Yanuar Rahman
Telkom University, Indonesia

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APPLICATION OF HEALING ARCHITECTURE IN THE INTERIOR OF A CANCER FIGHTER SHELTER HOUSE Cut Devi Intan Sukma; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Santi Salayanti
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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The increasing number of cancer patients in Indonesia encourages the need for adequate supporting facilities, especially for patients outside the region who undergo treatment in Bandung and need a temporary place during the healing process. Yayasan Rumah Cinta Insani in Bandung is one of the halfway houses that accommodates cancer patients, especially children to adolescents and their families. However, the inadequate layout, facilities, comfort, and accessibility make this environment unable to fully support the healing process. Applying the Healing Architecture concept to the interior of the halfway house is a key solution to create an environment that is healthier, safer, and supports the physical and mental well-being of patients. Key design elements include natural lighting, ventilation, color, comfort, and accessibility. This research uses a qualitative method with a Design Thinking approach, including five stages: empathize through observation and interviews with patients, caregivers, and managers; define the main problem to find a solution; ideate presents ideas; prototype as the result; and test to evaluate the proposed design. The goal is to produce a more humane, flexible, and efficient halfway house. The expected result is an environment that supports holistic healing, improves comfort for patients and families, and adapts to resident needs
REVITALIZING THE INDONESIAN POSTAL MUSEUM THROUGH EXPERIENCE SPACE ATMOSPHERE AS INTERACTIVE ELEMENT Indiva Esa Prima; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Santi Salayanti
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Museum Pos Indonesia, which was established in 1931, records the history of the development of postal services in Indonesia. However, a lack of innovation in the delivery of information has led to a decline in interest from visitors, especially the younger generation. This report discusses the museum's revitalization efforts with a focus on spatial ambience to create an interactive and educational experience. Elements such as lighting, materials, colors, and layout are arranged to build an atmosphere that supports historical understanding. This research uses a design thinking approach, through the stages of observation, interviews, problem formulation, idea development, prototyping, and testing. As a result, the museum space is divided into four thematic zones that illustrate the history of postal communication from the royal period to the digital future. Each zone is equipped with interactive media such as touch screens, video mapping, and digital simulations. This revitalization aims to make the museum more dynamic and participatory, so as to attract visitors, especially the younger generation who are accustomed to technology and visual experiences
THE REVITALIZATION OF THE POSTAL MUSEUM THROUGH INTERACTIVE DISPLAY MEDIA AND EDUCATIONAL ZONES Muhammad Khalil Gibran; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

This study explores the revitalization strategy of the Museum Pos Indonesia through the implementation of interactive display media and the arrangement of display zones based on visitor experience. The focus is directed toward transforming the previously conventional presentation of collections and exhibition spaces into formats that are more communicative, educational, and aligned with the needs of the digital generation. The research adopts a qualitative approach using Design Thinking (empathize, define, ideate, prototype, and test), supported by the Double Diamond framework from the UK Design Council. Data collection was conducted through observation, interviews, questionnaires, and literature review on the digitalization of educational spaces and user-centered design. The results indicate that technologies such as touchscreen displays, QR codes, and augmented reality (AR) can enhance visitor engagement and enrich the delivery of historical narratives. The reorganization of structured display zones also contributes to creating a more immersive and guided visitor experience. This study recommends the adoption of adaptive display systems that align with technological advancements and audience preferences, so that Museum Pos Indonesia may function not only as an archive but also as a dynamic and inclusive medium of cultural communication.