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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 185 Documents
Pemanfaatan Gen-AI dalam perancangan: Kajian respons praktisi kreatif di Indonesia Wisnu Kusuma Mandala; Achmad Syarief; Elda Franzia
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.v9i1.19709

Abstract

In an increasingly competitive digital era, the Indonesian creative industry faces significant challenges in producing innovative and relevant designs. This research aims to examine the role of visual generative AI in enhancing creativity, efficiency, and the quality of design product, particularly within the creative advertising sector. Utilizing a mixed-methods approach with a sequential exploratory design, this study involves a literature review, design experiments for IziBrizi brand advertisements, and a survey of 23 creative professionals (including designers, art directors, and advertising agency CEOs). The findings indicate that the use of generative AI significantly improves workflow efficiency, design quality, and the potential for consumer emotional engagement. The novelty of this research lies in the application of generative AI within the local Indonesian context, providing profound insights for practitioners to adapt and compete globally. These findings serve not only as a guide for academics and practitioners but also align with the Sustainable Development Goals (SDGs), specifically Quality Education and Industry, Innovation, and Infrastructure.
Visualisasi karakter mainan boneka untuk edukasi seksual anak usia 3-6 tahun Amelia Margaretha Suprapto; Wyna Herdiana; Florentina Tiffany
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.v9i1.17460

Abstract

Sexual education from an early age is an essential step in equipping children with an understanding of their bodies, personal boundaries, and self-protection from inappropriate behavior. However, delivering this material requires an appropriate approach tailored to the cognitive development of early childhood. This study aims to design an educational doll character as a learning medium for sexual education targeting children aged 3–6 years. A qualitative approach was employed, with data collected through In-Depth Interviews (IDI) and visual studies. Interviews were conducted with seven informants, including child clinical psychologists, parents, early childhood educators, and a children's book illustrator, to explore perspectives on sexual education and suitable visual character designs for young children. The visual study involved analyzing character illustrations from both local and international children's books. The doll character visualization adopts a simple, friendly, and appealing cartoon (chibi) style. The character is designed in two versions—male and female—to provide specific understanding of biological differences and to help children recognize body parts categorized as private areas. These parts are depicted explicitly but not vulgarly, using pastel colors and friendly facial expressions to build emotional closeness with the child.
Desain circular bench adaptif dan inklusif di Canabeans Coffee KCIC Halim, Jakarta Novrizal Primayudha; Muhammad Daffa Brisbhanuharto; Iyus Kusnaedi; Maugina Rizki Havier
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.v9i1.17003

Abstract

This study explores the design of a circular bench as an adaptive and inclusive public furniture solution for the transit space at Canabeans Coffee, KCIC Halim Station. Employing a Design thinking approach, the bench was developed through stages of empathy, definition, ideation, and prototyping to address user needs in terms of functionality, aesthetics, and social interaction. User surveys revealed high satisfaction with comfort and accessibility, while also uncovering varied perceptions regarding visual identity and social engagement. The circular form presents a tension between symbolic openness and spatial comfort, which is examined through the lenses of proxemics and environment-behavior studies. The study’s main contribution lies in its holistic integration of function, social meaning, and user experience in public furniture design. It recommends further evaluation through simulation and field observation, as well as exploration of alternative configurations to enhance design effectiveness in high-intensity transit environments.
Eksplorasi furnitur meja belajar Braille untuk kebutuhan disabilitas tunanetra Muhammad Fiqih Sabelputra; Andriano Simarmata; Rachmi Kumala Widyasari
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.v9i1.17318

Abstract

This design project explores Braille learning furniture, specifically a desk used by visually impaired individuals for reading and writing Braille. The study identifies several challenges faced by the visually impaired, including physiological comfort, ergonomic needs, and psychological aspects related to learning motivation. The design methodology involves observation and exploration. Observations were conducted in the Braille library of the Wyata Guna Foundation and during Braille reading and writing activities. The experimental method included sketching, 3D modeling, and the creation of 1:1 scale prototype to find the optimal design solution for Braille learning desks. Exploration also focused on features that enhance users' physiological and psychological comfort. Among the designs explored, the most effective one (furniture code E2H) was selected. This design includes a 35° table tilt to support forward-leaning posture, the use of cork material for sensory feedback, a table organizer, and motivational quotes in Braille to improve both physiological and psychological comfort during Braille learning. The aim of this study is to develop Braille learning furniture to assist the visually impaired in learning Braille, ultimately enhancing their learning potential and quality of life.
Perancangan kursi santai knockdown Dua Jari sebagai solusi furnitur multifungsi untuk hunian modern Muhammad Pradibta Sedayu Rakasena; DS Drajad Wibowo; Jati Widagdo
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.17801

Abstract

The demand for functional, flexible, and space-saving furniture is increasing alongside the trend of modern housing characterized by limited land area. As a key furniture element, lounge chairs play a vital role in creating spatial comfort and aesthetics. One widely sought-after approach is the knockdown design, a furniture system that can be easily assembled, disassembled, and relocated. This study aims to design a knockdown lounge chair that not only fulfills the need for multifunctional furniture but also supports a dynamic modern lifestyle. The Design Thinking method was employed to ensure the final product aligns with user needs and preferences, involving five main stages: Empathize, Define, Ideate, Prototype, and Test. Visually, the 'Dua Jari' (Two Fingers) concept draws inspiration from human hand gestures, symbolizing balance and stability. This knockdown lounge chair meets multifunctional criteria through an adaptive seating unit that functions as a conventional lounge chair when attached and as floor seating (lesehan) when detached. Trials involving 50 respondents indicated that 54% of users preferred the knockdown system due to its mobility and space efficiency. In conclusion, the application of the Design Thinking method effectively produces furniture that is relevant to urban community needs while supporting the creation of comfortable, practical, and sustainable living spaces. Published Date: 2026-07-22
Inovasi pakaian ergonomis bagi pasien anak dengan terapi Intravena pada area lengan Mujahidah Madani Salam; Sri Wening; Mohammad Adam Jerusalem
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.16395

Abstract

The main problem faced by pediatric patients undergoing intravenous (IV) therapy in the arm area is the difficulty in changing clothes due to the presence of an IV line, which reduces patient comfort and hinders the smooth delivery of care. This study aims to design ergonomic clothing for hospitalized children aged 5–9 years who are receiving IV therapy in the arm. The method used is Design Thinking, which consists of five stages: empathize, define, ideate, prototype, and test. The design process began with a needs assessment through interviews, observations, and literature review, followed by problem formulation, exploration of design ideas, prototype development, and product testing. The results show that the developed product is a two-piece garment consisting of a short-sleeved top and long pants, equipped with a special opening feature along the shoulder to the end of the sleeve, using snap button closures. Validation by three experts resulted in an average score of 89%, categorized as excellent, while product testing involving a patient, caregiver, and nurse yielded positive feedback. The designed clothing proved effective in facilitating patient clothing changes without removing the IV line or lowering the IV fluid bag from the IV pole, thereby improving the efficiency of nursing care, enhancing patient comfort, and supporting the smooth delivery of care during hospitalization.Published Date: 2026-07-22
Eksplorasi teknik lampworking pada material kaca berdasarkan ornamen aksesoris baju adat Palembang untuk perhiasan Aisyah Tiara Syakti; Hendhy Nansha
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.17738

Abstract

Lampworking is a technique that involves melting glass at a specific temperature and shaping it while it is molten. This technique is commonly found in fashion products, such as beads. However, it is still rare to find this technique in a large fashion product. A traditional accessory based on Palembang wedding attire would serve as inspiration because the accessories had impressive detail and complicated structure that could be explored with glass. Therefore, this research would testify that the lampworking technique could be implemented on fashion accessories inspired by traditional accessories from Palembang. Started with the exploration of glass shape with lampworking and using metal oxide for colouring the glass. The glass proofed could not produce detailed, shaped, and engraved ornaments like metal. These accessories would be a piece to preserve the culture of Indonesia and introduce the lampworking technique to society. Research that explained the process of lampworking with the result of the glass shape, the colour of the glass, and handling the glass as accessories in fashion is infrequently to be found. Accordingly, this research would help the local artisans who wanted to explore the world of glass. Published Date: 2026-07-22
Perancangan tas multifungsi sebagai sarana display peralatan doodling Komunitas DAT Kirana Rahman; Ghia Tri Jayanti; Handayani Madania Insani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.18399

Abstract

This research is based on problems faced by the Doodle Art Tasikmalaya (DAT) Community regarding the efficient management of communal doodling equipment during routine meet-ups. The main issue lies in the equipment organization system that is often disorganized, difficult to reach, thus disrupting the comfort of the tables used by the community in cafés. The results of these observations became the basis for this research which used mixed method with Double Diamond as a framework consisting of four stages: Discover, Define, Develop, and Deliver. In the Develop stage, the PMI (Plus, Minus, Interesting) method was used for the ideation filtering process. Qualitative data were collected through field observations and interviews, while quantitative data were collected through questionnaires distributed to community members to map the characteristics of DAT members. The result of this research is a prototype of a multifunctional bag that functions as a storage place and a display medium for communal doodling equipment owned by the community. Based on the trial results, the product structure was able to support a total load of 1.28 kg of doodling equipment without showing any defects or structural deformation, both in display and carry modes. These findings indicate that the product effectively addresses the problems faced by the DAT community regarding the efficient storage and display of doodling equipment through a single integrated product.Published Date: 2026-07-22
Designing with bamboo across cultures: Reflections on material-led pedagogy in the ITB–UiTM collaborative design workshop Raditya Ardianto Taepoer; Slamet Riyadi; Abu Hanifa Ab. Hamid; Muhammad Ridhwan; Dinah Rakhim; Muhammad Ihsan
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.19318

Abstract

Material-led approaches have become increasingly relevant in design education because they support embodied learning, cultural sensitivity, and collaborative practice. This paper reflects on a three-day bamboo design workshop conducted collaboratively by Institut Teknologi Bandung (ITB), Indonesia, and Universiti Teknologi MARA (UiTM) Cawangan Kedah, Malaysia. Rather than evaluating the workshop only through final student products, the study examines how learning emerged through material exploration, cultural interpretation, and collaborative making. Adopting a practice-based design research approach, the study analyzes sketches, concept boards, material experiments, prototypes, photographs, presentation materials, and final artifacts produced by eight mixed student groups. The cross-group analysis identifies three main findings. First, bamboo acted as an active material mediator that shaped decisions related to form, construction, scale, and feasibility. Second, shared Indonesia–Malaysia cultural references, including festive rituals, weaving traditions, and everyday material culture, were translated into contemporary product concepts through abstraction rather than literal representation. Third, the short workshop duration encouraged students to adopt minimum viable product strategies, prioritizing workable functions, iterative refinement, and collective decision-making. The paper contributes to material-led design education by showing how short-term cross-cultural workshops can be understood as pedagogical settings where artifacts serve as evidence of material negotiation, cultural translation, and collaborative learning.Published Date: 2026-07-22
Perancangan produk figur aksi dalam perspektif desain interaksi sebagai media pengenalan kesenian Ulin Barong Sekeloa Chris Chalik; Nurul Fitriana Bahri; Martiyadi Nurhidayat; Sina Saumi Al Ahmad; Adrian Permana Zen
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.19402

Abstract

This study is entitled Designing Action Figures from an Interaction Design Perspective as a Medium for Introducing Ulin Barong Sekeloa Art. The case study was conducted at Telkom Buah Batu Kindergarten in Bandung, as this action figure product is intended for kindergarten-aged children as the main target audience. Ulin Barong Sekeloa art was chosen as the object of representation to introduce local culture through a medium that is interesting, easy to understand, and appropriate for children's cognitive development stage. The research methods included classroom observation, interviews with teachers, and observation of children's interactions with the action figure prototypes. Interaction design principles were applied to create an education-based play experience that involved touch, shape manipulation, and simple visual responses. The results of the study show that action figures designed with a product and interaction design approach can increase children's engagement, curiosity, and initial understanding of the characteristics of Ulin Barong Sekeloa. This product has the potential to be an effective medium for cultural learning as well as a means of preserving traditional arts in early childhood education/ Published Date: 2026-07-30