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Produk alat ukur tinggi dan berat badan pendeteksi stunting dengan fitur hiburan untuk anak usia 2-5 tahun Michele Ludya; Yanuar Herlambang; Dandi Yunidar
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 6, No 1 (2023)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v6i1.7685

Abstract

The process of measuring the height and weight of toddlers regularly is very important to be carried out to prevent and handle stunting from an early age. These measurements are often carried out using separate height and weight measuring instruments, and there are still many Posyandu in Indonesia that use conventional instruments that are less safe, less accurate, and less comfortable, which results in discomfort and difficulties in the measurement process, both for Posyandu cadres, as well as the children themselves. In addition, there are still not many stunting detection tools made according to the characteristics of toddlers. Therefore, this study was conducted to find systems, types of height and weight measuring instruments that are practical and accurate, with visualization, product ergonomics, and features that are by the characteristics of toddlers, so that the measurement process can be more accurate, comfortable, safe, and pleasant with design thinking methods and ergonomic approaches. The result of this design is the design of an Arduino-based digital stunting detection tool in the form of a fox and equipped with a phone holder plus a plush-toys feature to attract children's attention which could be used to measure a child's weight and height simultaneously, as well as placing a device
ADAPTASI MODEL PEMBELANJAAN KONVENSIONAL SEBAGAI STRATEGI PENINGKATAN KETERJANGKAUAN PLATFORM ONLINE PENYEDIA BAHAN MAKANAN SEGAR DENGAN PENDEKATAN SERVICE DESIGN Achmad Irsyad Wahyudianto; Andreas Rio Adriyanto; Dandi Yunidar
Komitmen: Jurnal Ilmiah Manajemen Vol 4, No 2 (2023): KOMITMEN: Jurnal Ilmiah Manajemen
Publisher : FEBI UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jim.v4i2.29266

Abstract

Agree Mart adalah platform bahan makanan segar online yang tengah menghadapi tantangan keterjangkauan layanan yang menyebabkan masalah retensi pembelian. Keterbatasan merchant yang tersedia menghasilkan pengalaman pengguna yang kurang memuaskan, biaya pengiriman tinggi, dan menjadi ketergantungan pada voucher. Maka dibutuhkan solusi berupa strategi baru dengan memperbaiki Touchpoint yang tersedia saat ini melalui pendekatan Service Design dengan fokus pada jumlah optimal merchant dalam suatu wilayah. Penelitian ini menggunakan Metode Penelitian Desain dengan Kerangka Design Thinking dan mempertimbangkan Teori Tempat Sentral dan Teori Mix Marketing sebagai pendukung. Strategi yang diusulkan dibatasi pada tingkat kecamatan dan melibatkan pedagang sayur tradisional sebagai mitra untuk mengatasi keterbatasan jumlah merchant.
THE IMPACT OF MASS CUSTOMIZATION STRATEGIES ON USERS IN THE CONTEXT OF EXPRESSION, IDENTITY, AND SATISFACTION Yunidar, Dandi; Siswanto, Riky Azharyandi
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 1 (2023): Jurnal Idealog Vol 8 No 1
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i1.6612

Abstract

: The homogeneity of mass products often results in anonymity and detachment from the objects that surround our lives, resulting in an ever-increasing demand for products with diverse tastes, preferences, and personalities. This study aims to identify the impact of customization strategies on customers in terms of self- expression, personal identity, and satisfaction. Conducted within the framework of mass customization theory, this study employs qualitative analysis by applying phenomenological research methods, thereby enabling us to explore customer views and gather invaluable insights. Research findings reveal that customers value a structured, sequential approach to customization, where clarity of the process increases their engagement and satisfaction. In addition, the decision-making process serves as a symbol of individuality. Elements such as the ability to personalize products, a wide range of design options, and the inclusion of aesthetic appeal not only increase customer satisfaction but also emphasize the important role aesthetics plays in customization. The conclusions in this study recognize customization as a powerful tool for facilitating individual relationships and self-expression in the realm of mass commodities. Furthermore, this study adds to knowledge in the field of product development and marketing, with an emphasis on the importance of product customization for them. Keywords: Customization; self expression; personal identity; mass product; user satisfaction.
Pengembangan Desain Media Pembelajaran Motorik Halus Berupa Maze di Telkom Schools Daycare Dayeuh Kolot Bahri, Nurul Fitriana; Salsa Billa, Meuthia; Yunidar, Dandi
Jurnal Pelita PAUD Vol 8 No 1 (2023): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i1.3398

Abstract

Motorik halus merupakan kemampuan penting dalam perkembangan anak-anak, yang melibatkan koordinasi mata dan tangan, kreativitas, dan pemecahan masalah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berupa maze yang dirancang khusus untuk meningkatkan keterampilan motorik halus anak-anak di Telkom Schools Daycare Dayeuh Kolot. Penelitian ini menerapkan pendekatan pengembangan desain yang melibatkan analisis kebutuhan, desain konten dan tampilan yang sesuai dengan karakteristik anak-anak usia dini, pengembangan media pembelajaran maze, implementasi di lingkungan Daycare, serta evaluasi efektivitasnya. Metode penelitian ini adalah kualitatif dengan teknik analisis data deskriptif menggunakan metode Root Cause Analysis (RCA). Hasil evaluasi menunjukkan bahwa media pembelajaran maze berhasil meningkatkan keterampilan motorik halus anak-anak secara signifikan. Hasil penelitian ini adalah analisis keefektifan hasil penggunaan desain alat permainan edukatif berbentuk maze dengan konsep memberi makan hewan yang digunakan untuk menstimulasi perkembangan motorik halus anak usia dini di Telkom School Daycare. Penelitian ini memberikan kontribusi positif dalam pengembangan pendidikan motorik halus di Telkom School Daycare Dayeuh Kolot serta dapat diadopsi sebagai model pembelajaran interaktif di berbagai lembaga pendidikan anak usia dini lainnya.
Wayfinding signage di kawasan Bandung Techno Park Nugroho, Ardianto; Ar-Razi, Aria; Yunidar, Dandi
Jurnal Desain Vol 11, No 3 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i3.20059

Abstract

Kawasan Bandung Techno Park (BTP) merupakan salah satu area di dalam lingkungan Universitas Telkom Bandung. BTP ini memiliki fungsi utama sebagai media penghubung pengguna yang bersifat internal di lingkungan kampus dan pengguna eksternal seperti mitra industri. Kondisi eksisting kawasan BTP belum memiliki signage dan wayfinding karena terdapat beberapa gedung atau bangunan di dalam kawasan BTP. Perancangan ini menggunakan metode Environmental Graphic Design (EGD) dengan dibagi menjadi tiga tahap yaitu pre design, design dan post design. Hasil dari analisis data tersebut digunakan untuk melakukan perancangan signage dan wayfinding di dalam kawasan BTP
Peran Brand Kolaborator Dalam Memperkuat Produk Kustom Interaktif - Studi Kasus Kolaborasi Uniqlo dengan Indomie, Tolak Angin dan Gojek. Siswanto, Riky Azharyandi; Yunidar, Dandi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10079

Abstract

This study discusses how brand collaborations can enhance personal relationship with customers through interactive custom product offerings. The focus of this analysis is the collaboration between Uniqlo, a Japanese retail clothing company, and three local Indonesian brands - Indomie, Tolak Angin, and Gojek. The findings of this research reveal that these collaborations not only produce unique custom products but also strengthen the relationship between brands and customers with interactive products, creating a more intimate and personal shopping experience. This study highlights the importance of the right partner selection for maximum results in collaborations, considering the relevance and value that each brand can offer. Therefore, this study examines what factors support the success of this collaboration from the perspective of the strength of the brands chosen by Uniqlo in this collaboration. Applying a phenomenological study approach, the conclusion drawn from this study affirms that inter-brand collaboration plays a crucial role in creating the interactivity of the series of product experiences offered.
Penerapan Ui/Ux Design Pada PR Package Sebagai Alata Untuk Mempromosikan Minuman Asal Cirebon Sirup Tjampolay Fakhira, Putu Ghina; Azhiima, Faaza Fauzan; Wahyudi, Abdurrouf Hanif; Alfarras, Sayyidi Afdhal; Yunidar, Dandi; Putri, Sheilla Andita
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 7, No 2 (2025): Visual Heritage: Jurnal Kreasi Seni Dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v7i2.11137

Abstract

Maraknya minuman sirup yang beredar di pasaran, membuat sirup jadul yang pernah berjaya pada masanya mulai dilupakan masyarakat, seperti sirup Tjampolay khas Cirebon. Sirup Tjampolay terbuat dari olahan buah buahan alami yang telah ada sejak zaman penjajahan Belanda. Dibandingkan dengan produk yang banyak beredar di pasaran sirup Tjampolay memiliki desain yang ketinggalan zaman sehingga kurang menarik perhatian kalangan muda. Kamipun merancang ulang desain kemasan yang dimiliki Tjampolay tanpa menghilangkan identitas asli yang Tjampolay miliki. Dari sini juga kami merancang sebuah pengalaman yang dapat pengguna rasakan melalui kemasan PR Package yang dapat menambah value dan mempopulerkan kembali sirup Tjampolay yang mulai dilupakan dengan penerapan UI/UX. Perancangan desain PR Package memanfaatkan sosial media yang menjangkau masyarakat luas yang bertujuan membangun tren dan menarik pengguna dengan menggunakan. Hasil dari perancangan berupa redesign logo Tjampolay dan PR Package dengan konsep tradisional modern dengan elemen khas Kota Cirebon.
Pengembangan Desain Media Pembelajaran Motorik Halus Berupa Maze di Telkom Schools Daycare Dayeuh Kolot Nurul Fitriana Bahri; Meuthia Salsa Billa; Dandi Yunidar
Jurnal Pelita PAUD Vol 8 No 1 (2023): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i1.3398

Abstract

Motorik halus merupakan kemampuan penting dalam perkembangan anak-anak, yang melibatkan koordinasi mata dan tangan, kreativitas, dan pemecahan masalah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berupa maze yang dirancang khusus untuk meningkatkan keterampilan motorik halus anak-anak di Telkom Schools Daycare Dayeuh Kolot. Penelitian ini menerapkan pendekatan pengembangan desain yang melibatkan analisis kebutuhan, desain konten dan tampilan yang sesuai dengan karakteristik anak-anak usia dini, pengembangan media pembelajaran maze, implementasi di lingkungan Daycare, serta evaluasi efektivitasnya. Metode penelitian ini adalah kualitatif dengan teknik analisis data deskriptif menggunakan metode Root Cause Analysis (RCA). Hasil evaluasi menunjukkan bahwa media pembelajaran maze berhasil meningkatkan keterampilan motorik halus anak-anak secara signifikan. Hasil penelitian ini adalah analisis keefektifan hasil penggunaan desain alat permainan edukatif berbentuk maze dengan konsep memberi makan hewan yang digunakan untuk menstimulasi perkembangan motorik halus anak usia dini di Telkom School Daycare. Penelitian ini memberikan kontribusi positif dalam pengembangan pendidikan motorik halus di Telkom School Daycare Dayeuh Kolot serta dapat diadopsi sebagai model pembelajaran interaktif di berbagai lembaga pendidikan anak usia dini lainnya.
ANALYSIS OF THE EFFECTIVESNESS OF ROTATING SHELF DESIGN ON DRESSING FRAME AT GRAHA ANANDA KINDERGARTEN, WEST BANDUNG Sheila Andita Putri; Nurul Fitriana Bahri; Dandi Yunidar
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

Abstract

The development of fine motor skills, independence, and cognitive abilities are some important aspects that need to be stimulated in early childhood development. This study aims to analyze the effectiveness of rotating shelf design on dressing frame at Graha Ananda Kindergarten, West Bandung Regency. Based on the results of preliminary studies, it can be identified that there is a need to produce an ergonomic rotating shelf design to feature dressing frames that facilitate early childhood independence according to Montessori principles. The purpose of this study was to evaluate the performance and benefits of this rotating shelf design in supporting children's learning. The methodology used in this research is qualitative with a case study approach. Data collection techniques were carried out through observation and survey of the use of dressing frame with rotating shelf design at Graha Ananda Kindergarten. The observations focused on ease of access, practicality of use, and effectiveness in supporting early childhood independence. The results of this study show that the rotating shelf design provides convenience in retrieving and storing dressing frames, supports children's independent learning process, and strengthens fine motor and cognitive skills in early childhood. This research also shows that the design of the rotating shelf on the dressing frame contributes significantly in improving the accessibility and practicality of using the dressing frame at Graha Ananda Kindergarten. This design encourages the child's independence in using the tool, in accordance with Montessori principles, while strengthening the development of fine motor skills and understanding of the sequence of steps. The implications of this study underscore the importance of ergonomic design in supporting effective learning approaches at the early childhood development stage.
SISTEM MODULAR PADA PERANCANGAN LEMARI BAJU DENGAN KONSEP SUSTAINABLE DESIGN Terbit Setya Pambudi; Gabriella Chrismaditya Putri Mawarni; Dandi Yunidar
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (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.v13i01.56591

Abstract

The progress of the local and global furniture industry opens up opportunities for Indonesia to return to producing local furniture to support the economy. Millennials as the largest furniture market share in Indonesia have an interest in modular furniture. Modular furniture systems provide ease of mobilization, installation and customization which helps optimize the use of increasingly limited residential land. Apart from that, the need for furniture that is able to adapt according to user needs is also a simple application of the sustainable design concept. The concept of sustainable design refers to intelligent human thought patterns and actions that are in harmony with and respect nature. In the context of research, this concept is realized in the form of a furniture modulation system that can adapt to user needs. This research focuses on designing modular wardrobes that accommodate millennial needs. The design was carried out using design methods: observation, interviews, questionnaires, and literature study, followed by a design process using the User-Centered Design method and identification of user personas. The furniture designed is furniture with a combination of on-a-frame & single bodied modular systems with a knockdown system for easy mobilization and customizationKeywords: EcoLifestyle, bags, modular, sustainable designAbstrakKemajuan industri furnitur lokal dan global membuka peluang bagi Indonesia untuk kembali memproduksi furnitur lokal demi mendukung perekonomian. Milenial sebagai pangsa pasar furnitur terbesar di Indonesia memiliki ketertarikan terhadap furnitur modular. Sistem furnitur modular menyediakan kemudahan mobilisasi, instalasi, dan kustomisasi yang membantu optimalisasi penggunaan lahan huni yang semakin terbatas. Selain itu kebutuhan furniture yang mampu berdaptasi sesuai kebutuhan pengguna juga merupakan penerpan sederhana dari konsep sustainable design. Konsep sustainable design mengacu pada pola pikir dan tindakan manusia secara cerdas yang selaras dan menghargai alam. Dalam konteks penelitian konsep tersebut diwujudkan dalam bentuk system modulasi furniture yang bisa beradaptasi dengan kebutuhan pengguna. Penelitian ini berfokus untuk merancang lemari modular yang mengakomodasi kebutuhan milenial. Perancangan dilakukan dengan metode desain: observasi, wawancara, kuesioner, dan studi literatur, dilanjutkan dengan proses perancangan menggunakan metode User-Centered Design dan identifikasi persona pengguna. Furnitur yang dirancang adalah furnitur dengan gabungan sistem modular on-a-frame & single bodied dengan sistem knockdown untuk memudahkan mobilisasi dan kustomisasiKata Kunci: Modular, Furniture, Lemari, Sustainable DesignAuthors:Terbit Setya Pambudi : Universitas TelkomGabriella Chrismaditya Putri Mawarni : Universitas TelkomDandi Yunidar : Universitas TelkomReferencesBadan Pusat Satistik (BPS). (2021). Hasil Sensus Penduduk 2020. Diambil Kembali dari https://demakkab.bps.go.id/news/2021/01/21/67/hasil-sensus-penduduk-2020.htmlBesson, A. (2019). A Call for more Modular Durability in Design. Diambil Kembali dari https://asiapacificcircle.org/asia-pacific-insights-trends/more-modular-durability-in-design-alexandre-besson/Durif, F., Boivin, C., & Julien, C. (t.thn.). In Search of a Green Product Definition. Innovative Marketing, 6, 25-33.Garip, B., Saglar, N., Politecnico, O., Torino, D., Garip, S., & Güzelci, O. (2019). Flexible and Modular Furniture Design for Changing Living Environments. The XXIXTH International.Halim, W., Kusbiantoro, K., Lesmana, C., Gunawan, IV. (2023). Perancangan Bangunan Modular Penunjang Green Economy Untuk Hunian Resiliensi Bencana. Medan. Gorga: Jurnal Seni Rupa. 12 (01), 124 “ 131.Hara, T., Sakao, T., & Fukushima, R. (2019). Customization of product, service, and product/service system: what and how to design. doi:10.1299/mer.18-00184.Kementrian Perindustrian Republik Indonesia. (2021). Tumbuh 8 Persen, Industri Furnitur Tangguh Hadapi Dampak Pandemi. Diambil kembali dari https://www.kemenperin.go.id/artikel/22793/Tumbuh-8-Persen,-Industri- Furnitur-Tangguh-Hadapi-Dampak-PandemiMcLennan, J. F. (2004). The Philosophy of Sustainable Design: The Future of Architecture. United Kingdom. Ecotone.Muttaqien, TZ. & Adilihung, H. (2023). Pemanfaatan Sisa Bahan Produksi Menjadi Material Siap Pakai Dan Penerapanya Pada Produk Dekorasi Rumah. Medan. 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Pertimbangan Generasi Milenial pada Kepemilikan Rumah dan Kendala Finansial. Diambil kembali dari https://jmap.mappi.or.id/index.php/journal penilai/article/view/23/10Xue, D., Hua, G., Mehrad, V., & Gu, P. (2012). Optimal Adaptable Design for Creating the Changeable Product Based on Changeable Requirements Considering the Whole Product Life-Cycle. Journal of Manufacturing Systems, 31(1), 59-68. doi:10.1016/j.jmsy.2011.04.003