cover
Contact Name
Yunita Setyoningrum
Contact Email
srjd@maranatha.edu
Phone
+628122119967
Journal Mail Official
srjd@maranatha.edu
Editorial Address
SERAT RUPA: JOURNAL OF DESIGN EDITORIAL OFFICE Faculty of Humanities & Creative Industries, Maranatha Christian University Jl. Prof. drg. Surya Sumantri, M.P.H. No. 65, Bandung - 40164, Jawa Barat, Indonesia (Ph.: +62 22-2012186)
Location
Kota bandung,
Jawa barat
INDONESIA
Serat Rupa: Journal of Design
ISSN : -     EISSN : 2477586X     DOI : https://doi.org/10.28932/srjd
Focus and scope of SRJD research areas include visual communication design, interior design & architecture, fashion design, design and culture, which emphasize the value aspect that is essential to the enhancement of human beings. SRJD published an original copy of articles research manuscript that is: 1) written based on research or field study, 2) written based on the design process, and 3) book reviews that are written with the minimum of 20 references. Publication allows expected subjects such as: a. Visual Communication Design (VCD) Visual Creative Advertising | Verbal Creative Advertising | Corporate Identity | Visual Rhetoric | Fashion Graphic | Fashion Industry Marketing | Packaging Design | Book Design | Typography & Lay-Out Design | Creative & Commercial Photography | Game Graphic b. Interior Design & Architecture (ID) Human Dimension & Designed Place | Anthropometrics & Ergonomic Issues | Furniture Design | Product Design | Building Material c. Fashion Design (FD) Fashion Trend & Style | Fashion Materials & Textiles | Accessory & Shoe Design | Jewellery Design | Visual Merchandising in Fashion Industry
Articles 136 Documents
Picture Book erancangan Buku Bergambar sebagai Media Edukasi Sopan Santun Anak Lemong, Juliana Laurensia; Yuwono, Elisabeth Christine; Yusuf, Vanessa
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.4764

Abstract

Manner are an important aspect of social life. But along with the times, there have been several cultural shifts, one of which is the manner culture. Children are often not aware of how to be polite in everyday life. Because of this problem, manners need to be re-taught to children from an early age. One of the media that can be used is through picture books. This media was chosen because picture books are media that are close to and are still liked by children. In addition, children are also more interested in seeing more pictures than writing. The aim of the design is to design a picture book by applying Edgar Dale's learning pyramid, namely learning that is practiced so that it becomes a new habit. The method used to conduct this research is a qualitative descriptive method through literature studies. The unique idea raised in the design of this picture book is an interactive feature in the form of a courtesy activity sheet. This feature can be accessed via a code on the online journal file. In addition to children learning about manners through stories, children can also practice it in everyday life and then remember again by filling out activity sheets through the media of this picture book.
Kajian hipersemiotika terhadap Rozy sebagai virtual influencer Instagram Nugraha, Nugraha; Saidi, Acep Iwan
Serat Rupa: Journal of Design Vol 6 No 2 (2022): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v6i2.4767

Abstract

This study examines Rozy, the first virtual influencer in South Korea produced by Sidus Studio X. Rozy has @rozy.gram as her Instagram social media account which was created on August 19th, 2020. This 22 years old woman is a virtual human representation on Instagram account. Within three months of the account had been released, she had 13,000 followers. Until now, the number has grown to more than 126,000 followers. It makes some advertisings use Rozy as the virtual influencer carries out the role as a marketing strategy. Rozy's Instagram content features four themes, such as fashion, traveling, environment, and daily activities. This study aims to explore the hypersemiotic hierarchy of Rozy's on @rozy.gram account. This study uses a hypersemiotic approach to understand meaning outside of reality. The researchers use descriptive qualitative method to examine the meaning of the signs system. In Rozy's world as a virtual influencer, there are engineering of realities that transcend boundaries by using information and communication technologies. Rozy lives in a reality that are detached from the truth of reality. Through hypersemiotic analysis, it shows that the virtual influencer Rozy is able to trick the human mind and blur the boundaries of reality between real and fake, natural and artificial, and real and unreal. The audiences of Instagram need to be rational, skeptical, and critical in responding to virtual influencers.
KAJIAN MATERIAL DRIVEN DESIGN DALAM DESAIN AKSESORIS FASHION BERBASIS EKSPLORASI MATERIAL SWAKRIYA Martono, John; Puspita, Eka Arifianty
Serat Rupa: Journal of Design Vol 6 No 2 (2022): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v6i2.4770

Abstract

Fashion design has a prominent role in constructing people’s performance due to its capability of communicating user’s personality. However, prior studies reveal that fashion design is not only able to work as a medium of self-representation, but also as an agent to stimulate certain action to the user. In response to the statements, material selection of fashion design contributes significantly in building consumer appraisement towards products because the material is the dominant element in fashion product aesthetic. Consumers may have various personal experiences and perception regarding material in a fashion product. Following the statement, this research is trying to investigate the integration of material experience study in a fashion design process to reach a more successful outcome of fashion design. Thus, this research is adopting Karana (2015) method of Material Driven Design. By conducting MDD method in the design of fashion product, it was found that there were diverse material experiences amid the users. Furthermore, by utilizing do-it-yourself approach of material development in the fashion design process reveals the possibilities of transforming material experience and the emergence of a new quality for the users to experience, especially an interpretative experience. The research outcome suggests the implementation of material experience study in the fashion design process, like the MDD method. The integration of material studies may not guarantee achieving a perfect user satisfaction, but the material experience study will help designers in understanding the background of user perceptions and finding novelty in the creation fashion design.
Pengungkit Kredibilitas dan Brand Trust pada Website Bank Digital di Indonesia Riadi, Ari; Widiatmoko Soewardikoen, Didit; Swasty, Wirania
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.5310

Abstract

Digital banking is the newest business model in the banking industry. These industries that implement this financial technology system, consumers are still hesitant and afraid to use digital banks because of the high number of cyber-attacks. In this case, digital banks need to build brand trust to gain the trust of their target consumers. The website is an effective communication channel to build brand trust in consumers. Each bank has a variety of digital communication strategies in adding aspects that are presented on the website. This study aims to analyze and review the burden of responsibility for digital bank websites in Indonesia. Purposively selected three digital bank brands: Neobank, Jenius, and Blu. Data were collected by observation and documentation methods on digital bank websites, then analyzed using comparative analysis and content analysis. The study results mention the content of relevant visual communication elements, consistent use of visual identity, and completeness of the information presented on digital bank brand websites to establish brand trust. Through this research, it is expected that industries that apply financial technology can optimize the website as a medium for forming brand trust and basic considerations to determine the company's competitive advantage strategy.
Indikator Kelayakhunian pada Interior Micro-apartment di Jakarta dan Bandung Mahardhika, Woro Medha; Wibisono, Andriyanto
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.5319

Abstract

Currently, young families who live in major cities in Indonesia are experiencing a crisis of affordable housing due to limited land, high property prices and changes in the cultural values of urban communities. One of the efforts to deal with the crisis of affordable housing is to build limited-sized dwellings or micro-units, both landed houses and vertical housing. In big cities like Jakarta and Bandung, vertical housing or micro-apartments are an affordable option for young families. However, the limited size of the micro-unit is quite a debate because it is considered inadequate. Therefore, the aspect of liveability has an important role in micro-units. There have been several studies related to the liveability of micro-units. However, there is no research that examines micro-apartments specifically occupied by young families with a child in Jakarta and Bandung. The benefits of this research are knowing the interior factors that influence liveability also the responses and preferences of young families towards micro-units. This study aims to identify the interior factors that can be improved in the micro-apartments occupied by young families with a child in Jakarta and Bandung. The result of this research are expected to become a reference to optimized existing micro-apartments and developing new micro-units in Indonesia. This research is a quantitative descriptive study using survey methods in the form of questionnaires and typological analysis. Study results revealed that 60% of the respondents are satisfied with the living space size but still wanted some improvements. Space layout and furniture are the interior elements that needed to be optimized in micro housing. In addition, although color has a low priority for improvement, color has an important role in the formation of a space ambience, so it needs to be studied further.
Analisis komparatif unsur kinetic typography dalam title sequence film Luthfiasari, Annisa; Fadillah, Citra
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.5636

Abstract

Typography, usually closely related to printed media, has now been explored in digital media. These changes make typography, which is usually static, more dynamic. One example of digital typography is kinetic typography. Typography's position as a medium of visual and textual communication becomes more interesting because the element of motion in kinetic typography adds another meaning value. This study examines how typography reveals meaning in time-based media formats. In this study, three movie title sequences with different genres will be analyzed: Monsters Inc., Se7en, and Mission: Impossible — Ghost Protocol. The film was chosen because it has a dominant kinetic typography structure and has a good reputation in terms of visuals. The method of analysis is carried out by comparing the structure of the three title sequences based on the kinetic typography theory by Bellantoni and Woolman. Furthermore, an analysis of the semantic value of each title sequence was also carried out. This research is aimed to figure out the elements used in the visual creation of a title sequence and how these elements can construct meaning. From the analysis process it is known that each genre of the title sequence has different element variations which of course have their own meaning. The results of this study are expected to provide recommendations for the title sequence design method based on the genre like comedy animation, thriller, and action.
Video Game dan Iman Katolik: Studi Kualitatif ‘That Dragon, Cancer’ pada Kalangan Misdinar di Kota Batam Wibowo, Tony; Saribu, Aloysius Edward Marselino Dolok
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.5797

Abstract

Video games are a means of entertainment especially among children and adolescent, including acolyte. Several video games use narration as dialogue to convey the story in video games. One of the video games that heavily focused on narrative is the video game That Dragon, Cancer. This video game tells of a family who has a child who has brain cancer. In that video game, it shows struggle of each family member deal with it in a surreal and enigmatic visual presentation. This study aims to prove is it possible to have positive view on Cotholic faith among acolytes by playing the video game That Dragon, Cancer. This study involved 30-acolyte which all of them play the video game without context and then we interviewed them. We found that the video game That Dragon, Cancer could create positive views of Catholic faith through narratives and video game design that show us to accept death and belief in God.
Adaptasi Perancangan Interior Supermarket di Masa Pandemi Covid-19 sebagai Upaya Reduksi Tingkat Kerumunan Boelhasrin, Afina Fakhrini; Wibisono, Andriyanto
Serat Rupa: Journal of Design Vol 7 No 2 (2023): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i2.6034

Abstract

Covid-19 pandemic that occurred in 2019 spread to the world, including Indonesia as a country. Pembatasan Sosial Berskala Besar (PSBB) as one of the efforts to overcome the problem by Indonesian government forced all public facilities to limit activities inside. However, supermarket is one of the public facilities that must remain open to fulfill basic needs of the community, which increases supermarket crowding level and potential to become a place for virus transmission. The purpose of this research is to analyze design adaptation of supermarket to respond Covid-19 Pandemic with crowing indicator as the main consideration. The research method used at the data collection stage was online questionnaire to specify the research area, the result of data collection then being analyzed with descriptive qualitative method to produce design adaptation recommendation alongside supporting theories. The research is conducted in basic needs display area that has higher risk of virus transmission. The research resulting design adaptation recommendation which are application of middle aisle layout, re-layout of display area, and circulation patterns adaptation.
“Honestunes”: Video Musik Kolaborasi Virtual di Masa Pandemi Sahertian, Grace Carolline
Serat Rupa: Journal of Design Vol 7 No 2 (2023): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i2.6130

Abstract

The arts and entertainment industry is one of the industries that have been heavily impacted by the Covid-19 pandemic. At the beginning of the pandemic, many musicians lost their stages and musical works that could not be promoted optimally, especially with the implementation of social distancing protocols and large-scale social restrictions. In this "new normal" era, musician Grace Sahertian invites her listeners to participate in making the music video for "Honestunes." The main videos, video footage, and videos posted by netizens will be packaged with a touch of illustrations and attractive graphics using motion graphics techniques, giving the impression of being fun, playful, and lighthearted. It is hoped that this virtual collaboration can be an alternative to video work for music promotion in the midst of a pandemic. Additionally, this video clip can also be used as a reference for musicians and the public to adapt to the digital world.       
Adaptasi Visual Motif Gambar Fauna pada Produk Scarf Hijab Modis Brand Alzena Kids Moslem Suliastuti, Iftika; Destiarmand, Achmad Haldani
Serat Rupa: Journal of Design Vol 7 No 2 (2023): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i2.6252

Abstract

Fauna motifs hold social and cultural significance as symbolism in their application to cultural artifacts. Fauna decorative motifs applied to fashionable scarves and hijabs have religious limitations, as depicting fauna images is strictly prohibited and considered a form of associating partners with Allah SWT in the Islamic religion. One of the fauna motifs explored in this research is the representation of imaginary living creatures. The topic addressed in this study is the analysis of fauna motif designs using a visual adaptation strategy approach, with a focus on aesthetic elements in the printed fauna motifs of the Alzena Kids Moslem brand's fashionable hijabs. The fauna motif that serves as the brand's identity within the broader context of Muslim fashion is the Unicorn image. The Unicorn, also known as Qilin in Chinese history, is an adaptation of a horse-like creature with unique features, including a horn. This research aims to understand the reasons behind brands incorporating depictions of living creatures in the visual adaptation of fauna motif designs on printed scarf hijabs. The research methodology employed is qualitative descriptive research with a visual adaptation approach. The study examines the aesthetic elements through the theory of visual adaptation strategies as parameters for analyzing the research objects. The analysis of objects is conducted by collecting hijab products with fauna motif designs obtained from observations at the Indonesia Hijab Festival 2022 exhibition. This research is conducted to map out the designs and adaptation strategies of printed fashionable hijabs featuring fauna motifs from the Alzena Kids Moslem brand.

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