cover
Contact Name
Guguh Sujatmiko
Contact Email
guguh.sujatmiko@staff.ubaya.ac.id
Phone
+6285732797117
Journal Mail Official
meraki@unit.ubaya.ac.id
Editorial Address
Jl. Raya Kalirungkut, Kali Rungkut, Kec. Rungkut Surabaya Jawa Timur
Location
Kota surabaya,
Jawa timur
INDONESIA
Meraki: Journal of Creative Industries
Published by Universitas Surabaya
ISSN : -     EISSN : 30318157     DOI : https://doi.org/10.24123/meraki.v1i1
About the Journal Meraki: Journal of Creative Industries is a journal managed by the Faculty of Creative Industries at Surabaya University and is open as a public platform for publication covering various fields such as product design, fashion design, visual communication design, interior design, advertising, architecture, fine arts and performing arts, crafts, film and photography, culinary, music, performing arts, printing and publishing, software development and interactive games, as well as television and radio. This scope is based on the categorization carried out by the Ministry of Trade of the Republic of Indonesia and is broadly defined as industries that result from the utilization of creativity, skills, and individual talents to create job opportunities and improve welfare through the use of individual creative and innovative abilities. Meraki Journal of Creative Industries will be published in November and June each year. Focus and Scope: Product Design Fashion Design Visual Communication Design Interior Design Architecture Advertising Fine Arts Performing Arts Crafts Film Photography Culinary Music Performing Arts Print and Publishing Software Development Interactive Games Television Radio
Articles 30 Documents
A Social Emotional Game untuk Meningkatkan Self-Esteem Handoyo, Stephanie
Meraki: Journal of Creative Industries Vol. 3 No. 01 (2025): Sustainable Innovation in Creative Industry Through Craft and Design
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i01.6988

Abstract

Game dengan elemen dramatis dapat menjadi media efektif untuk meningkatkan self-esteem pada remaja. Penelitian ini menganalisis tiga game independen (Omori, Hibernation Day, dan A Space for the Unbound) untuk mengidentifikasi bagaimana elemen-elemen dramatis dalam game tersebut mendukung perkembangan sosial-emosional pemain. Hasil penelitian ini diharapkan dapat memberikan wawasan baru bagi desainer game dalam menciptakan pengalaman bermain yang tidak hanya menghibur, tetapi juga bermanfaat bagi kesehatan mental pemain.
Design and Cost Estimation of Modern Angkringan Cart Darwin Yuwono Riyanto; Hardman Budiarjo; Mochamad Farkhan Syahtoni; Martinus Sony Erstiawan
Meraki: Journal of Creative Industries Vol. 3 No. 01 (2025): Sustainable Innovation in Creative Industry Through Craft and Design
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i01.7451

Abstract

This research aims to develop an angkringan cart design derived from traditional angkringan inspiration to become modern, then parse the estimated manufacturing costs. The design concept combines traditional and modern elements using a three-wheeled motorcycle to increase mobility and appeal to millennials. The method used is descriptive qualitative with data collection techniques through interviews, observations, and literature studies. The results showed that the modern angkringan cart based on a three-wheeled motorcycle has a minimalist, aesthetic, and efficient design. The materials used include hollow iron, aluminium plate, and wood to ensure durability. Red, yellow, and white colours were chosen to increase visual appeal and branding. The estimated cost of making the cart includes the cost of purchasing a motorcycle, materials, painting, accessories, labour services, as well as unexpected expenses, with a total budget of around IDR 50,500,000. This design offers high flexibility in mobility and operational efficiency. Further studies can evaluate the effectiveness of the design and maintenance over a period of time to improve the performance of modern angkringan carts.
Perancangan Kampanye Sosial Kampanye Sosial "Politik Gak Ribet!" Sebagai Media Literasi Dasar Politik Bagi Gen Z Rizka Alya Hamzah; Nisa Putri Rachmadani; Alfikhairina Jamil
Meraki: Journal of Creative Industries Vol. 3 No. 01 (2025): Sustainable Innovation in Creative Industry Through Craft and Design
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i01.7732

Abstract

The low political participation among first-time voters and the strong reliance of Generation Z on social media highlight the need for accessible political education. This study aims to design a social campaign titled “Politik Gak Ribet!” as a basic political literacy medium for Gen Z. The campaign integrates motion graphics as the primary medium with interactive zines as a supporting medium, utilizing a design thinking approach to ensure engaging and meaningful communication.The campaign addresses four key topics: the importance of collective goals through discussion, fundamental knowledge of the electoral system, the impact of social media on political opinion, and the issue of political apathy. Visual elements include folk-art-style children's illustrations, fable-based metaphors, and simple interactive games such as crosswords to foster emotional and cognitive engagement.The results of this design project indicate the potential of visually driven and interactive media to serve as alternative educational tools that resonate with young audiences. The campaign is expected to promote critical awareness and encourage active civic engagement among Gen Z in Indonesia’s political sphere.
Optimization of Pandan Leaf Processing (Pandanus Tectorius) as Craft Material: A Comparative Study of Drying and Natural Dyeing Methods Hani Siti Nurjaihan; Afifah Mu’minah; Andri Pahrulroji
Meraki: Journal of Creative Industries Vol. 3 No. 01 (2025): Sustainable Innovation in Creative Industry Through Craft and Design
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i01.7751

Abstract

This research aims to optimize the processing of pandan leaves as craft material through comprehensive analysis of various drying and natural dyeing methods. Nine pandan leaf specimens with different initial treatments were tested using two main drying methods: natural sun-drying and oven drying. The research results show that pandan leaves with dimensions of 4-6 cm width and 40-100 cm length provide an optimal yield rate of approximately 60-70% for high-quality craft material production. The boiling process as initial treatment followed by sun-drying produces the best balance between drying time efficiency, color quality, and material structural integrity. Oven drying for 20 minutes proved equivalent to conventional sun-drying in terms of dryness level, but resulted in brittle material and loss of color absorption capability. Dyeing exploration using turmeric extract, suji leaves, and teak leaves showed that the use of lime water as solvent produces superior color intensity compared to regular water. This research provides significant contribution to the development of standard specifications for sustainable and environmentally friendly pandan leaf craft industry.
Penerapan Teknik Quilting dalam Pemanfaatan Kain Perca untuk Pengembangan Desain Fashion Outerwear Yoga Evan Dwi Kristantyo; Koniherawati; Winta Adhitia Guspara
Meraki: Journal of Creative Industries Vol. 3 No. 01 (2025): Sustainable Innovation in Creative Industry Through Craft and Design
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i01.7828

Abstract

The fashion industry is a rapidly growing sector that also contributes to increasing textile waste, one of which is fabric scraps. Often perceived as worthless, fabric scraps have great potential to be transformed into functional and aesthetic products. This study aims to explore the utilization of fabric scraps through quilting techniques in developing sustainable outerwear designs. The research uses a qualitative exploratory method with the M.A.C.A.K approach (Material, Tools, Method, Attributes, and Context). The results show that fabric scraps can be processed into textured and layered materials suitable for outerwear design. The resulting products are jackets and vests developed under the concepts of nature- inspired fashion and sheer layering, emphasizing aesthetics, functionality, and sustainability.
Perancangan Perhiasan Untuk Wanita Karier Usia 30-35 Tahun Dengan Representasi Citra Bulan Penuh dan Teratai Putih Dalam Gerakan Tari Gandrung Arum: Perhiasan Representasi Citra Simbol Nur Michelia, Tasya; Jayanti , Ghia Tri
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7378

Abstract

Penelitian ini merupakan identifikasi nilai citra pada Tari Gandrung Arum yang kemudian berkembang sebagai sebuah cerita tentang kepahlawanan Putri Gandrung Arum mengorbankan dirinya untuk menyelamatkan Pajajaran dari serangan musuh menjadi dasar visual Dewi Purnamasari sebagai simbol keteguhan dan kepemimpinan yang kemudian narasikan secara visual dalam citra teratai putih dan bulan penuh. Representasi citra yang didapatkan dalam penelitian kemudian dikembangkan dalam proses perancangan perhiasan untuk kebutuhan wanita karier dalam merepresentasi citra Dewi Purnamasari dalam lakon tari dengan judul Gandrung Arum yang dapat dikembangkan dalam pemaknaan desain modern untuk kebutuhan sehari-hari. Temuan dalam penelitian ini adalah desain perhiasan dengan citra Dewi Purnamasari dalam konteks perhiasan modern yang dapat digunakan untuk kebutuhan aktivitas formal kelas atas dengan merepresentasikan citra dan makna simbolis dari tarian Gandrung Arum
Potensi Material Rotan pada desain Set Produk Home Decoration Pada Ruang Interior Kontemporer Prayogi, Sigit; Purnamawati, Madeline; Campoko, Detyo
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7381

Abstract

Dekorasi rumah adalah perencanaan tata letak dan desain ruang interior di dalam rumah yang tujuannya perbaikan fungsional, pengayaan estetika, peningkatan psikologis ruang interior. Produk dekorasi rumah dapat disesuaikan dengan tema interior yang sedang tren pada waktu tersebut. Material rotan adalah salah satu material yang dapat diaplikasikan dan dikembangkan untuk produk dekorasi menurut tren interior 2021 berdasarkan pendapat profesional. Namun, UKM rotan di Surabaya tidak banyak jika dibandingkan rotan yang sebagian besar(70%) dari populasi dunia ada di Indonesia. Oleh karena itu, perlu pengembangan pada UKM rotan di Surabaya. Penelitian ini adalah eksperimen untuk mendesain produk set home decoration bermaterial rotan dalam tampilan yang baru yaitu pada interior kontemporer. Selama pandemi covid-19, orang mulai di rumahnya dan akhirnya menata rumahnya sehingga interior tahun 2021 akan terpengaruh mengikuti dunia yang terus berubah dan pandemi yang berkepanjangan. Berdasarkan tren 2021, beberapa hal bisa dipadukan seperti material ramah lingkungan, mengandung nilai seni, dan nuansa etnik. Ketiganya dapat diimplementasikan pada rumah yang bisa disebut interior kontemporer dimana definisi kontemporer adalah masa kini, penggabungan beberapa gaya. Material ramah lingkungan juga akan menjadi solusi dari permasalahan yang muncul di 2020 seperti rotan yang karakteristiknya natural, menggambarkan material etnik Indonesia yang sifatnya mudah dibentuk. Dibalik jumlah rotan yang melimpah, keberadaan UKM yang mengolah rotan di Surabaya hanya sedikit. Beberapa faktornya adalah tidak banyaknya pengrajin rotan dan bahan baku yang hanya bisa diperoleh dari luar Surabaya, serta tampilan produk rotan yang belum terlalu berkembang jika dibandingkan dengan dulu. Namun, UKM di Surabaya tetap mengusahakan untuk bisa terus bertahan dan memproduksi produk rotan. Dengan adanya hal tersebut, rotan bisa dikembangkan untuk menjaga eksistensinya sehingga peneliti melakukan eksperimen terhadap material rotan untuk diolah menjadi set produk home decoration. Dalam eksperimen peneliti mencoba membuat pola anyam baru yang dimodifikasi dari pola anyam yang sudah ada sebelumnya. Selain itu, peneliti membuat produk rotan dengan memadukan material lain seperti plastic 3dprint dimana menggunakan 3dprint memakan biaya dan membutuhkan kemampuan khusus dalam 3dmodelling sehingga peneliti memutuskan menggunakan kayu dikarenakan UKM rotan bisa bekerja sama dengan tukang kayu. Desain dari set home menggunakan gaya asimetris pada produk rotan untuk mencerminkan gaya kontemporer yang bebas.
Perancangan Mainan Jengga Modifikasi untuk Melatih Diskusi Kelompok Siswa Kelas XI SMA R, Hani; Insani, Handayani Madania; Hafiyan, R. Moch. Rizal; Jayanti, Ghia Tri
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7613

Abstract

21st-century learning, especially the skills that are crucial in the era of the Fourth Industrial Revolution, is very important to develop, one of which is through discussion. However, the implementation of discussion dominated by presentations is often monotonous and focuses only on results, not the process. This encourages students to simply copy and read, indicating that the development of 21st-century skills is not yet optimal. To address this issue, this study proposes a modified version of the Jenga game designed to facilitate student discussions on flood mitigation and make learning more enjoyable. This design applies the SCAMPER method, specifically the aspects of Substitute, Adapt, Modify, Put to other uses, and Combine. The results of the study show that this modified Jenga successfully accommodates small group discussions among students, allowing teachers to directly monitor their performance. Additionally, this game makes learning more enjoyable, especially with the “steal your opponent's block” rule, which increases student interaction and enthusiasm.
Perancangan dan Implementasi Tas Portabel Berbasis Dispenser Kertas Parfum Thadea , Belda Astrid; Ranudinata, Hari Nugraha
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7697

Abstract

Stan p­­arfum menghadapi tantangan dalam menyampaikan informasi dan membagikan sampel produk secara efektif di tengah keramaian pengunjung. Pengalaman yang kurang nyaman, waktu tunggu yang panjang, serta keterbatasan ruang interaksi menyebabkan pengunjung kesulitan mengenali karakter parfum dan akhirnya kehilangan minat. Masalah ini menuntut adanya pendekatan baru yang lebih efisien, atraktif, dan fleksibel dalam menjangkau audiens secara langsung. Solusi yang dihadirkan berupa tas portabel multifungsi dengan layar informasi digital dan sistem otomatis pembagi kertas wangi. Produk ini dirancang agar staf dapat bergerak aktif di area stan dan sekitarnya, menyampaikan informasi secara visual sekaligus memberikan sampel dengan cara yang cepat dan menarik. Melalui pendekatan ini, pengalaman pengunjung dapat ditingkatkan secara signifikan, memperkuat kesan merek, serta membuka peluang interaksi yang lebih luas di berbagai skenario acara.
Designing with Generative AI: Nurturing or Numbing Student Creativity? Wiradarmo, Aulia Ardista
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7813

Abstract

This study examines the integration of text-to-image Generative AI (GenAI) into design education, focusing on its potential to enhance creativity and ideation, as well as its limitations. Conducted with students from two Indonesian universities, the research highlights how GenAI supports design experimentation in culture-inspired works. While GenAI offers valuable ideation support, students encounter challenges with prompt specificity, cultural relevance, and technical accuracy, suggesting that GenAI is more effective as a conceptual tool than as a final design solution. Additionally, although students demonstrate technological readiness, they often overlook ethical considerations, underscoring a need for structured guidance on responsible usage. The findings suggest that incorporating GenAI into design curricula has the potential to support creative exploration by using looser prompts to provoke imagination. However, teachers must assist students in using it to promote ethical awareness and preserve their unique styles.

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