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
KAJIAN SEMIOTIKA: REPRESENTASI IDENTITAS KOSMOPOLITAN PADA KONTEN VISUAL FOTOGRAFI DI INSTAGRAM @ANOMALI.BALI Tjahjadi, Clarence Venedictta; Dektisa, Andrian; Wahyudi, Anang Tri
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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Abstract

Cosmopolitan identity is a modern and open-minded concept along with the evolution of the globalization era. The concept of cosmopolitanism can be applied in various aspects, one of which is in photography as visual content. This study discusses the cosmopolitan identity represented through photography as visual content on Anomali Coffee Bali’s  Instagram. Semiotics concepts such as denotation, connotation, and myth are used to understand the signs in the photos. Using qualitative research method to analyze how cosmopolitan identity reflects through visual elements in photography content. This study uses data from literature studies that underpins the theory of research as well as visual data from @anomali.bali on Instagram. This research was conducted to provide an understanding of how a cafe, namely Anomali Coffee in Bali represents a cosmopolitan identity to the audience through their photography content.
EKSPLORASI LIMBAH MARMER TULUNGAGUNG SEBAGAI BAHAN BAKU PRODUK DEKORASI INTERIOR Prasetyo, Yusro Defri; Nugraha, Adhi
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.i1.008

Abstract

Marble is a superior natural resource in Tulungagung Regency, which is utilized for various types of crafts and building construction materials. Apart from all its benefits, marble processing also leaves waste that has an impact on the marble industry and the surrounding community. Marble shards, gravel, and powder are residues from marble waste. The purpose of this study is to create products made from marble waste to optimize material supplies. The design of this product can not only meet the demands of the community for environmentally friendly products but will also indirectly impact the sustainability of the marble industry in Tulungagung. By using a qualitative approach, this study uses design development and material exploration methods, all of which aim to make marble waste a raw material for product design. Through the experimental method applied to explore marble waste, its potential has been revealed as a new alternative for raw materials for making products in the marble industry. The exploration process uses marble waste, namely marble shards, gravel, and powder that have been sorted and other supporting materials such as water and white cement, to obtain the ideal formula in terms of strength, aesthetics, and ease of production. Challenges such as inconsistent material textures, varying hardening times also arise during the process, but instead open up opportunities for innovation in design approaches and production techniques. This research attempts to reduce waste while utilizing the unique characteristics of various types and proportions of marble waste. This collaborative effort with local craftsmen has resulted in interior decoration products, adding value to marble waste, strengthening the local economy, and maintaining the sustainability of the marble industry in Tulungagung.
NUMERIK WARNA KAIN SEBAGI LAMPUNG Susyanti, Susi
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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Abstract

Detecting Colors in Lampung's Sebagi Fabric and Converting them to Color Codes. The methodology employed in this study is qualitative ethnography, with data collection conducted through direct field surveys and color detection using the SCI D65 10° Colorimeter. The colorimeter detects the surface colors of Sebagi fabric, converting them into Lab values, which are then translated into RGB, CMYK, and HEX color codes through the Nixsensor application. The primary findings indicate that three Sebagi fabrics were successfully identified and assigned color codes, providing a valuable reference for textile, product, and graphic designers, as well as researchers. The study concludes that using a colorimeter yields accurate results for fabric color detection after conversion. The color data collected from Sebagi fabric at the Lampung Museum in 2022 can serve as a valuable reference for documentation and culturally based design development in the digital and manufacturing era.
TEKNOLOGI VIRTUAL REALITY: SEBAGAI CARA BARU PRESENTASI PURWARUPA DESAIN INTERIOR Akhmadi, Akhmadi; Ismiranti, Athifa Sri; Adriyanto, Andreas Rio; Febrianta, Mochamad Yudha
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.i1.004

Abstract

Education in the field of design begins with the creation of ideas, thoughts and concepts and ends with the creation of a prototype before being submitted to industry for mass production. The design prototype can be a digital prototype that can be viewed through Virtual Reality (VR) glasses. The urgency of this research is to provide alternative interior design engineering other than using animation and printing technical drawings on drawing paper. The virtual reality method can also provide a more interactive design engineering alternative to see the interior design of a room in more detail in a sense of space experience. This research aims to prove the presence of virtual reality technology as an alternative for creating prototypes from the results of one semester of interior design learning. The research method uses experimental description. Namely, after the screening process for indicators of the sense of space literature, a trial was carried out to measure students' tendencies in assessing their interior design prototypes both before and after using VR technology. The results show findings about how to create virtual reality technology from students' interior design final project. The description of the preference questionnaire also states that they are more likely to agree in experiencing the theory of the sense of immersive space when using VR.
INOVASI PERTUNJUKAN MILENIAL GAMELAN X SLANK Darmawan, Iwan
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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Abstract

The collaboration of traditional and modern musical arts continues to develop in the millennial era as an effort to preserve, develop culture while bringing gamelan culture closer to young audiences. This paper discusses the concept of the performance process of Millennial Gamelan X Slank, a performance art innovation show that combines traditional gamelan instruments with the legendary band Slank as a symbol of modern music style equipped with visual design arrangements and contemporary background dancers. This collaboration aims to show the millennial generation the harmony between traditional music and modern music and bridge generations in understanding the cultural values of gamelan. Through the implementation of the concept of Millennial Gamelan X Slank is an art performance to explore the musical aspects and multidisciplinary creativity of the arts towards strengthening culture through performing arts.
PERANCANGAN BRANDING MEDIA PROMOSI FASHION TRADISIONAL-MODERN (Studi Kasus : Wenny Chang) Hubert, Hubert; Yonatia, Jessica; Susanti, Elizabeth
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.i1.009

Abstract

The development of the fashion industry in Indonesia has provided interesting opportunities for designers to combine modern designs with traditional elements that can help preserve local culture. This research aims to design a promotion strategy for Wenny Chang, a fashion designer who is well-known for her work in major cities in Indonesia. Wenny Chang's distinctive feature is her use of traditional Indonesian fabrics harmoniously combined with other materials, with a modern touch. Each of Wenny Chang's works has a unique and beautiful traditional-modern characteristic. This research will use a qualitative approach with a case study method to study every small detail of Wenny Chang's work, resulting in integrated data. The research will also produce a promotional media design strategy tailored to the needs and characteristics of Wenny Chang and potential consumer preferences. The results of Wenny Chang's promotional media designs include: brand identity, business suite, souvenirs, fashion photography, and fashion videography. This research aims to contribute to the domestic fashion industry practitioners in strengthening their brand through the selection of appropriate promotional media, expanding markets, and increasing public appreciation for traditional Indonesian fabrics.
REPRESENTASI DAN PENGARUH KARAKTER PUT ON DALAM PEMBENTUKAN IDENTITAS PERANAKAN TIONGHOA YANG MEMILIKI NILAI KEINDONESIAAN Park, Johanes
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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Abstract

"Put On" is the name of both a character and the title of a comic that was once popular in Indonesia. Put On was published around 1931 by Kho Wan Gie in the newspaper. The Put On comic showcases many aspects of the Chinese-Indonesian (Peranakan) culture residing in Jakarta. The Chinese--Indonesian cultures depicted in the comic includes language, daily habits, family structure, and the food consumed. In the Put On comic, the character Put On is shown to be mischievous, naive, and childish despite being portrayed as a large middle-aged man. This research was conducted using qualitative methods in the form of multimodal analysis and narrative inquiry. The observation through multimodal analysis was done to see the graphic narrative elements in the comic, while narrative inquiry was carried out to elaborate on the experience of reading Put On. The aspects observed in the reading experience included character design (drawing style, physical appearance, and clothing style), language (body language and speech), and visualization of social situations. The results of the study reveal that while the design and traits of Put On as the main character do not clearly exhibit a Chinese-Indonesian identity, it is the interaction with other characters who use distinctive language and the social environment they inhabit that makes the Put On comic able to represent Chinese-Indonesian culture.