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ANALISIS PROFIL ALUMNI DESAIN PRODUK DALAM RELASINYA DENGAN PENDIDIKAN DAN KEPROFESIAN DESAIN PRODUK DI INDONESIA (STUDI KASUS ITB ANGKATAN 2001 – 2008) Ardista, Aulia; Piliang, Yasraf Amir
Product Design Vol 3, No 1 (2014)
Publisher : Product Design

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (0.174 KB)

Abstract

Saat ini usia desain produk di Indonesia sudah mencapai 42 tahun. Desain Produk ITB sebagai institusi pendidikan desain produk pertama di Indonesia berperan besar dalam membentuk desainer produk Indonesia. Namun belum pernah dilakukan studi khusus mengenai profil alumni Desain Produk ITB. Tujuannya adalah untuk mengetahui sejauh mana efektivitas sistem yang selama ini berjalan dan mengetahui timbal balik dari alumni yang sudah bekerja. Lebih jauh lagi dapat ditarik kaitannya dengan perkembangan institusi pendidikan desain produk yang mulai marak dan juga keprofesian desain produk yang masih belum banyak dipahami masyarakat umum.
THE APPLICATION OF TECHNOLOGY IN MUSEUMS Peni Zulandari Suroto; Made Handijaya Dewantara; Aulia Ardista Wiradarmo
Jurnal Internasional Ilmu Pengetahuan Terapan bidang Pariwisata dan Events Vol 4 No 2 (2020): December 2020
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat (P3M) Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/ijaste.v4i2.1853

Abstract

Alongside with collections in form of historical objects, as well as objects related to human culture, museums have taken an important role in providing education, especially for tourists who visiting a destination. However, at its conditions who have lack of innovation, has implications for declining number in interest of tourists to come and dig deeper into the collections in museum. This research set an objective to answer how could technology applied in museum. Research has been done through Focus Group Discussion (FGD) and depth observation conducted on January 2020, in Jakarta. Nine informants/participants involved during FGD, including 5 museums (public and private), 2 technology providers, and 1 museum users community. Research indicates that strong cooperation between museums and technology providers has been elaborated, in particular in several museums in Jakarta. Augmented Reality and Virtual Reality are two most applications applied. Meanwhile, museums have established several platforms for security and data collection purposes. Both parties will try to add more platforms through video mapping application, projection mapping, virtual tour, and internet of things (IoT) operations. Process of increasing experience and immersion encounters obstacles, to provide additional experience to visitors, so that all five senses that exist in visitors, can enjoy all museum collection. Technology could embrace interaction and immersion to add more experience value on visitors. Thus, tourism industry would be more attractive with the presences of museums.
Desain dan Pelatihan Produk Bambu Untuk Pemberdayaan Kampung Kreatif Sekebuluh Aulia Ardista Wiradarmo; Dhientia Andani; I Ketut Danta; Carles Parlindungan Lumban Gaol; Brenda Sherenina Denisse Putra; Anthony Johan Gunawan
Dedikasi : Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 2 (2022): DEDIKASI : Jurnal Pengabdian Kepada Masyarakat
Publisher : Lembaga Layanan Pendidikan Tinggi Wilayah III DKI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53276/dedikasi.v1i2.29

Abstract

Kampung Sekebuluh, Bandung mengalami kesenjangan sosial-ekonomi dengan daerah pariwisata elit di sekitarnya yang belum mampu memberikan dampak positif langsung bagi warga lokal. Isu ini diperkuat dengan meningkatnya pengangguran akibat pemutusan hubungan kerja saat pandemi. Meskipun begitu, Kampung Sekebuluh memiliki sumber daya alam, budaya, dan manusia yang belum dimanfaatkan secara maksimal. Program ini dilaksanakan dalam tiga metode; (1) diskusi kelompok terarah dengan aktor-aktor terkait, (2) pengembangan desain produk yang melibatkan mahasiswa UPM, dan (3) pelatihan keterampilan bambu untuk kelompok PKK. DKT dan pilot project menghasilkan 24 desain produk baru, 6 purwarupa, 3 pelatihan, serta model bisnis dan roadmap untuk rencana program jangka panjang pengembangan Kampung Sekebuluh sebagai kampung kreatif. Program ini berhasil meningkatkan keterampilan dasar pada kelompok PKK sehingga usaha bambu mendapatkan SDM tambahan dan mengedukasi perajin akan pentingnya nilai tambah pada pengembangan produk. Seluruh luaran dari pilot project ini diharapkan dapat menjadi modal awal pertumbuhan ekonomi kampung Sekebuluh serta katalis untuk pengembangan kampung kreatif sebagai bagian dari pariwisata berkelanjutan di Indonesia.
Redesign of Museum Installations with Interactive and Sensorial Experience Approach Wiradarmo, Aulia Ardista; Huwaida, Nisrina Fairuz; Miranda, Asyura; Lim, Karen Bianca; Gayatri, Ni Luh Putu Ananda
Desainpedia Journal of Urban Design, Lifestyle & Behaviour Vol 3, No 1 (2024): Urban Design, Lifestyle & Behaviour
Publisher : Universitas Pembangunan Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36262/dpj.v3i1.1001

Abstract

In the past decades, museums continued to be demanded to surpass their primary function as a place for archival and historical artifact conservation to be a medium for knowledge dissemination as well as recreation. The “do not touch” slogan that is often placed on the typical museum glass box is considered no longer relevant when museums must satisfy visitors’ desires instead of solely focusing on objects. The aim of this research is to answer the challenge by integrating technology in redesigning conventional museum installations. The utilised methodologies are literature review and case study to develop new products. It integrates theories related to interaction and sensory experience into a design framework which includes types of experience, types of attraction, modes of apprehension, and five senses. Sherlock Holmes Museum is chosen as a case study with four installation redesigns as the final outcomes, namely: (1) Holmes Loop, (2) Holmes Guide, (3) Holmes POV, and (4) Holmes Puzzle. The generated installation concepts prove that product design has an essential role in cultural innovation so that museums continue to be relevant in between technological advancement. On the other hand, the design framework succeeds in helping idea generation process, thus it can be used as a reference to develop installations in other museums.
Pengembangan Usaha UMKM Enyoy Mochi di Desa Kadugede Finardi, Felix Alexander; Liyanto, Daniel; Anastasya S., Dea Liwarty; Arrafi, Dzulfaqar; Suweco, Ammar Munadi; Wijaya Putri, Ni Made Febryangga; Suwondo, Yohana Devina; Wiradarmo, Aulia Ardista
Journal Pemberdayaan Masyarakat Indonesia Vol 7 No 1 (2025): Jurnal Pemberdayaan Masyarakat Indonesia (JPMI)
Publisher : Pusat Pengabdian kepada Masyarakat (PPKM) Universitas Prasetiya Mulya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21632/jpmi.7.1.83-93

Abstract

Program Community Development II at Universitas Prasetiya Mulya is a community service activity aimed at applying students' knowledge to serve the community, particularly in Kuningan. One of the partners in this program is Enyoy Mochi, started its mochi business in Kadugede since 2018. Founded by Ms. Azka Nur Azizah and her husband, Enyoy Mochi offers 18 mochi flavors. Enyoy Mochi faces challenges in operations, finances, marketing, and human resource management. Universitas Prasetiya Mulya's Community Development II group assists Enyoy Mochi in optimizing mochi dough production processes, designing marketing strategies and branding, enhancingsocial media engagement, and activating Grab services. Additionally, the group provides financial recording , aids in creating SOPs, and employment contracts.
The Sejarah dan Evaluasi Design Thinking sebagai Metodologi Penelitian Desain Produk Wiradarmo, Aulia Ardista
Jurnal Desain Indonesia. Vol 7 No 02 (2025): Desain untuk Masa Depan : Apa selanjutnya ?
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

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Abstract

The discourse related to the importance of separating scientific and design methods had been occurring since the 1960s, but design thinking gained popularity during the late 2000s alongside theories proposed by IDEO and Stanford Design School in the context of leveraging the competitive advantage of the innovation at Silicon Valley. Since then, design thinking has been applied to other fields outside design. However, as time went by, the effectiveness for designers began to be questioned. To untangle the confusion, this paper explains the history of design thinking and classifies existing methodology into methodology based on: (1) humans; (2) prototypes; (3) combination; (4) new product development, then evaluates them based on the implementation on students’ final projects. In choosing the right methodology, designers must consider: (1) the greater weight between problem or concept exploration; (2) the main focus of innovation lenses; and (3) theoretical approaches that can leverage the design’s added value.