cover
Contact Name
Andry
Contact Email
andrymasri@gmail.com
Phone
+6281802123533
Journal Mail Official
jurnalde@jurnal-desain-indonesia.com
Editorial Address
https://jurnal-desain-indonesia.com/index.php/jdi/editortim
Location
Kota bandung,
Jawa barat
INDONESIA
The Indonesian Design Journal
ISSN : -     EISSN : 26847760     DOI : https://doi.org/10.52265/
Core Subject : Humanities, Art,
The Indonesian Design Journal (JDI) is an open journal—managed by the Indonesian Industrial Product Designers Alliance (ADPII)—that focuses on publication of research in general design fields, either as result of traditional form of research activities or design works.JDI is published twice a year, January and September. The Indonesian Design Journal (JDI) aims to build and strengthen all academic nuances related to design fields: product design, industrial design, interior design, visual communication design, textile design, craft, fashion design, and other notable fields of design that produce artifacts. All received writings shall be based on process of making (or creation) of artifact, creative analysis, design research result, concept and ideas, application of theory and method, philosophical opinion, or book reviews. SCOPE The scope of the Indonesian Design Journal (JDI) are—but not limited to—as follows: Social and cultural aspects of Design. Design Methods, Approaches and Processes. Design Management and Strategy. Craft and Design. Design Education Ergonomics of Design. Design History, Theory and Philosophy Design and Materials. Interaction and User Experience Design
Articles 101 Documents
Pengaruh Sepeda Motor “Moge” terhadap Tren Desain Skuter Matik di Indonesia Ferry Firman Moercahyono; Yannes Martinus Pasaribu
Jurnal Desain Indonesia. Vol 5 No 2 (2023): DISCURSIVE DESIGN
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v5i2.326

Abstract

This study investigates the impact of the entry of large scooters, commonly known as "Moge," on the development of automatic scooter design trends in Indonesia. Through an in-depth analysis, this paper elucidates how the phenomenon of Moge entering the Indonesian market since 2008 has transformed the landscape of motorcycle design, particularly within the mid-range segment. Firstly, the research identifies that the design characteristics of Moge, including a robust appearance, minimalist graphics usage, and diverse color options, have influenced the design of mid-range daily scooters in Indonesia. In this context, the study highlights changes in the design of popular scooter models such as the Honda Vario. Moreover, the study demonstrates that these design changes are not solely influenced by technical and aesthetic aspects, but also by social factors, government regulations, lifestyle trends, and consumer preferences. Understanding these changes provides insights into how motorcycle industry stakeholders should respond to consumer demands and adapt to evolving government regulations. Furthermore, the paper underscores the pivotal role of key product designers in the decision-making process within the motorcycle industry. By integrating an understanding of government policies, research innovation, design adaptability, and active consumer communication, motorcycle industry players can be better prepared to address challenges and seize opportunities in a dynamic market. In order to maintain competitiveness and business sustainability, the paper recommends that motorcycle industry stakeholders should continuously comprehend shifts in government policies, invest in research and innovation, create flexible and adaptive designs, and engage in active interactions with consumers. By combining the key role of product designers in the decision-making process, the Indonesian motorcycle industry can achieve sustainable growth and retain its position in an ever-evolving market.
Peranan Tiktok Dalam Membangun Sikap Asertif Para Kreator Konten Penyandang Disabilitas wiwi isnaini
Jurnal Desain Indonesia. Vol 5 No 2 (2023): DISCURSIVE DESIGN
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v5i2.335

Abstract

During 20 years of metamorphosis, social media has become a place for anyone to be creative, express and shape images and increase income in the digital world. Disability or Different Ability is a term aimed at someone who experiences limitations, both physically, intellectually, mentally, or sensory for a long time so that they have difficulty carrying out activities and participating fully and effectively with other citizens so that this becomes a cause low self-confidence in his abilities to perform in society. The presence of Tiktok is a new phenomenon because, Tiktok is felt as a home for more people, including people with disabilities, to be more open compared to other social media. Through this research, we will explore why tiktok is more inclusive and how, with its various features and uniqueness, it can make people with disabilities more assertive and open to their differences and able to create educational and informational content that gradually erode bad perceptions about their various disabilities. Key Words : Disabilities, Assertive, Tiktok
Eksperimen Alat Peraga Pendidikan Tentang Gempa Bumi Dan Mitigasinya Untuk Anak Sekolah Dasar Dengan Fitur Augmented Reality (AR) Prayogi, sigit Firdaus; Hendarto, Hendarto
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.122

Abstract

Indonesia merupakan salah satu negara yang rawan terhadap bencana gempa bumi karena terletak di antara tiga lempeng bumi tektonik aktif (Pasifik, Eurasia, dan Indo-Australia) dan cincin api pasifik yang akan selalu mengalami pergerakan dan pergeseran lempeng selama bumi berputar. Bencana gempa bumi banyak menimbulkan kerusakan, baik itu kerusakan fasilitas umum, infrastruktur hingga jatuhnya korban jiwa. Menurut Peraturan Pemerintah Nomor 21 Tahun 2008, anak-anak merupakan salah satu kelompok rentan yang paling berisiko terkena dampak bencana. Sebagai upaya meminimalkan resiko akibat gempa bumi diperlukan mitigasi yang meliputi edukasi tentang gempa bumi, tindakan sebelum kejadian, tindakan saat kejadian dan tindakan setelah kejadian. Oleh karena itu, dibutuhkan edukasi terkait bencana gempa bumi dan mitigasinya di sekolah. Di sisi lain, dalam upaya pencegahan wabah Covid-19, pemerintah pada tanggal 16 Maret 2020 mengeluarkan peraturan yang mengharuskan sekolah-sekolah di Indonesia untuk menerapkan metode sistem pembelajaran secara daring atau online. Dengan adanya peraturan tersebut, dibutuhkan inovasi dalam edukasi tentang gempa bumi dan mitigasinya untuk anak sekolah dasar. Output pada perancangan ini berupa alat peraga gempa bumi, buku pengetahuan gempa bumi dan mitigasinya serta animasi 3D augmented reality yang terdiri dari proses terjadinya gempa, tindakan sebelum gempa, tindakan sesaat gempa dan tindakan setelah gempa. Dalam penelitian ini, akan dilakukan uji usability untuk mengukur tingkat kegunaan produk kemudian dilakukan uji black box testing untuk mengetahui fungsionalitas aplikasi dan uji respon pengguna bagi anak sekolah dasar untuk memaksimalkan fungsi alat agar dapat digunakan secara maskimal. Tujuan dari perancangan ini juga dimaksudkan agar pengguna sekolah dasar dapat memahami dan mengerti tentang gempa bumi dan mitigasinya.
Analisis Permainan Sensory Play DIY (Do It Yourself) di Rumah yang Mempengaruhi Perkembangan Motorik Halus Anak Al Fathia, Rumaisha; Nugraha, Adhi; Ratri, Dianing
Jurnal Desain Indonesia. Vol 6 No 2 (2024): Design Thinking In The Era Of Artificial Intelligence, Can humanity be replaced?
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i2.285

Abstract

Kegiatan bermain menjadi salah satu aktivitas penting bagi anak di usia 0 – 5 tahun yang merupakan usia emas tahap perkembangan anak. Usia tersebut menjadi periode terpenting bagi perkembangan anak di usia selanjutnya. Sehingga anak memerlukan stimulasi yang cukup untuk meningkatkan perkembangannya agar lebih optimal. Stimulasi yang diberikan dapat berupa pengadaan mainan sensory play yang bisa dibuat sendiri atau disebut juga permainan DIY (Do It Yourself), yang mana mainan dibuat dengan pengolahan yang mengandalkan alat dan bahan sederhana yang mudah didapat dan tersedia di sekitar. Penelitian ini membahas terkait analisis dari berbagai aspek dari mainan sensory play DIY (Do It Yourself), serta sejauh mana manfaat mainan tersebut terhadap kemampuan perkembangan motorik halus anak. Metode yang digunakan berupa pengolahan data kualitatif yang didapatkan dari pengumpulan data wawancara serta literature review. Hasil dari penelitian ini didapat beberapa contoh mainan yang memiliki perbedaan yang mampu dinilai dari aspek perkembangan, psikologis, serta aspek desain yang dapat menjadi pertimbangan dalam inovasi pembuatan mainan anak.
Perancangan Elemen Interior dengan Material Berkelanjutan Berbasis Tali Putri (Cuscuta Australis) sebagai Pengganti Plastik Kirana, Dini Cinda; Saputra, Natasha
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.334

Abstract

Penelitian ini adalah perancangan elemen interior dengan menggunakan material berkelanjutan berbasis tanaman Tali Putri (Cuscuta Australis) sebagai alternatif pengganti plastik, yaitu tanaman parasit yang tumbuh di sekitar tanaman inangnya sehingga merugikan tanaman pertanian. Tali Putri menawarkan alternatif material berkelanjutan dengan karakteristik serat yang kuat dan elastis. Penelitian ini dilatari oleh adanya kebutuhan mencari alternatif material berkelanjutan mengingat pada saat ini plastik telah menjadi masalah serius dalam konteks lingkungan, khususnya pada elemen interior yang sering kali menggunakan bahan plastik sekali pakai. Penelitian ini bertujuan untuk menghasilkan rancangan elemen interior dengan menggunakan material berkelanjutan berbasis Tali Putri (Cuscuta Australis). Proses pada penelitian ini akan diawali dengan menganalisis karakteristik fisik Tali Putri (Cuscuta Australis), dan metoda yang digunakan berbasis pada eksperimen melalui perbandingan 3 model eksperimen bioplastik berbasis tanaman Tali putri (Cuscuta Australis). Pengujian material bioplastik yang akan diamati adalah ketahanan, kelenturan (fleksibilitas), kepadatan, dan tekstur dari hasil eksperimen terhadap tanaman Tali Putri tersebut. Alat-alat yang digunakan pada penelitian ini adalah alat-alat sederhana seperti timbangan, cetakan, sendok, gunting dan panci. Sedangkan bahan-bahan yang digunakan dalam penelitian ini adalah Gliserin (Glycerol), Caraagenan Iota, air, dan tanaman Tali Putri. Pada akhir penelitian dihasilkan luaran berupa dummy lembar material Tali putri (Cuscuta Australis) yang dapat diaplikasikan sebagai elemen interior seperti partisi, penutup dinding (wall cladding) dan elemen estetis interior lainnya seperti penutup armatur lampu. Kebaruan dari penelitian ini adalah elemen interior dengan menggunakan material berkelanjutan berbasis tanaman Tali Putri (Cuscuta Australis) sebagai alternatif pengganti plastik.
Tantangan dan Kompetensi Kunci Desainer Produk Industri dalam Membangun Masa Depan Sepeda Motor Listrik Nasional di Era Teknologi 4.0 Ardodi, Hendra; Pasaribu, Yannes
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.363

Abstract

This research delves into the development of electric motorcycles in Indonesia, examining the historical progression, market potential, and consumer trends among millennials, Gen Z, and Gen Y, while also addressing the competencies industrial product designers require in navigating the challenges posed by the Technology 4.0 disruption era. The study aims to furnish a thorough understanding of the electric motorcycle landscape in Indonesia, pinpoint existing market opportunities, and scrutinize consumer trends within millennial, Gen Z, and Gen Y demographics that are pivotal in driving electric vehicle demand. Additionally, this research seeks to delineate the essential competencies that industrial product designers must possess to effectively develop innovative and sustainable electric motorcycles. The findings of this study highlight a significant market potential for electric motorcycles in Indonesia, particularly among millennials, Gen Z, and Gen Y consumers. In response, industrial product designers need a comprehensive grasp of Technology 4.0, foundational principles of product design, creativity, innovation, sustainability, and digital technology integration. Such competencies are crucial for the successful development of electric motorcycles that align with the preferences and needs of Indonesian consumers. This research provides a foundation for strategic decision-making within the automotive industry as it transitions towards a future that is increasingly sustainable and technologically advanced. Keywords: Electric Motorcycle, Automotive Industry Development, Millennial Generation and Gen Z, Industrial Product Design, Potential Market.
Bibliometrik Pemetaan Analisis Komputational Publikasi Pada “desain produk industri”, “slow design” dan “wood kerfing” Melalui VOSviewer Jayanti, Ghia Tri; Mu’minah, Afifah; Hafiyan, R Moch. Rizal; Persada, Galih Adnan; Rahmatdinullah, Adri
Jurnal Desain Indonesia. Vol 6 No 2 (2024): Design Thinking In The Era Of Artificial Intelligence, Can humanity be replaced?
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i2.369

Abstract

Studi ini bertujuan untuk memverifikasi hubungan antara “desain produk industri”, “wood kerfing” dan “slow design” dengan mengimplementasikan pendekatan bibliometrik dengan analisis pemetaan komputational menggunakan VOSviewer. Data artikel publikasi yang didapatkan dari Google Scholar dengan menggunakan software pengaturan pustaka, Publish or Perish. Judul dan abstrak dicari dengan menggunakan kata kunci “industrial product design”, “slow design” dan “wood kerfing”. Dalam 10 tahun, dari 2013 sampai 2023, ditemukan 461 artikel. Hasil dari pencarian diklasifikasikan menjadi 2 kluster: product design dan wood kerfing. Ada 91 links, dengan total kekuatan link 584. Analisis menghasilkan hubungan perkembangan antara “desain produk industri”, “slow design” dan “wood kerfing”. Selama 10 tahun, terjadi penurunan publikasi secara perlahan. Pada tahun 2013, publikasi mencapai 61 artikel dan berkurang menjadi 17 publikasi pada tahun 2023. Puncak dari publikasi berada pada tahun 2013 mencapai 61 artikel. Studi ini menemukan bahwa tidak ada publikasi yang saling berhubungan antara “product design” dan “wood kerfing”. Tetapi kata “industri” terhubung kepada kebanyakan kata kunci pada publikasi ilmiah, dengan link 15, total kekuatan link 165 dan 105 kemunculan. Oleh sebab itu, hasil dari penelitian ini dapat dijadikan poros untuk mengembangkan hubungan antara desain produk dan wood kerfing.
Desain Sistemik untuk Inisiatif Fesyen Melingkar Kolaboratif: Studi Kasus di Surabaya Handayani, Rahayu Budhi; Piliang, Yasraf Amir
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.372

Abstract

The environmental and social issues raised by the linear fashion industry are addressed through circular fashion. It utilizes a closed-loop method that encourages mindful behavior along the entire fashion value chain, from creation to disposal. This article describes the application of a systemic design approach to collaborative circular fashion initiatives with a focus on creating sustainable partnerships and promoting circular fashion initiatives between fashion design Universitas Ciputra, the Surabaya city government Environmental Office, and representatives of 40 Kampung Zero Waste. The methodology used in this research study was based on a systemic design approach, which recognized the interconnection and interdependencies within the circular fashion system. Although the research study did not specifically assess the program's impacts it was a crucial first step in creating awareness and initiating collaborative efforts to promote the adoption of circular fashion in Indonesia. Focusing on the early stages of fostering circular fashion with the help of the Surabaya City Government Environmental Office and zero-waste communities produced insightful findings. Future projects and interventions could be built upon a strong foundation that was provided by the systemic design approach and interdisciplinary collaboration. The research results advance knowledge of comprehensive models and collaborative strategies for encouraging circularity in the fashion industry.
Memicu Dialog Dinamis tentang Solusi Sehari-hari melalui Kartu Pemetaan Solusi Taepoer, Raditya Ardianto; Ono, Kenta; Malasan, Prananda Luffiansyah; Triharini, Meirina; Puspita, Arianti Ayu; Sugandi, Yulia; Nurin, Bima
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.373

Abstract

The contemporary world is amid a dynamic and transformative phase characterised by fundamental shifts, leading to complex environmental, socioeconomic, healthcare, and social challenges. This convergence of multifaceted requires a holistic and innovative approach to ensure a sustainable and harmonious global future. Design for social innovation has introduced novel expertise and methodologies, leveraging the dynamics inherent in social systems to create impactful solutions by actively engaging stakeholders to understand contextual perspectives and minimise knowledge gaps. Solution Mapping Tools facilitate communities to delve into the significance of local needs and assets in addressing everyday societal challenges. Incorporate within these tools, Solution Mapping Cards foster dialogue and understanding by transforming abstract concepts into tangible representations. The main topic resulting from this article revolves around the evolving nature of design thinking, the role of designers in addressing complex problems, and the practical implications of using tools such as Solution Mapping Cards.
Qualitative Core-periphery Approach on Information Sharing in Multicultural Communities Ecosystem Aristi, Savira; Ono, Kenta
Jurnal Desain Indonesia. Vol 6 No 1 (2024): Fluid and Ubiquitous
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v6i1.378

Abstract

Within interconnected multicultural communities, information sharing plays a pivotal role in shaping social dynamics and cross-cultural exchange. This study employs a qualitative core-periphery approach to explore information sharing patterns within such ecosystems. Focusing on the core nodes and peripheral nodes, we investigate the dynamics of information flow, influential actors, and community cohesion. A case study involving 75 individuals from 11 nationalities reveals central figures' vital role in facilitating communication. Through in-depth interviews and analysis of online and offline interactions, the research identifies the key actors within the communities’ core-periphery structure. The research continues with qualitative network mapping and explores how information sharing occurs within different cultural groups. The core-periphery structure fosters diversity but can also reinforce information inequality. This research is relevant to approach and apply targeted interventions to a new multicultural communities ecosystem and study the patterns of how they share information to each other.

Page 7 of 11 | Total Record : 101