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Innovation In Patchwork Waste Processing Using Fabric Manipulating Techniques And Design Thinking Approach Madani Aisyiyah, Wulan; Widiatmoko Soewardikoen, Didit; Azhar, Hanif; Nurhadiansyah, Mahendra
Advances In Social Humanities Research Vol. 2 No. 11 (2024): Advances in Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v2i11.307

Abstract

Fashion waste is a global concern due to its large production volume. Therefore, waste management is a major concern in the industry to reduce negative impacts on the environment. The case study in this study is on a garment factory on Jalan Tamim. The waste produced by this garment needs to be considered in environmental management on Jalan Tamim Bandung. It highlights the urgency of implementing more sustainable production practice innovations by utilizing fabric scraps. The design approach method is used to provide a deep understanding of the problem's urgency that can produce design solutions with the Design Thinking stages, namely, emphasizing, defining, ideating, prototyping, and testing. The design results are expected to be an alternative strategy for utilizing fabric scraps in the context of sustainable fashion using fabric manipulation techniques
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.
PEMETAAN INDUSTRI KREATIF DI KAWASAN PERTAMBANGAN EMAS RATATOTOK, MINAHASA TENGGARA Azhar, Hanif
Jurnal Industri Kreatif dan Kewirausahaan Vol 7 No 1 (2024): Jurnal Industri Kreatif dan Kewirausahaan JUNE 2024
Publisher : Universitas Sahid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/kewirausahaan.v7i1.2187

Abstract

Tujuan dari penelitian ini adalah memahami dinamika sosial dari industri kreatif yang tumbuh di kawasan pertambangan emas di Kecamatan Ratatotok, Minahasa Tenggara. Dalam konteks yang dipengaruhi oleh keberadaan industri pertambangan, industri kreatif menawarkan alternatif ekonomi yang berpotensi mengurangi ketergantungan masyarakat lokal pada sektor tambang. Melalui pendekatan pemetaan sosial, penelitian ini mengeksplorasi interaksi, relasi, dan pola kerja sama antara pelaku industri kreatif dengan masyarakat setempat, serta dampaknya terhadap struktur sosial dan ekonomi kawasan tersebut. Metodologi penelitian melibatkan wawancara mendalam dengan pelaku industri kreatif dan pemangku kepentingan lokal, observasi partisipatif, dan analisis data sekunder. Hasil penelitian menyoroti kompleksitas hubungan antara industri kreatif dan sektor pertambangan, dengan menunjukkan potensi kerjasama yang saling menguntungkan sekaligus tantangan yang dihadapi dalam konteks yang ditandai oleh pertumbuhan ekonomi tidak seimbang dan ketimpangan sosial. Implikasi dari penelitian ini membawa pemahaman yang lebih dalam tentang peran dan kontribusi industri kreatif dalam menghadapi dampak negatif industri pertambangan, serta pentingnya strategi pengembangan yang berkelanjutan untuk mendukung pertumbuhan sektor kreatif dalam rangka pembangunan ekonomi yang inklusif dan berkelanjutan di wilayah ini.
EDUCATIVE BOARD GAME DESIGN AS AN ANTI-BULLYING CAMPAIGN MEDIA FOR CHILDREN AGED 9-12 YEARS OLD Ainun Adila; Nurul Fitriana Bahri; Hanif Azhar
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): 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.v13i2.61305

Abstract

Bullying cases in educational institutions have shown high numbers each year, with the highest cases in 2023 occurring in elementary schools. This was validated by the 4th-grade homeroom teacher at SDN 119 Cijagra, Mrs. Novriza Puspita Widiyana, S.Pd., who reported at least three bullying cases each month. Based on the characteristics of children aged 9-12, the use of educational toys can be an effective solution as a medium for campaigning anti-bullying values. Board games, which involve experimental learning, direct interaction, and actions that engage children's socio-emotional skills in relation to their environment, can effectively help children aged 9-12 absorb the values being taught through educational play tools. This study aims to design educational toys as a medium for anti-bullying campaigns that support the socio-emotional development of children aged 9-12 by applying the concept of board games. The research is conducted using a qualitative method with a case study approach and the ADDIE design method (Analyze, Design, Development, Implementation, and Evaluation). Data collection techniques used include observation, interviews, documentation, questionnaires, and literature review. This study is expected to serve as an effective and enjoyable campaign medium for children aged 9-12.
Pengarsipan Jejak Film Eksperimental Indonesia melalui Website berbasis Edutech : Studi Kasus Komunitas Ruang Film & Experimental Wiwid Sintowoko, Dyah Ayu; Ersyad, Firdaus Azwar; Azhar, Hanif
Jurnal Pengabdian Seni Vol 6, No 1 (2025): MEI 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jps.v6i1.14466

Abstract

Pengarsipan film khususnya eksperimental sangat perlu dilakukan untuk jejak sejarah sinema Indonesia. Website ini dirancang untuk mendukung literasi akademisi khususnya pengajar film eksperimental yang saat ini sudah mulai dilakukan sejak tahun 2023 di Bandung. Ruang Film & Experimental melakukan benchamark pengarsipan di Arkipel dan Sinematek untuk melihat jejak arsip sinema Indonesia. Metode yang digunakan adalah observasi partisipatif dengan melihat 2.750 film seluloid dan ribuan film lain dalam format pita analog, pita magnetik, dan format digital dengan genre film baik cerita maupun film noncerita (dokumenter). Kegiatan pemberdayaan ekosistem perfilman juga dilakukan di Arkipel, Forum Lenteng, dan Cinelogue dari Jerman untuk melihat lanskap produksi film alternatif. Hasil kegiatan ini menghasilkan empat pokok untuk pemberdayaan Ruang Film & Experimental khususnya di bidang edukasi, yaitu  (1) international benchmark bersama Cinelogue. Cinelogue merupakan bagian dari jaringan global praktisi dan akademisi film dan seni visual yang menggunakan sinema sebagai promosi budaya dan film eksperimental; (2) benchmark pengarsipan secara digital yang sudah dilakukan dengan Arkipel; (3) benchmark edukasi sejarah sinema Indonesia melalui arsip analog Sinematek; dan (4) diseminasi secara internasional. Kegiatan selanjutnya adalah pengadaan kompetisi festival film eksperimental skala nasional untuk mencapai tujuan sinema inklusif. Archiving films—especially experimental works—is essential to preserving the historical trajectory of Indonesian cinema. This website was developed to support academic literacy, particularly for educators of experimental film, a field emerging in Bandung since 2023. Ruang Film & Experimental conducted benchmarking activities with Arkipel and Sinematek to trace the archival footprint of Indonesian cinema by employing participatory observation to analyze 2,750 celluloid films and thousands more in analog tape, magnetic tape, and digital formats, covering both fiction and non-fiction genres. Film ecosystem development efforts were also carried out at Arkipel, Forum Lenteng, and Germany’s Cinelogue to examine the landscape of alternative film production. These activities resulted in four key strategies to empower Ruang Film & Experimental in education: international benchmarking with Cinelogue, collaboration with Arkipel on digital archiving, educational benchmarking through Sinematek’s analog archives, and international dissemination of experimental film practices. The next phase involves organizing a national experimental film festival competition to advance the goal of fostering inclusive cinema.
PERANCANGAN MEJA TAMBAHAN : SOLUSI PENYIMPANAN UNTUK PENJAHIT KOMERSIL SKALA RUMAHAN Fathurrokhman, Yaris Zuljizaid; Putri, Sheila Andita; Azhar, Hanif
eProceedings of Art & Design Vol. 12 No. 2 (2025): April 2025
Publisher : Telkom University

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Abstract

Abstrak : Penjahit rumahan atau bisa di sebut konveksi skala rumahan bekerjaumumnya dikala pesanan datang barulah penjahit mulai bekerja untuk menjahit pakaianataupun celana, penjahit rumahan terkadang mempunyai masalah dalam mengorganisirbarang barang kebutuhan menjahitnya seperti benang, gunting dan juga dalammenyimpan kebutuhan pribadi penjahit seperti tempat penyimpanan minuman sepertiair mineral serta kopi dan juga makanan ringan seperti cemilan, dalam konteks inipentingnya perancangan untuk membuat penjahit skala rumahan bisa terbantu untukbekerja lebih produktif dikarenakan semua kebutuhan bisa disimpan lebih dekat denganpenjahit. Dengan menggunakan metode kualitatif dengan pendekatan observasipartisipasif untuk mencari data dan juga teknik SCAMPER untuk mendapat produkdengan inovasi baru. Dari hasil validasi yang dilakukan produk masih mempunyaikekurangan tempat penyimpanan minum yang mana tidak semua tempat minum bisadigunakan, tetapi dari segi penyimpanan alat jahit seperti benang, sekoci, bet sekolahpenjahit merasa terbantu karena penjahit tidak perlu beranjak dari tempat duduk untukmengambil keperluan itu. Dari kesimpulan yang ada produk masih perlu perbaikan untuklebih bisa mempermudah para penjahit, dan masih ada potensi untuk di kembangkanlebih lanjut agar semua akses lebih mudah dan juga tidak mempunyai kekurangan lagidari produk meja tambahan ini.Kata Kunci: penjahit, penyimpanan, produktif, SCAMPER, konveksi
STRATEGI DESAIN UNTUK MENINGKATKAN PENGALAMAN PENGUNJUNG GALERI SENI IDEALOKA DENGAN PENDEKATAN SERVICE DESIGN Aryohadi, Miftah Tri; Adriyanto, Andreas Rio; Azhar, Hanif
eProceedings of Art & Design Vol. 12 No. 2 (2025): April 2025
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak : Penelitian ini bertujuan untuk meningkatkan pengalaman pengunjung di GaleriSeni Idealoka melalui pendekatan service design. Galeri di Telkom University inimenghadapi tantangan berupa rendahnya tingkat kesadaran civitas akademik terhadapkeberadaan galeri, dan minimnya pengunjung. Metode penelitian yang digunakan adalahpendekatan kualitatif dengan framework design thinking model double diamond, yangmencakup tahapan discover, define, develop, dan deliver. Evaluasi dengan menggunakananalisis SWOT, analisis perbandingan, dan analisis customer journey, dengan tujuan untukmempertegas pentingnya elemen desain layanan dan pengalaman pengguna. Hasilpenelitian menunjukkan bahwa aksesibilitas fisik galeri, seperti signage dan jalur menujulokasi, serta pengelolaan media digital, seperti website dan media sosial, merupakanelemen yang paling membutuhkan perbaikan. Analisis customer journey mengidentifikasibahwa kesenjangan antara planned journey dan actual journey menjadi penyebab utamakurang optimalnya pengalaman pengunjung. Sebagai rekomendasi, penelitian inimenawarkan strategi desain berbasis peningkatan touchpoints dalam service design.Strategi ini meliputi rekomendasi signage dengan desain yang informatif dan visual yangmenarik, serta pengembangan program-program interaktif yang dapat memperkayapengalaman pengunjung. Diharapkan implementasi dari strategi ini diharapkan dapatmemperkuat identitas Galeri Idealoka sebagai pusat seni yang inklusif, edukatif, daninspiratif. Kata kunci:service design, touchpoints, customer journey, pengalaman pengunjung, galeriseni, strategi desain
Culturally-Embedded Educational Toys For Children Awareness: A Case Study on Julang Ngapak with User Centered Design Silviana Putri, Anisa; Fitriana Bahri, Nurul; Azhar, Hanif
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 1 (2024): Dinasti International Journal of Education Management and Social Science (Octob
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i1.3570

Abstract

This research analyzes the application of the user-centered design (UCD) method in developing educational toys that focus on introducing culture, especially the Sundanese Julang Ngapak traditional house. The main goal of this research is to create products that are useful in entertainment and can also encourage children's cognitive, social, and emotional development. Qualitative methodology was applied through observation and interview techniques at SDN Cijagra 119 Bandung. The results showed that children were more enthusiastic about interactive and group games while tending to be more passive in formal learning activities. Aesthetic toy designs, characterized by the choice of relevant colors and shapes, have proven effective in attracting children's attention. Through an evaluation by media experts and child psychologists, the resulting product was declared safe, followed the curriculum, and was able to improve cognitive skills, such as cooperation and problem-solving. The best sketches integrate the Julang Ngapak structure with a puzzle system to support active learning. This research emphasizes the importance of the UCD approach in improving the quality and relevance of educational toys rooted in cultural values.
Pengarsipan Jejak Film Eksperimental Indonesia melalui Website berbasis Edutech : Studi Kasus Komunitas Ruang Film & Experimental Wiwid Sintowoko, Dyah Ayu; Ersyad, Firdaus Azwar; Azhar, Hanif
Jurnal Pengabdian Seni Vol 6, No 1 (2025): MEI 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jps.v6i1.14466

Abstract

Pengarsipan film khususnya eksperimental sangat perlu dilakukan untuk jejak sejarah sinema Indonesia. Website ini dirancang untuk mendukung literasi akademisi khususnya pengajar film eksperimental yang saat ini sudah mulai dilakukan sejak tahun 2023 di Bandung. Ruang Film & Experimental melakukan benchamark pengarsipan di Arkipel dan Sinematek untuk melihat jejak arsip sinema Indonesia. Metode yang digunakan adalah observasi partisipatif dengan melihat 2.750 film seluloid dan ribuan film lain dalam format pita analog, pita magnetik, dan format digital dengan genre film baik cerita maupun film noncerita (dokumenter). Kegiatan pemberdayaan ekosistem perfilman juga dilakukan di Arkipel, Forum Lenteng, dan Cinelogue dari Jerman untuk melihat lanskap produksi film alternatif. Hasil kegiatan ini menghasilkan empat pokok untuk pemberdayaan Ruang Film & Experimental khususnya di bidang edukasi, yaitu  (1) international benchmark bersama Cinelogue. Cinelogue merupakan bagian dari jaringan global praktisi dan akademisi film dan seni visual yang menggunakan sinema sebagai promosi budaya dan film eksperimental; (2) benchmark pengarsipan secara digital yang sudah dilakukan dengan Arkipel; (3) benchmark edukasi sejarah sinema Indonesia melalui arsip analog Sinematek; dan (4) diseminasi secara internasional. Kegiatan selanjutnya adalah pengadaan kompetisi festival film eksperimental skala nasional untuk mencapai tujuan sinema inklusif. Archiving films—especially experimental works—is essential to preserving the historical trajectory of Indonesian cinema. This website was developed to support academic literacy, particularly for educators of experimental film, a field emerging in Bandung since 2023. Ruang Film & Experimental conducted benchmarking activities with Arkipel and Sinematek to trace the archival footprint of Indonesian cinema by employing participatory observation to analyze 2,750 celluloid films and thousands more in analog tape, magnetic tape, and digital formats, covering both fiction and non-fiction genres. Film ecosystem development efforts were also carried out at Arkipel, Forum Lenteng, and Germany’s Cinelogue to examine the landscape of alternative film production. These activities resulted in four key strategies to empower Ruang Film & Experimental in education: international benchmarking with Cinelogue, collaboration with Arkipel on digital archiving, educational benchmarking through Sinematek’s analog archives, and international dissemination of experimental film practices. The next phase involves organizing a national experimental film festival competition to advance the goal of fostering inclusive cinema.
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.
Co-Authors Abdul Jalil Adila, Ainun Aftori, Aldo Diaz Ainun Adila Akhmadi Akhmadi AlAzhari, Muhamad Roihan Alghonyu, Dhara Alifah Mutiah Nabilah Alvian Fajar Setiawan Amaliani, Ragil Nahya Aminahtul Zahroh Andreas Rio Adriyanto Antonio Junico Da Cruz Soares Antonio Junico Da Cruz Soares Antonio Junico Da Cruz Soares Antonio Junico Da Cruz Soares Arif, Andi Raihan Aryohadi, Miftah Tri Asep Riswoko Asep Sufyan Athifa Sri Ismiranti Avison Xaquil Azhar Azzahra, Shafa Tasya Bagus Pambudi Chris Chalik Christin Thalia Dandi Yunidar Devi Eka Agustin Devi Eka Agustin Devi Eka Agustin Didit Widiatmoko Dyah Ayu Wiwid Sintowoko Fahkrul Pratama Faishal Mufied Al Anshary Fajar Sadika Fathurrokhman, Yaris Zuljizaid Firdaus Azwar Ersyad, Firdaus Azwar Hafildah, Nora Hanifah, Harum Iffah Hilda Salman Said Ishmah Huwaidah Isyaturrodiyah, Amalina Jesse Michelle Deen Azzard Madani Aisyiyah, Wulan Magfirah Nugraheni, Andi Mahendra Nur Hadiansyah Martiyadi Nurhidayat Naufal Ary Naufal Arya Putra Nurjaman Naufal Arya Putra Nurjaman Naurah, Alifah Nugraha, Bintang Nurul Fitriana Bahri Prabandaru, Hanindito Pratiwi, Bhekti Primaputri, Kinanti Amadea Putri, Alisa Dwi Putri, Anisa Silviana Ramadhan, Farrell Adrian Putra Revana, Azzahra Haliza Ruri Octari Dinata Shafira Nursyah Putri Sheila Andita Putri Silviana Putri, Anisa Tasya Azzahra, Shafa Tasya Natalia Wijaya Tasya Natalia Wijaya Tasya Natalia Wijaya Terbit Setya Pambudi Tsurayya Az-Zahra Umar, Mas Wahdan Arum Inawati Widiatmoko Soewardikoen, Didit Yanuar Rahman Yurohman, Yurohman