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A Study On Perceived Risk, Frugal Shopping and Perceived Enjoyment that Affect Customer Attitude To Accept Toy and Equipment Renting For Children Devanny Gumulya
Jurnal Manajemen dan Pemasaran Jasa Vol. 13 No. 1 (2020): Maret
Publisher : Lembaga Penerbit Fakultas Ekonomi dan Bisnis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5065.386 KB) | DOI: 10.25105/jmpj.v13i1.5799

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The industrialisation and urbanisation have made goods affordable and quickly to obtain. These create  hyper-consumption where we are used to buying more than we need, and so fast discarding the things that we buy. Access-based consumption is a trend that gains more popular in today society, in which consumer can have access to new and various items without having to own them. One of access-based consumption is renting, and this concept has been applied in many sectors such fashion, property and recently applied in items for children, as now more Millenials are living in limited space, so they really need to very critical in choosing which product to own. The study aims to research the relationship between perceived risk, frugal shopping, perceived enjoyment and attitude toward renting items for children. The online questionnaire was administered to 100 participants. The results showed that psychological risk affects attitude negatively, perceived enjoyment affect attitude positively, and frugal shopping affects perceived enjoyment and attitude positively. Marketing strategies are suggested for renting business owners by embracing the enjoyment feeling from renting as follows: promoting that by renting consumer’s house will less clutter with unwanted items; the benefit of getting new items regularly without having to buy; the benefit of playing and using items beyond their usual shopping budget; and that by renting the lifetime of one item is maximized.
KAJIAN TEORI EMOTIONAL DESIGN Devanny Gumulya; Prisca Nastasia
Jurnal Dimensi Seni Rupa dan Desain Vol. 12 No. 2 (2015)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1078.289 KB) | DOI: 10.25105/dim.v12i2.41

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AbstractTechnological changes transform product design rapidly. This made productsbecome cheaper and produced in mass quantity. Very often we found productdesigned with similar style offered in the same price. On The other hand,functionality is more and more taken for granted in products, and users arelooking for fulfillment at an altogether different level of appreciation. Emotionaldesign is design that concerned with consumer's emotional response.Emotional response becomes a unique point that make a difference from otherproduct within the same cata gory. This paper tries to provide the generaloverview about emotional design covering from historical point of view,expert's theories and research method. From the study can be concluded thataesthetic and consumer's factor are very essential in emotional design. AbstrakKemajuan teknologi yang ada saat ini membuat produk menjadi lebihmurah dan massal, dengan keberagaman variasi yang hampir serupa.Hal inilah yang membuat orang akhirnya bosan terhadap produk yangitu-itu saja dan akhirnya, konsumen mengalami perubahan sikap danpersepsi pada produk, yaitu mereka mencari produk yang memilikinilai emosi yang mengena kepada mereka. Pendekatan emotional designadalah desain dengan memperhatikan respon emosional konsumenpada perancangan produk, faktor emosi dijadikan nilai tambah yangmenjadi pembeda antara produk-produk yang memiliki fungsi sama.Paper ini mencoba memamparkan perkembangan teori emotional designmulai dari sejarah, teori-teori dari beberapa pakar emotional design, alatdan metode penelitiannya. Kesimpulan yang didapat dari studi iniadalah bahwa faktor estetika dan faktor orang sangat berpengaruhdalam menghasilkan desain yang dapat berbicara secara emosionalkepada penggunanya.
GAYA ART NOUVEAU SEBAGAI INSPIRASI DALAM PERANCANGAN DESAIN PRODUK Devanny Gumulya; Richard Santio
Jurnal Dimensi Seni Rupa dan Desain Vol. 11 No. 2 (2014)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (963.528 KB) | DOI: 10.25105/dim.v11i2.109

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AbstractArt Nouveau is an art movement originated from France. The word "Art Nouveau" in French means "New Art". Art Nouveau reached its peak popularity in the early 20th century. Art Nouveau brought "Back to Nature" theme. Therefore, the Art Nouveau lines and shapes are not far from natural lifeincluding plants and animals. In our country Indonesia, The Art Nouveau is not as popular as The Art Deco, one of the factors because the country of Indonesia is an ex Dutch colony country. Buildings built by Dutch architect were Art Deco style buildings. On the other hand there is an increase of market interest in classic contemporary interior. PT. Dempsey Nusantara is one ofexample of furniture manufacture with classic contemporary style. In this paper we try understand the design spirit of Art Nouveau from the definition, character, and its application in many countries. After understanding the thinking and visual character of Art Nouveau, it is used as an inspiration fordesigning dining set as an apprentice project in Dempsey.AbstrakArt Nouveau merupakan gerakan seni yang berasal dari Perancis. Kata “Art Nouveau” sendiri dalam bahasa Perancis berarti “Seni Baru”. Art Nouveau mencapai puncak popularitas pada awal abad 20. Seni Art Nouveau membawa tema “Kembali ke Alam”. Maka dari itu, tarikan garis dan bentuk Art Nouveau diambil dari alam meliputi flora dan fauna. Di Indonesia sendiri, Seni Art Nouveau tidaklah sepopuler Seni Art Deco. Salah satu faktor adalah karena negara Indonesia merupakan negara jajahan Belanda dimana bangunan-bangunan yang didirikanarsitek Belanda bergaya Art Deco. Disisi lain ada peningkatan minat pasar pada interior klasik kontemporer salah satu produsen adalah PT. Dempsey Nusantara. Di makalah ini kami mencoba membahas apa yang menjadi semangat desain Art Nouveau ini mulai dari definisi, karakter, dan aplikasinya di berbagai negara. Karena dengan memahami, barulah bisa dijadikan inspirasi untuk merancang set furnitur ruang makan sebagai proyek magang di Dempsey.
PERANCANGAN DESAIN PRODUK DENGAN KONSEP SILANG BUDAYA: Studi Kasus Perancangan Tas Dengan Konsep Silang Budaya Cina Peranakan dan Kontemporer Devanny Gumulya; Merdy Batangtaris; Nathalisa Octavia
Jurnal Dimensi Seni Rupa dan Desain Vol. 10 No. 2 (2013)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2024.394 KB) | DOI: 10.25105/dim.v10i2.473

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Abtract Local culture applied to product design great potential for value enhancement and global market recognition, this known as cross cultural design. The purpose of this paper is to explore the meaning of cultural objects from cultures and to extract their cultural values into design elements. The particular cultural object chosen for this study was fashion objects of China cross breed with study focuses on analyzing the apperance , how they are used and their cultural symbolic meaning. Finally , this paper establishes a study case to provide product designers with a valuable reference for designing a succesful cross cultural product. The results presented herein are framework for designer to use cultural objects as inspiration in the design process Abstrak Seni budaya lokal diaplikasikan pada desain produk semakin digemari di pasar global, hal ini berisi penjabaran metode bagaimana proses transformasi nilai dan makna dari objek budaya menjadi elemen desain. Busana Cina Perankan diambil sebagai contoh objek budaya dengan kajian fokus pada tampilan, kegunaan dan makna simbolik budaya dan aplikasinya dalam proses perancangan deain produk. Hasil akhir yang dalam mendesain produk berkonsep silang budaya yang baik.
KAJIAN BUDAYA MINUM KOPI INDONESIA Devanny Gumulya; Ivana Stacia Helmi
Jurnal Dimensi Seni Rupa dan Desain Vol. 13 No. 2 (2017)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1350.678 KB) | DOI: 10.25105/dim.v13i2.1785

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ABSTRACTCoffee plant was brought in Indonesia during the Dutch colonialsm, which has successfully made Indonesia as one of the main coffee producer in the world today. But Dutch capitalism and world’s globalitation towards Indonesia caused the coffee culture in this country left underdeveloped and only being appreciated by a view people. It felt so ironic if the uniqueness of Indonesian coffee that has spread throughout the globe being unknown to the people of Indonesia itself. This design process aim to introduce the coffee culture of Indonesia message so the Indonesian people can appreciate it more. Important finding is that Coffee culture in Indonesia is heavily influenced by Europe (Italy), Cina, Malay and local culture i.e Java and Sumatra in terms ABSTRAKTanaman Kopi dibawa masuk ke Indonesia pada masa kolonial Belanda, yang berhasil membuat Indonesia sebagai salah satu negara penghasil kopi utama di dunia hingga kini. Namun akibat arus globalisasi dan kapitalisme Belanda yang diterima Indonesia, budaya kopi Indonesia hanya menjadi bagian dari keseharian dan tidak banyak diapresiasi masyarakat lokal. Sungguh sangat disayangkan bila keunikan kopi Indonesia yang sudah mendunia ini tidak diketahui masyarakat Indonesia sendiri. Kajian  ini berusaha untuk mengenalkan budaya kopi Indonesia, sehingga masyarakat awam dapat lebih mengapresiasinya. Temuan penting dari kajian ini adalah budaya kopi yang ada di Indonesia mendapatkan banyak pengaruh dari Eropa (Italia), Cina, Melayu, dan budaya lokal (seperti Jawa, Sumatra, dll); baik dalam hal pengolahan maupun dalam penyajian 
IDENTIFIKASI KEUNGGULAN DAN KELEMAHAN UMKM BANTEN BERBASIS PRODUK KRIYA Devanny Gumulya
Jurnal Dimensi Seni Rupa dan Desain Vol. 14 No. 2 (2018)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.695 KB) | DOI: 10.25105/dim.v14i2.2865

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AbstractSmall micro enterprise is one of the important factor in Indonesia economy, due to its capability to employ high number of workers. Product design is one of disciplines that really close to SME in particular handicraft SME. This study is started because product design students often find difficult in looking for artisans near Pelita Harapan University. As a result, they go to Bogor, Bandung, Cirebon and Jakarta for making product. Wira Multi Agung, Bamboo Hat Community, Pelangi Crochet, Pak BudhyWorkshop are the four SMEs studied in this paper. They’re many other handicraft SMEs in Banten. From the study, founded that SMEs really need product designer’s expertise, because mostly the SMEs’ design is from buyers that come to them. Therefore, a system need to be made to connect product design student in Universitas Pelita Harapan danhandicraft SMEs in Banten.  AbstrakUsaha kecil mikro menengah adalah salah satu motor perekonomian negara Indonesia, karena mampu menyerap tenaga kerja yang demikian banyak. Desain Produk adalah salah satu ilmu yang sangat dekat dengan UMKM .khususnya UMKM berbasis Kriya. Kajian ini dilatar belakangi karena kesulitan mahasiswa desain produk untuk mencari pengrajin sekitar kampus Universitas Pelita Harapan, sehingga mereka sering kali harus pergi ke Bogor, Bandung, Cirebon, Jakarta untuk pembuatan produk. UMKM yang distudi adalah Wira Multi Agung, Komunitas Topi Bambu, Rajutan Pelangi, Bengkel Pak Budhy. Mereka adalah sebagian kecil dari UMKM yang ada di Banten. Di dapatkan hasil bahwa UMKM sangat memerlukan bantuan desain produk, karena desain sepenuhnya masih bergantung pada customer yang datang. Rekomendasi daristudi ini adalah perlu dibuat mekanisme terstuktur yang menghubungkandesain produk di Universitas Pelita Harapan dan UMKM Banten berbasis kriya.
PENELITIAN DESAIN FURNITUR BERBASIS PANGKALAN DATA 3D SEBAGAI STRATEGI R&D & MANUFAKTUR PERUSAHAAN STUDI KASUS: CS TRADING SDN BHD, MALAYSIA Susi Hartanto; Devanny Gumulya; Aditya Cipta Sugandhi; Jonathan Ariefianto
Jurnal Dimensi Seni Rupa dan Desain Vol. 14 No. 2 (2018)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1948.789 KB) | DOI: 10.25105/dim.v14i2.2866

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AbstractOne of the most competitive markets in product design is furniture market. Every company tries to provide the best in terms of products and services. CS Trading is a Malaysian trading house with top US retailer clients such as Topline and Homelegance. CS provides design services, include receive and modify data from clients, and position themselves as a mediator between retailers and manufacturers. All of CS drawings comein 2D CAD or PDF or other 2D form files, which in current industry competition, it has becoming less representative and not visually attractive. This research aims to create 3D database based on CS existing 2D data. 3D data are then categorized according to furniture items and its components, where new designs can be easily extracted. Fromthe research, 294 furniture databases are made. Modularity and carry over strategy are the most suitable R&D and manufacture strategy, because these strategies are good for companies with large product categories. From the research result, CS Trading can accelerate R&D process and manufacturing. In the long run they can excel in terms ofvariety of products and speed of service.  AbstrakIndustri furnitur adalah salah satu industri desain produk terbesar dan dengan persaingan yang sangat kompetitif. Setiap perusahaan berusaha memberikan produk dan servis yang terbaik. CS. Trading Sdn Bhd. adalah perusahaan trading dengan klien peritel dari Amerika seperti Topline dan Homelegance. Proses desain yang mereka lakukan adalah menerima dan atau memodifikasi gambar dari klien dan menjadi mediator antara klien dan manufaktur. Dengan posisinya sebagai mediator, CS mengalami beberapa kendala dalam proses desain, yaitu proses desain yang masih dalam bentuk gambar 2D, sehingga gambar kurang representatif dan tidak menarik. Penelitian ini bertujuan untuk mengubah proses desain CS dengan strategi membuat data 3D desain berdasarkan data gambar 2D yang ada. Data ini dianalisa dan dibuatkan pangkalan data berdasarkan kategori jenis furnitur dan komponennya, dimana desain baru dengan mudah bisa dihasilkan dengan cepat. Hasil penelitian ini adalah pembuatan 294 database furnitur. Strategi R&D dan manufaktur yangtepat diterapkan pada CS Trading adalah strategi modularitas dan strategicarry over detail. Karena kedua strategi ini cocok bagi perusahaan yang memiliki kategori produk yang banyak. Dengan hasil dari penelitian ini proses desain CS Trading menjadi lebih efektif dan efisien dari sebelumnya sehingga memiliki keunggulan dari sisi keragaman produk dan kecepatan servis
PENGEMBANGAN PRODUK ROTAN DI PENGRAJIN ROTAN CURUG DENGAN PENDEKATAN SOCIAL DESIGN Geoffrey Tjakra; Devanny Gumulya; Sheena Liman
Jurnal Dimensi Seni Rupa dan Desain Vol. 15 No. 1 (2018)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5598.564 KB) | DOI: 10.25105/dim.v15i1.4202

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Abstract Wira Multi Agung is a SME producing rattan basket who operates near UPH. It has been our responsible as academic to help surrounding community who is in struggle. Their products is good in terms of quality and weaving technique and yet WMA is still struggling when the order is low. Therefore, the objective of this activity is to help the artisans developing product that reflects WMA years of experience in weaving rattan. Together we developed fashion and home accessories. We used social design approach; there are five intense collaboration between the academic team and the artisans. The results are three women bags and two dinner table decorations. With design social approach that emphasize on high level of intensity during the interaction process, the product able to represent the WMA's richness in craftmansip and their local geniuses. Abstrak Wira Multi Agung adalah sebuah UMKM produk rotan yang dekat lokasinya dengan UPH, sudah menjadi kewajiban civitas academica UPH untuk merangkul komunitas sekitar. Produk yang dihasilkan sudah cukup baik dari segi kualitas dan teknik anyamannya dan banyak dibeli pasar lokal maupun internasional. Namun WMA mengalami kendala konsistensi order karena 100% desain dari pembeli, WMA tidak mengembangkan produknya sendiri. Keunikan WMA dari pengrajin rotan di Cirebon adalah mereka fokus pada aneka keranjang dan aksesoris rumah, tidak membuat kursi. Tujuan dari PKM ini adalah membantu mengembangkan produk rotan yang menunjukkan keahlian anyam pengrajin WMA. Metode PKM yang digunakan adalah desain social melalui kolaborasi bekreasi bersama secara intensif sebanyak lima kali kunjungan tim akademisi ke pengrajin. Hasil dari PKM ini tiga tas wanita dan dua aksesoris rumah tangga. Dengan metode desain sosial, yang menekankan intensitas interaksi desainer dan pengrajin maka produk yang dihasilkan mencerminkan keahlian tangan dari WMA.
KEGIATAN PENGABDIAN KEPADA MASYARAKAT : Perancangan Sarana Pendidikan Anak Usia Dini Untuk Sekolah Cahaya Al-fuqron, Desa Gunung Sari, Kecamatan Mauk, Kabupaten Tanggerang Devanny Gumulya; Ryan Adiputra
Jurnal Dimensi Seni Rupa dan Desain Vol. 15 No. 1 (2018)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3726.231 KB) | DOI: 10.25105/dim.v15i1.4203

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Abstract Early childhood education is one of the most important stages in the process of child growth. This program was designed in order to prepare young children for further education at the elementary school stage. However, many early childhood education facilities, especialy owned by the government located in villages still have unfeasible facilities, based on data from Early Childhood Education Association in 2016. From unfit buildings to inadequate learning facilities. UPH saw this as an oppounity to do community service, since it is necessary to design an appropriate and suitable learning tool for children in their early childhood age, in which case study was conduct on an early childhood education facility located in a village in Mauk area, Cahaya Al Fuqron. The design process begins with researching data through observation to the facility, interviews with the people in the area as well expert on the early childhood education. The results were twenty multifunction furnitures designed and produced for the school. Hopefully in the long run this can be developed to another inadequate early childhood education facilities in other villages and provide appropriate and suitable facilities to the children with lower-middle class target market. The design also supports the home-based furniture industry and as an effort to support and assisting early childhood education nationally.
PERBANDINGAN PERSEPSI PADA MATERIAL-MATERIAL UPCYCLE DO IT YOUR SELF (DIY) DENGAN PENDEKATAN MATERIAL DRIVEN DESIGN Devanny Gumulya
Jurnal Dimensi Seni Rupa dan Desain Vol. 15 No. 2 (2019)
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1160.962 KB) | DOI: 10.25105/dim.v15i2.5646

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AbstractIn the past five years, technology advances and fabrication feasibility like 3d printing has boost the do it your self movement, and it is expanding beyond products to the materials that is labeled as diy-materials. DIY-materials are created through individual or collective through self-production practices that involves a lot of creativity and innovative approach. One of these diy-materials is upcycle material. The pollution on landfill and ocean has encouraged us to be more responsible for the wastewe create by recycling the waste and make it as new material. Egg shells and LPDE plastic bag waste are discussed in this paper. The perception between the two diymaterials upcycle is compared using material driven design approach (MDD). In MDD, sensorial, interpretation, afective and perfomative dimensions shape people's perception and experience toward the materials. This approach is needed, to give waste material a new life and for it to be accepted on the market. Results from studies are thedo and don'ts for product design process using egg shells and ldpe plastic bag waste. Imperfections through pattern, texture and color are the qualities that people seek when interacting with diy-upcycle materials. These qualities can't be found in mass produced industrial made material. Design principle such as balance, contrast, emphasis, movement, pattern, rhythm, and unity/variety are need to be well planned in making pattern, texture and color, because if it is done wrong, the material will beperceived back as waste.  AbstrakDalam lima tahun terakhir kemajuan teknologi informasi dan kemudahanfabrikasi seperti 3d printing mendorong tren do it your self berkembang pesat mulai dari pembuatan produk hingga ke material. Material diy adalah material yang dibuat oleh individu ataupun kolektif melalui prosespengolahan yang inventif. Salah satu material diy yang banyak diulik adalah material daur ulang yang banyak dikenal dengan material upcycle. Tuntutan pencemaran lingkungan di darat dan air mendorong manusia untuk bertanggung jawab dengan sampah yang dihasilkan dengan mencoba mendaur ulang limbah dan menjadikannya material yang dapat dipakai ulang. Dalam paper ini dua material yang dibahas adalah material daur ulang dari limbah cangkang telur dan limbah kantong plastik LDPE. Kedua material ini dibandingkan persepsinya dengan pendekatan material driven design (MDD). Dalam MDD, dimensi sensorial, interpretatif, afektif dan performatif  material membentuk persepsi dan pengalaman orang akan sebuah material. Pendekatan ini dibutuhkan agar material limbah ini dapat keluar persepsinya sebagai limbah yang kotor dan terbuang menjadi material baru yang dapat diterima di pasar. Hasil dari kajian ini adalah rekomendasi bagi perancangan desain produk dengan material limbah cangkang telur dan limbah kantong plastik LDPE. Hal-hal yang perlu ditekankan dari material diy adalah ketidaksempurnaan yang ditandakan melalui pola, tekstur dan warna, karena hal ini tidak ditemui pada material buatan industri massal. Prinsip-prinsipdesain seperti balance, contrast, emphasis, movement, pattern, rhythm, and unity/variety harus direncanakan dengan baik dalam pembuatan pola, tekstur dan warna, karena bila salah material diy dapat dipersepsikan negatif.