cover
Contact Name
Andry
Contact Email
andry@itenas.ac.id
Phone
+62227272215
Journal Mail Official
JDPNadmin@itenas.ac.id
Editorial Address
Jl. PHH Mustopha no. 23 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
JDPN
ISSN : -     EISSN : 30465532     DOI : https://doi.org/10.26760/jdpn.v3i1
Core Subject :
Jurnal Desain Produk Nasional (JDPN) adalah jurnal terbuka—yang dikelola oleh Program Studi Desain Produk, Fakultas Arsitektur dan Desain dan bekerja sama dengan Forum Program Studi Desain Produk Indonesia sebagai anggota afiliasi dari Aliansi Desainer Produk Industri Indonesia (ADPII)—yang berfokus pada publikasi penelitian di bidang desain secara umum, baik sebagai hasil kegiatan penelitian tradisional maupun karya desain. JDPN diterbitkan dua kali setahun, Maret dan September. Jurnal Desain Produk Nasional (JDPN) bertujuan untuk membangun dan memperkuat semua nuansa akademik yang terkait dengan bidang desain produk, desain industri, craft, desain fashion, dan bidang desain terkemuka lainnya yang menghasilkan artefak. Semua tulisan yang diterima harus didasarkan pada proses pembuatan (atau penciptaan) artefak, analisis kreatif, hasil penelitian desain, konsep dan ide, penerapan teori dan metode, pendapat filosofis, atau resensi buku. CAKUPAN Ruang lingkup Jurnal Desain Produk Nasional adalah—namun tidak terbatas pada—sebagai berikut: Proses Kreasi, Metode Desain dan Pendekatan dan Proses. Aspek sosial dan budaya Desain. Manajemen Desain dan Strategi. Kerajinan dan Desain. Pendidikan Desain Ergonomi Desain. Sejarah Desain, Teori dan Filsafat Desain dan Bahan. Desain Interaksi dan Pengalaman Pengguna
Arjuna Subject : -
Articles 36 Documents
Perancangan Sarana Bawa Multifungsi dengan Konsep Knockdown untuk Fasilitas Fun Football dan Bekerja Kantoran Ryu Kafa Basuni; Mohamad Arif Waskito
Jurnal Desain Produk Nasional Vol 2 No 2 (2025): Empati sebagai kompetensi desain
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i2.38

Abstract

This design aims to produce a multifunctional backpack-type carrying facility as a practical and safe facility for carrying office work and football equipments, intended for men aged 20-29 years, working as office workers and whose hobby is football. This research is based on the need for carrying facilities that can assist mobility and be safe when carrying both types of luggage, namely football sports equipment and work equipment, thereby creating the potential for damage due to the mixing of these two types of luggage. To achieve the research objectives, a knockdown design concept was used with several compartments that can be removed and installed as needed. This allows users to adapt tasks to the activities they perform. The bags are designed taking into account the characteristics of urban society and the visual character of sports. Its compact size and light weight make it easy to carry anywhere. The method or approach used in this design is a double diamond which consists of four stages, namely Discover, Define, Develop, Deliver. The design begins with the Discover stage through distributing questionnaires, observing community activities, interviews, and being directly involved with several activities in the community. This design ends with the Deliver stage through the 3D modeling stage with sizes and functions that have been adjusted to the resulting design.
Perancangan Gitar Elektrik Terinspirasi dari Album Sob Rock oleh John Mayer Raden Muhammad Hikman Azka Antono; Maharani Permanasari
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.39

Abstract

This research discusses the design of an electric guitar inspired retro revivalism in John Mayer’s Sob Rock album. The study is aimed to generate an electric guitar design based from visual elements inherent to the Sob Rock album. Double Diamond method is used in this research as a framework to discover and define the visual elements within Sob Rock album, and applies it within the design process to develop and deliver a design solution. In this context, aside from the design’s functionality, creative and aesthethics potentials contained within a popular album are unearthed and thoroughly explored as a basis for an electric guitar design. The outcome of this research is a prototype of an electric guitar design inspired by John Mayer’s Sob Rock album. This product serve not just as a musical instrument, but also as a statement of art within the popular music sphere.
Inovasi Desain Produk Melalui Metode Double Diamond Pada Alat Pembelajaran Kelompok Tunanetra Berbasis Rantai Makanan Putri Sary; Ghia Tri Jayanti; R. Moch . Rizal Hafiyan; Insani Handayani Madania
Jurnal Desain Produk Nasional Vol 2 No 2 (2025): Empati sebagai kompetensi desain
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i2.41

Abstract

Special education, such as Special Schools, is in the spotlight of the community because of the lack of fulfillment of educational allowances. It is not only a matter of theoretical fulfillment, but also the lack of special learning support tools that are not in the form of general education products. The purpose of this study is to produce a product design that can help children with special needs in the visually impaired group according to the learning outcomes and independence of students. This study uses the double diamond method that produces products with the criteria of the results of the evaluation of previous educational products. Answering this problem, the researcher used a previous study and obtained a pyramid triangle equipped with Braille text according to the characters and a brief design of the field study. Keywords: Children with Special Needs, Blindness, Previous Studies, Educational Products
A Desain Sarana Bawa Bagi Pelaku UMKM Salad Buah di Bazaar Nadia Zulfa; Maharani Dian Permanasari
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.44

Abstract

This research aims to design a functional carrying solution for micro, small, and medium enterprises (MSMEs) that sell fruit salad at bazaars. An optimal carrying design can help improve operational efficiency and comfort for business operators in transporting their products. The research methodology uses the design thinking method due to its user-centered approach, ensuring the resulting solutions are tailored to their needs and preferences. The research process consists of five main stages: empathy, definition, ideation, prototyping, and testing. In the empathy stage, the research is conducted by analyzing user needs through interviews and observations to gain a deep understanding of the challenges faced by MSMEs during bazaars. The next stage involves further exploration of design and configuration, as well as the selection of appropriate materials. The results of this study show that the designed carrying solution features compartments that accommodate the sizes of tools and complementary materials brought to bazaars, and is made from durable, easy-to-clean materials. The implementation of the design thinking method in designing the carrying solution for MSME fruit salad vendors at bazaars is expected to produce a functional solution, improve operational efficiency, and meet the needs of fruit salad MSMEs. This solution will make a significant contribution to supporting the growth of MSMEs in the culinary sector.
Perancangan Sarana Display Produk Aksesoris Handmade untuk UMKM : Studi Kasus “Erve The Label” Nabilah Hashifah; Maharani Permanasari
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.45

Abstract

Creative industries in Indonesia, especially UMKM engaged in handmade accessories, have great potential to grow. However, one of the challenges faced by UMKM is the limitation in displaying their products attractively. This final project research is a process of designing a display facility for handmade accessories products intended for UMKM exhibitions with a case study of Erve The Label. This is motivated by the desire of the owner of Erve The Label to have a display that is different from the others by prioritizing function and visuals. The design thinking research method that begins with observations and interviews with target users is expected to produce display facilities that are in accordance with the brand image. This design produces display facilities that are in accordance with the image of Erve The Label by utilizing the brand logo as a visual concept.
Perancangan Produk Aksesoris Interior dari Limbah Ampas Kopi dan Sabut Kelapa Ingrid Payangan; Grace Setiati Kattu
Jurnal Desain Produk Nasional Vol 2 No 2 (2025): Empati sebagai kompetensi desain
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i2.54

Abstract

The increase in coffee grounds waste is accompanied by the growing consumption and popularity of coffee, prompting research that results in various innovative products. On the other hand, Indonesia, as one of the largest producers of organic waste in the form of coconut husks, lags behind in waste processing innovation. The purpose of this design is to utilize and create innovative interior accessory products from coffee grounds waste and coconut husks, while assessing the suitability of these waste materials as interior accessories. The design process follows the Design Thinking method, including the stages of Inspiration, Ideation, and Implementation. The outcome of this design is coffee grounds waste and coconut husks becoming a key characteristic accent in decorative lamps, serving as a focal point in interior spaces. These interior accessory products are expected not only to be innovative but also to enhance the aesthetic and functional value of coffee grounds waste and coconut husks as sustainable interior products.
Perancangan Produk Obstacle Skateboard Pemula Melalui Pendekatan Design Thinking Pada Karakteristik Pengguna muhammad zaidan naufal pratama; Sulistyo Setiawan
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.56

Abstract

The idea and design of Sk8forfun Obstacle Kit, an obstacle skate product for beginners that meets the needs of inexperienced skaters, is demonstrated in this study. Children and teenagers are becoming increasingly interested in skateboarding, which has increased the demand for accessible and safe training equipment. There is a considerable need in the market for products made with beginners in mind as most of the current products are aimed at experienced skaters. Jumpers and low rails make up the main part of the Sk8forfun Obstacle Kit. Each obstacle has been designed to be safe, comfortable and easy to use. Users of different ages and ability levels can use the skateboard obstacle due to its height-adjustable feature. Using qualified materials for its manufacture. Non-slip coating and galvanized steel construction ensure longevity and user safety. To increase stability and reduce the risk of injury, each component has rounded edges and a solid base. Material selection, dimensional suitability, and modular construction for easy transportation and storage were important design factors. Each obstacle course has been designed with ergonomics in mind, supporting the user's natural posture and movement to lower the chance of injury and enhance learning. Clear usage guidelines and safety advice are included with the product. This report describes the design philosophy behind the product, target users, as well as the safety and ergonomic aspects that set it apart from competing products, Sk8forfun Obstacle Kit seeks to encourage more people to skateboard while guaranteeing their comfort and safety by creating a supportive and confidence-building environment for beginners. By meeting the unique needs of inexperienced skaters, this product not only closes a significant market gap, but also advances the expansion and diversity of the skating community.
Perancangan Desain Bilik Ganti Baju Bagi Komunitas Kabaret Nadia Zulfa; Maharani Dian Permanasari
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.57

Abstract

The design of a fitting chamber for the cabaret community using the design thinking method is a creative approach aimed to generate an innovative solution that fulfills the needs of the cabaret community in Bandung. This method is used to understand the challenges faced by the cabaret community in terms of fitting area, along with creating an appropriate design which caters to the hopes of the user. The design process uses the design thinking method which involved for main phases: empathize, research, ideation, and prototyping. In the empathize phase, information regarding the needs and preferences of the members of the cabaret community, along with the problems that might occur in the dressing room at present is gathered. The next phase involved further exploration in regard to shape configuration, appropriate material selection, and user experience. The design team conducted observation, interview, and analysis to understand the needs and hopes of the user in regards to a fitting space appropriate for the limited space available during cabaret shows. The prototyping phase involved model fabrication or preliminary design of the proposed fitting chamber. This prototype is used to test and acquire feedback from the members of cabaret community. Implementation of design thinking method within the design of a fitting chamber for the cabaret community is expected to generate a functional, comfortable, and appropriate solution for the members of the community. This solution will elevate user experience in using a fitting area, pushing for active participation, and supporting the development of the cabaret community as a whole.
Perancangan Denim Wringer Memberikan Alternatif Hasil Dalam Proses Pencucian Denim Oleh Komunitas Denim Enthusiast.: The denim wringer design provides alternative results in the denim washing process by the Denim Enthusiast community. Raihan Muhammad Fakhri; Maharani Permanasari
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.59

Abstract

This denim wringer research provides alternatives in the denim washing process by the Denim Enthusiast community. The denim industry has rapidly grown, followed by community developments with their routine events such as denim washing-pattern competitions resulted by the washing process. This denim wringer research uses Design Thinking methods, starting with direct observation to the Denim Enthusiast, followed by problem identification, analysis, design explorations, and prototypes that is tested directly by the community. The novelty of this research is a denim-wringer with an applicable design allowing the Denim Enthusiast community to operate in the washing process with ease, resulting a unique pattern or motifs.
Perancangan Sepatu Olahraga untuk Meningkatkan Keterampilan Anak dengan Balance Bike Rizky Andana Reksaputra; Mohammad Djatmiko
Jurnal Desain Produk Nasional Vol 2 No 1 (2024): Desain adalah sebuah Permainan
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v2i1.61

Abstract

This project aims to design and produce balance bike sports shoes for children, emphasizing the protection of toes and heels, comfort, and optimal grip. With a concept focused on safety and comfort, these shoes feature special protective layers on the toes and heels, water-resistant and scratch-resistant materials, and cushioned, breathable insoles for maximum comfort. The shoe's outsole is crafted from high-quality rubber with an anti-slip tread pattern to ensure strong grip on various surfaces. The research employs the design thinking method, involving stages of empathy, definition, ideation, prototyping, and testing to understand user needs and develop suitable solutions. The results indicate that the designed shoes provide significant protection, all-day comfort, and the stability required by children when using balance bikes. This report details the design process, research findings, and recommendations for further production and improvements.

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