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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
Perancangan Ulang Signage Laswee Creative Space untuk Mengoptimalkan Keterbacaan Signage Diswatra, Krishna; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Hadiansyah, Mahendra Nur
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 2 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i2.96361

Abstract

Laswee Creative Space adalah ruang kreatif yang mewadahi tenant di bidang kuliner, fashion, dan pengalaman, sekaligus menjadi tempat bagi komunitas untuk mengadakan acara. Sebagai ruang kreatif, keberadaan signage yang optimal menjadi aspek penting. Penelitian ini bertujuan mengevaluasi keefektifan signage di Laswee Creative Space dan merancang desain ulang sebagai rekomendasi untuk meningkatkan fungsionalitas dan keterbacaan signage yang ada. Metode yang digunakan adalah mix method dengan kuatitatif dan kualitatif deskriptif. Subjek penelitian ini adalah pengelola dan 72 orang pengujung. Hasil penelitian menunjukkan bahwa desain ulang signage Laswee Creative Space berhasil meningkatkan keterbacaan, melengkapi kekurangan signage yang ada, dan menyeragamkan identitas merek. Perancangan ini merekomendasikan material beton dan logam dengan finishing yang tahan lama dan estetis, sesuai dengan palet warna logo Laswee. Selain itu, informasi pada signage dirancang menggunakan kombinasi ikon dan teks untuk meningkatkan aksesibilitas. Penempatan signage difokuskan pada area strategis seperti pintu masuk dan area parkir, dengan tambahan elemen pencahayaan untuk visibilitas optimal. Proses desain ini juga melibatkan masukan dari pengelola dan pengunjung, sehingga menghasilkan signage yang lebih fungsional, inklusif, dan sesuai kebutuhan komunitas.
RANCANGAN INOVASI LAYANAN MOBILITAS DI DALAM KAMPUS DENGAN METODE DESIGN THINKING Muhamad Roihan AlAzhari; Didit Widiatmoko Soewardikoen; Hanif Azhar; Mahendra Nurhadiansyah; Hanindito Prabandaru
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 12, No 2 (2025): Mei - Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v12i2.64348

Abstract

Campus transportation at Telkom University plays a crucial role in supporting university community mobility and facilitating academic interactions and social activities. However, there are challenges affecting user satisfaction. This research employs a design-oriented approach using Design Thinking methodology to develop innovative solutions to enhance campus transportation efficiency. The analysis revealed that users desire a well-integrated transportation system, real-time information on schedules and vehicle locations, and the use of digital payment technologies. In response to these findings, a prototype of the TelU Mobility Assistant application was developed and tested using the System Usability Scale (SUS), which indicated favorable acceptance rates among users. The benefits of this study include improving efficiency and user satisfaction in campus mobility while reinforcing Telkom University's reputation as an institution focused on innovative solutions and optimal user experiences.
MELALUI BOARD GAME UNTUK MENINGKATKAN RASA KEBERSAMAAN DAN KOGNITIF PARA LANSIA DI PANTI SOSIAL TRESNA WERDHA BUDI PERTIWI Ragil Nahya Amaliani; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12062

Abstract

Lansia merupakan fase terakhir dalam kehidupan manusia. Seiring bertambahnya usia, terdapat banyak kemunduran yang dihadapi oleh lansia, salah satunya adalah fungsi sosial. Lansia cenderung mengurangi interaksi sosial dan aktifitas bersama orang lain. Di sisi lain, lansia juga mengalami penurunan fungsi kognitif seperti gangguan fungsi memori, disorientasi, waktu, tempat dll. Permasalahan tersebut dapat mengganggu keseharian lansia dalam melakukan berbagai hal. Oleh karena itu, dibutuhkan sebuah media yang menyenangkan yang dapat dimainkan seperti permainan papan (board game) untuk lansia. Penelitian ini akan difokuskan pada perancangan board game yang memfokuskan pada kebersamaan yang memungkinkan terjadinya peningkatan interaksi antar lansia serta peningkatan kognitif lansia. Pada penelitian ini menggunakan pendekatan design thinking untuk memahami kebutuhan lansia. Proses design thinking diimplementasikan dimulai dari tahap pengumupulan data melalui observasi, wawancara, analisa data dan menentukan akar permasalahan, perancangan ide sebagai solusi dan pengujian secara langsung oleh pengguna.
STRATEGI PENGEMBANGAN KONTEN DIGITAL UNTUK MENINGKATKAN KESADARAN MASYARAKAT DAN DONATUR TERHADAP PROGRAM PANTI SOSIAL TRESNA WERDHA BUDI PERTIWI Shafa Tasya Azzahra; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12065

Abstract

Panti jompo merupakan tempat yang menyediakan layanan perawatan dan tempat tinggal bagi orang lanjut usia yang membutuhkan bantuan dalam menjalani kehidupan sehari-hari. Panti Sosial Tresna Werdha Budi Pertiwi adalah salah satu dari sekian banyak panti jompo di Bandung. Dalam rangka mendukung kesejahteraan para lansia, Panti Jompo Budi Pertiwi ini tidak memungut biaya apapun dari para penghuninya, sehingga mereka mampu menghadapi tantangan pendanaan yang tidak menentu melalui penggalangan donasi masyarakat. Oleh karena itu, untuk meningkatkan kesadaran masyarakat mengenai pentingnya keberadaan panti jompo ini maka perlu memanfaatkan media sosial dengan menyajikan konten kreatif yang melibatkan para lansia, seperti video storytelling tentang kegiatan keseharian mereka. Panti ini berupaya membangun ikatan emosional antara penghuni panti dan audiens. Strategi komunikasi persuasif digunakan untuk mendorong lebih banyak donatur berkontribusi dalam memenuhi kebutuhan lansia. Pendekatan ini tidak hanya bertujuan menarik perhatian masyarakat, tetapi juga menciptakan empati dan kesadaran kolektif akan pentingnya memberikan dukungan kepada para lansia.
DESAIN BUKU ILUSTRASI PENDUKUNG PROGRAM KEPUTRIAN UNTUK MEMPERKUAT IDENTITAS DAN PEMIKIRAN DEWI SARTIKA Lutfia Fatihah Rahmi; Didit Widiatmoko Soewardikoen; Yanuar Rahman; Hanif Azhar; Mohammad Isa Pramana Koesoemadinata
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12068

Abstract

Dewi Sartika adalah tokoh pendidikan Indonesia yang memberikan kontribusi besar dalam memajukan pendidikan perempuan pada awal abad ke-20. Nilai-nilai pendidikan yang diajarkannya, seperti keterampilan hidup, kini mulai terlupakan dalam sistem pendidikan modern, termasuk di SD-SMP Dewi Sartika Bandung. Berdasarkan analisis kondisi sekolah, diidentifikasi bahwa kurangnya penerapan nilai-nilai Dewi Sartika berdampak pada lemahnya identitas sekolah. Penelitian ini bertujuan untuk tersedianya rancangan buku ilustrasi sebagai pendamping program mini course berbasis kriya untuk melestarikan nilai-nilai pendidikan Dewi Sartika. Buku ilustrasi pendukung program keputrian ini dirancang dengan fokus pada materi kriya, seperti teknik hot press untuk mengolah plastik menjadi produk baru, mengadopsi narasi visual yang relevan dengan gaya belajar generasi muda. Pendekatan design thinking digunakan untuk memastikan solusi yang dirancang mampu memenuhi kebutuhan pengguna, yaitu siswa, pengajar, dan wisatawan, dengan memadukan elemen estetika, ergonomi, dan budaya Sunda. Peracangan ini tidak hanya mendukung pelestarian aspek tradisional dan keterampilan, tetapi juga mendukung pencapaian tujuan pembangunan berkelanjutan (SDGs), khususnya dalam pendidikan berkualitas dan kesetaraan gender.
Peningkatan Efektivitas Pembelajaran Kelas Studio Online Dengan Metode Studiogogi Modul S.O.L.E Hanif Azhar
Cakrawala: Jurnal Pendidikan Vol 15 No 2 (2021)
Publisher : Universitas Pancasakti Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24905/cakrawala.v15i2.282

Abstract

Interactive learning is one of the most challenging studio design class lecturers, especially in virtual learning classes. Interactive learning could activate the student’s participation during the studio class activity. This action research class aims to examine the effectiveness of an online design studio class with a Studio Oriented Learning Environment (S.O.L.E) module introduced in Malaysia in 2018. This research methods use the spiral model action research approach initiated by Kemmis & McTaggart. This article results from action research conducted in an online studio class, Industrial Product Design, Telkom University. The subject of this experiment was students in a required course in the design curriculum, Basic Studio Design class. The lecturer’s creativity is a fundamental requirement to lead this studio class success. The author found that the Studio Oriented Learning Environment (S.O.L.E) module successfully raised the students’ participation and understanding during a virtual class activity. This method could elevate the online learning effectiveness up to 51.8% in the School of Creative Industries, Telkom University.
Co-Authors Abdul Jalil Adila, Ainun Afni, Fauziyah Afrianto, Agung Aftori, Aldo Diaz Ahmad Mumtaz Ersaputra Ahmad Riyadi Swandhani Ainun Adila Akhmadi Akhmadi Alghonyu, Dhara Alisa Dwi Putri Alvian Fajar Setiawan Amaliani, Ragil Nahya Aminahtul Zahroh Andi Magfirah Nugraheni Andreas Rio Adriyanto Anisa Silviana Putri 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 Muhakik Atamtajani Athifa Sri Ismiranti Aulia Ardista Wiradarmo Avison Xaquil Azhar Az-Zahra, Tsurayya Azzahra, Shafa Tasya Azzard, Jesse Michelle Deen Bagus Pambudi Bintang Nugraha Chris Chalik Cut Devi Intan Sukma Dandi Yunidar Dedewijaya, Dedewijaya Devi Eka Agustin Devi Eka Agustin Devi Eka Agustin Dewi Pitaloka Sari Dewi, Toba Octavia Muria Dhea Puspita Sari Didit Adwiyatmoko Soewardikoen Didit Widiatmoko Didit Widiatmoko Soewardikoen Didit Widiatmoko Suwardikun Didit Widiatmoko Suwardikun Diswatra, Krishna Dyah Ayu Wiwid Sintowoko Faishal Mufied Al Anshary Fajar Sadika Faqih Hamami Faridah Awaloka Zahra Fathurrokhman, Yaris Zuljizaid Fia Izzah Maylinda Firdaus Azwar Ersyad Ghifari, Asy Syifa Rahma Gibran, Muhammad Khalil Hanifah, Harum Iffah Hanindito Prabandaru Hilda Salman Said Huwaidah, Ishmah Ica Ramawisari Indiva Esa Prima Isyaturrodiyah, Amalina Kartini, Sahda Athiyyah Kristian Heri Natal Lumban Batu Kusbijanto, Ancilla Domini Lukman, Abdurrahman Musyaffa Lutfia Fatihah Rahmi Madani Aisyiyah, Wulan Mahendra Nur Hadiansyah Martiyadi Nurhidayat Mohammad Isa Pramana Koesoemadinata Muhamad Roihan AlAzhari Muhammad Iqbal Muhammad Khalil Gibran Nabila Febriyulisky Nabilah, Alifah Mutiah Naufal Ary Naufal Arya Putra Nurjaman Naufal Arya Putra Nurjaman Naurah, Alifah Nora hafildah Nurul Fitriana Bahri Pratama, Fahkrul Pratiwi, Bhekti Primaputri, Kinanti Amadea Putri, Anisa Silviana Putri, Shalsa Amanda Ragil Nahya Amaliani Ramadhan, Farrell Adrian Putra Ramadhira, Aura Diandra Revana, Azzahra Haliza Ruri Octari Dinata Sanabila Fatah Santi Salayanti Sasangka Bhima Asmara Shafa Tasya Azzahra Shafira Nursyah Putri Shasha Marina Aufa Noerkholiq Sheila Andita Putri Silviana Putri, Anisa Sufyan, Asep Tasya Azzahra, Shafa Tasya Natalia Wijaya Tasya Natalia Wijaya Tasya Natalia Wijaya Terbit Setya Pambudi Thalia, Christin Umar, Mas Uruqul Nadhif Dzaky Vita Jasinta Sarjono Wahdan Arum Inawati Widiatmoko Soewardikoen, Didit Widiatmoko, Didit Yanuar Rahman Yurohman, Yurohman