Sriti Mayang Sari
Program Studi Desain Interior, Fakultas Seni dan Desain, Universitas Kristen Petra Jl. Siwalankerto 121-131, Surabaya 60236

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IMPLEMENTASI PENGALAMAN RUANG DALAM DESAIN INTERIOR Mayang Sari, Sriti
Dimensi Interior Vol 3, No 2 (2005): DESEMBER 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/interior.3.2.

Abstract

Space is the main element in interior design. People do not only move about through the space volume but also observe the forms and colours%2C hear the various sounds and feel the breeze of the wind and so on. The human physical and psychological sensors enable people to respond to the various forms and usage of space which emotionally evokes the user with an experience of space. The implementation of various sorts of constructing and filling variabels complementing to the room facilities increases the meaning of space%2C and through the human sensors%2C it emotionally evokes various sorts of distinct space experiences. Abstract in Bahasa Indonesia : Ruang merupakan unsur utama dalam desain interior. Melalui volume ruang%2C manusia tidak hanya bergerak tetapi juga melihat bentuk-bentuk%2C warna%2C mendengar berbagai suara%2C merasakan hembusan angin dan sebagainya. Manusia dengan segala kelengkapan fisik dan psikis memungkinkannya untuk menanggapi%2C merespon berbagai macam bentuk dan pengolahan ruang%2C serta secara emosional memberi pengalaman ruang. Implementasi berbagai macam variabel pembentuk dan pengisi ruang yang sesuai dengan fasilitas ruang akan meningkatkan nilai ruang%2C dan melalui indera mereka secara emosional memberikan berbagai macam pengalaman ruang yang berbeda-beda pada manusia. implementation%2C space experience%2C interior design.
Qualitative Circulation Space Application at the ‘Tunjungan Plaza’ Shopping Mall in Surabaya Sriti Mayang Sari
IJCAS (International Journal of Creative and Arts Studies) Vol 1, No 2 (2014): December 2014
Publisher : Graduate School of Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ijcas.v1i2.1560

Abstract

Public circulation space is an interior element that organizes and connects the different parts of a shopping mall together. As such the circulation space is partly defined by the different accommodation of shops, anchor stores, catering and leisure facilities. In considering the organizational framework to be established by the public circulation space the objectives can be separately identified into functional and qualitative requirements. The functional requirements are essential primary planning considerations and the qualitative requirements are recommended secondary planning and more detailed design considerations. The goal of this research is to identify the qualitative circulation requirements at Tunjungan Plaza, Surabaya, as one of the biggest shopping mall in East Java. As a result of the field identification will create some recommendations for the qualitative circulation requirement that suitable for the shopping mall visitor.
Participatory Design to Develop Montessori Modular Furniture for Pre-Prosperous Community Learning Center Amanda Adelia Pranoto; Purnama Esa Dora Tedjokoesoemo; Poppy Fitratwentyna Nilasari; Sriti Mayang Sari
Journal of Visual Art and Design Vol. 13 No. 2 (2021): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2021.13.2.6

Abstract

Education plays an important role in human development. Through learning, humans are enabled to write, speak, and create. The Covid-19 pandemic has disrupted education, especially for those who depend on free educational programs that rely on volunteers for day-to-day operation. Children in the golden age are the most affected. Online learning can never cover the social interaction provided by offline learning. This research was done in Rumah Langit, which is a free community learning center for children, located in Rusunawa Urip Sumoharjo, Surabaya. After several months of getting to know the people involved, their surrounding environment, and participating in their daily activities, it could be clearly seen that Rumah Langit was lacking learning media. Especially learning media for children in the golden age who are often very curious and are in the stage of developing their five senses. OTTM (One, Two, Three, More?) is a modular furniture unit specifically developed for learning media at home for preschoolers, designed using the six steps of the design thinking method (Understand, Observe, Define Point of View, Ideate, Prototype, and Test). With its endless configurations, OTTM can be used as an open storage, a table and chair set for preschoolers, a seating chair for adults, and learning media for kids. It was inspired by the Montessori method of learning, which allows children to be creative and learn at their own pace. OTTM offers an easy and fun way of learning at home for children, especially for children in the golden age. By using OTTM, children can learn about basic counting, colors and how primary colors create secondary colors, and about shapes, from geometric to organic shapes.
Perancangan pet furniture dengan implementasi Teknik Makrame Vanessa Joanna Prianto; Sriti Mayang Sari
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 4, No 2 (2021)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v4i2.4459

Abstract

There are many cases where humans and their pets, especially dogs do activities in their home. To provide the medium for both sides, some tools and furniture are needed for their activities. The purpose of this study is to design a furniture that supports human and dogs’ activities without losing its aesthetic values. Designing methods that being used in this study would be Design Thinking that consist of understand, define, ideate, prototype, and test. The designing process started with observation to determine the design boundary for pet’s furniture and find materials that suitable for dogs. This furniture design will use a concept called F.U.N (Functionality-Unity-New) with implementing macrame technique as its finishing touch. Facilities that this furniture give are humans seat, dog’s sleeping place, dog’s playground, dog’s eating and drinking places. Pet furniture design can be used indoors or outdoors depends on the user needs. The materials that being used are lightweighted so it is easy to move, coated with Technical Decorative Sheet (TDS) as its finishing, and macrame to give aesthetic values to the pet furniture.
Bajang Ratu Temple as Idea Resource for Batik Motif Creation Laksmi Kusuma Wardani; Sriti Mayang Sari; Ronald Hasudungan Irianto Sitinjak
Mudra Jurnal Seni Budaya Vol 33 No 3 (2018): September
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v33i3.519

Abstract

Indonesian batik is rich in decorative motifs that are developing vastly to meet the current needs of the market. Batik has become a resource for creativity that supports the commodity of creative industries. This research is an experimental study on batik creations conducted through three stages: exploration, design and implementation. Bajang Ratu temple in Mojokerto, East Java Province in Indonesia has been used as the idea resource for creating batik. The objective of this research is to create new motifs that can be used for clothing or fashion. From the experiments conducted, several compositions of batik motifs have been produced such as those with motifs of animals, plants and man-made objects. Through this research, it is hoped that the results of the batik creations may increase the development of small to medium creative business units in Mojokerto.Batik Indonesia memiliki kekayaan motif hias yang semakin berkembang dan tetap eksis menjawab kebutuhan masa kini. Batik menjadi sumber kreativitas yang mendukung perkembangan komoditas industri kreatif. Penelitian ini merupakan penelitian eksperimen penciptaan batik yang dilakukan secara ilmiah melalui tiga tahap, yakni eksplorasi, perancangan, dan perwujudan. Candi Bajang Ratu yang berada di Mojokerto, Jawa Timur Indonesia digunakan sebagai sumber gagasan penciptaann. Tujuan khusus yang ingin dicapai yakni terciptanya motif baru yang digunakan sebagai bahan kain sandang atau fesyen. Berdasarkan eksperimen yang telah dilakukan, dihasilkan karya batik dengan komposisi motif binatang, tumbuhan, dan benda buatan manusia. Hasil ciptaan diharapkan berpeluang untuk meningkatkan industri kreatif unit usaha kecil menengah masyarakat Mojokerto di Jawa Timur Indonesia.Â