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INDONESIA
Idealog: Ide dan Dialog Desain Indonesia
Published by Universitas Telkom
ISSN : 24770566     EISSN : 26156776     DOI : -
Core Subject : Art,
Journal IDEALOG is a peer-reviewed journal devoted to the study and applications of interior design and product design theory and practice
Arjuna Subject : -
Articles 7 Documents
Search results for , issue "Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2" : 7 Documents clear
STRATEGY TO IMPROVE THE CONVENIENCE QUALITY OF STREET VENDOR AREAS IN BANDUNG CITY Hapsoro, Nur Arief; Fauziah, Ghorizatunnisa Al; Azaria, Nadine Anela; Damayanti, Tasya Rizqi; Balqis, Tiara
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.5392

Abstract

The city of Bandung is one of the culinary tourism destinations, including culinary fromstreet vendors. Street vendors are often visited by the people of Bandung or outside the city. Unfortunately, thereare still some street vendors that are inadequate for visitors. This is caused by a lack of attention tothefunctions and users of public open spaces where street vendors sell in general. The purpose of this study is todetermine the factors that can af ect the convenience of street vendors so that in the future it is hoped that thestreet vendors area in Bandung can meet the needs of the community. This study uses a quantitative methodby distributing questionnaires and taking data from 107 respondents online which then the results of the dataare analysed for correlation between studies and also using the multivariate regression method. The resultsobtained indicate that the factors that can af ect the convenience level of street vendors are the easeof access to visit street vendors and the ease of access to parking is the most powerful factor influencingtheconvenience of visiting. The benefit of research for the author is that it increases knowledge, and canbeaconsideration for policy makers and regional designers when designing street vendor areas. Keywords : Regression; Street vendor; Visiting convenience.
APPLYING GAMIFICATION PRINCIPLES THROUGH THE DESIGN THINKING FRAMEWORK FOR DEVELOPING A MIXED REALITY EDUCATIONAL GAME IN NUMERACY LEARNING Gumulya, Devanny; Suhanto, Yosefin
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.5506

Abstract

Numeracy is one of the most crucial literacy skills to develop at a young age. These skills are taught in the classroom through mathematics. According to several studies from the Programme for International Student Assessment (PISA), students' mathematical abilities in Indonesia remain low when compared to other literacy skills. This subject is often perceived as challenging and tedious. Furthermore, the concept of teaching numeracy skills cannot be approached abstractly initially, especially for children who require tangible objects for manipulation. The research employed a design thinking approach, encompassing diverse methodssuch as observation, interviews, questionnaires, literature review, direct observations involving children, and problem analysis. This project aims to create educational media infused with gamification elements such as points, badges, levels, and leaderboards. The final product of this design project is an educational toy named “LIGI” seamlessly integrated with a mobile app, referred to as "mixed reality." The product's dif iculty level can be tailored based on the abilities of each individual child. Moreover, in-game navigation employs the perceptual user interface (PUI), involving device movements and spoken commands to provide an interactive experience. This study ef ectively demonstrates the application of gamification elements in the development of mixed reality educational games, aimed at helping children understand and practice numeracy skills in a more interactive and innovative manner, following the design thinking framework stages of empathize, define, ideate, prototype, and testing. The study provides valuable guidance for product designers interested in creating impactful mixed reality educational games by integrating gamification principles. The authors stress the importance of integrating gamification elements during the ideate stage and conducting timely testing with children to comprehend their preferences and enjoyment. Keywords: educational toy, mixed–reality, gamification, perceptual userinterface
COMPOSING MODEL OF DESIGN CRITERIA BASED ON REVEALED PREFERENCE STUDY, BOARDING HOUSES AS DESIGN CASES: MODEL PENYUSUNAN KRITERIA PERANCANGAN BERBASIS STUDI REVEALED PREFERENCES, KASUS DESAIN HUNIAN INDEKOS Mustakima, Dui Buana; Nurdini, Allis
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.5563

Abstract

Covid 19 pandemic is a global phenomenon which threatens the safety of people around the world. This phenomenon has become a momentum to reflect back on development in Indonesia. On the other side, the development of boarding houses is going to be massive and mushroomed, because of phenomena of big cities such as work and study. Preference is proper study for revealing tendencies innew normal era. The purpose of this research is to generate design criteria for boarding houses inanew normal era. Method used is revealed preference with hedonic pricing analysis approach adjustedby literature study. The results of programming shows there are eight aspects that should be concernedcarefully; facility, convenience, accessibility, health, sacety and security, cost, service, and quality of visual. These aspects are implied into eight scales; site, public realm, skin, entry, common, unit elements, and mechanical. These scales have 64 factors of designs consist of many principles Keywords : Pandemi Covid 19, Boarding Houses, New Normal.
ANALYZING GENERATION Z CHARACTERISTICS AS LIBRARY INTERIOR DESIGN PREFERENCES Hadiansyah, Mahendra Nur; Salimah, Nabila Hana
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.5706

Abstract

Library as a public place with facilities that meet the needs of education, research, informationpreservation and user recreation has an important role in the growth of generation Z in Indonesia. However, as a place that can accommodate the various productive activities of generation Z, libraries are still of little interest to generation Z. Therefore, it is necessary to analyze the character of generation Z and its application into a library interior design with the aim of making the library interior in accordance with their needs and character so that the library can be more attractive to generation Z. This research was conductedqualitatively at selected locations where the productive Generation Z carried out their activities at several locations in the city of Bandung. There are stages through several methods including literature study, observation, and questionnaires, then further analyzed using the comparison matrix method fromthe datathat had been obtained. The results of the study found that there are several aspects in the library interior that can be adapted to the character of generation Z, first is the character of phigital, practical andindependent with the provision of digital-based facilities, then the character likes to interact with the application of dynamic layouts in reading and study areas, as well as the provision of webcams and LCDs tosupport remote interaction, then the creative and innovative character with the application of an attractive and not monotonous library atmosphere, next is the character of multitasking with the provision of semiformal areas, then the last is the ambitious character with the application of the separation of noisy areas and quiet areas in the library area. Keywords: Generation Z, Preference, Design, Interior, Library
THE EFFECT OF OPERATIONS ON THERMAL COMFORT AT THE MAAIMMASKUB MOSQUE, BANDUNG Nurjaman, Tatang; Syahriyah, Dewi Rachmaniatus
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.5836

Abstract

The mosque is a place of worship for Muslims and is also a place to establish friendship with fellow Muslims. Comfort and comfort in worshiping in the mosque must remain a priority. Therefore, the aimof this research is to determine the ef ect of air openings and other thermal comfort elements on thermal comfort both in worship and during interpersonal sessions at the Maaimmaskub Mosque, Bandung. Themethod that will be used in this research is a quantitative descriptive method by conducting surveys andexperimental observations at the Maaimmaskub Mosque in Bandung. The research results obtained show that the openings in the mihrab area are elements that have a positive influence on air circulation and room humidity so that they can support the thermal comfort of the Maaimmaskub Mosque. The pool element in the mihrab area also contributes to air humidity in the prayer room of the Maaimmaskub Mosque. The building elevation element influences the speed of air passing through the openings in the mihrab area, doors and windows. The prayer room at the Maaimmaskub Mosque which is the object of research meets thermal comfort with an optimal comfortable sensation from the average ef ective temperature (TE). Keywords : Air Openings, Thermal Comfort, Maaimmaskub Mosque
WHEELCHAIR DEVELOPMENT DESIGN WITH BRAKE SUPPORT FOR INDEPENDENT MOBILITY PERSONS WITH MODERATE PHYSICAL DISABILITIES Fuad, Saftrian Mukhlizul; Ciptandi, Fajar; Hadiansyah, Mahendra Nur
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.6687

Abstract

The population of Indonesia in 2022 will reach 27,536 million people, of which 17.5 millionpeople are people with disabilities. In this context, disability refers to physical or mental limitations limiting a person's social interaction. The primary function of a wheelchair brake is to control the speedand movement of the wheelchair and its equipment. However, the manual wheelchair braking systemis still not ef ective enough to overcome steep roads. Accessibility for people with disabilities is greatlyinfluenced by environmental and structural factors, especially in areas where the streets are long or steep. To increase accessibility for people who use manual wheelchairs and have physical limitations, particular research was carried out. The method used in this research uses a design thinking frameworkthat begins with a data collection process through interviews, observations, documents, and validationusing triangulation of data sources to conclude, then carrying out the design process using experimental methods and validating wheelchair users with disabilities. This research aims to address the mobilitychallenges of people with physical disabilities who use manual wheelchairs in areas with steeptopography. The result of this research is that an innovative concept of using brake accessories onmanual wheelchairs has been developed. Keywords : disability, wheelchair, accessibility, physical limitations
THE UNIQUENESS OF THE PATTERN, TYPE AND ENVIRONMENTAL SYSTEM OF CIHAPIT SETTLEMENT IN FACING THE DEVELOPMENT CHALLENGES IN BANDUNG CITY AREA: Kasus Studi Permukiman Cihapit Wilayah Cibeunying Kota Bandung Chondro Kusumo, Irfan Febianto; R Tobing, Rumiati; Kusliansjah, Yohannes Karyadi
Ide dan Dialog Desain Indonesia (Idealog) Vol 8 No 2 (2023): Jurnal Idealog Vol 8 No 2
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/idealog.v8i2.6845

Abstract

Changes in the physical order of an urban area are thought to occur due to economic development, changes in social aspects related to community behavior according to needs and lifestyles, and the carrying capacity of the environmental aspects where it is located. In reality, the development of urban areas runs spontaneously and so quickly, thus providing physical-spatial problems that can be encountered in everyday life. This research aims to identify the aspects that influence the occurrence of this phenomenon in the case study of the Cihapit Residential Neighborhood in Cibeunying area, Bandung City. The research was conducted through analyzing changes in physical-spatial elements that affect changes in the pattern, type and system of a case study area using the main approach of the study of Transformation and Permanence of Kostov's five Urban Form elements (Edge, Street, Subdivision, Buildings & Open space) in a qualitative diachronic manner based on the time context when the neighborhood was founded (1920s), its development period(1990s) and the present (2020s). The results of this study found things that were lost, survived and changed in the Pattern-Type-System relationship of the Urban Form element, and the disharmony of the physical spatial order of the multi-aspect Economic, Social and Environmental relationships. In addition, the permeability that occurs in the environment of the study object is suspected to be the main cause of Transformation and Function Change which results in changes in the scope of commercial services andphysical-spatial order problems in the Cihapit Settlement Environment in Bandung City. Keywords: Transformation, Permanence, Pattern-Type-System, Permeability, Cihapit Bandung City

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