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Semantika dalam Perkembangan Desain Produk Permainan Congklak Jogja dan Solo Winta Tridhatu Satwikasanti
Dinamika Kerajinan dan Batik: Majalah Ilmiah Vol 31, No 1 (2012): Dinamika Kerajinan dan Batik
Publisher : Balai Besar Kerajinan dan Batik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22322/dkb.v31i0.1084

Abstract

ABSTRAKPerkembangan permainan tradisional seperti halnya produk hasil budaya lainnya dari suatu komunitas masyarakat tidak bisa dipisahkan dari konteks relasi spasial dan sosiologi yang merupakan bentuk dari interaksi antar manusia dan lingkungannya. Maka dari itu, sebagai sebuah negara yang dibangun oleh budaya, sejarah pengembangan produk harus juga dilihat dari perspektif pemaknaan budaya. Jogja dan Solo menjadi lahan banyak laboratorium sejarah karena masih menjaga nilai lokal dalam intepretasi pemaknaan dari simbol-simbol budaya mereka. Fenomena menarik yang terjadi adalah perbedaan dari sejumlah artefak budaya lokal yang berdasar pada karakteristik masyarakat dan kronologis sejarah walau keduanya berasal dari akar budaya yang sama, contohnya : permainan tradisional Congklak yang masih dikembangkan hingga hari ini. Sebagai permainan papan yang merupakan refleksi aspek sosio-kultur dari sebuah tatanan masyarakat, sebuah investigasi latar belakang semantika budaya yang dalam dapat dilakukan. Pengembangan produk lokal tidak dapat meninggalkan pemaknaan sehingga nilai-nilai lokal tidak akan hilang dan berkelanjutan. Tujuan utama dari penelitian ini adalah untuk melakukan investigasi dan pengkajian implikasi fisik dari produk hasil budaya yang telah dikenal baik oleh pengrajin dan pelaku dalam masyarakat dalam setiap detil desain papan permainan agar pengembangan selanjutnya tidak meninggalkan karakter lokal masyarakat.Kata kunci: semantika, budaya, desain produk, congklakABSTRACTTraditional product development as the output of society cannot be seperated from the culture which includes sociology, time and spacial aspect between a man with another and the environment. Therefore, as a country constructed by culture, the history of local product development should be analized from semantics point of view. Jogja and Solo become a numerous history laboratories because they still mantain local values in semantics interpretation of their symbols. An interesting phenomena occur in differences of local culture artefacts based on the characteristics of the society and historical time-line although they came from one root of culture, for instance : congklak, a traditional game which is still developed nowadays. As a boardgame which is be the sosio-culture reflection of a society, we can do a deep investigation of the semantic background. Local product development cannot leave semantics so the local values will not dissapeared and be sustainable. The purpose of this research is documenting and analysing semantics that are well-known by craftmen and society in every detail of congklakboard development so the values can be mantained without leaving the local characteristic of the society.Keywords : semantics, culture, product design, congklak
Pemberdayaan Petani Jamur melalui Desain Rumah Jamur yang Inklusif Wiyatiningsih; Winta Tridhatu Satwikasanti; Stefani Natalia Sabatini
Journal of Innovation and Community Engagement Vol. 3 No. 2 (2022)
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/ice.v3i2.4674

Abstract

As a part of the Agrilab Inclusive farming programme, Pusat Rehabilitasi Yakum collaborated with the Institute for Research and Community Service, Universitas Kristen Duta Wacana in assisting the design and development of the inclusive mushroom house which is owned by the farmers under the Yakkum Difable Person Organisation in Cangkep Lor, Purworejo. The design process was conducted by utilizing the participatory design method. The enquiry phase included the determination of the most demanding capabilities in the mushroom-farming context. The problems were mainly found in accessibility. For instance, the visually impaired farmer required non-visual stimulus. In addition, motion or space adjustment was also needed by wheelchair-using farmers. The action-research method in this programme intended to develop a mushroom house with adequate, accessible pathways and an automatic misting system that eased the difficulties faced by farmers with disabilities. The results showed that the solutions increased the productivity of mushroom farming, promoted a positive experience in mushroom cultivation both for farmers with and without disabilities. The participation of mushroom farmers during the design process was the key to the sustainable mushroom house. This approach allowed the mushroom farmers to understand the inclusive design principles and to adjust the design to meet their capabilities and local sources. Therefore, they could accommodate maintenance and implement future development independently.
Hierarchical Task Analysis dalam pengembangan gagasan produk Winta Adhitia Guspara; Winta Tridhatu Satwikasanti; Laode Jiyan
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 4 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (756.799 KB) | DOI: 10.24821/productum.v3i4.2239

Abstract

Human, have been claimed to be central in a world perspective and bring an another investigating in design science. One of the process development in the design process is using Hierarchy Task Analysis (HTA) for idea development through task analysis. This method constituted from interdisciplinary science between industrial design and ergonomic. In the process, HTA has been adjusted and developed for the design process requirement. This condition affects the process analysis and format of the HTA. The paradigm shift, give more access for a designer to addresses idea development. Furthermore, Human activities, how they do it, using what and what kind of problems that can happen is going focused on user interaction with the product. All of these analysis and idea development is conducted using scheme and sketches. The result of ideas sketches to be able to work on next step process, for example, work on paper models or clay models. The result of ideas sketches to be able to continue work on next step process, for example, product existing analysis and work on modells. Research and developing HTA method for product design had the use of action research approach. This process engages lecturer and student as a user of HTA method. Through this approach, be able to found appropriateness HTA method which solves provided a problem. The result of HTA development has a benefit for a student as a one of planning and product development to arise a product based on ergonomic. Key words: product design, Hierarchy Task Analysis (HTA), ideation, design process, ideas sketches
Silver and Culinary MSMEs Assistance in the Purbayan Tourism Village through Synergized Promotional Design Wiyatiningsih Wiyatiningsih; Kristian Oentoro; Winta Tridhatu Satwikasanti; Marcellino Aditya Mahendra
Journal of Innovation and Community Engagement Vol. 4 No. 2 (2023)
Publisher : Fakultas Teknik Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/ice.v4i2.6456

Abstract

Purbayan Tourism Village is one of 17 tourist villages that received a decree from the Yogyakarta City Government, located in Kotagede. This area has a unique cultural potential that exhibits both historical and cultural wealth  in the form of traditions that exist even today. These traditions include traditional culinary arts, silversmithing and batik craft. However, the potential of this cultural heritage is not visible when compared to the development of the Purbayan Tourism Village. Promotional efforts from business groups and tourism are lacking synergy. Based on these problems, this community service activity aims to assist Micro, Small and Medium Enterprises (MSMEs) to design synergistic tourism promotions. MSMEs that became community service partners are Kopi Lumbung Mataram culinary shop and Studio 76  silver art school. The implementation of this activity uses a user-centered approach to design thinking. In this method, partners as users are actively involved in Focus Group Discussions and workshops on content design and tourism promotion strategies in synergy. The activities described in this paper are understanding, observing, defining point of view, and ideation phase of design thinking. The activity resulted in the promotion concept of Studio 76 silver art school in the form of a draft booth design for silver making exhibitions and photography designs for culinary products of Warung Kopi Lumbung Mataram. Promotion synergy between the two MSMEs is carried out by combining the two tourism service products into an interactive exhibition. The collaboration of these MSME’s aims to promote and increase the number of visitors to the area.
Pengembangan Meja Belajar yang Dapat Disesuaikan Ketinggiannya untuk Meningkatkan Produktivitas Mahasiswa di Hunian Terbatas Timotius Deni Setiawan; Winta Tridhatu Satwikasanti; Purwanto Purwanto
Jurnal Strategi Desain dan Inovasi Sosial Vol 4, No 2 (2023): Implementasi Desain sebagai Strategi Pendorong Inovasi Sosial
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v4i2.6529

Abstract

Latar belakang perancangan ini adalah aktivitas yang berlebih dari seorang mahasiswa dalam menggunakan meja belajar di dalam hunian sempit. Ketika mahasiswa sedang berinteraksi dengan meja belajar, maka mereka mudah untuk merasa kelelahan yang berakibat pada rasa pegal di bagian pinggul, pinggang, dan leher. Kejadian tersebut membuat mahasiswa menjadi kurang nyaman sehingga mengurangi produktivitas belajar. Penyebabnya adalah ukuran meja kerja kurang sesuai dengan proporsi ukuran tubuh pengguna. Tujuan perancangan ini adalah membuat meja belajar yang nyaman, sehingga mahasiswa tidak mudah merasa lelah. Untuk itu, perancangan ini menggunakan data antropometri yang diperoleh dari hasil pengukuran di lapangan. Dengan demikian, ergonomi dari meja belajar menghasilkan ukuran yang optimal untuk kegiatan belajar mahasiswa. Proses iterasi alternatif meja belajar menggunakan metode SCAMPER. Untuk menghasilkan meja belajar perlu memperhatikan tiga, yaitu kualitas produk, fitur, gaya dan desain produk. Pada kualitas meja belajar mengedepankan kenyamanan dan kekuatan produk. Pada fitur meja belajar mampu menaik- turunkan alas meja dan mempunyai area penyimpanan. Pada gaya dan desain produk meja belajar menggunakan konsep desain industrial. Hasil pengembangan berupa meja belajar yang mampu meningkatkan produktivitas mahasiswa ketika belajar.
IMPLEMENTASI TEKNOLOGI KENDARAAN LISTRIK BERBASIS BATERAI UNTUK MEMBANTU MOBILITAS PENGGUNA KURSI RODA Winta Adhitia Guspara; L. Kuncoro Probo Saputra; Winta Tridhatu Satwikasanti; Felicula Cardiyanta Elia Cohen; Yusuf Tegar Bagastira
ASKARA: Jurnal Seni dan Desain Vol 1 No 2 (2022): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v1i2.882

Abstract

Agenda nasional mengenai percepatan kendaraan listrik berbasis baterai perlu mendapatkan usulan implementatif supaya dapat membantu pengguna kursi roda dalam melakukan mobilitas. Argumentasi ini didasarkan pada dua hal penting, yaitu adopsi teknologi yang memungkinkan untuk diwujudkannya alat bantu mobilitas untuk kursi roda dan definisi kursi roda yang ditetapkan oleh World Health Organization sebagai perangkat mobilitas beroda dengan tempat duduk yang digunakan oleh orang yang mempunyai kesulitan berjalan atau bergerak. Masalahnya adalah, situasi ini belum banyak diminati oleh desainer, yang ditandai dengan belum banyak munculnya alternatif desain alat penggerak listrik berbasis baterai untuk kursi roda di Indonesia. Berdasarkan situasi itu, kami mencoba merancang perangkat yang kami sebut penggerak listrik kursi roda yang dapat dilepas-pasang. Kami menggunakan metode PIRUS yang merupakan metode desain pengembangan sendiri untuk membangun prototipe. Bekerja sama dengan salah satu bengkel di Yogyakarta selama delapan bulan dan akhirnya membangun prototipe pertama kami yang diberi nama MOKURA (Mobilitas Kursi Roda). Saat ini kami sedang mencoba membangun Mokura-2 dan Mokura-3 untuk penyempurnaan prototipe.
Implementasi SDGs-12 melalui inovasi bio-leather limbah ampas sagu untuk potensi produk kerajinan lukis aplikatif Suseno, Bayu Aji; Utami, Putri Prabu; Satwikasanti, Winta Tridhatu; Ponimin, Ponimin; Rony, Rony; Hidayat, Anwar
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 8, No 2 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v8i2.14428

Abstract

The number of sago processing industries in Jayapura Regency has the potential to increase sago pulp fiber waste that is still not being optimally utilized. This study aims to address the problem of sago pulp waste by turning it into functional and aesthetic handicraft products using painting techniques. The design was carried out through exploration using the research through design (RTD) method, which consists of the stages of understanding material characteristics, exploring materials, and implementing materials. Data collection techniques used observation and interviews to gain an in-depth understanding of the sago waste processing from sago starch (flour) processing from sago trunk (tokok) grating, extraction, sedimentation, and drying. Samples of sago pulp waste were taken from the sago forest located in Kampung Harapan, Sentani District, East Jayapura Regency. The sample characteristics in the research population were two-week-old sago pulp fiber waste that had been crushed from the sago processing of sago pith or trunk contents. The result of this research is a composite sheet in the form of bio-leather from sago pulp waste that is used as a material for making fashion products. This research focuses on the application of a green economy by developing craft raw materials to support Sustainable Development Goals (SDGs) number 12, namely responsible consumption and production.
Semantika dalam Perkembangan Desain Produk Permainan Congklak Jogja dan Solo Satwikasanti, Winta Tridhatu
Dinamika Kerajinan dan Batik: Majalah Ilmiah Vol. 31 No. 1 (2012): Dinamika Kerajinan dan Batik
Publisher : Balai Besar Standardisasi dan Pelayanan Jasa Industri Kerajinan dan Batik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22322/dkb.v31i0.1084

Abstract

ABSTRAKPerkembangan permainan tradisional seperti halnya produk hasil budaya lainnya dari suatu komunitas masyarakat tidak bisa dipisahkan dari konteks relasi spasial dan sosiologi yang merupakan bentuk dari interaksi antar manusia dan lingkungannya. Maka dari itu, sebagai sebuah negara yang dibangun oleh budaya, sejarah pengembangan produk harus juga dilihat dari perspektif pemaknaan budaya. Jogja dan Solo menjadi lahan banyak laboratorium sejarah karena masih menjaga nilai lokal dalam intepretasi pemaknaan dari simbol-simbol budaya mereka. Fenomena menarik yang terjadi adalah perbedaan dari sejumlah artefak budaya lokal yang berdasar pada karakteristik masyarakat dan kronologis sejarah walau keduanya berasal dari akar budaya yang sama, contohnya : permainan tradisional Congklak yang masih dikembangkan hingga hari ini. Sebagai permainan papan yang merupakan refleksi aspek sosio-kultur dari sebuah tatanan masyarakat, sebuah investigasi latar belakang semantika budaya yang dalam dapat dilakukan. Pengembangan produk lokal tidak dapat meninggalkan pemaknaan sehingga nilai-nilai lokal tidak akan hilang dan berkelanjutan. Tujuan utama dari penelitian ini adalah untuk melakukan investigasi dan pengkajian implikasi fisik dari produk hasil budaya yang telah dikenal baik oleh pengrajin dan pelaku dalam masyarakat dalam setiap detil desain papan permainan agar pengembangan selanjutnya tidak meninggalkan karakter lokal masyarakat.Kata kunci: semantika, budaya, desain produk, congklakABSTRACTTraditional product development as the output of society cannot be seperated from the culture which includes sociology, time and spacial aspect between a man with another and the environment. Therefore, as a country constructed by culture, the history of local product development should be analized from semantics point of view. Jogja and Solo become a numerous history laboratories because they still mantain local values in semantics interpretation of their symbols. An interesting phenomena occur in differences of local culture artefacts based on the characteristics of the society and historical time-line although they came from one root of culture, for instance : congklak, a traditional game which is still developed nowadays. As a boardgame which is be the sosio-culture reflection of a society, we can do a deep investigation of the semantic background. Local product development cannot leave semantics so the local values will not dissapeared and be sustainable. The purpose of this research is documenting and analysing semantics that are well-known by craftmen and society in every detail of congklakboard development so the values can be mantained without leaving the local characteristic of the society.Keywords : semantics, culture, product design, congklak
Pelatihan Kreativitas Tie-Dye dan Pembuatan Hand Bag untuk Kemandirian Ekonomi Penghuni Panti Arrahman Yogyakarta Ida, Ida; Tjun, Lauw Tjun; Aryani, Dewi Isma; Mulyadi, Riki Himawan; Satwikasanti, Winta Tridhatu; Darmayanti, Tessa Eka
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 2 (2023): Volume 7 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i2.19447

Abstract

The Arrahman Foundation, located in Yogyakarta, is a social foundation aiming to increase orphanage residents' independence through the entrepreneurship program. One of the efforts to increase the independence of the residents of the orphanage so that they can become entrepreneurs is to collaborate with the Faculty of Art and Design and the Faculty of Business Maranatha Christian University in collaboration with Duta Wacana Christian University to provide training in tie-dye technique, handbag, determining production cost, profit, and break-even analysis. The participants were 11 residents of the orphanage aged 19-22 years old, the majority were women and had a high school education. The training methods with explanation, demo, and hands-on methods. As a result, participants can produce the creation of tie-dye and handbag. The results of data collection through the questionnaire regarding the knowledge about production costs, profit, and break-even. The results of the Wilcoxon sign rank test method using SPSS, there are different knowledge before and after training, and the knowledge increase after training. The implication is participants can produce and understand the basics of cost and profit.