cover
Contact Name
Dwi Wulandari
Contact Email
dwiwulandari@uny.ac.id
Phone
+628985590697
Journal Mail Official
dwiwulandari@uny.ac.id
Editorial Address
Jl. Colombo Yogyakarta No.1, Karang Malang, Caturtunggal, Kec. Depok, Kabupaten Sleman, Daerah Istimewa Yogyakarta 55281
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Sungging
ISSN : -     EISSN : 29883601     DOI : https://doi.org/10.21831/sungging.v2i2
Sungging adalah jurnal hasil penelitian, penciptaan, dan pemikiran yang diterbitkan oleh Jurusan Pendidikan Seni Rupa FBS UNY. Jurnal Sungging memfasilitasi hasil penelitian, penciptaan, dan pemikiran para peneliti, akademisi, perupa, desainer, profesional, dan praktisi dalam bidang seni rupa, kriya, desain, dan pembelajarannya.
Articles 69 Documents
Broken home: Visualization of adolescent life experiences through surrealism illustrations Benu, Yosua Laharoy Henysen; Setiaji, Rony Siswo
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.78499

Abstract

This study aims to (1) determine the impact of a broken home as an object of surrealist illustration creation; (2) determine the creative process of Wadino Artists as an inspiration for surrealist illustration works; (3) compile the concept of creating illustration works based on the impact of a broken home and Wadino's creative process; and (4) describe the visualisation of the concept of surrealist illustration works. This study uses the art-based research method with the object of the impact of the broken home and the inspiration for Wadino's creative process. The subjects of the study were adolescent victims of broken homes aged 17-21 years and Wadino Artists. Data were collected through interviews, questionnaires, film studies, and literature studies and documented through reflective notes. Data analysis was carried out descriptively and qualitatively, with the validity of the data checked through the triangulation of data resources and theories. The results of the study show that (1) the impact of a broken home, such as conflict, trauma, shame, depression, and hatred, inspires surrealist illustrations; (2) Wadino's creative process explores ideas, concepts, media, and visual forms of surrealism; (3) the concept of the work visualises the impact of broken home in a surrealist style; and (4) the process of creating the work involves developing ideas based on the impact of broken homes and Wadino's inspiration, using pencil media with a surrealist style. The resulting illustration works number four: "Apathy," "Alone in the Crowd," "Confused in Gray," and "Burning in Anger."
The journey of human life and the grandeur of nature: Art-based research on the creation of batik inspired by cultural visual icons of Cirebon and Japan Mahadewi, Kirana; Wulandari, Dwi
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.77408

Abstract

This research aims to (1) develop a concept for pattern creation, (2) describe the process, (3) describe the results, and (4) reflect on the researcher's experience in creating batik patterns combining visual icons from Cirebon and Japan. The research method used is art-based research, including the stages of exploration, design, and realisation. Data was collected through literature studies and documentation to identify ideas, concepts, techniques, and styles. The research results show: (1) The pattern has the concept of the human life journey and the greatness of nature through the exploration of the characteristics of Batik Mega Mendung, Cirebon Masks, The Great Wave off Kanagawa painting, and Geisha. (2) The creation uses Indonesian batik techniques, starting from the preparation of tools and materials, application of sketches, canting, colouring, and removing the wax. (3) This research produced five patterns of painted batik titled "The Beginning Page," "The Flower of Life in Bloom," "Meaning Amidst the Roaring Waves," "Nurturing What Has Wilted," and "The Line of Eternity." (4) Through the process, the researcher realises that every aspect of art is a result of deep reflection; the researcher can express themselves and convey messages that have been interpreted through the batik painting patterns that combine cultural traditions and personal perspectives.
Women's preferences for female-friendly public space design in Indonesia Rusmana, Ajrina Rizkiananda; Abigail, Audrey
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.79464

Abstract

This study aims to analyse women's preferences for female-friendly public space design in Indonesia, focusing on comfort, safety, aesthetics, and facility needs. The research method employed a questionnaire-based survey involving 30 female respondents. The results indicate that women prioritise design elements such as comfortable seating, good air circulation, soft lighting, and accessible spaces. In terms of safety, the presence of security personnel, CCTV, and adequate sanitation facilities are considered essential. Preferred aesthetic elements include live plants, pastel or neutral colours, and simple, functional lighting. Additionally, respondents highly value specific facilities such as mother-and-child rooms, fire extinguishers, and first aid kits. The findings imply that public space designers and managers should consider these preferences to create inclusive and comfortable environments for women.
Graphic design analysis of Studio Ghibli animation film poster "From Up On Poppy Hill" Ismoyo, Katrin Nur Nafi'ah
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.77242

Abstract

Graphic design, one of the fields of science in the world of fine arts, is currently trendy among the general public. Today, graphic design has many fields of science, from photography to film. One of the entertainment segments of graphic design currently widely available to the general public is animation, which is part of the film industry. The film itself has the meaning of an image presented on a big screen and has audio-visual elements. This study uses qualitative research methods to analyse the poster work of the animated film "From Up On Poppy Hill" by Studio Ghibli. The findings are not obtained through statistical procedures or calculations in qualitative research, so the research is descriptive. The results of the study using graphic design analysis on the poster of the animated film Studio Ghibli entitled "From Up On Poppy Hill" are that the film poster does not have many threats to compete with posters of other films because Studio Ghibli already has its market in the animated film industry. Many fans highly anticipate its films with character. In addition, the graphic design elements on the poster are designed and calculated carefully to meet the rules of beauty and optimal message delivery. 
Analysis of the effectiveness of asset-based community development in Beiji Village, Yogyakarta Rusydi, Muhammad Akmal; Noer Yastuti, Fitria Tita; Shanjaya, Ichsan Rifqi; Sumegasari, Ema; Kurniasari, Cita; Ro'fah, Nella Inayatur; Widyastuti, Qory Jati; Ramadhan, Muhammad Lintang; Nugraha, Sofyan Adi; Listiya, Noor Bening; Ayu Saputri, Herlita Setya; Andhini, Dhea Nisa; Satya Nugraha, Muhammad Rizky; Safitri, Ananda Putri; Faisal, Fachrizal
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.77427

Abstract

Beji village holds significant potential related to local arts and culture that could be leveraged to achieve the status of a cultural pilot village. However, it faces substantial challenges, such as the lack of a dedicated venue for arts activities and insufficient cultural development. This study aims to analyse the effectiveness of the Asset-Based Community Development (ABCD) approach in empowering local arts and culture in Beji village. It employs a qualitative research design and a case study approach. Data collection techniques include observation, interviews, and documentation to gather in-depth information on the impact of this approach. The findings indicate that the ABCD approach successfully empowered the community by enhancing skills and preserving arts and culture through a series of programs designed by the PPKO Seni Rupa team, which also collaborated with various partners, including a program named Berbinar (Bersama Beji Bersinar). These findings are expected to provide valuable insights for practitioners and local government in designing more effective resource empowerment programs.
Augmented reality as an interactive media solution in clay craft learning in junior high school Risandi, Rizki; Martono, Martono
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.75314

Abstract

This research aims to describe the development, use, and feasibility of augmented reality clay learning media for craft learning in junior high school. This research is a research and development (R&D) using the 4D model, namely define, design, development and dissemination. The resulting product is augmented reality-based learning media of clay craft material. The feasibility of the media is assessed using a media and material expert validation questionnaire. The results of this study indicate that augmented reality clay learning media has been successfully developed to increase interest in learning and mastery of soft craft materials. Augmented reality students can use clay learning media, which can increase student interest in learning. Clay augmented reality learning media is feasible to use in junior high school and is able to increase students' interest in learning. This is evidenced by the results of usability testing stating that augmented reality clay learning media can be learned, efficient, easy to remember, safe to use, and provide a level of satisfaction for students. This augmented reality clay media is feasible to be used as a learning medium in junior high school.
Jino Batik Wayang Kayu Home Industry in Jarum, Bayat, Klaten Salsabila, Intan; Zuhdi, B Muria
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.77428

Abstract

This research describes the production process and characteristics of batik wayang kayu (batik wooden puppet) in terms of canting strokes, filler patterns, and color schemes. A qualitative descriptive method was employed, with data collection techniques including observation, interviews, and documentation. Data validity was ensured through persistent observation and triangulation. The findings reveal that the production process of batik wayang kayu is broadly similar to that of traditional batik, with differences mainly in the pelorodan (wax removal) and finishing stages. The canting strokes in batik wayang kayu at Jino Batik Home Industry are dominated by curved and wavy lines, with variations in thick and thin strokes creating a fluid and graceful impression. The filler patterns used are highly diverse and tailored to specific sections of the wooden puppet batik. The color schemes in batik wayang Kayu are divided into three categories: primary colors for the puppet's body, supporting colors for the puppet's attributes, and accent colors used in the isen-isen (decorative elements), often applied through canting strokes. This study highlights the unique artistic qualities of batik wayang kayu and cultural significance, offering insights into its intricate craftsmanship and aesthetic appeal.
Visual graphic design analysis of the book Jingga Jenaka Robbiya, Maiya Arsya; Kusumohendrarto, Raden Hadapiningrani
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.77689

Abstract

In this digital era, technology is making it increasingly convenient for people to engage in various activities, especially reading books. Many books are available in the form of e-books and can be easily accessed on mobile devices. However, physical books still dominate for those who enjoy the tangible experience of reading. In the book 'Jingga Jenaka,' simple stories are narrated in the form of poetry and comics, creating a harmonious narrative. The captivating visual elements that grab the reader's attention are intriguing to discuss in the context of the application of Visual Communication Design Theory. This analysis will delve into how the book 'Jingga Jenaka' aligns with Visual Communication Design Theory and whether its implementation is apt in conveying the author's emotions and sentiments to the readers.
The implementation of recreational-educational concepts in the interior design of Rumah Seni Cemeti Yogyakarta: Implementasi konsep rekreatif edukatif pada perancangan interior Rumah Seni Cemeti Yogyakarta Nufus, Zavira Hayatun; Ambarwati, Dwi Retno Sri
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 4 No. 1 (2025): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v4i1.77435

Abstract

This research aims to develop and implement the concept of educational recreation in the interior design of Cemeti Yogyakarta Art House. The method used in this research is the design thinking method, which has several stages, namely: (1) empathise; (2) define; (3) ideate; (4) prototype; (5) test. The design results include the design of zones, layouts, floors, walls, ceilings, and furniture. The design results have gone through a trial stage carried out using videos assisted by virtual reality tools and have met the assessment with four testers, namely building users, which resulted in an average score for the design feasibility indicator strongly agreeing 38.67%, agreeing 50%, disagreeing 10%, and disagreeing 16.33%, and indicators of the application of the concept of recreation and education resulted in an average score strongly agreeing 37.5%, agreeing 62.5%, disagreeing 0%.   _______________________________________________________________________________   Penelitian ini bertujuan untuk menyusun dan mengimplementasikan konsep rekreatif edukatif pada perancangan interior Rumah Seni Cemeti Yogyakarta. Metode yang digunakan pada penelitian ini metode design thinking yang memiliki beberapa tahapan yaitu : (1) emphatize; (2) define; (3) ideate; (4) prototype; (5) test. Hasil perancangan  meliputi perancangan zona, layout, lantai, dinding, plafon, dan furnitur. Hasil desain telah melalui tahapan uji coba yang dilakukan dengan menggunakan vidio yang dibantu dengan alat virtual reality dan telah  memenuhi penilaian dengan 4 orang penguji yaitu pengguna bangunan, yang menghasilkan rata rata nilai untuk indikator kelayakan desain sangat setuju 38,67%, setuju 50%, kurang setuju 10%, dan tidak setuju 16,33%, dan indikator penerapan konsep rekreasi dan edukasi menghasilkan rata rata nilai sangat setuju 37,5%, setuju 62,5%, kurang setuju 0 tidak setuju 0%.
Concept art design for the Mayapada culinary digital game Nusa dan Tara in pixel art style: Perancangan concept art gim digital kuliner Mayapada Nusa dan Tara dengan gaya pixel art Tanudjaja, Aphrodite; Widadijo, Wahyu Tri
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 4 No. 1 (2025): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v4i1.84448

Abstract

This study designs concept art for a digital game introducing traditional Indonesian cuisine to urban teenagers, whose interest has declined due to globalisation and fast food culture. The game features 2D pixel art and gamification to create an engaging learning experience. A design-based methodology was used, covering orientation, analysis, concept, design, and implementation. Data were collected through observation and literature on Nusantara cuisine, folklore, and traditional houses. The 5W+1H method guided the analysis of issues and audience needs. The result is a set of visual assets, including character designs (main character, story NPCs, supporting NPCs), environments (modern restaurants and the parallel world of Mayapada Nusantara), and props (dishes and ingredients). Character designs adopt fairy tale subversion, and environmental design applies top-down and visual dissonance techniques. The study contributes to educational game development and promotes a culturally rich pixel art visual style. _______________________________________________________________________________ Penelitian ini merancang concept art gim digital bertema kuliner tradisional Nusantara untuk remaja kota besar yang kurang tertarik pada kuliner lokal akibat globalisasi. Gim dirancang dengan gaya pixel art 2D dan pendekatan gamifikasi untuk menciptakan pengalaman belajar yang menyenangkan. Metode perancangan desain digunakan melalui tahap orientasi, analisis, konsep, desain, dan implementasi. Data diperoleh dari observasi dan studi literatur tentang kuliner, cerita rakyat, dan rumah adat. Analisis dilakukan dengan metode 5W+1H. Hasilnya berupa aset visual meliputi desain karakter (tokoh utama, NPC cerita, NPC pendukung), lingkungan (restoran modern dan dunia paralel Mayapada Nusantara), serta properti (makanan dan bahan masakan). Konsep karakter didasarkan pada teori subversi dongeng, sementara lingkungan memakai pendekatan top-down dan disonansi visual. Penelitian ini memberi kontribusi pada pengembangan gim edukatif dan gaya pixel art lokal.