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Kab. bantul,
Daerah istimewa yogyakarta
INDONESIA
PRODUCTUM : Jurnal Desain Produk (Pengetahuan dan Perancangan Produk)
ISSN : 24777900     EISSN : 25797328     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 171 Documents
Perancangan bebedilan karet sebagai media edukasi dan pelestarian Budaya Sunda Bintang Nugraha; Siwi Anjar Sari; Ahmad Riyadi Swandhani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17198

Abstract

The shift in children's play patterns due to the advancement of digital technology has caused traditional games such as kaulinan barudak to become increasingly marginalized. One of the games that is beginning to fade is bebedilan karet, a rubber-based shooting game that holds both cultural and educational value. This study aims to redesign bebedilan karet so that it can function as an educational medium as well as a means of preserving Sundanese culture. The design approach used is design thinking with the double diamond model, which consists of the stages of emphatize, define, ideate, prototyping, and testing. Data were collected through observation, interviews, and literature studies, then synthesized into a focused design direction. The development process was carried out using the SCAMPER method, supported by the creation of 3D models and physical prototypes based on a modular system. Field testing showed that the product is visually appealing, educational, and capable of enhancing cultural interaction in educational tourism environments. A focus group discussion (FGD) with tourism managers also supported the product's implementation as a permanent educational installation. Thus, this design not only revitalizes traditional games but also offers a design approach that is relevant, adaptive, and meaningful for today’s generation. 
Innovation in Cocktail Party Dress design: Integrating Sekar Jagad Batik through decorative application methods Syifa Fadhillah Masruroh; Sugiyem Sugiyem
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16488

Abstract

Indonesia has many traditional fabrics throughout the country. However, over time, many people have become reluctant to wear batik clothes, particularly among younger generations who perceive traditional textiles as outdated for contemporary occasions. Therefore, the purpose of this study is to develop and socialize batik through cocktail party fashion innovations incorporating patchwork techniques, specifically using Sekar Jagad batik motifs. The methods used in this creation follow the Research and Development method for 4D models: Define, Design, Develop, and Disseminate. The design criteria emphasized wearability for semi-formal occasions, cultural representation through batik preservation, and aesthetic balance through asymmetrical composition. The result of this creation is a one-piece cocktail party dress featuring asymmetrical balance, evident in the use of a single sleeve and skirt length that differs between the front and back. Evaluation through expert validation and user testing revealed that the design successfully bridges traditional and contemporary aesthetics, with 85% of respondents expressing willingness to wear batik in cocktail settings. This study contributes to fashion design discourse by demonstrating how traditional textiles can be repositioned for modern contexts without losing cultural authenticity. The findings suggest that innovative design approaches and appropriate occasion-matching are key factors in revitalizing interest in cultural heritage textiles among contemporary consumers, offering practical implications for fashion designers and cultural preservation initiatives.
Modular two-look blouse design using Jumputan and Indigo–Tingi Dyeing for sustainable fashion Amelia Estriana Ramadhani; Sugiyem Sugiyem
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.15669

Abstract

The fashion industry increasingly demands sustainable alternatives that preserve cultural heritage. This study addresses the gap sustainably by integrating traditional Indonesian batik with contemporary modular design. Using a 4D R&D approach, a 2-look modular blouse was developed with jumputan cross-tie batik and natural indigo-tingi dyeing on organic cotton. Consumer preference testing with 60 respondents (the majority, 58.3%, aged 21-24 years) across Indonesia showed a strong preference for casual design (72 favorable ratings) over semi-formal (42 ratings). The sustainability concept received 75% perfect-fit ratings, with 92% approving the organic cotton material for its comfort, breathability, and suitability for tropical climates. However, the IDR 320,000 price point showed mixed acceptance: 58% found it acceptable, while 43% expressed affordability concerns, particularly among students. Results confirm market viability for sustainable modular fashion that integrates traditional techniques, though the pricing strategy requires refinement to reach student segments. Limitations include geographic concentration and age demographic skew. This research demonstrates the market viability of conventional textile techniques in contemporary sustainable fashion.
Analisis self-service station terhadap efektivitas aktivitas di restoran: Evaluasi ergonomi spasial di ruang publik Andrianto Andrianto; Chris Chalik; Alvian Fajar Setiawan
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17739

Abstract

Self-service programs in restaurants, such as the Budaya Beberes campaign, are initiatives designed to promote environmentally responsible behavior by encouraging active customer participation in cleaning food waste and managing leftovers independently. This concept not only contributes to environmental sustainability but also reflects a paradigm shift in modern restaurant service systems that emphasize efficiency, social responsibility, and user engagement. This study aims to evaluate the effectiveness and user comfort of self-service stations based on physical design elements that influence user experience and behavior. Employing a mixed methods approach with data triangulation, qualitative (behavioral observations and interviews) and quantitative (Likert-scale questionnaires analyzed via descriptive statistics), the research explores ergonomic issues in multifunctional furniture within public spaces. The findings indicate that non-strategic station placement, lack of clear visual signage, and overlapping spatial circulation reduce user comfort and potentially hinder customer participation in sustainability programs. The study highlights the importance of applying ergonomic design principles, clear spatial layouts, and informative visual guidance to create an effective, comfortable, and sustainable self-service experience within restaurant environments.
Perancangan alat permainan maze berbasis Lean UX untuk menstimulasi kognitif anak PAUD Kurikulum Merdeka Kaffa Refiansya Junaedi; Ghia Tri Jayanti; Handayani Madania Insani; R. Moch. Rizal Hafiyan
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16105

Abstract

Cognitive development stimulation is very important in early childhood education because it affects thinking skills and learning readiness. At the age of 4–5 years, learning tools must be adapted to the way children learn. This study aims to create an educational maze game with User Experience (UX) guidelines to help the cognitive development of children aged 4–5 years in the context of the Merdeka Curriculum Early Childhood Education. The research used the Lean UX method, which included reading literature, observing how children learn, compiling design requirements, creating prototypes, and testing users. Based on the results of observations and evaluations, it was found that children responded positively to interactive and visually appealing media and that the application of UX principles in maze games increased children's engagement during learning, especially in their ability to focus, recognize patterns, and solve simple problems. In addition, the interaction between teachers and children also increased during learning activities. The novelty of this research is the application of the Lean UX approach as a framework for designing PAUD educational games that prioritize user experience in design decision-making. The findings of this study have implications for the development of learning media that is more participatory, contextual, and supports active learning in early childhood education
Perancangan ulang produk mixer dengan Metode Quality Function Deployment Akbar Gading Alfadli Harahap; Rosnani Ginting; Aulia Ishak
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17546

Abstract

The need for electronic devices has become essential for many people. Nearly all households have adopted their use in various functions and forms, which has consequently led to several issues. One such case involves mixer, an appliance specifically used in the culinary field for mixing dough. The research problem focuses on the weakening of the screw joint on the body cover due to strong vibrations and high-frequency usage. Additionally, the screw holes are too deep, making the assembly process difficult. Therefore, product design improvement is required using the Quality Function Deployment (QFD) Phase I and Phase II methods. This study aims to identify the priority of technical characteristics and critical parts in the mixer product using QFD Phase I and QFD Phase II. Technical characteristics refer to the distinctive features of the product that enable it to perform optimally, such as ease of assembly and the number of components relative to their level of complexity. The product’s critical part refers to the most essential and crucial component, namely, the body cover, which has the highest level of assembly difficulty and thus requires immediate improvement. The improvement proposed for the mixer involves changing the type of joint from the current bolt-based design to a snap-fit design, thereby reducing the number of components and assembly time for 2 units and 17,19 seconds respectively,  and enhancing ease of assembly based on the efficiency design calculation by 0,56%.
Optimalisasi proses rapid prototyping dan user experience testing dalam pengembangan produk keyboard mechanical modular MEYKE A.01 V2 Alvian Fajar Setiawan; Chris Chalik; Terbit Setya Pambudi; Jaisy Muzaffar Safruddin
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.18482

Abstract

This study discusses the integration of rapid prototyping and user experience testing in the development of the MEYKE A.01 modular mechanical keyboard. Rapid prototyping is applied to produce prototypes quickly and iteratively through 3D modeling and additive manufacturing, enabling early evaluation of the physical design, casing structure, and modular system. User experience testing is then conducted to assess typing comfort, switch responsiveness, keycap stability, and overall ergonomics. This research employs a qualitative approach involving concept development, prototype fabrication, user testing, and evaluation analysis. The results indicate that integrating these methods enhances the alignment of the design with user needs and accelerates the identification and refinement of design issues. Thus, this approach is effective in producing a modular keyboard that is functional, ergonomic, and user-experience oriented.
Perancangan port charging terintegrasi untuk motor konversi: Studi kasus Yamaha Xeon 2010 Muhammad Hanif; Yanuar Herlambang
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.15746

Abstract

The Indonesian electric vehicle market is rapidly expanding alongside technological advancements and increased environmental awareness. However, in practice, many converted electric motorcycles still employ battery charging systems that are not ergonomically designed, making them impractical and sometimes hazardous for users. Ergonomic principles emphasize the importance of designs that are effective, efficient, safe, and comfortable. For example, some designs place the battery charging port beneath the motorcycle seat to protect it from rain, but this location often proves ineffective during charging. This study aims to redesign the charging system on converted electric motorcycles to make it more practical, safe, and user-friendly. The research methods include field studies to identify user needs, ergonomic analyses to evaluate existing designs, development and iteration of a new charging port design, prototyping, and iterative user testing. The primary contribution of this work is the development of an integrated charging port design based on user experience. A user-centered design approach has been acknowledged for producing the best solutions, and the user’s experience during the charging process plays a crucial role in electric vehicle adoption. Therefore, a charging port integrated into the motorcycle body and tailored to user needs is expected to advance the design of converted electric vehicles.
Transformasi limbah kayu menjadi rak fungsional kamar mandi sebagai solusi inovatif untuk interior berkelanjutan Muhammad Rangga Al Aghni; Jati Widagdo; Achmad Zainudin
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16730

Abstract

Wood waste is small, irregular pieces of furniture industry waste that are often discarded in the Jepara region, especially in Jepara. The amount of wood waste from the furniture industry increases daily and remains largely unmanaged. This study aims to explore the use of wood waste as a functional bathroom interior shelf, combining it with metal rims as an innovative solution. To reduce waste and promote sustainability, the study employed an upcycling method to transform waste materials into high-value products. The creative process of upcycling involves 1) waste material identification, 2) design planning, and 3) innovative manufacturing techniques. The waste identification process generates creative ideas, which are then translated into design sketches to facilitate the selection of the best ideas for implementation into a product that aligns with the concept. The results of the study indicate that transforming wood and rim waste into a bathroom shelf not only reduces environmental impact but also creates an aesthetically pleasing and functional product. The creative process of upcycling involves waste material identification, design planning, and innovative manufacturing techniques. This research contributes to the development of sustainable interior design and provides a practical alternative for waste management.
Evaluasi desain kursi kuliah menggunakan Metode User Experience Questionnaire (UEQ) Gunanda Tiara Maharany
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17894

Abstract

Lecture chair design plays an important role in creating a comfortable and productive learning environment. However, chair evaluations generally still focus on physical aspects, while user experience receives less attention. This study aims to evaluate lecture chair design using the User Experience Questionnaire (UEQ) method to understand the influence of changing user behavior and the need for learning devices such as laptops or tablets on chair design. These changes create new demands for the comfort and functionality of lecture chairs in modern education. The research methods include surveys and direct observations in classroom environments. The respondents consisted of 100 design students, both male and female, belonging to Generation Z. The collected data were analyzed using the UEQ method to measure user satisfaction with the current chair design. Therefore, this study is expected to identify chair performance based on the user experience of Generation Z students.