cover
Contact Name
Brian Alvin Hananto
Contact Email
brian.hananto@uph.edu
Phone
+6221-5460901
Journal Mail Official
jsdis@uph.edu
Editorial Address
School of Design (Fakultas Desain) Universitas Pelita Harapan Gedung B Lantai 2 School of Design Universitas Pelita Harapan, Lippo Karawaci, Tangerang - 15811 Jl. MH. Thamrin Boulevard 1100 Lippo Village, Tangerang, Indonesia jsdis@uph.edu
Location
Kota tangerang,
Banten
INDONESIA
Jurnal Strategi Desain dan Inovasi Sosial
ISSN : 27152898     EISSN : 27155129     DOI : http://dx.doi.org/10.37312/jsdis.v2i1
Journal of Design Strategy and Social Innovation is a peer reviewed journal that discusses cutting edge design advancement, strategically and innovatively, in specific areas that drive social change in society. On a greater scale, the journal aims to produce design knowledge that is empowering, liberating, and humanizing, both theoretically and practically. The journal also hopes to influence the national policy on sustainable development that promotes social justice for all of its citizen and on human socio-capital capacity building as the forefront of Indonesia’s strategic development plan.
Articles 9 Documents
Search results for , issue "Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2" : 9 Documents clear
Sense of Place Restoran Seoul Bunsik Surabaya Faktor Fisik dan Perilaku Pengguna Aiko; Jason Scott Lee; Lya Dewi Anggraini
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Pengunjung yang datang ke restoran tertarik pada bersama dengan satu orang temannya dengan tujuan awal menemani temannya dan ingin menikmati makanan yang dijual. Menariknya sebuah tempat ditentukan oleh banyak faktor. Dalam sebuah observasi yang dilaksanakan secara spontan, untuk menjawab apa yang membuat generasi muda tertarik untuk datang dan menikmati suasana Restoran Seoul Bunsik di Tunjungan, Surabaya, dilakukan kunjungan pada Maret-Juni 2024, dan wawancara semi terstruktur terhadap staf dan pengunjung. Riset kecil ini bertujuan untuk mengeksplorasi faktor-faktor fisik dan perilaku pengguna restoran yang berkontribusi terhadap terbangunnya suasana restoran Korea. Hasil analisis menunjukkan beberapa faktor fisik yang paling mempengaruhi kembalinya pengunjung ke restoran tersebut adalah penggunaan warna terutama pada desain interior, pencahayaan, sistem pelayanan, dan suasana interior sesuai dengan produk yang ditawarkan yang mendukung dan perilaku pengunjung yang aktif.
Perancangan Media Pembelajaran Matematika Dasar Studi Kasus Kelas 2 SDN Klitren, Yogyakarta Clariza Ardya Pramesti Trissenda
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Kemampuan berhitung menjadi salah satu dari tiga kemampuan dasar yang harus terpenuhi oleh setiap siswa pada jenjang pendidikan Sekolah Dasar (SD). Matematika menjadi salah satu mata pelajaran yang paling sulit dan juga menjadi mata pelajaran yang kurang diminati oleh para siswa ditiap jenjang pendidikan. Adanya faktor internal dan eksternal yang menyebabkan timbulnya kesulitan belajar pada siswa saat melakukan proses kegiatan belajar. Tujuan dari penelitian ini adalah untuk menciptakan rancangan media pembelajaran yang dapat meningkatkan kemampuan berhitung siswa kelas 2 SD serta menarik ketertarikan siswa kelas 2 SD untuk belajar matematika. Metode penelitian yang digunakan adalah metode kualitatif. Metode desain yang digunakan dalam pengembangan media pembelajaran anak kelas 2 SD adalah SCAMPER.
Strategi Desain Melalui Pendekatan Kreatif Terhadap Prinsip Desain Revastudio Valdian Rudi; Wiradinata, Kuntara
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Strategi desain menjadi salah satu hal penentu dalam menciptakan sebuah proyek yang sukses. Revastudio memiliki strategi desain yang cukup menarik dalam mencapai sebuah desain yang sesuai dengan target klien sekaligus prinsip desainnya yaitu eccentric dan energetic. Melalui penelitian ini, penulis bertujuan untuk mengetahui bagaimana pengaruh strategi desain Revastudio sehingga desainer mampu menciptakan gagasan atau karya baru yang sesuai dengan prinsip desain Revastudio dan target klien. Dalam mencapai tujuan tersebut maka, dilakukan penelitian dengan pendekatan etnografi menggunakan metode pengumpulan data kualitatif secara langsung terhadap rekan kerja dalam lingkup kerja magang. Pada akhirnya, hasil temuan dari penelitian ini berpeluang membuka pandangan baru ke dalam dunia desain interior bukan hanya pada tingkat konsultan tetapi juga bagi setiap pihak yang sedang mendalaminya.
ENHANCING GEN Z’S SENSORY EXPERIENCE THROUGH MULTI-SENSORY SOCIAL SPACE DESIGN Brian Edgar; Srinaga, Felia; Jacky Thiodore
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Human existence has long been intertwined with nature and its elements. Before modernization and technology became part of our daily lives, our five senses (sight, hearing, smell, touch, and taste) helped us perceive and interact with the world. However, in today’s digital era, we are increasingly disconnected from our environment. Our attention is consumed by screens, dominated by all things digital leading to a diminished awareness of the world around us. This disconnection is especially evident among Generation Z, who were “born to be digital”. They may not fully appreciate the value of sensory experiences, relying on technology as a substitute. This impacts their well-being through cognitive, affective, and psychomotor aspects. Recognizing this, author proposes the design of a social space that is intended on rebuilding and reestablishing human sensory connections, especially for Generation Z, with their environment through three aspects: humans with nature and environment, with each other, and with themselves. The design of a multi-sensory social space serving as a third place for Generation Z is identified through theoretical studies, precedent studies, and questionnaires. The research results were implemented into the design through activities and programs to enhance specific sensory experiences. Consequently, design strategies include site design, access & circulation, space program & activity zoning, building massing, facade & opening, interior planning, and open space & green pattern planning.Additionally, site identification of Pondok Ranji, Bintaro was undertaken in hopes to restore the holistic relationship between humans and their environment.
A PHENOMENOLOGICAL VIEW OF DIGITAL MEDIA’S ROLE IN CONTEMPORARY CULTURE Zulkarnain, Alfiansyah
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

This paper explores the transformative role of digital media in shaping contemporary society and culture through a phenomenological lens. Digital media, including smartphones, social media, and video games, integrates into daily life, altering communication, identity formation, and cultural practices. The study examines how digital media democratizes information and facilitates global cultural exchanges, creating new traditions and identities. Utilizing Bambang Sugiharto’s thesis on experience as culture, the paper highlights the dynamic and relational nature of culture in the digital age. It discusses the implications of digital media’s interactivity, connectivity, and influence on modern cultural experiences, emphasizing the continuous deconstruction and reordering of cultural meanings.
Participation Design of Fabric Material Utilization Widyastuti, Putri Anggraeni
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Fabric is the main material in producing bags in Kadugenep village. The purpose of the research is to involve participatory design in the design of learning products that can improve the creative process of PAUD HI BKB Kemas Kemas students, in order to utilize the potential of fabric material which is a natural resource in Kadugenep Village. Qualitative research was conducted by collecting data from site observations, interviews with related parties, and literature studies related to the utilization of fabrics by PAUD activities through a participatory design approach. Community service activities have been held at PAUD HI BKB Kemas Kutilang in the post-pandemic era in 2022 and new normal in 2023 as a form of utilization of one of the fabric materials. Flannelette and calico fabric were chosen in the activity. The combination of calico fabric on the drawstring fabric and flannel fabric on the floral motif is applied using a textile glue paste technique that is safe for children of early childhood age. The flannel fabric was applied using a weaving technique on the plastic frame of the shell-shaped handheld fan to produce a plane. In conclusion, the design of learning products formed based on the participation of PAUD HI BKB Kemas Kutilang students can finally be applied by utilizing calico and flannel fabric materials that are safe and comfortable.
Artificial Intelligence-based Outpainting Technology: TikTok Effect Features in the Perspective of Elegant Design Composition Achmad Nur Kholis; Setyo Budi; Desy Nurcahyanti
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

Outpainting is one of art technologies based on artificial intelligence. Feature contained in TikTok application is able to expand uploaded the image. The image expansion system is supported by application of AI technology that is able to fill in empty parts of original image. this benefit can be achieved by identifying work patterns and understanding results of feature. It is necessary to understand concept of applying AI technology to produce images that are wider than the original photo. Therefore, an attempt was made to examine content results of Outpainting from perspective of elegant composition design. The experiment was conducted by uploading two photos that have different compositions, objects, complexity, and details of each image. In addition, the discussion of output results of technology is to find advantages and disadvantages of Outpainting feature found in TikTok application. Research strategies uses a descriptive process with trials and literature sources so as to explore good quality and in-depth data.
DESIGN AS STRATEGY CASE STUDIES - Part 2 Katoppo, Martin Luqman
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

JSDIS Vol. 6 Edition 1 continues the discussion of Design as Strategy case studies that began in JSDIS Vol. 5 Editions 1 and 2. JSDIS Vol. 6 Editions 1 and 2 are also special editions that are related to the National Seminar on Social Design (https://snds.uph.edu/ , https://ojs.uph.edu/index.php/SNDS/index), and the International Conference on Social Design (ICSD) (https://ojs.uph.edu/index.php/ICSD/index) which was just completed by the Faculty of Design, Pelita Harapan University on 4th-5th September, 2024. The themes raised by SNDS and ICSD 2024 are in accordance with the discussion themes of JSDIS Vol. 5, namely: Design as Strategy, with 3 sub-themes for discussion: Body of Knowledge, Innovation and Contribution to Social Change.
EXAMINING DESIGN AS STRATEGY DISCOURSE – Part 2 Katoppo, Martin Luqman
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 1 (2024): Design As Strategy Case Studies - Part 2
Publisher : School of Design Universitas Pelita Harapan

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Abstract

I will review and examine each case study from the 7 papers in this JSDIS Vol. 6 Edition 1, to build a discourse on Design as Strategy. The framework for reviewing and examining each case study is to use 3 perspectives from the Design as Strategy point of view (Katoppo, 2024) which is also the sub-themes of the National Seminar on Social Design (SNDS) and the International Conference on Social Design (ICSD) 2024 (https://snds.uph.edu/), which are: 1. Body of Knowledge: The discourse start from the point of its definition to its extent in the design field, namely system design (i.e.: visual communication design), interaction design (i.e.: product design), and spatial design (i.e.: interior design and architecture) (Grimsgaard, 2023). 2. Innovation: In this discourse, it would investigate the causal relationship between Design as Strategy and Innovation. It will discuss how Design as Strategy becomes the driver of innovation in design practice, design pedagogy, and technology driven design (Bethune, 2022). In the context of technology driven design there are at least 3 innovation categories: the classic technology-driven innovation (Ottinger, 2021), the user- and design-driven innovation (Szymariska, 2017; Duczek, 2021), dan future artificial-driven innovation (Gartner, 2021; Beale, 2022). 3. Contribution to Social Change: The last discourse would build around the action, where Design as Strategy is implemented to make social change. It will discuss the impact for society, for the environment and for prosperity (Amatullo, et.al (ed.), 2021).

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