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
Desain Kap Lampu dari Sampah Wadah Telur Berbahan Karton Menggunakan Teknik Komposit: Reduce egg container waste Candra Davit Victory; Marcellino Aditya
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.v2i2.62

Abstract

Eggs are one of the foodstuffs that many people consume as daily food. Consuming a lot of eggs and distributing eggs using cardboard or paper egg containers has an effect on the waste produced from this distribution, the waste produced includes inorganic waste. Inorganic waste includes waste that can cause environmental pollution. One way to reduce inorganic waste, especially cardboard egg containers, is by recycling it using a material exploration process. Exploration of safe materials to utilize cardboard egg container waste using composite techniques. The composite technique is carried out using mixed materials such as gelatin, glycerol and water as the main binder material. This design focuses on making a lampshade in the bedroom. This design concept is intended as a medium for lighting sleeping lamps in bedrooms and boarding houses. This design uses the SCAMPER method which is applied from the results of material exploration and the addition of support material, namely laminated bamboo as legs. The composite technique requires the right composition, namely 25g gelatin, 5g egg container, 1g glycerol and 100ml water or in a ratio of 5 : 1 : 0.2 : 10 to get a material that is strong, translucent to light and therefore suitable for use as a lampshade.
Perancangan Boardgame dalam Upaya Mengenalkan Anak Usia 10 – 12 Tahun Terhadap Cerita Rakyat “Putri Ayu” Marcellino Aditya; Koni Herawati; Danella Patricia
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.v2i2.79

Abstract

Folklore is one of the cultural traditions passed down from generation to generation. The great diversity of folklore in circulation is one proof of the many cultures that exist in Indonesia. Despite having many folktales, not all of them are known by the community and children. This is also due to the decline in people's interest in Indonesian folklore from generation to generation. The availability of media or facilities that are less suitable for children makes them less interested in folklore. Instead of folklore, children prefer books by original authors or the imagination of authors and stories from abroad that are more modern. Introducing folklore to early childhood and elementary school needs to be done with fun activities, this needs to be done in order to attract children's attention to participate. This research aims to develop board game media as a new form of introduction to children, so that they become interested in recognizing a folklore. This development is designed using the SCAMPER design method, through this method it can help the product design process in developing original ideas for the product. Where the board game is designed as an entertainment game so that children can play it at any time.
The MODULAR SPICE CONTAINER SYSTEM FOR ENHANCING COOKING EFFICIENCY: modular system, kitchen efficiency, cooking activity, ergonomic design, small kitchen Hugo Daniswara; Mesah Nur Sejati
Jurnal Desain Produk Nasional Vol 3 No 1 (2025): Desain Inklusif
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i1.86

Abstract

The efficiency of spice storage remains a significant challenge, particularly for small kitchens in households and small businesses. This study aims to explore user experiences in implementing modular spice container systems, focusing on time efficiency, space organization, and ease of use. A qualitative approach was employed, including in-depth interviews, observations, and comprehensive literature reviews. The study involved 20 respondents from urban households and small business operators. Findings reveal that modular systems enhance storage efficiency by simplifying spice access, reducing kitchen clutter, and supporting more practical management. However, challenges such as container cleaning and size flexibility persist. This research recommends the development of more ergonomic and adaptive designs to meet users' daily needs effectively. Keywords: modular system, kitchen efficiency, cooking activity, ergonomic design, small kitchen
Desain Sebagai Upaya Meningkatkan Keterlibatan Masyarakat Bandung Terhadap Proses Demokrasi melalui Produk Digital Adinda Tabina Rahmadani; Chiara Aqila Hasan; Hayfa Virginia; Nadya Filiadira Kreshna
Jurnal Desain Produk Nasional Vol 3 No 1 (2025): Desain Inklusif
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i1.88

Abstract

Sejak Reformasi 1998, Indonesia terus menghadapi tantangan demokrasi. Demokrasi deliberatif, yang menekankan partisipasi aktif masyarakat dalam pengambilan keputusan melalui dialog rasional, semakin diperbincangkan. Meski demokrasi telah berkembang, penerapan demokrasi deliberatif di Indonesia masih terbatas. Salah satu tantangan terbesar adalah ketidaksetaraan akses informasi dan pendidikan politik. Berdasarkan studi Badan Pusat Statistik (BPS) tahun 2020, tingkat literasi politik di Indonesia rendah, dan hanya sebagian kecil masyarakat yang memiliki akses cukup untuk berpartisipasi dalam diskusi deliberatif. Ketimpangan ini mengakibatkan partisipasi yang tidak merata dalam proses pengambilan keputusan politik. Untuk mengatasi ini, kami melakukan penelitian dengan tujuan meningkatkan literasi politik menggunakan pendekatan desain inovatif, memanfaatkan desain sebagai alat komunikasi dan pembelajaran yang mudah dipahami oleh semua kalangan masyarakat Bandung. Pendekatan ini diharapkan dapat mendorong partisipasi aktif masyarakat dalam diskusi publik, memperkuat dialog rasional, dan meningkatkan pemahaman tentang prinsip-prinsip demokrasi deliberatif. Dengan partisipasi yang lebih luas, demokrasi Indonesia, terutama di Kota Bandung, dapat menjadi lebih inklusif, transparan, dan akuntabel, memperkuat stabilitas sosial dan legitimasi kebijakan yang berkelanjutan. Kata kunci: Demokrasi deliberatif, Keputusan politik, Partisipasi demokrasi, Produk digital.
Being Empathetic to Preschool Children: Redefining the Design Process of Digital Platform to Support Early Childhood Development in Indonesia Khafidlotun Muslikhah; Gadis Febriani
Jurnal Desain Produk Nasional Vol 3 No 2 (2026): Desain dan Keragaman Konsumen
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i1.97

Abstract

The widespread use of digital applications to preschoolers has created two opposing perspectives. Health experts often warn parents about the negative effects of screen time, while some IT practitioners and even education practitioners highlight the potential of digital platforms for people including preschoolers' development. This paper explores the possibility of creating a digital platform that bridges the two opposing perspectives by developing the conceptof digital platform which could give meaningful and healthy screen time for children in Indonesia. This exploration begins by studying the landscape of digital platforms as learning media for preschoolers using the PRISMA framework. Then the results of the exploration of the landscape are compared with digital platforms that have been proven to have a positive impact on preschool children. From the results of the comparative analysis, the author recommends the importance of empathizing with preschool children, especially regarding their needs and abilities. To support the empathy process, the author recommends a design process with some research methods and cross-disciplinary collaboration with child education experts, so that designer and developer can truly propose a digital platform that is meaningful and beneficial for the emotional and cognitive development of preschool children.
Shelves tableware kombinasi material kayu dan baja ringan di Ujang Woodworks Muhamad ridwan Alfariz; Maharani Dian Permanasari
Jurnal Desain Produk Nasional Vol 3 No 1 (2025): Desain Inklusif
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i1.99

Abstract

This study aims to develop the design of shelves tableware through the combination of wood and light steel materials at Ujang Woodworks. The research employs a qualitative method with a Design Thinking approach. The findings indicate that Ujang Woodworks has achieved significant innovation over the past four decades by developing shelves tableware with a combination of wood and light steel materials. This approach not only expands the spectrum of furniture design but also opens up opportunities for sustainable and innovative product development for this craftsmanship business. Keywords: Rack Equipment, Wood Furniture, Hollow Steel
Desain Produk Home Decor dari Material Paper Core Melalui Pendekatan Eksplorasi Material Thaariq Abdullah; Edi Setiadi Putra
Jurnal Desain Produk Nasional Vol 3 No 2 (2026): Desain dan Keragaman Konsumen
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i2.103

Abstract

The design of home decor products using paper core material is an innovative effort to create environmentally friendly and aesthetically pleasing items. Paper core, typically used as the inner core of paper rolls or other materials, holds significant potential for development into functional and decorative products. This material exploration approach aims to leverage the unique characteristics of paper core, such as strength, flexibility, and the ability to be processed through various techniques, including cutting, layering, and combining with other materials. This exploration involves testing various shapes, textures, and finishes on paper core to create home decor products that are not only visually appealing but also durable and sustainable. The resulting products aim to provide innovative design solutions for a market increasingly concerned with eco-friendly products. This approach emphasizes sustainability by reducing waste and utilizing materials with a more environmentally friendly lifecycle. This study aims to explore the potential of paper core as a primary material for creating home decor products that are not only aesthetically attractive but also functional and environmentally sustainable.
Desain Perangkat Pengurai Sampah Organik dengan Teknik Vermicomposting Hari Nugraha; Komang Subadri; Jasmine Reyna Maharani; Praditya Arzaqi Anantyo; Dhika Galang Adi Hanggoro; Keisha Zalikha
Jurnal Desain Produk Nasional Vol 3 No 2 (2026): Desain dan Keragaman Konsumen
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i2.110

Abstract

This study aims to develop an innovative solution for managing organic waste, particularly discarded fruit residues, through the application of vermicomposting (composting using earthworms). The research is motivated by the growing volume of organic waste generated in society, especially from commercial activities such as juice vendors, which necessitates effective strategies for organic waste management. This research focuses on the design, fabrication, and testing of a prototype device for converting organic waste into compost. The device is engineered to efficiently facilitate the decomposition of fruit waste through vermicomposting, incorporating considerations of ergonomics, time efficiency, and ease of maintenance. The research methodology comprises five key stages: problem identification, solution design, prototype development, product testing, and result evaluation. The findings demonstrate that the developed device is highly effective in transforming organic waste into environmentally friendly compost. The primary contribution of this research lies in the development of an innovative device that supports the utilization of fruit waste as a sustainable resource while offering practical solutions for communities to manage organic waste. This study introduces novelty through the integration of simple yet effective technology to promote environmental sustainability.
Eksplorasi Teknik Crochet pada Kerajinan Eceng Gondok Kiera Ashley; Hairunnas; Hairunnas
Jurnal Desain Produk Nasional Vol 3 No 1 (2025): Desain Inklusif
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i1.118

Abstract

This study aims to explore the potential of water hyacinth fibers as an alternative material in crochet techniques for crafting handmade products, particularly storage containers. Traditionally, water hyacinth has been utilized through weaving techniques, although its characteristics are also suitable for methods such as crocheting. This research adopts a Research Through Design approach, involving experiments in texture restoration, fiber processing, strand joining, moisture and motif effects, 3D shaping, and coloring. The results show that water hyacinth stems soaked in regular water for 10 minutes, then cut into 0.5 cm strips and crocheted while damp, produce the best-quality yarn. Despite limitations in forming sharp-edged shapes like cubes and hexagons, the crocheted structures remain sturdy and functional as storage containers. This innovation offers a more diverse processing technique for water hyacinth, enhancing its aesthetic value and contributing to eco-friendly waste reduction in aquatic areas.
Graphie Dash Inovasi Desain Papan Edukasi Interaktif untuk Pembelajaran Tabel dan Grafik Kelas II SD Kirana Rahman; Hani R; Ghia Tri Jayanti; R Moch. Rizal Hafiyan; Handayani Madania Insani
Jurnal Desain Produk Nasional Vol 3 No 2 (2026): Desain dan Keragaman Konsumen
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i2.127

Abstract

This study discusses the development of game-based learning media products as an effort to improve the understanding and motivation of elementary school students in the material of basic tables and graphs in Mathematics subjects. This study uses the Research and Development method, which refers to the development of models through the stages of literature studies, observations, needs analysis, application of methods, design, trials, and product evaluation. This study also utilizes the SCAMPER technique in the process of designing ideas and developing the form of learning media. The study was motivated by data findings from observations and short interviews at SDN Dadaha Tasikmalaya, which indicated a need for more interactive and enjoyable learning media in data presentation materials. The subjects of this study were homeroom teachers and students of class II B at SDN Dadaha Tasikmalaya. Data collection techniques were carried out through visitation sheets, visitation monitoring and evaluation sheets, interviews, trials, and validation and evaluation documents for educational design projects. Data were analyzed using qualitative descriptive analysis techniques. The purpose of this study is to develop learning media for table and graph materials that emphasize the basic visualization of data presentation. The result of this study is an interactive learning board based on a magnetic surface, designed through observational data and design brief. This product is expected to improve second-grade students' comprehension of tables and graphs as an innovative teaching aid.

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