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 150 Documents
Literature Review Artificial Intelligence dalam Desain Grafis: Relevansi, Ancaman, dan Adaptasi Peran Desainer Lestari, Puji
Serat Rupa: Journal of Design Vol 10 No 1 (2026): JANUARI 2026
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.v10i1.13072

Abstract

The rapid development of artificial intelligence (AI) has significantly influenced the creative industry, particularly in the field of graphic design.  AI-based technologies such as DALL-E, Midjourney, and Canva AI enable the instant creation of visuals through text-based instructions, raising debates about the relevance of designers’ roles in the digital era. This study aims to examine how the presence of AI affects graphic design practices through three main variables: relevance, threat, and adaptation. The method employed is a literature review by analyzing five scientific articles obtained from Google Scholar and Garuda databases within the last five years. The findings reveal that AI is relevant as a creative tool that accelerates workflow and expands idea exploration. However, it also poses threats in the form of job automation, plagiarism risks, and visual homogeneity. Therefore, designers are required to adapt by enhancing conceptual skills, utilizing AI as a collaborative tool, and maintaining ethical values as well as originality in every design process.
Analisis Family-Type Board Game Menggunakan Kerangka MDA Untuk Perancangan Media Pengenalan Desain Produk Claritza Nathania Setiadi; Guguh Sujatmiko; Hedi Cintya
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.11630

Abstract

The product designer profession plays an important role in the creative industry; however, interest among younger generations remains relatively low. An engaging and accessible medium is needed to introduce the complexity of this profession to high school students. This study analyzes family-type board games using the MDA (Mechanics, Dynamics, Aesthetics) framework as a foundation for designing an introductory educational medium for product design. A qualitative approach was employed through observational analysis of occupation-themed board games. The study identifies mechanics, dynamics, and aesthetic during gameplay. The findings indicate that resource management and progressive development mechanics effectively simulate real-world work processes. Dynamics such as action planning and resource counting foster strategic decision-making, while strong thematic integration enhances immersion and supports understanding of the represented profession. These findings provide a conceptual basis for designing board games as educational media to introduce the product designer profession to high school students.
Desain Karakter sebagai Alat Advokasi Inklusivitas: Studi Desain Karakter Video Permainan “Concord“ Alvanov Zpalanzani Mansoor; Ahnaf Setya Erlangga
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.12052

Abstract

With the rapid growth of the global gaming industry, the practice of conveying progressive values such as DEI (Diversity, Equity, and Inclusivity) through video games has become increasingly widespread. One such example is the emergence of the game “Concord” which has been identified as promoting a wokeness (critical awareness on Issues of social, racial, and discriminatory injustices) towards agenda and has triggered resistance among players. This study aims to examine the role of character design in video games as a medium for advocating inclusive values, focusing on the case study of two characters, IT-Z and Bazz. This research is a qualitative, descriptive, and interpretative study using Roland Barthes’ visual semiotic analysis, which explores the relation between the signifier and the signified about symbolic and mythological meanings within a contemporary social context. The analysis reveals that the character designs in “Concord” represent an explicit effort to present inclusive and racial narratives. However, the reception of this effort is perceived as inorganic, overly artificial, and forced within the context of the video game medium.
Keterhubungan Emosional Sebagai Strategi Autentisitas Dalam Persona Digital Model di Media Sosial Aileen kurniawan; Christian Anggrianto
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.13924

Abstract

The self-image of a digital worker—particularly a model—is largely shaped through social media, which serves as an interactive medium between the figure and the audience (Iswanto et al., 2020). The distinguishing factor among models lies in their personal branding, however, social media algorithms tend to favor trending content. This results in micro/nano models struggling to form a strong personal brand, either showcasing their distinctive traits, or follow mainstream trends but losing their authenticity. This study aims to explore effective strategies and solutions for models to develop their personal branding through aesthetic curation, tone of communication, parasocial relationships, and trend adaptation without compromising their identity. Using a descriptive qualitative approach, data were collected from journal analyses, as well as surveys involving 30 creative industry professionals and 33 active social media users. The results show that 63.3% of industry professionals prefer models who also act as content creators and demonstrate high engagement to strengthen brand objectives. From the audience’s perspective, 63.3% respondents that content that showcases personality and daily life are more appealing, as they seek to apply what they see on social media as inspiration in their own lives. Thus, both journal findings and survey results indicate that models who combine visually curated aesthetics with a humanized portrayal of their personality and life tend to be more engaging and in demand.
Kajian Tentang Peran Emotional Branding dalam Kebangkitan UMKM F&B Lokal Pasca Gerakan BDS: - Rafi Rahman Fauzi; Wiwi Isnaini
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.14498

Abstract

The boycott of several global brands after 2023 has triggered changes in consumption patterns, particularly among Generation Z, known as digital-native consumers. This study aims to analyze how Generation Z responded to the boycott and its impact on consumption preferences for global versus local brands in the food and beverage (F&B) sector. Furthermore, this study investigates Generation Z's response to a visual campaign themed "local products" as an element of post-boycott brand communication. The method used was quantitative, with a survey involving 102 Generation Z respondents, supplemented by qualitative data from their open-ended responses. The results indicate that most respondents adjusted their consumption behavior in response to the boycott issue, accompanied by increased exploration and consumption of local brands. Local brands were seen as a viable alternative based on initial experience, product quality, and affordability, although the extent of loyalty remains situational. Other findings indicate that Generation Z responds positively to locally themed visual campaigns, but this interest is acoustic and influenced by visual quality, conceptual clarity, and the relevance of the presented identity. Local visual campaigns have the potential to strengthen consumer emotional bonds if they can be translated authentically and contextually through consistent and distinctive visual communication design.
Environment Design sebagai Mediator Interaksi Pemain pada Game Point-and-Click: Studi Kasus Return to Monkey Island Aliyyah Nurfitri; Aditya Januarsa
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.14960

Abstract

Point-and-click game genre had experienced a decline in popularity due to its mismatch with the preferences of modern players and the potential cognitive burden caused by environmental design and puzzle mechanics that can lead to frustration. This issue warrants further investigation through a case study of “Return to Monkey Island” to understand how the composition of in-game objects influences player experience and their overall perception of the point-and-click genre. Using a controlled playthrough method, environmental objects in Return to Monkey Island were classified into three categories: interactive, animated, and interactive-animated. The findings reveal that interactive objects dominate the game environment, accounting for an average of 60.25%, followed by animated objects at 29.39%, while interactive-animated objects comprise only 10.36%. These results suggest that the genre's classic design approach, which encourages active exploration, may also create control ambiguity due to the lack of explicit visual affordances, leading players to rely on trial-and-error exploration. This study is expected to contribute conceptually to game studies and serve as a reference for game developers in designing balanced interactions between player actions and consistent feedback.
Analisis Visual Kampanye “Plastic Album Sins” Oleh Kpop4Planet Fadhilah Nur Raudhah Gandidi; Ganis Resmisari
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.15002

Abstract

This study analyzes the visual strategies employed in the digital campaign Plastic Album Sins by Kpop4Planet as a critique of plastic-based production and marketing practices in the K-pop physical album industry. The research focuses on visual elements such as color, metaphor, typography, and framing in the campaign materials. A qualitative descriptive method was applied using visual semiotic and framing analysis to examine posters and official social media content published by the campaign. The findings indicate that the campaign consistently frames plastic waste as a structural issue within the industry rather than merely a consequence of individual fan consumption. The dominant use of red as a marker of crisis, metaphors of stacked albums, and the “red flag” symbol in fancall raffles construct a critique of exploitative marketing strategies that encourage excessive consumption. Thus, the campaign visuals function not only as informational media but also as instruments of advocacy that shift moral responsibility from individual consumers to the broader entertainment industry system.
Perancangan Alat Peraga Visual Sekolah Minggu untuk Anak Usia Bawah Tiga Tahun di Kota Bandung Naniwati Sulaiman
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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

Abstract

This study aims to design visual aids for Sunday School classes for toddlers. Toddlers have their own limitations in concentration and visual perception. Therefore, designing visual aids for toddlers is a challenge in itself. As a reference, Bible stories from the Suara Sekolah minggu curriculum for toddlers are used. The process of designing visual aids begins with analyzing the story material to be delivered in class, the age characteristics of toddlers, and the context of their use in the classroom by the teacher. The results of the analysis are used to determine the selection of materials and visual expression techniques used in the visual aids. The research method used is the iterative design method, a design methodology based on a cyclic process of prototyping, testing, analysis, and product refinement. Based on the results of the latest iteration of a design, changes and refinements are made. The ultimate goal of this process is to improve the quality and functionality of a design. The results of this study are expected to serve as guidelines for designing age-friendly visual aids for toddlers, as well as broaden Sunday school teachers' horizons in selecting appropriate visual aids for their students.
Penerapan Teknologi Pencetakan 3D dalam Penciptaan Aksesori Fesyen Inovatif Kristanti Kristanti; Noor Laila Ramadhani; Bulan Karima Nurani
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.15961

Abstract

3D printing technology offers new opportunities in the fashion world, particularly in accessory production. This method allows designers to create complex, detailed, and unique shapes that are difficult to achieve with conventional techniques. The materials used vary, from plastic and resin to environmentally friendly bio-based filaments. The main advantages of 3D printing are design flexibility, production efficiency, and the ability to personalize products according to consumer needs. This allows for the creation of fashion accessories that are not only aesthetic but also functional, such as jewelry, bags, glasses, and decorative elements for clothing. Furthermore, 3D printing supports the principles of sustainable fashion, as it can reduce production waste by only printing what is needed. Overall, the application of 3D printing in fashion accessories paves the way for innovation, sustainability, and individuality, while expanding the boundaries of designer creativity in the fashion industry. Objective Research: aims to explore 3D printing technology in creating fashion accessories. and the sustainability of aesthetic value, functionality, and innovation of 3D printing-based fashion accessory products. Thus, this research will provide important insights for industry players in designing business strategies that are not only profitable, but also reduce production waste, which is expected to increase competitiveness and long-term sustainability. The research method uses a systematic approach to problem-solving that focuses on a deep understanding of user needs and experiences. This method combines creativity and analysis to produce innovative and effective solutions. These findings are expected to make a significant contribution to the development of 3D printing-based fashion accessory products and offer strategic solutions for fashion industry players paving the way towards innovation, sustainability and individuality, while expanding the boundaries of designer creativity in the fashion industry.           
Kajian Pencahayaan Alami dan Buatan Terhadap Kenyamanan Visual Pengunjung di Kame Bakehouse Bandung Jecinta Abigail; Carina Tjandradipura; Yunita Setyoningrum
Serat Rupa: Journal of Design Vol 10 No 2 (2026): JULI 2026
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.v10i2.16472

Abstract

The development of flexible working patterns has encouraged bakehouses to function as multi-activity spaces for dining, working, and social interaction, thereby requiring visual comfort through lighting that can support activities without causing glare or eye fatigue. This study aims to analyze the implementation of natural and artificial lighting in the interior of Kame Bakehouse Bandung and its relationship to visitors’ visual comfort. This research employed a descriptive approach supported by quantitative data through lighting intensity measurements using a lux meter at eight spatial zones. Data were collected through field observations, visitor questionnaires, and visual documentation. The measurement results were compared with the lighting standards of SNI 6197:2020 and correlated with visitors’ perceptions of visual comfort. The findings indicate a significant discrepancy in several areas where lighting intensity has not fully met the standards and where glare potential occurs due to the dominance of natural lighting. Nevertheless, questionnaire results revealed that visitors still reported a high level of visual comfort. The study demonstrates that visual comfort in commercial spaces is not solely determined by technical standards, but also influenced by ambience and user activities. This research concludes that a more flexible lighting integration strategy is necessary to improve the interior design quality of bakehouses without neglecting the psychological aspects of spatial users.