cover
Contact Name
Andi Farid Hidayanto
Contact Email
kreatifjurnal@gmail.com
Phone
+6281346201488
Journal Mail Official
kreatifjurnal@gmail.com
Editorial Address
Jurusan Desain, Politeknik Negeri Samarinda Jl. Ciptomangunkusumo, Samarinda Seberang, Samarinda, Kalimantan Timur
Location
Kota samarinda,
Kalimantan timur
INDONESIA
Jurnal Kreatif : Desain Produk Industri dan Arsitektur
ISSN : 23031662     EISSN : 27472582     DOI : 10.46964
Core Subject : Art, Engineering,
Jurnal Kreatif : Desain Produk Industri dan Arsitektur, terbitan ini berisi artikel bidang ilmu desain produk industri, arsitektur dan ilmu ilmu umum yang mendukung disiplin tersebut. Diterbitkan secara berkala 6 bulanan, tiap bulan April dan Oktober
Articles 262 Documents
REDESAIN PANTI ASUHAN DAN ASRAMA PUTRI BAITUL WALAD DI SAMARINDA PENEKANAN PADA ORGANISASI RUANG Irhamsyah .; Cisyulia Octavia HS; Hatta Musthafa Adham Putra
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v8i2.115

Abstract

Panti Asuhan merupakan salah satu tempat untuk membina dan merehabilitasi kembali kondisi anak yatim, baik fisik, mental maupun kehidupan sosialnya. Salah satu Panti Asuhan yang ada di Samarinda adalah Panti Asuhan Baitul Walad. Akan tetapi desain tapak maupun bangunan yang ada saat ini jauh dari kata layak dalam segi arsitektural. Maka perlu dilakukan redesain untuk meningkatkan kenyamanan bagi penghuni dan menambah minat bagi pengunjung. Panti Asuhan dan Asrama Putri ini menggunakan gaya bangunan Modern Kontemporer dengan menggunakan material sesuai perkembangan zaman dan mengurangi ornamen-ornamen pada fasad bangunan. Selain itu Panti Asuhan dan Asrama Putri Baitul Walad di Samarinda ini diharapkan menjadi sarana yang layak dikunjungi dengan fasilitas yang memadai dan berfungsi sebagai sarana kesejahteraan sosial
DESAIN PERMAINAN PAPAN UNTUK MENGENAL RUMAH DAN PAKAIAN ADAT PADA ANAK PRASEKOLAH Andi Ramlan; Hamdan Bahalwan
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v8i2.145

Abstract

Indonesia merupakan negara yang memiliki kekayaan yang luar biasa, mulai dari jumlah penduduk, sumber daya alam, hingga kebudayaan dan adat istiadat. Setiap daerah memiliki ciri khas budaya masing-masing mulai dari rumah adat, pakaian adat, upacara adat, alat musik, dll. Akan tetapi seiring perkembangan zaman, banyak kebudayaan-kebudayaan yang berangsur-angsur tergusur oleh perkembangan zaman, oleh sebab itu, pentingnya menanamkan kepada diri kita untuk cinta tanah air dan mencintai dengan sepenuh hati warisan budaya Indonesia yang perlu kita tanamkan sejak dini agar menjadi karakter anak bangsa yang nasionalisme. Untuk itu, anak-anak perlu dibekali wawasan tentang kekayaan kebudayaan Indonesia sejak usia prasekolah. Studi literatur dan observasi merupakan metode pengumpulan data yang digunakan untuk memperoleh informasi dalam perancangan permainan papan ini. Metode analisis yang digunakan dalam penelitian ini adalah analisis desain dan analisis SWOT. Perancangan ini bertujuan untuk mengenalkan budaya Indonesia sejak dini dan menanamkan sikap kepedulian cinta tanah air. Hasil akhir dari perancangan ini berupa permainan papan sebagai media pengenalan budaya Indonesia pada anak prasekolah. Kata kunci: anak prasekolah, budaya Indonesia, permainan papan.
FASILITAS BERMAIN JUNGKAT JUNGKIT UNTUK SLB UNTUNG TUAH SAMARINDA Noor Qalby; Etwin Fibrianie Suprapto
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i1.147

Abstract

Special School is an educational institute who help special needs children to study with special education provided for them. There is one of Special School located in Samarinda City named Untung Tuah Special School. Just like children in general, special needs children in Special Schools need to play too, that is why there are playground in Special Schools in order for children to not feel depressed during their study. But unfortunately, normal playground facility does not have special safety function for special needs children so some them are not able to use the playground equipments. Seesaw train to cooperate, communicate, social interact, and vestibular system or balance so it is suitable for children to train their feet, hand, etc. The purpose of this design is to create seesaw facility that can help children with special needs, especially intellectual disability and physical disability children, so they can play safely dan comfortable with their friends. The design processs used Vinod Goel’s method that covers formulation of the problem, literature review, data analysis, design analysis, alternative design development, and design final result that are technique drawing, 3D Modeling, prototype, and poster. This design produce a playground equipment as seesaw for special needs children especially intellectual disability and physical disability children. This seesaw is expected to be a safe playground equipment and facilitate special needs children to play freely.
DESAIN PERMAINAN 3D PUZZLE DENGAN BENTUK HEWAN KHAS KALIMANTAN Mildarulia Br Girsang; Roni H
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i1.148

Abstract

Game is a children’s growth and development activities that create a sense of joy and pleasure, also can become a place to channel the feelings that exist in the children. In design this product there are problems that must to be solved like how to make 3D puzzle by bringing the theme of native animals from Borneo that suitable to the standard of terms making Educational Game Tools, with a level of difficulty that is able to be understood by children. 3D puzzle games with native animals from Borneo shape has created with the intention of children can be expected to have skills in problem solving, reasoning, and understanding the pictures or shapes from the puzzle arrangements. The design methodology that used on the product is the methodology that developed by Vinod Goel (1995) which divided into 3 stages such as preliminary design, design development, and final design & development. Results from the design analysis obtained, the authors use laser techniques to simplify the manufacturing process and the materials that has light weight light, resistant to water, also made according to the standard of making product Educational Game Tools in order to make a safe games, that suitable for the age of the children, easily to fit separate pieces together, and follow the children's anthropometric tables based on survey results. The 3D puzzle game of this product chooses 8 types of native animals from Borneo, that namely known as Kucing Merah, Bekantan, Linsang, Beruang Madu, Burung Enggang, Pesut Mahakam, Gajah Kerdil, Lutung Merah. This game also provide the existence of the animal name cards from Borneo
PERENCANAAN PUSAT UKM DI PASAR SENI MUSEUM MULAWARMAN TENGGARONG PENEKANAN PADA SIRKULASI RUANG DALAM Nur Husniah Thamrin; Anna Rulia; Daffa Sega Maulana
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.163

Abstract

Souvenir center is a place that is sought when someone is visiting a city and wants to buy souvenirs typical of the city. With these souvenirs can be a souvenir for relatives and can also be a memento of the city that was visited. The Art Market is a souvenir shopping center typical of the city of Tenggarong, where the city of Tenggarong is very thick in culture and there are various types of handicrafts that can be used as souvenirs. With the Art Market, it can awaken the economy of the surrounding community because of the existence of Small and Medium Enterprises (SMEs) the results of the Tenggarong handicrafts with high selling value. Inadequate facilities and infrastructure, making the Art Market less well organized. There are no buildings available to be occupied by the sellers of souvenirs, so the sellers make small stalls on the edge of the Mulawarman Tenggarong Museum area. With these problems, the authors design a building that can be a container for sellers souvenirs with a neat layout of space, and also an attraction for visitors who come. By using an emphasis on neo vernacular architectural style, this building will look in accordance with the Mulawarman Museum building
DESAIN DISPLAY MERCHANDISE IDOL GROUP KOREA TWICE Ahmad Nur Rizky Firmansyah; Ningroom Adiani
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.171

Abstract

The development of South Korean culture is currently very popular among teenagers, women or men. K-Pop Group Twice is one of the results of South Korean culture. Twice Group K-Pop fans also want to have idol-themed goods. Every collection owned by collectors is always exhibited or sold at local Twice Group K-Pop events. At the event, displays are used for promotional media for collection products to be sold. Based on this, facilities are needed to facilitate collectors in product promotion media in the form of booths or display collections of products that can be used during events. The research method used to find data, used a mix of qualitative and quantitative methods, namely observing in various places related to display design, and conducting interviews with several members of the k-pop idol group community and collectors. In analyzing the design analysis used, the order of analysis is as follows: needs analysis, space analysis, display analysis, ergonomics analysis, anthropometric analysis, arrangement analysis, placement analysis, shape analysis, color analysis, system analysis, material analysis, and finishing analysis. which is on the display design for the placement of the collector's merchandise collection. The results of the analysis show that the product has an elegant design concept and displays the shape of the characteristics that the k-pop idol Twice always brings. This display can make it easier for visitors when they want to find a collection of merchandise at events and the display can also be used at home as a placement for other collectors' collections.
DESAIN PRODUK FESYEN AKSESORIS DENGAN MENGANGKAT BUDAYA LOKAL KALIMANTAN TIMUR Shiddiq Arifin Dwi Putra; Faza Wahmuda
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.175

Abstract

Indonesia consists of so many islands and provinces, as well as diverse cultures ranging from Sabang to Merauke. Various cultures that exist in Indonesia, are still preserved by the people who live and live in the area from the past until now as traditions and ancestral heritage that must be preserved. The culture of East Kalimantan is one of the local cultures in Indonesia with distinctive characteristics, namely the culture of the Dayak tribe and the culture of Kutai Kartanegara. In this modern era, many have left the cultural heritage of their ancestors which has become the hallmark of a local identity that exists in Indonesia, especially the East Kalimantan Province. Fashion accessories products are one of the media that can lead the general public to introduce the culture in East Kalimantan with designs that apply elements of local cultural images typical of East Kalimantan. The purpose of designing this fashion accessory product is to pass on a local culture, especially in the East Kalimantan area, which is applied in the form of fashion accessories product media. The research method uses qualitative and quantitative research methods in collecting data. In the analysis there are accessories in the form of needs analysis for fashion products, cultural analysis, shape analysis, glasses system analysis, watch system analysis, bracelet system analysis, material analysis, color analysis, and market analysis. The results of this study are eyewear products with the application of blowpipe shapes, watches products with the application of the Dayak Tribe carving motifs, and products with the application of a combination form of Lembuswana, Hudoq, and Naga Erau.
DESAIN RAK DISPLAY UNTUK PENERBIT ZIFATAMA Omar Mukhtar; Faza Wahmuda
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.177

Abstract

The low interest of people in reading has closed several book publishers as their books were not in demand. Furthermore, there are some publishers who sell their books only for private users such as Zifatama book publisher in Sidoarjo. If this publisher wants to put their books at big book shops, it will get very high charge of tax. This fact has underpinned the researcher to design a portable shelf specifically for Zifatama book publisher so that it can sell the books in the interior events such as seminar, workshop, and training. To design the display shelf, the researcher employed mix method by observing various places related to display shelves and interviewing the head of Zifatama publisher. Those methods aimed to ease the researcher in developing the product through some analyses regarding the needs, activity, display product types, product placement, design style, shape, system, color, technology of information media, material, ergonomics, and product dimension. The final result obtains a product of display shelf having design concepts of informative and modern minimalist which is stackable to ease the publisher bringing it during an interior event. In addition, this display shelf presents information on Zifatama Publisher books to users.
DESAIN HALTE BIS SURABAYA DENGAN TEMA IKONIK Yohanes Firananta Setyo Atmono
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.178

Abstract

Bus shelter for public transport in Surabaya has been made to accommodate the needs of the Department of Transportation and government city. This facilities built to attract public interest to using public transportation. Currently, several shelter Surabaya Bus have been built, but the existing conditions of the bus stops have not met the requirements. Therefore it is necessary to design a Surabaya bus stop that offers convenience, security and most importantly introduces the city of Surabaya both for tourist purposes and for city branding. There is a need for shelters that are designed aesthetically, comfortably and the most important thing is that users feel safe when they are at bus stops. Designed by paying attention to the overall design principles, namely the character of the user, both disabled and normal, user activities and support facilities. Exterior and interior bus shelter concept design use tropical and iconic ornaments from Surabaya iconic places
DESAIN BUS TINGKAT SLEEPER CLASS Rizal Firmansyah; Hamdan Bahalwan
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 2 (2021): Vol. 9, No. 2, Oktober 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i2.180

Abstract

Abstrak Bus kelas sleeper class yang merupakan kelas tertinggi dalam pelayanan bus antar kota antar provinsi. Namun sleeper class masih memiliki kekurangan seperti ruang gerak yang kurang luas serta konfigurasi yang bertumpuk, juga fasilitas sleeper class belum terdapat di seluruh bis antar kota antar provinsi. Maka peneliti membuat terobosan inovasi pada Desain interior bus tingkat sleeper class antar kota antar provinsi dengan menerapkan seluruh interior menjadi sleeper class. Metode penelitian yang di gunakan pada penelitian ini menggunakan mix method kuantitatif dan kualitatif, kemudian ditambahkan dengan analisis desain yang mencangkup analisis, aktivitas, analisis kebutuhan, analisis warna, analalisi bentuk, analisis sistem, analisis teknologi, analisis keamanan, analisis bus, simbol, analisis ergonomi dan antropometri Untuk produk yang dihasilkan adalah sebuah produk yang akan menerapkan konsep modern dan ekslusif, dalam produk bus slepeer class ini terdapat dua lantai yaitu lantai atas dan lantai bawah yang di lengkapi kursi yang dapat disesuaikan dengan kebutuhan pengguna dan konfigurasi yang di terapkan 1-1 untuk menjaga privasi, menggunakan material yang di sesuaikan dengan analisis material. Warna yang di terapkan pada produk ini mengambil dari analisis warna dan juga ukuran kursi ,kabin dan interior menyesuaika antropometri orang indonesia dan ukuran regulasi dari bus tingkat. .

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