim Zamzami, Abdullah Ibrahimm