cover
Contact Name
Muhammad Wali
Contact Email
muhammadwali487@gmail.com
Phone
+6285277777449
Journal Mail Official
dj@ypmma.org
Editorial Address
Jl. B. Aceh – Medan GP. Pasir Putih Kec. Peureulak Aceh Timur.
Location
Kab. aceh timur,
Aceh
INDONESIA
Design Journal
Published by Yayasan YPMMA
ISSN : 2964805X     EISSN : 29646227     DOI : https://doi.org/10.58477/dj
Design Journal, e-ISSN: 2964-6227 and p-ISSN: 2964-805X is a free and open-access journal published by the Research Division, YPMMA Institute, Indonesia. Design Journal is a well-established, leading international peer-reviewed journal covering many aspects of design. The journal is published two times a year and provides a lively forum for a broad audience of design scholars, researchers, practitioners, educators and managers worldwide. It aims to publish thought-provoking work which will have a direct impact on design knowledge and which challenges assumptions and methods, while being open-minded about the evolving role of design. The Design Journal is a well-established, leading international peer-reviewed journal covering many aspects of design. The journal is published two times a year and provides a lively forum for a broad audience of design scholars, researchers, practitioners, educators and managers worldwide. It aims to publish thought-provoking work which will have a direct impact on design knowledge and which challenges assumptions and methods, while being open-minded about the evolving role of design. To be considered for publication, articles must clearly articulate their relevance to either design practice, design research, design theory, design management or design education. We welcome high quality, original articles in the form of: Design Research Papers – primary research with specific methods findings and results Design Propositions – critical design, speculative design, propositional design – non-commercial, practice-based explorations that address significant contemporary issues in design and through design. Design Perspectives – position papers and philosophical discussions by experienced academics offering their perspectives on important design-related issues.
Articles 40 Documents
Research on the Innovative Path of Cultural and Creative Transformation of Tibetan Thangka Intangible Cultural Heritage Wang, Lulu; Da, Wazhasang; Mohamed, Fauzi Naeim
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.306

Abstract

This study examines the innovative integration of Tibetan Thangka, a 1,300-year-old painting tradition and national intangible cultural heritage, with contemporary cultural and creative industries. The research aims to identify effective strategies for preserving Thangka's cultural essence while enhancing its market viability and social relevance in the digital age. Using a mixed-methods approach combining literature analysis, case studies of successful cultural transformations, and comparative evaluation of existing Thangka initiatives, this study develops a "Four Crosses" framework for cultural heritage innovation: cross-element integration (talent and capital collaboration), cross-platform integration (digital communication matrix), cross-industry integration (extending the "Thangka+" value chain), and cross-audience integration (targeted product design). Results demonstrate that successful transformation requires balancing traditional craftsmanship with contemporary design approaches, leveraging digital technologies for wider dissemination, creating immersive cultural experiences, and adapting cultural symbols for modern consumption while maintaining their philosophical integrity. The findings contribute to broader discussions on sustainable preservation of intangible cultural heritage in market economies.
Development of Interactive Learning Media Based on Genially for Informatics Subject in Grade X of Vocational High School Nurajizah, Nija; Habibie, Alfadl; Muhammad, Taofik
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.313

Abstract

This study developed interactive Genially-based learning media for Grade X vocational Informatics focusing on network hardware. The development followed an R&D approach structured with the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, teacher‑centered delivery and low student autonomy were identified as barriers to engagement. The design phase produced a storyboard specifying navigation flow, visual layout, and embedded quiz checkpoints. The media was then built in Genially and reviewed by a subject expert and a media expert. Validation used a 5-point Likert instrument covering accuracy, curriculum alignment, clarity, usability, visual layout, responsiveness, and interaction. The subject expert awarded a score equivalent to 100%, and the media expert 90%, both classified as very feasible under the predefined criteria. Implementation involved 20 students in the Computer and Network Engineering track at SMK Islam Tenjonagara, who accessed the material individually and completed a response questionnaire. Aggregate student feedback reached 83.8%, categorized as very good, indicating positive perceptions of clarity, ease of navigation, and usefulness for self‑paced review. The findings support adoption of the Genially-based media as a supplementary resource for Grade X network hardware instruction in vocational settings and justify further refinement toward learning gain measurement.
Analysis of Student Satisfaction with Digital-Based Learning Media Assisted by Baamboozle Nurhasanah, Sifa; Muhammad, Taofik; Taufiq, Muhammad
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.315

Abstract

This study evaluates student satisfaction with Baamboozle educational game-based learning media among fifth-grade students. The research employed quantitative descriptive methods using a 5-point Likert scale questionnaire administered to 18 students at SDN 1 Cihaurbeuti. Data analysis through Jamovi software revealed varying satisfaction levels across three measured aspects. Students rated user experience and application performance as "Satisfied" (3.73 and 4.12 respectively), while interface appearance received "Moderately Satisfied" ratings (3.21). The overall satisfaction score reached 3.66, falling within the "Satisfied" category. Students particularly appreciated the application's responsiveness (4.39) and stability (4.17), but expressed challenges with navigation and menu visibility (2.94). The findings suggest that while Baamboozle effectively engages elementary students, its interface design could benefit from simplification to better accommodate young users. These results offer practical guidance for educators selecting digital learning tools and developers creating age-appropriate educational media for elementary school settings.
A Hybrid “Probabilistic Scaffold” Model for Enhancing Reading Literacy, Numeracy, and AI Literacy among Indonesian Primary School Students Yusmaneli, Yusmaneli; Fathurrahmad, Fathurrahmad; Raihani, Ayu
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.320

Abstract

This design study develops a structured pedagogical framework positioning generative AI as a verification-dependent learning support for Indonesian 4th-5th grade students. The framework implements a sequential process (Prompt → Verify → Diagnose → Revise → Reflect → Transfer) bounded by ethical guidelines and local cultural contexts. The research addresses student bypassing of initial reasoning, absence of age-appropriate AI literacy assessment, digital access disparities, insufficient verification practices, and potential erosion of academic integrity. Using a quasi-experimental design (n≈200 across 4 schools; 12 weeks), the study compares an AI-integrated curriculum with conventional instruction, controlling for pre-test performance, socioeconomic indicators, and gender. The intervention balances AI-mediated learning (25-35%) with analog activities (65-75%) to preserve direct cognitive engagement. Assessment instruments include reading comprehension measures, contextual mathematics problems, a four-dimensional AI literacy rubric, interaction logs, classroom observations, motivation scales, and verification records. Anticipated outcomes include normalized learning gains of 0.35-0.45 in reading and 0.30-0.40 in mathematics; advancement to Level 3 AI literacy; reduction in AI dependence from 60% to 35-40%; increased higher-order questioning; and equitable outcomes across settings through offline resource distribution. The theoretical framework proposes that prompt quality influences learning outcomes through verification practices, metacognitive awareness, and ethical understanding. Implementation challenges include novelty effects, variable teacher adherence, technology access inconsistencies, and ethical standards application. The research aims to shift elementary AI education from answer retrieval toward evidence-based inquiry with ethical awareness.
Virtual Heritage: Preserving Acehnese Culture through Interactive Roblox Experiences Giawa, Fajri; Bahruni, Bahruni; Al-Bahri, Fauzan Putraga
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.321

Abstract

This research crafts and tests a Roblox-based Acehnese cultural learning environment showcasing virtual tours of key heritage landmarks, including the Baiturrahman Grand Mosque, traditional Rumoh Aceh houses, and coastal ecological zones. Following a Research and Development approach with two-phase testing, the platform weaves together folklore-driven quests, dance reconstruction challenges, artifact recognition activities, and team-based puzzles. Findings reveal strong quest completion rates (85%) alongside marked improvements in cultural knowledge (from 32% to 76%) among the 100 teenage participants. The multiplayer design fostered genuine social connections, averaging 3.2 group problem-solving moments per session, while nearly two-thirds of players expressed desire to visit the actual locations. The adaptive difficulty system kept challenges engaging without overwhelming players. The project demonstrates how thoughtfully designed virtual environments serve as living cultural spaces where heritage breathes through active participation rather than passive observation, building bridges across generations and geography.
Abject Objects: A Case for Using Humour and Horror in Design Taylor, Megan
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.327

Abstract

This paper explores the possibility of combining theories from different subject areas into product design as influences that are not typically seen in this space. The main aim of this research was to discover whether concepts from horror and comedy could be incorporated into a design process in order to create products that influence user reactions in new ways. While this paper only explores one example of incorporating new influences into a design process, it covers some of the key ideas in relation to wider exploration of concepts and how the ideas presented may work with other disciplinary themes. An exploration of user interactions with products in general was also key in understanding how this could affect the way users viewed and interacted with the final products. Finally, this paper proposes these ideas as a way to open new critiques on the design world and the influences used when designing new products. Building on research into horror and humour concepts, this paper explores the integration of these into a product design process. Walking through each stage of a design process drawing from academic perspectives on what makes a product design process successful. This paper demonstrates how a design process can be altered by introducing new influences while still meeting guidelines for what good design is. By then undertaking the design process and thus creating a suite of products demonstrating the concepts that were introduced, the paper determines that products designed with alternative influences can have a space in the design world and can function and interact with users in new ways. The implications of this research open possibilities of successfully using uncommon influences in product design as a way to open new understandings of what good design can be.
Designing a Solar-Powered IoT-Based Flood Early Warning System Prototype with Audio-Visual Alarm for Aceh Region Wali, Muhammad; Iqbal, Taufiq; Salam, Abdus; Syafrinal, Syafrinal
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.386

Abstract

Floods have repeatedly threatened the people of Aceh Province. Thousands of families lost their property and lives because the early warning information was delayed. This research designs a flood early warning system prototype based on IoT using renewable energy, which can operate on its own without PLN electricity. The system uses three IP68 float switch sensors to detect water levels at thresholds of 0.5m (normal), 1.0m (alert), and 1.5m (danger) combined with a 2-in-1 audio-visual alarm (strobe and siren) with a coverage distance of 100-150 meters. The energy design uses a solar panel of 50-100W with 12V DC voltage and has a minimum backup for 48 hours without sunlight. Hardware design, sensor accuracy testing, validation of the energy system, and testing the effectiveness of alarms are the research methods in this study which is conducted in Banda Aceh City. The results indicate that this system can run independently at low power consumption because float switch sensors are more effective than ultrasonic sensors under conditions where the water is turbid and full of debris as found in rivers in Aceh Province. This prototype is low-cost (less than Rp 2 million), requires minimal maintenance, and has high reliability; therefore, it can be adopted by communities that do not have many resources. This research provides a technical blueprint for developing an early warning system that fits geographically and climatically with Aceh Province which may be replicated in other flood-prone districts for disaster risk reduction programs.
Design and Development of Visual Novel-Based Educational Game to Enhance Computer Basics Understanding for High School Students Prayoga, Andri; Muhammad, Taofik; Taufiq, Muhammad
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.348

Abstract

This study was intended to design and determine the effectiveness of a visual novel-based educational game in enhancing the understanding of basic computer subjects for high school students. The research used the ADDIE model as its development framework, which stands for Analysis, Design, Development, Implementation, and Evaluation. The analysis phase revealed that students were having difficulty understanding concepts about computers because conventional lecture-based teaching methods were being used. The visual novel game was designed by combining narrative storylines with illustrations, interactive quizzes, and decision-making elements to engage students in learning activities. Media and material experts validated the product with feasibility scores of 90% and 88%, both categorized as highly feasible. Implementation involved 26 tenth-grade students who completed pretest and posttest assessments; results indicated significant learning improvement with average scores increasing from 5.81 (41.5%) to 10.77 (76.9%), producing an N-Gain value of 0.61 (medium category). Student response questionnaires indicated high acceptance with an overall score of 87.58%—particularly in game usefulness at 94.23% and learning experience at 91.35%. This proves that visual novel-based educational games can improve student understanding, motivation, and engagement in learning basic computers as an alternative to conventional teaching methods in ICT education.
Development of Animation Video-Based Learning Media Using Animaker for Grade VII Informatics Subject Aulia, Nasyadila; Fitri, Sulidar; Muhammad, Taofik
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.382

Abstract

This study aimed to develop and assess the feasibility of Animaker-based animated video learning media for Grade VII Informatics, specifically addressing hardware material. The research adopted a Research and Development (R&D) approach utilizing the ADDIE model—encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Twenty seventh-grade students at MTs Mathlabussa'adah participated in the study. Both material and media experts validated the developed learning media, while student feedback was gathered through questionnaires using Likert scale assessments. Material expert validation achieved 92% (highly feasible), whereas media expert validation attained 80% (feasible). Student responses yielded 86.3%, classified as excellent. The high validation scores were attributed to clear material presentation, attractive visual design, appropriate language use, and suitable video duration aligned with student concentration capacity. The findings demonstrate that Animaker-based animated video learning media proves appropriate for Informatics instruction, particularly regarding hardware topics, offering an effective alternative to conventional teaching methods such as textbooks and worksheets.
Design and Development of Interactive Learning Media to Increase Student Learning Interest Rachmawaty, Rikeu; Sarmidi, Sarmidi; Muhammad, Taofik
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.384

Abstract

This study aims to design interactive learning media for improving students' learning interest in computer systems material. The research employs Research and Development (R&D) methodology with the ADDIE development model, encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Seventh-grade students at MTs Ar-Rahmah, Tasikmalaya City, participated as research subjects. Subject matter and media experts validated the interactive learning media, yielding validation results of 100% and 96% respectively, both categorized as "very feasible." Student learning interest effectiveness was measured through questionnaires administered before and after media implementation. Results demonstrated a significant increase in student learning interest following interactive media usage, with an average N-Gain score of 0.70, classified within the high category. The findings indicate that visual displays, animations, and interactive features successfully engaged students and enhanced their participation during learning activities. Statistical analysis confirms the media's capability to address monotonous teaching methods and abstract material challenges. The interactive learning media developed proves both feasible and effective for improving student learning interest in computer systems material, offering a practical solution for educators seeking innovative teaching approaches.

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