cover
Contact Name
Ali Ramadhan
Contact Email
ali.ramadhan@mercubuana.ac.id
Phone
+6285813007765
Journal Mail Official
jurnal.narada@mercubuana.ac.id
Editorial Address
Fakultas Desain dan Seni Kreatif Universitas Mercu Buana Gedung E Lantai 4 Jl. Raya Meruya Selatan no.1, Kembangan, Jakarta 11650 Tlp./Fax: +62215871335
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Narada : Jurnal Desain dan Seni
ISSN : 24775134     EISSN : 26215233     DOI : https://dx.doi.org/10.22441/narada
Core Subject : Art,
Narada: Jurnal Desain dan Seni diterbitkan oleh Fakultas Desain dan Seni Kreatif, Universitas Mercu Buana. Jurnal ini merupakan sarana untuk mempublikasikan tulisan ilmiah berupa hasil penelitian, hasil pemikiran (gagasan konseptual), serta hasil perancangan karya desain dan seni terapan (Applied Art) dalam ruang lingkup bidang desain dan seni rupa yang mencakup desain interior, desain produk, desain fashion, desain multimedia, desain komunikasi visual, fotografi, HAKI Desain, Hak Cipta Desain serta bidang perluasan yang ditujukan untuk mengembangkan bidang ilmu tersebut. Narada: Jurnal Desain dan Seni terbit sebanyak tiga kali dalam setahun, yakni pada bulan April, September, dan Desember. NARADA Jurnal Desain dan Seni menerima artikel yang ditulis menggunakan Bahasa Indonesia.
Articles 10 Documents
Search results for , issue "Vol 7, No 3 (2020)" : 10 Documents clear
REPRESENTASI BUDAYA NUSANTARA DALAM ANIMASI BINEKON Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.001

Abstract

The characters contained in the Binekon animation are "representatives" of the culture that exists in Indonesia. Similar to a film, animation also has elements of construction and social representation that want to be built by giving meaning in the reality that occurs in society. Researchers will focus on discussing how the portrayal of binekon animated characters is represented from the social reality of the ethnic / racial communities of the Archipelago with the Pierce semiotic method. The triadic sign model proposed by Pierce, is depicted simply with three points, namely the sign, object, and interpreter. The hallmarks of this study are the characters found in the animations, with the visuals present in each character, then the intepretant is the archipelago culture. And the results of the study showed every character contained in the Binekon animation by Belantara Studio is a cultural representation of the archipelago that represents the major islands in Indonesia, namely Sumi from Sumatra, Jabo from Java, Kale from Kalimantan Island, Sula from Sulawesi Island, and Papu from Papua Island.
PERANCANGAN SIGN SYSTEM PADA DESA SADE LOMBOK TENGAH Alfryan Tribuana P Repi; Sandi Justitia Putra; Danang Adi Wiratama
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.007

Abstract

Sade Village is an ecotourism atau ecotourism that is one of the tourism activities that is environmentally minded with the priority of nature conservation aspects, aspects of economic socio-cultural empowerment of local people as well as aspects of learning and education located in The Rembitan Village of Pujut Sub-District, Central Lombok. As one of the heritage attractions with an area of 5.5 hectares, Sade Village desperately needs the existence of a communicative and informative sign system for those who will assist wisatwan / visitors in accessing every facility in Sade Village. This research will design the work of sign system with the application of environtmental sign system concept with an atmosphere that remains authentic with Sade Village, which makes visitors still feel the rural atmosphere of sasak tribe. The design method used by the author is the design thinking method. The expected result in this study is the creation of environtmental sign system that makes visitors able to make the most of Sade Village facilities while traveling.
TINJAUAN PROSES PEMBUATAN ALAT MUSIK GESEK BETAWI KONGAHYAN Imam Firmansyah; Faisal Ibrahim; Irgi Maulana Alfahrezy
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.006

Abstract

Kongahyan is a Betawi stringed instrument that has an important function in the gambang kromong ensemble, as a bearer of melody. This musical instruments are made of wood and coconut shells. It’s made by craftsmen who are also players of the gambang kromong. But the existence of kongahyan craftsmen is very rare. There are only two persons in Jakarta and one in Tangerang. This condition is very alarming because it does not rule out the possibility of this musical instrument will become extinct due to the limitations of the maker. The research method used is a qualitative research method with a descriptive approach that is to present data by observing, studying, and documenting the process of making a kongahyan. This research found that kongahyan consisted of three major parts, namely stem, coconut shell, and bow. The three major parts are then assembled into one unit. The results of this research can be used as a reference both theoretically and practically regarding the process of making kongahyan musical instruments. In addition, this research paper is also complemented with a comprehensive documentation of the manufacturing process.
ANALISA IDENTITAS "BRANDING KOPI DULU" Dwi Ramayanti
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.008

Abstract

Coffee is a popular drink in the world. Coffee lovers in Indonesia are increasing day by day. This is marked by the proliferation of coffee shop businesses in various cities throughout Indonesia. The coffee shop business is a promising business. This is due to the growing trend of drinking coffee in coffee shops or so-called hanging out, a lifestyle and a means of showing the existence of adults to adolescents, men, and women. Depok City has many coffee shops spread across eleven sub-districts, each of which has four to six sub-districts. This research was conducted at a coffee shop in the Sukmajaya district, Depok. The analytical method used is a visual review methodology of visual communication design elements analysis on branding identity. Visual communication design elements such as typography, layout, colors, illustrations/ photography/ images and branding identity elements such as brands (brands, logos) which can be visual, text, or both then color (product, corporate) the composition of all the constituent elements and promotional media as well as information media.
PERANCANGAN FURNITURE RUANG TAMU TERINSPIRASI DARI HUTAN BAMBU SUKOLILO Salsabila Prionggo; Wyna Herdiana
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.003

Abstract

As the times progress, the population in Indonesia will also grow. What was followed by the increasing need for housing and land. The increasing of land for a place to live causes a limited available vacant land, therefore an alternative has emerged, namely the size of a house with a small type and vertical residence, such as apartments and flats. Even though it has a limited land area, it can still give a beautiful impression to the living room. Because living room is the main room which is used as a place to receive guests and shows the social status of the house owner. Therefore, we make furniture for the living room with a limited area, inspired by the shape and aesthetics of the bamboo forest in Sukolilo Surabaya.
KAJIAN ELEMEN ESTETIK PADA RUANG TUNGGU GEDUNG DOKTORAL UNIVERSITAS MERCU BUANA JAKARTA Anggi Dwi Astuti
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.009

Abstract

The waiting room is an important part of a building. Because it is a temporary transit space used for waiting activities and is passed route to a building. Meanwhile, the waiting room for the doctoral building at Mercu Buana University not only functions as a space for waiting, but is also used for various activities in the public area such as services related to student affairs, student guidance activities with lecturers, and sometimes a display area for poster exhibitions.  As a space that can be accessed by the public, the design must be able to meet the needs of space and present a beauty that can be enjoyed visually. One of the important parts of interior design that affects visual appearance is the aesthetic element. Aesthetic elements in the form of certain patterns that form composition and are designed using design principles. The research method used is descriptive qualitative to get in-depth results about the aesthetic elements of the Doctoral Building Waiting Room. Qualitative data analysis process by comparing field data with appropriate literature data. This research was studied with the aesthetic theory of D.K. Ching said that the aesthetic of an interior space is formed from the use of design principles, namely proportion, scale, balance, harmony, unity and diversity, rhythm, and emphasis or affirmation. This study aims to determine the aesthetic elements of the Doctoral Building Waiting Room and what design principles are applied. Based on the analysis, the Doctoral Building Waiting Room uses the seven design principles. However, what really looks dominant is the rhythm that comes from the repetition of vertical and horizontal lines on the wall and the balance of the interior building structure, and the placement of furniture.
STRATEGI BRANDING KOTA SURABAYA SEBAGAI KOTA SEJARAH, BUDAYA, DAN PERDAGANGAN muhammad baliya; Aryo Bayu Wibisono; Andrian Ferdi Ramdhani; Natasyia Sisca eka; Oknisa Qadrin Saraswati; Robby krisdianto
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.005

Abstract

Kota Surabaya menjadi salah satu kota Metropolitan di Indonesia seperti Jakarta, Semarang, dan Bandung. Kota Surabaya adalah kota dengan tingkat populasi dan kemajuan yang tinggi. Selain itu Kota Surabaya ini merupakan kota yang sesuai untuk kegiatan beberapa sektor seperti bidang investasi, pariwisata, pendidikan maupun perniagaan. Kota Surabaya mempunyai dua slogan yang melatar belakangi branding kota Surabaya yaitu Sparkling Surabaya sebagai brand destinasi pariwisata kota Surabaya, namun ternyata ada sebagian masyarakat yang tidak mengetahui akan keberadaan brand ini. Hal ini menjelaskan tingkat kesadaran masyarakat akan brand tersebut tidak terserap di masyarakat. Ditengah ketiadaan identitas yang ideal sebagai ciri khas kota modern muncul slogan “bangga Surabaya” sebagai salah satu pelayanan informasi kepada masyarakat yang di lakukan Pemerintahan Kota (Pemkot) Surabaya melalui bagian Hubungan Masyarakat (Humas), dan Surabaya juga mempunyai beragam budaya, wisata, sejarah, dan masyarakat yang sangat khas kota Surabaya. Dengan adanya dua selogan yang melatar belakangi kota Surabaya dalam satu kota, kurang efektif untuk membangun citra suatu kota. Oleh karena itu, diperlukan konsep Branding yang tepat  untuk menghidupkan citra kota Surabaya sehingga kota Surabaya dapat memiliki identitas yang relevan dengan kota Surabaya itu sendiri, dan menarik minat masyarakat luas. Pengumpulan data pada penelitian ini melalui observasi lapangan, kuisioner data masyarakat dan wawancara merupakan metode untuk mendalami masalah, mencari solusi, serta merumuskan strategi dalam menemukan keyword yang dapat menjadi konsep Branding Kota Surabaya. Wilayah penelitian ini meliputi keseluruan kota Surabaya yang berpotensi mengangkat citra kota Surabaya seperti (Pusat perdagangan kota Surabaya, Wisata sejarah dan Budaya masyarakat kota Surabaya), dengan waktu perancangan konsep keyword 3 bulan. Konsep keyword ini dapat menjadi acuan dasar dalam perancangan ReBranding Kota Surabaya baik untuk implementasi Branding konsep visual, konsep verbal maupun implementasi media promosi kota Surabaya. Dengan adanya konsep ini diharapkan Kota Surabaya memiliki konsep identitas baru yang dapat menarik minat masyarakat luas.
DESAIN GANTUNGAN PAKAIAN SUSUN Andrian Eka Nursetya
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.010

Abstract

The clothes hanger is one of the household products which is used as a supporting tool to hang clothes. In general, people use clothes hangers to dry the clothes, hang clothes in a cupboard, or display the clothes in a clothing store. One of the varieties of clothes hanger which is already known is hack clothes hanger. This product has become the designer's interest. The process of designing the hack clothes hanger involves searching for supporting data, analyzing the data, discovering ideas, designing concepts, making a prototype, evaluating and testing products, and determining the materials prior to the production process and finishing the product. The design of the stack clothes hanger consists of 1 hook, which has six spaces to hang the hanger. Each part has 3 hooks space arranged from top to bottom and it is fused by adding several layers as an organizer or additional place to hang complementary clothes, such as veil, scarf, ties, etc. The total of hooks placed at the bottom is 6 layers. Furthermore, there are 6 hanger arms which can be used to hang men's and women's clothes, such as Kebaya, Robe, Shirt, Suit, T-shirt, and various types of pants. PVC solid board was chosen as a material to make the prototype products of stack clothes hanger design.
TINJAUAN PROSES KREATIF MAHASISWA DESAIN PRODUK PADA PROSES DESAIN TUGAS AKHIR (STUDI KASUS: TUGAS AKHIR DESAIN PROUK MAINAN) Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.002

Abstract

To complete a design requires a series of processes that must be presented in the designer's mind. There are many design methods that are learned in learning to design to produce extraordinary designs and can solve problems as a philosophical basis for design activities. In the toy product design process has a fundamental goal, which is to achieve fun (fun) to its users, through the fulfillment of aspects of function, fulfillment of aspects of the system and fulfillment of aesthetic aspects. The Final Assignment course was chosen to be sampled because this course was followed by the final year students who had experienced several design methods, so that by reviewing their process of completing the final assignment course it was hoped that a more significant creative process would be found in solving problems especially in the field of product design toy. Data obtained by taking the Final Project with the title of toy product design. Data collection is also carried out by in-depth interview methods in the process of assistance and design testing and then analyzed using the theory of design methods (design methods) and the theory of creative processes (creative thinking). The results of this study are expected to be a tendency of students (designers) to complete their design projects. know the aspects of concern and to find out their strategies in overcoming design problems.
PERANCANGAN IDENTITAS VISUAL MUSEUM WAYANG POTEHI JOMBANG SEBAGAI UPAYA KONSERVASI BUDAYA Sultan Arif Rahmadianto; Kevin Wibowo
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.004

Abstract

Technological developments such as television, internet, and smartphones that can be easily accessed are becoming more in demand by the younger generation than traditional performing arts. this is the cause of the decline of the existence of traditional art, especially wayang potehi. One of the museums that held a puppet art show potehi is Potehi Jombang Puppet Museum located in Raya Gudo area, Jombang, East Java. Potehi Puppet Museum is also affected by the many technological developments and other entertainment media. Therefore, it is necessary to visual identity of Potehi Jombang Puppet Museum as a step to introduce and preserve potehi puppet art because it is one of the cultures of acculturation in Indonesia. The design method used is a qualitative method. The result of this design is a visual identity in the form of Logo accompanied by the application in various media used as an effort to confectione Indonesian culture.

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