R. Moch. Rizal Hafiyan
Desain Produk Industri Kampus Tasikmalaya Universitas Pendidikan Indonesia

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“Merdeka Belajar” Sebagai Konsep Model Pembelajaran Seni Rupa Jenjang SMA R. Moch. Rizal Hafiyan; Deny Willy Junaidy
Jurnal Penelitian Pendidikan Vol 22, No 3 (2022)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpp.v22i3.51071

Abstract

Pembelajaran pada konsep Merdeka Belajar seharusnya membuat pembelajaran dapat diterima siswa tanpa penuh paksaan dan juga mudah digunakan guru dalam beragam kondisi. Mata Pelajaran Seni Rupa di jenjang SMA sudah semestinya menerapkan konsep merdeka tersebut bahkan sebelum diterbitkannya kebijakan Merdeka Belajar oleh Kemendikbud. Seiring berjalannya kebijakan Merdeka Belajar, belum adanya model pembelajaran yang jelas baik tentang praktik hingga bentuk penilaiannya. Oleh karena itu, penelitian ini bertujuan untuk mencari model pembelajaran Merdeka Belajar yang akan diimplementasikan pada mata pelajaran seni rupa di jenjang SMA. Metode pengambilan data menggunakan studi literatur dan metode diskusi terarah (focus discussion group) yang dilakukan pada responden kelompok siswa dan guru. Merdeka Belajar dipandang sebagai suatu konsep pembelajaran yang tidak membebani dan membuat siswa dapat mengeksplor pengetahuannya dengan caranya sendiri. Merdeka belajar memiliki kesamaan dengan model pembelajaran berbasis proyek dan jenis model ini berpusat pada siswa. Model pembelajaran ini dapat membantu siswa lebih mandiri dalam mencari informasi dan menemukan informasi melalui caranya namun tetap dengan arahan dan bimbingan dari guru. Pada penerapannya, guru mengarahkan bentuk pembelajaran agar dapat lebih fleksibel dan membuat siswa bisa lebih leluasa dalam berkarya dan tidak terkekang aturan-aturan yang dapat membatasi siswa.
Albasia Wood Waste as an Environmental-Friendly Cutlery Material Hani Siti Nurjaihan; Sabila Tiara Hendrika; R. Moch Rizal Hafiyan
Journal of Industrial Product Design Research and Studies Vol 1, No 1 (2022): JIPDRS : June 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (215.51 KB)

Abstract

Albasia is a type of softwood that is easily found in India, South China and Southeast Asia. In Indonesia itself albasia has been spread in various regions so it is very easy to find. The existence of albasia around the community is often considered not important and not useful even used as firewood, but this albasia is able to prevent erosion and this plant is also easily bred. In addition, albasia has an external substance that is able to protect from termite attacks so it is good to use as raw material for making furniture. This qualitative research aims to use albasia wood waste into environmentally friendly cutlery. As we know, cutlery is a thing that is much sought after either by parents who are already married, or by young people. With this research we can find out that albasia is very beneficial for the community and can be a source of livelihood for them. A lot of albasia wood waste is not only used as firewood, but can be used and made into something more valuable and also useful in the future. With this research, the idea came up to make plates made from albasia wood waste that is found in the streets and in rural areas with very large populations and certainly not utilized to the maximum.
Bibliometrik Pemetaan Analisis Komputational Publikasi Pada “desain produk industri”, “slow design” dan “wood kerfing” Melalui VOSviewer Jayanti, Ghia Tri; Mu’minah, Afifah; Hafiyan, R Moch. Rizal; Persada, Galih Adnan; Rahmatdinullah, Adri
Jurnal Desain Indonesia. Vol 6 No 2 (2024): Design Thinking In The Era Of Artificial Intelligence, Can humanity be replaced?
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i2.369

Abstract

Studi ini bertujuan untuk memverifikasi hubungan antara “desain produk industri”, “wood kerfing” dan “slow design” dengan mengimplementasikan pendekatan bibliometrik dengan analisis pemetaan komputational menggunakan VOSviewer. Data artikel publikasi yang didapatkan dari Google Scholar dengan menggunakan software pengaturan pustaka, Publish or Perish. Judul dan abstrak dicari dengan menggunakan kata kunci “industrial product design”, “slow design” dan “wood kerfing”. Dalam 10 tahun, dari 2013 sampai 2023, ditemukan 461 artikel. Hasil dari pencarian diklasifikasikan menjadi 2 kluster: product design dan wood kerfing. Ada 91 links, dengan total kekuatan link 584. Analisis menghasilkan hubungan perkembangan antara “desain produk industri”, “slow design” dan “wood kerfing”. Selama 10 tahun, terjadi penurunan publikasi secara perlahan. Pada tahun 2013, publikasi mencapai 61 artikel dan berkurang menjadi 17 publikasi pada tahun 2023. Puncak dari publikasi berada pada tahun 2013 mencapai 61 artikel. Studi ini menemukan bahwa tidak ada publikasi yang saling berhubungan antara “product design” dan “wood kerfing”. Tetapi kata “industri” terhubung kepada kebanyakan kata kunci pada publikasi ilmiah, dengan link 15, total kekuatan link 165 dan 105 kemunculan. Oleh sebab itu, hasil dari penelitian ini dapat dijadikan poros untuk mengembangkan hubungan antara desain produk dan wood kerfing.
FASAD CANDI BOROBUDUR SEBAGAI IDE PERANCANGAN DESAIN TIPOGRAFI UNTUK ASET VISUAL BRANDING KABUPATEN MAGELANG Hafiyan, R. Moch. Rizal; Pratama, Novan Edo
Narada : Jurnal Desain dan Seni Vol 9, No 3 (2022)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2022.v9.i3.010

Abstract

Visual branding can be an attraction for tourists to visit in certain areas. Various forms of visual branding in each city and district have begun to be developed with an effort to increase the interest of both local and international tourists to come. Visual branding can also be a visual design asset that can be used to package tourism products using the right visual design assets. One of the things that supports visual branding in an area is the type of typography or font design. Each city or district should have its own typographic design that characterizes the area. Magelang Regency with a fairly well-known tourist spot, namely the Borobudur temple, is a quite interesting tourist destination. However, until now, the design of visual branding, especially typography which is a characteristic of tourism in the Magelang Regency area, has not been fully facilitated, especially since Borobudur is included in the 5 super priority destinations according to the Indonesian Ministry of Tourism and Creative Economy. For this reason, by taking ideas from the facade of the Borobudur temple as an idea in designing typography for Magelang Regency's visual branding assets as an effort to support super priority destination areas. In this design using the design design method with the stages of exploring the source of ideas, experimentation, and formation or embodiment. This design is expected to provide useful visual branding assets for the development of Tourism in Magelang Regency.
Redesain Meja Workshop Kayu untuk Praktik Mahasiswa Desain Produk Industri dengan Pendekatan SCAMPER Hafiyan, R Moch Rizal; Insani, Handayani Madania; Jayanti, Ghia Tri
Besaung : Jurnal Seni Desain dan Budaya Vol. 11 No. 1 (2026): Besaung: Desember 2025-Maret 2026
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v11i1.6858

Abstract

In wood-based practical learning, Industrial Product Design students require facilities that support efficiency, ergonomics, and workplace safety. Currently used  router woodworking benches suffer from limitations in stability, load capacity, and work surface dimensions that do not align with user anthropometry. This study aims to redesign a portable wood  workshop table using the SCAMPER method, focusing on functional enhancement, ergonomic adaptation, and alignment with beginner students’ needs. A Human-Centered Design framework was employed, supported by student anthropometric data for dimensional adjustments. The redesign features an expanded work surface improved structural stability via aluminum frame with cross-bracing, a modular system for combining two tables, and ergonomic component reorganization based on primary, secondary, and tertiary work zones. The final design demonstrates significant potential in enhancing workflow efficiency, postural comfort, and usage flexibility within educational  workshop settings
Perancangan alat permainan maze berbasis Lean UX untuk menstimulasi kognitif anak PAUD Kurikulum Merdeka Junaedi, Kaffa Refiansya; Jayanti, Ghia Tri; Insani, Handayani Madania; Hafiyan, R. Moch. Rizal
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16105

Abstract

Cognitive development stimulation is very important in early childhood education because it affects thinking skills and learning readiness. At the age of 4–5 years, learning tools must be adapted to the way children learn. This study aims to create an educational maze game with User Experience (UX) guidelines to help the cognitive development of children aged 4–5 years in the context of the Merdeka Curriculum Early Childhood Education. The research used the Lean UX method, which included reading literature, observing how children learn, compiling design requirements, creating prototypes, and testing users. Based on the results of observations and evaluations, it was found that children responded positively to interactive and visually appealing media and that the application of UX principles in maze games increased children's engagement during learning, especially in their ability to focus, recognize patterns, and solve simple problems. In addition, the interaction between teachers and children also increased during learning activities. The novelty of this research is the application of the Lean UX approach as a framework for designing PAUD educational games that prioritize user experience in design decision-making. The findings of this study have implications for the development of learning media that is more participatory, contextual, and supports active learning in early childhood education