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Sarana Digital dan Nondigital Dalam Metode Pengembangan Ide Pada Proses Desain Produk Wibisana, Intan Prameswari; Sari, Nedina; Syarief, Achmad
Jurnal Sosioteknologi Vol. 24 No. 1 (2025): MARCH 2025
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2025.24.1.4

Abstract

Rapid development of digital technology has had enormous impact on the design process, including in designing functional products. This study investigates the use of digital and non-digital methods and tools in the functional product design process, especially at the idea development stage. This investigation carried out by distributing online questionnaires to product design practitioners as respondents. In this questionnaire, respondents were asked to answer questions related to their idea development process. New insights found in this research are the use of digital (computers, tablets, smartphones, etc.) and non-digital (pencils and paper, wood, metal, clay, etc.) tools that are used simultaneously. Therefore, non-digital tools are not abandoned by the respondents and remain an important part of the functional product design process. The implication is that despite the rapid development of digital tools, the skill to use both digital and non-digital is equally important for a product designer, and as part of design education.
Interviews as the Basis for Developing a Content Creation App for Generation Z Creators Pambudi, Nada Larasati; Syarief, Achmad
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i2.66005

Abstract

The rise of digital platforms has enabled Generation Z to become content creators, using social media to express themselves, develop personal brands, and monetize their creativity. Maintaining consistency, navigating algorithm-driven competition, and juggling time constraints with creative output presents unique challenges for this generation. Through in-depth qualitative interviews with ten representative respondents, this study investigates the needs and preferences of Generation Z creators in facing these challenges. The study seeks to understand their creative processes, motivations, problems, and expectations for optimal content creation applications. The results show that the target users prioritize features such as trend analysis, audience research tools, and monetization insights. Performance analysis is one of them. Along with community forums for collaboration and inspiration, they also emphasize the need for organizational tools including moodboards, timelines, and integrated notes. Interestingly, most users prefer mobile-first applications with simple and intuitive designs over desktop-based solutions. They also value paid applications free of ads more than ad-supported free applications. These observations guide this paper to explain the Agile thinking process and design of content creation app development. Prioritizing user-centered design concepts, iterative feedback loops, and adaptability help the proposed app empower Generation Z creators by providing relevant, easy-to-use, and effective tools tailored to their needs.