Serat Rupa: Journal of Design
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
PENGARUH MODEL PEMBELAJARAN DAN GAYA BELAJAR TERHADAP HASIL BELAJAR MAHASISWA PADA MATAKULIAH POLA KERAH
SOELISTYOWATI .
Serat Rupa: Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v2i2.783
This study aims to get information about the differences in learning outcomes among students who study use the problem-based learning and direct learning on the basis of competence collar pattern making, getting information about the differences in learning outcomes, the students has a learning style of visual, auditory and kinesthetic on the basis of competence collar pattern making, getting information about the interaction between learning models and learning styles to learning outcomes in basic competencies collar pattern making. The research design in this study used a Factorial Design. The sample classes used in this study was a class A and  B Universitas Ciputra Surabaya academic year 2016/2017. Analysis of data using Analysis of Variance (ANOVA) with a significant level of 0,05 to 0,010 significant 2.871.403. This research found that learning outcomes of students who study use the problem-based learning was significantly higher than the students who study use the direct learning on the basis of competence collar pattern making.  Learning outcomes of the students have a learning style of visual was significantly higher than the students has a learning style of auditory and kinesthetic on the basis of competence collar pattern making.  There was an interaction between learning models and learning styles to learning outcomes in basic competencies fashion production collar pattern making.
IMPLEMENTASI ELEMEN-ELEMEN DESAIN YANG DITERAPKAN PADA PERANCANGAN DESAIN FASHION REUSABLE BAG
OLIVIA GONDO PUTRANTO
Serat Rupa: Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v2i2.791
Recently environmental problem becomes a highlight, and bought out to the surface, mostly about plastic waste and how to deal with it. When plastic waste dissolved they released some kind of toxic substances that will harm the environment and bring damage to the ecosystem. In order to reduce the mass volume of plastic waste, the Indonesian Government made some regulations. One of the regulation stated that the customer had to pay for the plastic bag each time they had transactions. But this program didn’t last a long time because of some pros and cons about the regulation. PT. Lion Super Indo, or known as Super Indo Supermarket is one of the brands that applying sustainability movement as their main strategy. One of their programs is to create a competition for designing Fashion Reusable Bag in order to educate Indonesian people to get used to bring and use reusable bag everytime they shop. This research using literature studies and using descriptive qualitative as a method, divided into two phase. The first phase is the literature studies for the indicators used in this research, the elements of design and the judging aspects of the competitions. The Judging aspects are Uniqueness, Brand, Fashion, and Practicality. The next phase is a single case study with an implementation of Design Elements and Judging Aspects. Hopefully, the findings and the result of this research could help to take apart bringing more impact of the sustainability movement and give some contribution in order to reduce plastic waste volume in Indonesia.Â
KAMPANYE PENANGKALAN HOAX MELALUI APLIKASI GAWAI
CALVIN PALTI JUNJUNGAN SINAGA;
JESSICA YONATIA
Serat Rupa: Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v2i2.805
The hoax is known as a familiar term for netizen nowadays, which its meaning is a public lie that made and spread irresponsibly through the internet. The hoax has become something that troubling yet misleading the netizen since they majority netizen receives news through the internet without noticing the credibility of the authors. The worst impact of hoax would be the split of the nation’s unity. Hoax itself is not something that hard to be opposed to if the netizen has media literacy knowledge, which is having a critical attitude to the news that spread through the internet. Therefore, this social campaign about educating media literacy was created towards netizen in the big cities of Indonesia. The design method used in this campaign is using a visual compilation of photography and pop art vector, with gadget application as the main media, and the supporting medias such as a serial poster in social media, mini event, website, and gimmick. The main goal of this campaign is to educate netizen about media literacy and the next expected goal is the appearance of critical and selective attitude towards news that spread on the internet. Â
PERANCANGAN BUKU FOTOGRAFI DOKUMENTASI KEGIATAN KESENIAN DI KAMPUNG JELEKONG
Sherilyn Silviani;
Sandy Rismantojo;
R.A. Dita Saraswati
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i1.811
Jelekong Village is located in the south of Bandung and is a craft center for make-by-order painting artisans. The late Mr. Odin Rohidin started this artistic activity in the 1970s. Aside from paintings, Jelekong Village is also active in such activities as Pencak Silat, Wayang Golek, and the Jaipong dance. Unfortunately, this village has a hard time developing in terms of facilities and infrastructures, which is caused by lack of attention from the local government. This results in the fact that not many people, even those in Bandung know the whereabouts of the artisans in Jelekong Village, who in fact play an important role in preserving the traditional Sundanese arts and culture. That is why, there is a need to design a media that is able to document and narrate the things that these artisans do in Jelekong Village and their daily struggles in creating art without being acknowledged and appreciated by their own people. By designing a documentary photography book, it is expected that the people of Bandung will be more informed about these artisans and will support the making of better facilities and infrastructures to rise up their spirit in creating more arts.
PERANCANGAN AUGMENTED REALITY SEBAGAI ALAT BANTU EDUKASI PELAJARAN SEJARAH DI INDONESIA BAGI SISWA SMP
VARIAN DINE MEJIRO;
PETER RHIAN GUNAWAN;
ELIZABETH WIANTO
Serat Rupa: Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v2i2.899
History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.
PERANCANGAN PRODUK FASHION BAGI MASYARAKAT URBAN INDONESIA DENGAN PEMANFAATAN TENUN LURIK JAWA PEDAN
Wenny Anggraini Natalia;
Dian Widiawati;
Agus Sachari
Serat Rupa: Journal of Design Vol 3 No 2 (2019): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i2.1002
The existence of Javanese Pedan lurik weaving which is one of the Indonesian cultural heritages that needs to be preserved in this modern era. Using the method of observation, visual analysis and experimentation, it is designed to revitalize fashion products by utilizing Javanese lurik woven cloth intended for Indonesian urbanites with a character of young spirit, full of locality, and love of culture. Sustainable design methods become a solution by considering the impact on the natural and social environment at each stage, which will later be related to the economy of the community. Through this article, it is hoped that it will enrich the development of fashion products with Indonesian cultural nuances that will increase the selling power of Javanese lurik woven into the wider community. In addition, using revitalized Javanese Pedan motifs and patterns that have been revitalized, it is hoped that the public will become more aware that there are still regional motifs and patterns that are still unexplored and is expected to be more known and awake sustainability.
PERANCANGAN MEDIA INFORMASI UNTUK MENANGGULANGI KECANDUAN GAWAI PADA ANAK
Evelyn Lumanta;
Peter Rhian Gunawan;
Miki Tjandra
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i1.1055
Research has shown that gadgets can give negative impacts on children, especially those on the early childhood stages. The development side of the early childhood stages is pertained to be vital and important for their growth, and it can be damaged permanently by the overuse of gadgets. One of the important factor is parent’s lack of knowledge about this damage on the early childhood stage, hence there is a need for an informative media about the damage on gadgets addiction on early age children. The purpose of this project is to provide an informative media that can clarify the damage of this gadget addiction, and also to give the parent’s the solution for the addictions. With the appropriate applications of UI (User Interface) and UX (User Experience) design, the right informative media can give clear information for the parents to be wise on their kid’s gadgets usage. The methods used in this design are based on qualitative research dan development method, implementing research from literature studies, interview, survey and field observation. The collected datas are explained and made into conclusion. The conclusion is used as the base of the informative media design. The final results will take form in website, as it is accessible from many locations, and ambient media as one of the ways to bring back the awareness for this issue. The informative medias would be made as attractive as possible so it is interesting and easier to understand for the parents of the early age children.
REVITALISATION OF SUMBA WOVEN INTO FASHION PRODUCT FOR URBAN PEOPLE AS A TARGET MARKET
Yosepin Sri Ningsih
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i1.1056
One of the areas that has special strength in terms of textile craft is NTT (East Nusa Tenggara) province, which is known for its unique weaving. The peculiarities of NTT woven make several fields such as tourism and political policy subsequently have an influence on the existence of NTT woven. These influences include changes in the function of weaving from adati to economical products, which then have an impact on material changes and methods of using weaving. The material used today is more modern by using threads that can be purchased in the market from imports from other places, while the used of weaving in ritual way has now been cut into ready-made clothes with a more modern form that sometimes produced leftover materials. Departing from these conditions, researchers develop fashion products as revitalization of NTT woven in order to fulfill the consumer needs. The NTT woven that chosen in this case is Sumba woven, because the patterns found in Sumba woven have a higher level of complexity than other NTT woven such as large living forms that are different from woven from other islands with more geometric nuances. The shape and composition of the large patterns and forms associated with myths and living things have been an obstacle for designers in creating cloth from these materials.By using the descriptive qualitative method, minimalism pattern, which is popularized, by Rei Kawakubo and the market research approach then researchers create a fashion concept by optimizing the use of cloth. Hence, researchers can produce fashion product without leaving a weaving parts that has no potential to be processed into other products as well as answering the needs of the market whose has a high appreciation of the weaving process.
PERANCANGAN MEDIA APLIKASI BUS TRANS METRO BANDUNG
Sheila Christy;
Roy Anthonius Susanto
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i1.1060
Bandung as one city that has a dense population requires mobilization to carry out daily activities. In carrying out this mobilization, the community can choose to use private transportation or public transportation that has been provided by the government. Trans Metro Bandung (TMB) is one of the public transportation provided by the government with adequate facilities, but the majority of people find it difficult to obtain information about TMB buses, both routes, schedules, bus stops, and bus facilities. This can be overcome through media technology that can make it easier for people to get and interact with that information.The purpose of this design is to make it easier for people to find all information about TMB buses through informative and structured application media, having local characteristics that are tailored to the needs of the people of Bandung City. The design is emphasized on the element of User Experience and User Interface approach which ultimately aims to make it easier for people to find information related to TMB facilities that are integrated in 1 digital application.
KOMPARASI PERSONAL BRANDING RIDWAN KAMIL: PEMILU WALIKOTA BANDUNG 2013 DAN PEMILU GUBERNUR JABAR 2018
Puspita Yuli Pradita
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)
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DOI: 10.28932/srjd.v3i1.1074
Personal Branding is a form of a visual image carried out by individuals to gain public attention. One of the highlights is the personal branding displayed by Ridwan Kamil (RK) during the 2013 Mayor election campaign and also in the 2018 West Java Governor Election. There has been a change in the personal branding strategy carried out by Ridwan Kamil. It was seen that there was a political maneuver to gain the public trusts. This study examines the changes in Ridwan Kamil personal branding during that election. The value of the visual elements of RK personal branding becomes the basis of his behavioral. This study used qualitative methods, using FGD (Focus Group Discussion) analyzing visual social semiotics and also by literature study. This study revealed the changes in political maneuvers of Ridwan Kamil from nationalist and flexible to become more religious and conservative, shown by the graphics of his campaign elements. This related to his political mission and also from targeted election peers.