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 217 Documents
PEMBENTUK ATMOSFER TRADISIONAL PADA RESTORAN PESONA KAMPUNG SUNDA Nazhar, Ryanty Derwentyana
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.002

Abstract

Pesona Kampung Sunda Restaurant integrates a variety of interior design elements inspired by the cultural heritage of West Java, including flooring, walls, ceilings, decorations, and furniture. The traditional atmosphere of Kampung Sunda is reflected from the entrance, courtyard, bale-bale (terrace), to the kitchen designed to resemble a pawon (traditional Sundanese kitchen). This study is significant in documenting and preserving cultural heritage within the business sector and in fostering innovative interior design that emphasizes local culture. The research aims to analyze how traditional Sundanese design elements are applied in creating a homey and village-like ambiance in the restaurant. A descriptive-analytical method was employed, with Pesona Kampung Sunda Restaurant in Bandung as the object of study. The research specifically focused on areas integrating traditional Sundanese elements to create an atmosphere aligned with the restaurant's identity. Data were collected through site surveys, visits to Kampung Naga, and interviews with representatives from both the restaurant and the Kampung Naga community. Findings reveal that the restaurant's interior design extensively references traditional elements from Kampung Naga and the surrounding areas of Garut. Most furniture and utensils are used according to their original functions, while others are decorative. This multisensory approach, involving texture, aroma, and sound, effectively creates a distinctive Sundanese ambiance, enhancing visitor interest and attraction.
PENGEMBANGAN STRATEGI DESAIN UNTUK MENINGKATKAN PESEPEDA KOMUTER DIKOTA BANDUNG Romadhoni, Bobby; Soewardikoen, Didit Widiatmoko; Swasty, Wirania
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.005

Abstract

In 2023, there will be a phenomenon in the city of Bandung, namely that the number of vehicles is almost the same as the population, causing congestion and increased pollution levels which often occur on roads during commuter trips at times when vehicle volume is very dense, namely in the morning and evening. The existence of alternative transportation, namely bicycles, could be the answer to this phenomenon. However, there is a phenomenon that the number of cyclists in the city of Bandung is decreasing, especially for commuters. By looking at this potential, this research discusses design strategies for commuter cyclists with a case study in the city of Bandung. This research is a qualitative and quantitative research in the field of design to analyze cyclists commuting by bicycle by documenting visual samples as image aspect data, interviews with the creator aspect and questionnaires to consumers as the viewer aspect. Data obtained from various data collection methods is then analyzed using design strategies looking at internal and external factors. The results of this research will answer design strategies for commuter cyclists with a case study in the city of Bandung. Through this research, it is hoped that it can become a guide that makes it easier for people to commute on bicycles in the city of Bandung.
ANALISIS KOSTUM KARAKTER TOKOH UTAMA PADA FILM SERIES KOREA “SWEET HOME” Kusuma, Paku; Sintowoko, Dyah Ayu Wiwid
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.007

Abstract

One of the supporting pillars of creative industries is fashion. Fashion has great potential value to improve the economy. Promotion of fashion, especially through film platforms, has proven to be successful in our fashion industry. Costume references from the film industry also become a reference for fashion designer in developing their works. The increasing dominance of film series from Korea since 2002 has significant impact on the development of this industry. This research aims to find out how the costumes in the Korean film series 'Sweet Home' are constructed to depict the three dimensions of the main characters, namely: Cha Hyun Soo, Pyeon Sang Wook, and Seo Yi Kyeong. Qualitative descriptive methods are used with mise-en-scene as an analytical approach. Data was obtained through observations and literature study. The results of the analysis show that the four costume elements, namely: upper clothing, body, legs, and accessories are closely related to the three dimensions of character, namely physiological, sociological, and psychological for each character which are connected to the perception of acceptance by the audience. This relationship places a strong emphasis on trends according to the time setting of the film's background depiction, so that the successful acceptance of the adaptation of the webtoon comic into a film is very visually satisfying for viewers. These three characters, who belong to different generations, are able to neatly represent the expectations of the audience with costumes that have been adapted to each character's personality so that they often become a reference for post-pandemic dressing patterns.
STRATEGI NARASI VISUAL DALAM PERANCANGAN PICTURE BOOK STRESS MANAGEMENT UNTUK USIA 6-9 TAHUN Kusumaningtyas, Ester Anggun; Rarasati, RR Annisa
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.009

Abstract

The stress experience in the childhood poses significant and enduring risks to both physical and psychological development. Stress not only adversely affects physical health but also correlates with serious issues such as suicide, psychological symptoms, depression, and school dropout rates. The age of 6-9 years is a period of transition in exploratory learning and playing to formal schooling with exams so that this age is vulnerable to early stress. The activity of reading books that children and parents do can provide a sense of comfort, thereby reducing children's stress. Picture books are believed to be related to the formation of children's character, introduce concepts, and have a positive impact on the world of children. The visual narrative implied in the picture book can be a visual approach that attracts children. Until now, there has not been much research discussing visual narrative stress management for children aged 6-9 years. Research on book design using a visual narrative approach to introducing stress management as an alternative solution to problems needs to be carried out and studied. This study aims to design a visual narrative strategy that is implemented in a picture book illustration with the theme of stress management. This study uses a qualitative approach with literature studies, document studies, observations, and interviews to design the visual narrative’s strategy. The finding is that a visual narrative approach of contradiction, metaphor, and humor in children's books can be a illustration approach that provides comfort and a relaxing effect with easy-to-see illustrations.
KONSEP PANCA OPAT MASYARAKAT ADAT KASEPUHAN CIPTAGELAR DALAM PERSPEKTIF DESIGN THINKING Isfiaty, Tiara
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.003

Abstract

This study aims to identify the concept of Panca as an invention rooted in the indigenous Kasepuhan Ciptagelar community's local wisdom as a way to improve their lives while upholding the honorable principles of their customs. Innovation is a practice of human intelligence by utilizing technology to solve life problems from time to time. This fact is in line with design science as a problem solver in order to improve human life for the problems they face. Problem-solving activities in design can be studied using a design thinking approach. The cultural practices of the Kasepuhan Ciptagelar indigenous community are a form of innovation based on local wisdom that teaches us about overcoming problems that occur in the internal environment in a way that they create themselves. One of them is known as the Panca Opat concept. For the community, Panca Opat is a concept that is the basis for the customary order of their lives. The area of this research is the science of fine arts and design. This study uses a design thinking approach. The cultural practices of the Kasepuhan Ciptagelar indigenous community are a form of innovation based on local wisdom that teaches us about overcoming problems that occur in the internal environment in a way that they create themselves. One of them is known as the Panca Opat concept. For the community, Panca Opat is a concept that is the basis for the customary order of their lives. The area of this research is the science of fine arts and design. This research uses a design thinking approach. The stages analyzed are three stages, namely the stage of identifying problems (Empathize stage), the stage of solving problems based on the user's perspective (Define stage) and the stage of answering problems including the use of technology (Ideate stage). At the Empathize stage, the nature is to identify problems so that the research model that will be carried out is qualitative research. Qualitative methods refer to Moleong (1993), described as research that intends to understand the phenomenon of what is experienced by research subjects such as behavior, perception, motivation, actions holistically, and by means of description in the form of words and language. The results of the study are the findings of parako as a representation of the concept of panca opat. Parako is a crucial and constructive finding in the visual culture of the archipelago.
STUDI KOMPARASI DESAIN USER INTERFACE PLATFORM STREAMING PADA SMARTPHONE (STUDI KASUS: iQIYI DAN WeTV) Widyastuti, Dyah Isna; Hasyim, Noor; Yogananti, Auria Farantika
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.004

Abstract

The presence of streaming applications is one of the positive impacts of the progress of the internet which is increasingly developing in a modern direction. This can be seen from the ease with which users can access the application via smartphone without being limited by distance and time. The first thing the user sees is the application's user interface (UI), which is the interface between the user and the application system. This research aims to compare the UI designs of the iQIYI and WeTV applications on smartphones to measure and see to what extent the application user interface (UI) can be used well. The user interface in the application will be analyzed formally and then use the theory of the Golden Rules of User Interface Design by Theo Mandel, namely placing the user in control, making it easier for the user to remember, and consistency of the interface. This research uses descriptive qualitative methods supported by observation and literature study. The results produced in the research are evaluation results which can be used as consideration in improving the application, both in terms of UI design and application performance.
IMPLEMENTASI DESAIN STREET FURNITURE DI KAWASAN PESISIR SANUR Jaya, I Kadek Prana; Wiriantari, Frysa; Rijasa, Made Mariada
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.008

Abstract

Kawasan pesisir Sanur telah dilakukan penataan fasilitas meliputi pintu utama, jalur pedestrian, jalur bersepeda, dan penataaan kios, dan warung yang tersinkronisasi dengan desain penataan perabot jalan (street furniture). Wilayah pesisir Sanur seharusnya berfungsi sebagai penyangga alam dan tata lingkungan pantai, namun belum dapat memenuhi kriteria ruang publik bagi kepentingan masyarakat dan belum mampu memenuhi prinsip penataan lingkungan yang berkelanjutan, estetis, dan ramah pengguna.Penelitianini bertujuan untuk mengkaji implementasidesainstreet furnituredi kawasan pesisir Sanur dan menganalisis implikasistreet furnituredi kawasan pesisir Sanur terhadap peningkatan estetika, karakter, dan citra kawasan. Metode penelitian menggunakan metode eksplorasi kualitatif melalui pendekatan studi kasus dan dengan analisis reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ditemukan bahwa penerapan desain street furniture belum sepenuhnya menerapkan kaidah dan standar dan belum dapat memberikan informasi dan orientasi yang  baik, memperjelas identitas, integrasi kawasan, dan keterpaduan kawasan. Implikasi penataan lingkungan dan street furnituredi kawasan pesisir Sanur terhadap peningkatan estetika, karakter, dan citra dan untuk pelayanan publik tidak begitu signifikan memberikan perubahan kearah yang lebih baik. Fungsi keamanan, kenyamanan, fungsi estetik, dan belum memberikan dampak positif terhadap keterpaduan fungsi dan citra kawasan. 
PENGARUH POSISI DAN UKURAN BUKAAN TERHADAP TINGKAT PENCAHAYAAN ALAMI PADA BANGUNAN RUMAH TINGGAL DENGAN SIMULASI DIALUX Nugroho, Ardianto; Hambali W, Reza; Gunawan, Ahmad Nur Sheha
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.007

Abstract

The element of natural lighting in a building is how an opening can influence how much light enters a room. In a residential home, openings play an important role, not only as an aesthetic element but also have the function of bringing the outside atmosphere into an interior space. The study will utilize Dialux simulation to compare natural lighting values between existing conditions and proposed designs with varying positions and sizes of openings, along with external reflection elements affecting simulation outcomes. The simulation employs consistent external and internal parameters for direct comparison. The aim is to obtain comparable data for informing the final design, crucial for renovation implementation planning to minimize cost and time impacts. The simulation results indicate that vertical openings in corner of the room have lower lighting levels compared to horizontal openings located centrally on the walls.
ANALISIS WACANA HALLIDAY PADA PAMERAN TUNGGAL AHMAD JUNAID Haryono, Haryono; Arfa, Muhammad; Gunalan, Sasih
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.005

Abstract

Fine art exhibitions are part of the discourse or publication that will be delivered by the owner of the work presented in public spaces. Where art exhibitions generally attempt to represent a value that is communicated through visual media in the form of paintings. Ahmad Jailani's exhibition is a fine arts event which is published in the form of an exhibition. Behind the exhibition, of course, there is another purpose that will be conveyed to the public. The aim of this research is to try to describe the dimensions of the artist's work in the form of paintings displayed and the dimensions of the curator presented in the form of a curatorial narrative. Because behind both visual and verbal tests there is a purpose and a relationship between one and another. This research uses a qualitative descriptive type of research where the research tries to draw relationships. The method of this research is the Halliday discourse analysis method which consists of what field of discourse is being discussed, the tenor of discourse who is involved in the conversation, and the mode of discourse (mode of discour) the language choices used by the media. The results of the research show that what is exhibited and what is opined is distorted, such as the work and the curatorial theme.
MANGA MATRIX: SEBUAH PENDEKATAN DALAM PERANCANGAN VISUALISASI KARAKTER PADA PROJECT INTEGRATED INTERNATIONAL EXHIBITION INDONESIA-JAPAN SEBAGAI PERWUJUDAN STANDAR IDENTITAS MASKOT Handaru, Wuri Cahya
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research focuses on developing visual identity through a mascot as an effective strategy to support the branding of international events. The study centers around the design of SWEN, the mascot for the Brawijaya International Design Exhibition (BIDEA) at Malang Creative Center (MCC), which represents the values of innovation, creativity, and cross-cultural collaboration between Indonesia and Japan. The development of this mascot applies the Manga Matrix theory framework by Hiroyoshi Tsukamoto, integrating character design elements such as Form Matrix, Costume Matrix, and Personality Matrix. Additionally, a design thinking approach was used to ensure the design centered on user needs through the stages of empathize, define, ideate, prototype, and test. The first stage, empathize, involved interviews with manga artists and character designers to explore the cultural values to be depicted. The second stage, define, focused on clearly articulating the problem based on the insights gathered. The third stage, ideate, generated initial ideas and design concepts. In the fourth stage, a visual prototype of the mascot was developed for implementation in the exhibition. The fifth stage, test, involved conducting a questionnaire survey among exhibition visitors, designers, and manga enthusiasts to gather feedback. During the three-day BIDEA exhibition at MCC, the study engaged participants through a Likert scale 4-based questionnaire to evaluate the mascot's success. The analysis revealed that over 80% of respondents agreed that the SWEN mascot effectively became a relevant and functional visual identity for the international exhibition. The results of the design were applied in both offline and online media during the Indonesia-Japan international event. The study concludes that combining the Manga Matrix theory and the design thinking approach produced a mascot design that is not only visually appealing but also carries strong representational values. This study contributes to the development of character design for international event branding and reinforces the role of mascots as a tool for cross-cultural communication.