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Form Exploration with Gist Method A Case Study of Product Design Devanny Gumulya; Handoko Sutantio
JURNAL RUPA Vol 7 No 1 (2022): Open Issue
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/rupa.v7i1.4686

Abstract

To be successful in today’s competitive market, businesses must have a clear product recognition among their users. Consumers frequently have a wide range of products to choose from, making it difficult for a company’s products to be discovered and remembered. An important factor is product recognition and how we perceive it through our perception, which is primarily an identification process that is based on familiarity, resemblance, or similarity. Product gist is a technique used by product designers to visually evaluate product forms during the design process. The study employs an exploratory qualitative approach with multiple case studies in three design projects. The findings confirm that the gist method can assist product designers in creating strong product recognition. The gist method assists designers in identifying key representations that can be kept, modified, or eliminated in order to create new product recognition through typological innovation. Keywordsgist method, product design, product recognition
Eksplorasi Desain Dengan Peta Morfologi (Studi Kasus: Perancangan Desain Mebel Terinspirasi Gaya Memphis Era 1980an) Devanny Gumulya
Jurnal PATRA Vol 4 No 2 (2022): Jurnal Patra Oktober 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/patra.v4i2.390

Abstract

The paper studies how morphological charts from engineering methods are applied in a creative design process. The method allows designers to think differently and logically. Morphological chart offers vast possibilities for design exploration that can be useful in educating nascent designers. On the other hand, history have inspired many designers to create many new things. Memphis is postmodern design style that occurred between 1981-1987, characterized by form following fun paradigm by creating objects that are bizarre from common object over time. This is a paper analyzing student design history projects to create a design inspired by Memphis design. It presents the framework for exploring design with morphological charts. The chart generating five new ideas ranging from very to less similar to Memphis-like style. Using the morphological chart method, the study discovered three key factors affecting the difference of ideas generated on the study: level of variation, which deals with how many variations the means can provide, the more variations the newer ideas can be generated. Unity level means showing how each element is in harmony with each other. Level of abstraction means the degree of inspiration from the original idea. By paying attention to these three factors, morphological chart can produce better design.
Pengembangan Desain Produk Berkonsep Silang Dua Budaya Devanny Gumulya
Jurnal Da Moda Vol 4 No 1 (2022): Jurnal Da Moda Oktober 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/damoda.v4i1.389

Abstract

Global market competition is increasingly becoming more and more competitive, demanding that product designers continue to enhance their creativity by exploring new design ideas. The global consumer audience highly appreciates the cultural meaning of a product. Nowadays, several brands use local culture as the basic concept, but sadly, they all look alike using materials, traditional styles mixed with more conventional fabrics and shapes. As a result, this paper seeks to study the process of cultural cross-concept for product design and develop a cross between the two cultures using the morphological chart method. A systematic method of developing ideas by matching features that can provide design solutions. The special regional cultures of Yogyakarta and Egypt have been identified as case studies. The two cultures are identified, and the cultural artifacts are identified by their cultural elements, which can be used as a design inspiration. The results of this study were the framework of the cross-cultural design process and the example on how to apply the framework to product design. It is apparent from this process that the relevance of the meaning of the relationship between the two cultures should be formed, so that the assimilation of culture is not wrong and without meaning. Through cultural identification at the outer, middle, and inner levels, the relevance of intercultural relations is becoming apparent. This is important because, in a product with a cross-cultural concept, the story and historical factors influence the customer's perceived value of the cross-cultural product.
Desain Kemasan Produk Kriya dari Daur Ulang Limbah Kardus dengan Metode Design Driven Material Innovation Devanny Gumulya; Azzahra Deaviera
Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya Vol 21, No 2 (2022)
Publisher : LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/iptek_desain.v21i2.13703

Abstract

Abstrak—Selama beberapa dekade, material telah menjadi pusat penelitian desain produk secara teoritis dan praktik. Ada banyak limbah bahan di sekitar kita. Untuk itu, merancang dari bahan daur ulang muncul sebagai solusi alternatif untuk pengelolaan limbah dan masalah konsumsi yang berkelanjutan. Limbah kertas adalah limbah umum di rumah, jadi belajar cara mendaur ulangnya akan sangat bermanfaat bagi lingkungan. Design driven material Innovation (DDMI) adalah metode sistematis merancang dengan bahan-bahan inovatif baru yang belum pernah digunakan sebelumnya yang terdiri dari lima langkah: penginderaan, rasa - membuat, menentukan, mengatur, dan menempatkan. Studi ini mengambil pendekatan penelitian melalui desain, di mana para peneliti menyelidiki dengan membuat proyek desain. Hasil penelitian adalah prototipe desain kemasan produk kerajinan yang terbuat dari daur ulang kertas yang dibuat dengan mengikuti metode DDIM. Selain itu, penelitian ini merangkum beberapa faktor yang penting bagi DDIM: pengetahuan tentang teknologi produksi, pengetahuan tentang tren pasar, dan integrasi pengetahuan. Studi ini berkontribusi pada keilmuan desain produk dengan memberikan arahan kepada desainer produk bagaimana menciptakan bahan inovatif baru dengan metode DDIM.Abstract— For decades, material has been at the center of product design research and practice agendas. There are numerous materials wastes all around us. As a result, designing from recycled materials arose as an alternative solution to the waste management and sustainable consumption problems. Paper waste is a common material waste at home, so learning how to recycle it is beneficial to the environment. Design driven material Innovation (DDMI) is a systematic method of designing with new innovative materials that have never been used before. It consists of five steps: sensing, sense - making, specifying, setting up, and placing. The study took a research-through design approach, in which researchers investigated by creating a design project. The research results are prototypes of crafts product packaging design made from paper recycle made by following the DDIM method. In addition, the study recommend several factors that are important to DDMI: knowledge of production technology, knowledge of market trend, and knowledge integration. The study contributes to product design’s body of knowledge by giving direction to product designers how to create new innovative material with DDMI method.
RANCANGAN PRODUK DAUR ULANG MELALUI METODE CIRCULAR DESIGN Devanny Gumulya
Jurnal PATRA Vol 5 No 1 (2023): Jurnal Patra Mei 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/patra.v5i1.480

Abstract

Di tengah perubahan ekonomi linear menjadi sirkular maka muncul paradigma baru dalam desain yaitu circular design (CD), kerangka pemikiran perancangan desain yang menekankan pemilihan material yang lebih baik, desain produk terstandarisasi serta komponen yang modular. Paper ini membahas bagaimana menerapkan prinsip circular design dalam aktivitas merancang produk dari bahan daur ulang kertas. Peningkatan online shopping meningkatkan limbah kemasan dan salah satunya adalah kemasan berbahan kertas. Hasil penelitian adalah urban farming starter kit yang dibuat 100% dari bahan daur ulang kertas mulai dari kemasan hingga sebagai media tanam bibit. Pengetahuan baru dari metode circular design yang didapatkan dari proses penelitian adalah penelitian menambahkan kata deskriptif dari 4 tahapan circular design yaitu : understand the material and the context, define the problem and design principles, make responsibly, release to learn. Penelitian ini bermanfaat bagi mahasiswa desain produk yang baru pertama kali ingin mencoba menerapkan prinsip circular design.
Pembelajaran dari Pengajaran Sustainable Product Design pada beberapa Universitas di United Kingdom, Australia, Denmark, the Netherlands, and the United States Devanny Gumulya
Jurnal Desain Indonesia. Vol 5 No 2 (2023): DISCURSIVE DESIGN
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v5i2.234

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Pola produksi dan konsumsi masyarakat global saat ini menghasilkan dampak negatif pada lingkungan dan Kesehatan manusia. Desainer produk berperan penting untuk membantu menyelesaikan dampak negative lingkungan karena ia yang menentukan material apa dibutuhkan untuk suatu produk, bagaimana ia diproduksi, digunakan, di distribusikan dan bagaimana ia dibuang. Untuk itu seorang desainer produk harus menyadari dampak negative dan positif dari setiap keputusan desain yang diambil di setiap tahap proses desain. Dengan demikian Pendidikan tentang Sustainable Product Design (SPD) adalah kunci untuk mengembangkan pengetahuan, ketrampilan dan kompetensi yang dibutuhkan desainer produk masa depan. Di paper ini, diberikan pengajaran SPD di 6 universitas: Nottingham Trent University, Cranfield University, Dartmouth College, Technical University of Denmark, Technical University of Delft, and University of New South Wales) from five countries (the UK, Australia, Denmark, the Netherlands, and the USA). Hasil penelitian menunjukkan bahwa dasarnya pengetahuan dan ketrampilan khusus yang dibutuhkan SPD dibagi menjadi 3 katagori : pemahaman konsep sustainability secara umum seperti 17 SDG, 3 pillar sustainability, metode SPD dan instrumennya seperti Life cycle analysis untuk menilai dampak dan membantu desainer mengambil keputusan desain, strategi SPD yang dapat diambil desainer untuk membuat desain yang ramah lingkungan dan berdampak pada sosial seperti “design for disassembly, design for repair, dematerialization, design for longevity, design for upgrade, design for reuse, design for recycling, circular product design, and design for sustainable behavior approaches”. Setiap katagori membutuhkan pengetahuan, ketrampilan yang tersendiri dan membentuk kompetensi yang sesuai. Hasil penelitian bermanfaat bagi para akademisi desain produk dalam merancang rencana pembelajaran MK studio bertema Sustainable Product Design.
PERANCANGAN MEDIA EDUKATIF TEMATIK PEKERJAAN UNTUK SISWI TK B BINTANG TIMUR BALI Devanny Gumulya
Jurnal Lentera Widya Vol 3 No 2 (2022): Jurnal Lentera Widya Juni 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v3i2.369

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There are several obstacles to online learning, which has been going on for two years due to the situation of large-scale social restrictions caused by the COVID-19 pandemic. TK Bintang Timur is a Paud Kindergarten in Bali that resumed face-to-face meetings in January. According to the findings of the interview, students become unfocused and unenthusiastic when they return to face-to-face after being online for two years. One of the solutions that can be offered to increase student focus is to create educational media that includes a collection of teaching materials as well as tools such as props, text, diagrams, photos, graphics, and videos. The learning kit theme is occupations for language, creativity, and math lessons. PKM produces two sets of educational media that teach children about various professions in demand today, ranging from YouTubers to photographers. Both sets of educational media were sent to Bali, where they received positive feedback from both teachers and the headmaster of TK Bintang Timur.
PENERAPAN MODEL PEMBELAJARAN ADDIE: APPLIED, DEVELOP, DESIGN, IMPLEMENT, EVALUATION PADA PERANCANGAN MEDIA EDUKATIF TEMATIK UNTUK SISWI KELAS 1 SEKOLAH DIAN HARAPAN, LIPPO VILLAGE Devanny Gumulya
Jurnal Lentera Widya Vol 4 No 1 (2022): Jurnal Lantera Widya Desember 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v4i1.431

Abstract

Pembelajaran bauran adalah sistem pembelajaran masa depan, karena dengan sistem ini keunggulan dari setiap pembelajaran daring dan luring dipertemukan. Terdapat empat sistem pembelajaran bauran Sinkron Langsung (SL), Sinkron Maya (SM), Asinkron Mandiri (AM), dan Asinkron Kolaboratif (AK). Media edukatif adalah kumpulan bahan ajar dan latihan, dengan sistem pembelajaran yang baru maka dibutuhkan media edukatif yang dapat disesuaikan dengan 4 sistem pembelajaran PB. Salah satu sekolah yang menerapkan PB adalah Sekolah Dian Harapan Lippo Village. PKM dilaksanakan dengan menerapkan model pembelajaran ADDIE: analyze, design, develop, implement, evaluation. Hasil PKM adalah media edukatif tematik “my body” untuk siswi kelas 1 dengan capaian pembelajaran identifikasi lima panca dasar manusia di pelajaran sains dan mampu membaca materi ajar lima panca dasar manusia di pelajaran bahasa. Media edukatif terdiri dari alat peraga fisik untuk sistem pembelajaran sinkron langsung dan maya. Materi ajar video animasi untuk siswi belajar asinkron mandiri dan asinkron kolaboratif. Hasil PKM diharapkan dapat menjadi contoh upaya merancang media edukatif yang disesuaikan dengan situasi pembelajaran bauran.
MENINGKATKAN KEMAMPUAN APRESIASI SENI VISUAL SISWA SMA MELALUI PELATIHAN RUTINITAS BERPIKIR SENI “SEE THINK WONDER” Devanny Gumulya
Jurnal Lentera Widya Vol 4 No 2 (2023): Jurnal Lantera Widya Juni 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v4i2.561

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Melihat pentingnya kemampuan berpikir kritis bagi generasi masa depan maka harvard school of education mengembangkan metode pengajaran rutinitas berpikir seni sebagai alternatif metode untuk mengajarkan anak berpikir kritis dengan mengamati simbol – simbol yang ada di karya seni dan mencari tahu maknanya dengan menghubungkannya dengan konteks budaya, sosial, politik serta teknologi di era suatu karya seni dibuat. Melihat pentingnya hal ini pemerintah membuat program Gerakan Seniman Masuk Sekolah” (GSMS). Dalam rangka mendukung program ini maka diselenggarakan pelatihan rutinitas berpikir seni "See Think Wonder" bagi 12 siswi SMA di Tangerang yang bertujuan untuk meningkatkan kemampuan apresiasi seni visual siswa SMA. Metode pelatihan ini dirancang berdasarkan teori dan praktek dari Harvard School of Education, yang mengajarkan teknik apresiasi seni dengan tahapan melihat, berpikir dan bertanya (see, think, wonder). Dalam pelatihan ini, siswa diajarkan cara melihat karya seni dengan cara yang lebih kritis dan reflektif, serta dibantu untuk mengembangkan kemampuan berpikir kreatif dan inovatif dalam mengapresiasi karya seni melalui materi pembelajaran yang diberikan secara daring asynchronus selama 1 bulan dan pertemuan synchronus sebanyak 4 kali melalui microsoft teams. Pelatihan ini berhasil memberikan pengalaman yang menyenangkan dan motivasi bagi siswa untuk mempelajari seni serta meningkatkan kepekaan mereka terhadap dunia seni. Meskipun terdapat beberapa kendala dalam penyelenggaraan pelatihan ini, pelatihan rutinitas berpikir seni "See Think Wonder" dapat dijadikan sebagai salah satu alternatif untuk meningkatkan kemampuan apresiasi seni visual siswa SMA.
PELATIHAN PROSES DESAIN PRODUK DIBANTU GENERATIVE ARTIFICAL INTELIGENCE BAGI SISWI SMA Devanny Gumulya
Jurnal Lentera Widya Vol 5 No 1 (2023): Jurnal Lantera Widya Desember 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v5i1.653

Abstract

This journal describes the implementation of a training program for high school students on the process of product design assisted by Generative Artificial Intelligence (AI). The objective of this training is to introduce the students to the product design program and the stages involved in designing a product, as well as to apply Generative AI as a tool to generate innovative design solutions. The underlying issue that prompted this training is the lack of knowledge among high school female students about the product design program. Therefore, this training was conducted to educate them about the product design program and guide them in designing a product, specifically shoes for their friends, with the assistance of generative AI. The approach used in this training follows the stages of the design process: discover, define, develop, and deliver. The results of this training demonstrate an improvement in the students' understanding of product design and its process. They were able to design shoes with the help of Generative AI and produce design solutions that were well-received by their friends. The majority of the students found the training to be highly beneficial. Furthermore, this training successfully supports the digital transformation in education by providing students with the opportunity to utilize AI technology in the learning process and prepare them for future demands. Overall, this training provides valuable insights and yields positive outcomes in the development of design skills for high school female students.