DESIGN FOR THE REAL WORLD

Product Design
Final Project Book
2022
PENYUSUN
De vanny Gumulya, S.Sn., M.Sc.
Sheena Yngre Liman, S.Sn., MMD
PENYUNTING
De vanny Gumulya, S.Sn., M.Sc.
Sheena Yngre Liman, S.Sn., MMD
DESAIN SAMPUL DAN TATA LETAK
De vanny Gumulya, S.Sn., M.Sc.
Sheena Yngre Liman, S.Sn., MMD
PENANGGUNG JAWAB
Dr. Martin Luqman Katoppo, S.T., M.T.
PENERBIT
Program Studi Desain Produk, Fakultas Desain, Universitas Pelita Harapan
Gedung B, Universitas Pelita Harapan
Lippo Karawaci, Tangerang - 15811
T. 021 546901
F. 021 5460910
Cetakan Pertama, September 2022
H ak cipta dilindungi undang-undang. Dilarang memperbanyak karya tulis ini dalam bentuk
PENYUSUN
Devanny Gumulya, S.Sn., M.Sc.Dear readers, especially Our dearest Product Design students that have been endure the Final Project during the pandemic,
This year, the book entitled Design for the Real World, and one should be intrigued by this title. We could be asking, isn’t design will always be for the real world? Or perhaps we also could ask, is Product Design, School of Design, UPH aimed for a functional design, while on the other hand less innovative and beyond? Nonetheless, one would remember Papanek (1971, 2005) famous book with the same title, where he described that “Design must be an innovative, highly creative, cross-disciplinary tool responsive to the needs of men. It must be more research-oriented, and we must stop defling the earth itself with poorly designed objects and structures.” Hence, I dare you to read this book in your hand now and fnd out by yourself.
This book is showcasing Product Design Final Project, and this make the previous argument more interesting. However, designing for the real world resonates with Product Design Department key values, which sees design as: (1) A creativity in Material & Form Exploration, (2) An awareness on Waste & Consumerism, (3) As Problem Solving, and (4) Ecologically & Socially Responsible. It is also in line with the vision and mission of School of Design, Universitas Pelita Harapan (UPH), in which ’to become center of excellence of Christ centered international design education institution, engaging Design as Strategy to shape an excellence designer that will make Social Changes through Innovation Sustainability that has transformational and Redemptive Impact as a refection of God’s mandate where design should become a steward for the environment and to become light for others’, in which is a translation from UPH vision mission ‘to become Christ Centered University that based on True Knowledge, Faith in God and Godly Character. In short, the essence of School of Design (SoD), UPH is to produce design students that should become light for others. Thus, designing for the real world means that all the design projects in this book should shown how Product Design, SoD, UPH produced designers that uphold design that ecologically and socially responsible, thus have redemptive impact to others.
I wanted to add personal message to the students that has fnished their Final Project: On behalf of the Faculty and Department, allow me to congratulate you all. May you always be a designer that brings design that is impactful to the real world, to the society, where God will always be a leader in your exciting new journey ahead. May you be a blessing and becomes light for others and for this Nation.
As a remembrance, I also wanted to congratulate you all that endure more than 2 years during pandemic. Your achievement in fnishing Final Project in the midst of pandemic strengthen my believe that you will be a great designer that will truly create transformational design for the real world with a redemptive impact to the society!
Stay active but stay safe and healthy!
Only by His Grace, Dr.
Martin L. Katoppo, S.T., M.T. Dean School of Design – Universitas Pelita Harapan Karawaci, Tangerang, Banten, Jawa Baratwww.uph.edu
Dear readers,
What you see here is a compilation of the research and ideas from the 2018 product design student fnal projects, which offer solutions to major social and environmental issues. As a result, we propose “Design for the Real World” as this year’s fnal project theme. The book’s theme is based on Victor Papanek’s book in 1971, which claimed that design must be socially and morally responsible in order to be a positive, innovative force in society. The book describes our fnal-year students’ research and creative process in addressing social issues such as empathy degeneration, local cultural extinction, and environmental waste issues caused by plastic food packaging and leather products.
This book demonstrates that UPH’s product design emphasizes not only vocational design skills but also material and technical experimentation, resulting in innovative products that go beyond aesthetics and address social and environmental issues. It’s a matter of the hand, the eye, the heart, the design thinking process, self-discovery, and preservation, because every design decision today has far-reaching ramifcations that reach deeply into various areas of society, such as the economy, politics, and culture.
Enjoy our creative and explorative process.
Devanny Gumulya, S.Sn., M.Sc. Head of Product Design – Universitas Pelita Harapan Karawaci, Tangerang, Banten, Jawa Baratwww.uph.edu
PRELUDE: Dean of School of Design
PRELUDE: Head of Product Design
foreaneileen24@gmail.com
Health is the main thing in society and is not only limited to a healthy environment or health services but also pays attention to the behavioral factors of each individual. Individual behavior that ignores health can trigger many various diseases.
For women, it is very important to pay attention to the cleanliness of the intimate organs, because the woman’s intimate organs (vagina) are susceptible to diseases, such as vaginal infections. The vaginal infection can also spread to other reprodductive organs and can
cause infertility and cervical cancer (cervix) This infection is mostly preceded by the symptoms of vaginal discharge and many women are unaware of this symptom.
According to WHO, women rarely pay attention to the cleanliness of their intimate organs. 75% of women in the world experience vaginal discharge at least once in their lives, 45% experience vaginal discharge more than once and about 15% are infected with candida bacteria
Therefore, for women, it is important to practice personal hygiene, especially in public toilets, because intimate organs are in direct contact with the outside environment, and disease transmission between users is very likely to occur.
“WHAT IS THE WORST THAT COULD HAPPEN?”
Brainstorming ideas start with rough sketches and form shapers based on the purpose and needs of the design. The author make the design and measurement frst and continued the 3D Print process with ABS and PLA material for dummies and prototypes, this stage takes quite a long time because of the occurrence of many trials and errors .
After the design has been selected, the prototype will still go through many steps such as sanding, caulking, and layering (with putty primer, waterproof sprayer, spray paint, and coating sprayer). The reciprocating pump machine must also be tested to fnd out whether its works or not and can ft well inside the prototype body.
To explore the problem further, interview and questionnaire were collected in order to identify and fnd solutions to problems accurately and actually. Based on the result of interview and questionnaire, the cleanliness of women’s intimate organs when outside the house infuenced by the knowledge or habits of the individual itself as the main factor, and there are also related factors like facilities that don’t meet the standards.
Based on these problems, it takes the design of a comfortable device to clean women’s intimate organs when outside the house , which can be an alternative to public toilet amenities, due to the many problems in public toilet amenities.
In general, this product structure has:
• The water reservoir, this section has a material that can be folded or rolled so it can save more space. There is also a water supply cap to fll the water.
• The body which is the main part is a place to put the reciprocating pump. This reciprocating pump mechanism with a dynamo motor will keep the speed, capacity, and pressure of the water released constantly.
• Nozzle, located under the side of the body.
• Cover, this product is accompanied by a hard box to keep the product safe and easy to store.
This product uses silicone and HDPE materials, which have high durability without the high maintenance. This material is also smooth and fexible so it was easy to collapse.
From this design, the author can solve all the variables which is the focus of the problem:
• Compact to carry.
• Optimal to clean, can reach intimate areas according to its function.
• Ergonomic , the shape and size prioritize the user’s ergonomics.
• And use of clean water media , the design follow the advice of experts who require the use of water media to clean intimate organs.
Using this products can help cultivate new habits in maintaining personal hygiene that starts with the individual, so that can maintain and provide a sense of security.
There are still many things to learn about, from the shape of the product to the materials used for the product, further product development or study is needed to solve, improve, and create a better product.
THE DESIGN OF A DAILY ACTIVITY KIT TO SUPPORT COMMUNITY MENTALH HEALTH AND WELLBEING
INDUSTRIAL
What comes to mind when we hear the word “health”? We will automatically consider physical health issues such as exercise, healthy eating, drinking water, and so on. Physical health is important in keeping our bodies ft and functioning properly, but mental health is equally important to maintain in order to live a healthy and happy lifestyle. Mental health is a state in which people are free of all symptoms of mental disorders. Individuals with a healthy mental state can live their lives normally by utilizing the ability to manage stress, particularly when adapting to the problems that will be encountered throughout their lives. It is well known that mental and physical health stability infuence each other. As a result, mental health must be maintained and cared for in the same way that physical health is. Mental health problems are acquired not only through ancestry, but also through life demands that cause excessive stress, which has an impact on worsening mental health problems.
Director of Prevention and Control of Mental Health and Drug Problems, Dr. Celestinus Eigya Munthe spoke about mental health issues in Indonesia, specifcally the high prevalence of people suffering from mental disorders. Approximately, there are around 50 million people in Indonesia who have the potential to have mental disorders. The existing data shows that the number is currently quite alarming, so this should be a concern so that people who have the potential for mental disorders can get the right treatment and live a healthy and positive lifestyle so that they are able to optimize and maintain mental health in dealing with everyday life. As a result, in this study we will create a product that can be a solution by assisting the community in carrying out positive activities as well as a supporter in maintaining mental wellbeing conditions in daily life, with the goal of creating positive behavior and a productive life.
As a result of conducting extensive research for this study, we were able to develop a solution. The solution to the problem is how we create products that can offer artistic activities for users who tend to frequently think negatively and overthink which can lead to stress. Products that promote positive thinking and behavior to help mental health remain stable on a daily basis, thereby lowering the risk of mental disorders. We will create a daily mood boosting activity kit using the art therapy method so that users could beneft from art activities for their mental health. This product contains various items such as two types of clay, the tools needed and recommendations for clay craft activities that can be done in a fun way so that users can feel relaxed and get rid of negative thoughts. This product also provides artistic activities for users who fnd it diffcult to regulate moods when they are mentally unstable which can lead to negative thoughts and behaviors that harm their mental health.
In this sketch idea, we designed a product that seemed fun and relaxing. We use the ‘mystery box’ concept so that users can feel the pleasure when opening the boxes as felt when they opening a gift box. Inside the mystery boxes, there are various tools and materials needed to make clay crafts such as air-dry clay, clay tools, clay molds, acrylic paints, and brushes (can be used to make clay crafts and color crafts) also, there are tools that can be used as stress relievers such as play doh (can be squeezed/pinched/ etc.) and emoticon stamps (can be stamped onto clay). Then, there are also a reward boxes that are given to users to increase their mood. These activities can be carried out when users experiencing certain feelings or moods which are expected to improve the user’s mood to be better and more stable. This product is intended for female teenagers to early adults aged 20-25 who have daily activities of study and/or work and want to do fun activities to relieve stress from their daily activities.
After the sketching process, We conducted ergonomics, material, color, construction, and environmental studies. Following the studies, we begin the process of creating dummy. Dummy was made so that we can fnd out which parts are still lacking and need to be improved. The dummy was then tested on fve users to obtain valid feedback from their perspective. After receiving feedback, dummy was reviewed and revised according to feedback. After the dummy design is fnalized, we proceed to create the fnal product.
The output of this research was a Daily Activity Kit which contains clay craft equipment that can be used to express yourself or release emotions (can make clay products or simply be kneaded/ thrown/etc). The goal is to improve mental health by encouraging positive thinking and behavior. When users opened the packaging, they will have to read guides so they can understand what to do with this product. This was an introduction phase, by using this product on a regular basis, users would learn what color to choose based on their mood and how to use the tools and materials included in each mystery box. With this learning phase, user is expected to understand how to deal with each mood they experience as well as to understand and develop their crafting skill, so they can maintaining their mental health on their daily basis. The prototype was tested on 5 users and the result was in line with the expectations. With a diffculty rating of 1,4 out of 5, users semmed to relax, enjoy and excited to see the development of this kit product.
This study’s main point is that daily life events such as work, study, and other can be stressful, triggering negative thoughts and behaviors that can harm an individual’s mental health. As a result, we created a daily activity kit box to aid in the maintenance of mental health and wellbeing in everyday life. This product provides enjoyable and relaxing activities that promote positive behavior, thinking, and a productive lifestyle. Based on the results of user reviews that was conducted to fve women aged 20-25 years who study and/or work in their daity basis and have the desire to do relaxing activities to reduce the stress they experience, we can conclude that our goal of reducing the potential for people to experience mental problems by encouraging positive behavior and a productive life was met because the product is quite relaxing and fun, and gives the user a pleasant and calming impression.
3R (Reuse, Reduce, Recycle) is one of the best waste management method that almost anyone can do. Reducing waste, reusing and recycling have an important role to play in protecting the environment and safeguarding our earth. There are diffculties or obstacles to implementing this 3R movement in everyday life, such as habits, knowing about 3R but not doing it, and not knowing how to apply it in everyday life. There are numerous ways to educate with games, one of which can be played with family, particularly with boardgames.
Board games have also been shown to have numerous advantages and infuences on both children and families, such as improving social skills, self-esteem, fne motor abilities
and hand-eye coordination, teaching number, shape, color, and word identifcation, and fostering fexible thinking. But, the author has not discovered a simple board game that can be used as one of the educational tools for the topic of 3R application and can help to build, strengthen, and bring children and parents closer together.
According to Beth Porter’s book “Reduce, Reuse, Reimagine: Sorting Out the Recycling System (2018),” also indicate the frst step in reducing waste is to reduce our consumption / use. The memorable phrase “reduce, reuse, recycle” is more than just a catchphrase; it refers to a multilevel hierarchy/arrangement designed to improve sustainability.
The complete waste management hierarchy depicts our waste disposal options from highest to lowest environmental benefts. The top level is the reduction of sources / usage, which we must strive for most of the time.
A board game about the effects of garbage in a city and marine life theme with the phrase “reduce, use, and processing waste” that allows players to perform actions contained on green, blue, and yellow cards. Goals of the game is Take away the miniature located on the game board to decrease the game’s level of danger with 3 ways to play; “Who is the collector...?” each player gathers various materials, “Reduce frst, then utilize, and last process” collect all three cards by having more reduce cards (green) than reuse cards (blue) than recycle cards (yellow), and “Display it frst” show the other players the objects we’ve reused. By playing board games, children and families can learn about the application of 3R in everyday life, such as reducing the use of certain items, reusing goods, increasing awareness of re-made items that can be used and useful in everyday life, and so on.
The design process begins with the problem of the nuclear family not being active in doing 3R in everyday life due to a lack of information on how to do 3R and its positive impact on the environment, and then collects data from books, literature, and other sources, which is then continued using methods of observing a 13-year-old child and his mother while playing a board game, interviews with 3 board game master, psychologist, experts in long-term sustainability and questionnaires to 76 families. Then came product innovation, from 3 product concepts to 3 alternative design with dummy until fnally fnal design and prototypes, which were accompanied by gradual revisions before market tests, and ended with the completion of product design.
The author visited the respondent’s family and attempted to play the game by seating individuals around the game board. After playing, the author conducts a user evaluation in which she solicits feedback and grades 1-5 (1 being the lowest and 5 being the highest) from parents and children. Some good feedback, such as:
• The game is fun to match the picture
• The most exciting time sorting picks up the trash from the game board. So the good picture looks like when the board is empty.
• The red case card adds to the excitment.
• Can this miniature for me please?
Designing a board game that allows players to perform 3R actions so that the family can then develop positive behaviors. This concept of 3R is very important to be introduced and applied to children from an early age as the next generation with board game that can help children in the family become familiar with 3R actions; do it on a regular basis so that it becomes a habit.
By playing this board game children and families can learn about the application of 3R in everyday life, such as reducing the use of certain items, reusing goods, increasing awareness of recycle items that can be used in everyday life. The solution achieved through the design of this boardgame is habits can be changed gradually by performing the 3R movements shown on this game board on a regular basis, this game includes a section that requires players to perform 3R and show it to other players, and on the card there is information about using 3R movements in everyday life.
In the current circumstances of the COVID-19 pandemic age, especially the new adaptation (New Normal), it is critical to perform activities in the midst of a pandemic that aim to get people adapted to living a new way of life faster so that people would be able to do activities that are faster. More productive in a circumstance like this, because adaption of new behaviors is required to stay productive in this situations, notably the COVID-19 virus.
People’s activities such as employment and study are also being done online as a result of the epidemic. This has a good side because you don’t have to meet face to face and aren’t tied to one location to attend the meeting, thus many individuals can do it while multitasking. People with occupations that need them to go out in a remote area or in irregular places, such as workers/employees and some students, are required to work, prepare assignments, and attend meetings at any time and in any activity, such as when doing homework, according to the fndings of the survey. Trips for business, travel, surveys, or driving when the automobile is running, and you are a passenger, but if you have spare time.
Making items that can assist workers, as well as students who frequently use computers yet frequently travel and fnd it diffcult to utilize laptops while traveling; designing work support facilities for laptops that are safe, comfortable, fexible, practical, and compact. The product that will be designed is a sleeve-style laptop bag with features such as a hard-surfaced base to make it more stable when in use, good air circulation to prevent the laptop engine from overheating, and the ability to adjust the tilt and height of the laptop position to make it more comfortable. When in unfavorable scenarios and conditions, such as not having a desk and having to use a laptop, a basic and functional design is employed to support activities.
This backpack is meant for adults aged 20 to 35 years old and is specifcally designed for activities involving a fexible laptop that can be used anywhere as a tool in the form of a versatile bag that can be used as a laptop table. The product is comprised of two types of materials: leather and PP plastic, with the primary frame foundation made of PP plastic with strong and elastic properties, and a live hinge hinge in the middle of the frame that serves as a two-way hinge as well as an aesthetic product. Other fabrics, on the other hand, are made of sheepskin, which has the advantage of being lighter. Users will beneft from this product as mobile activities grow more practical, comfortable, safe, and, of course, easier. This device can be used as a laptop stand to achieve an ergonomic position in addition to being a laptop case with a hard surface for protection.
According to the results of a user review conducted following the product manufacturing process, this product fts the criteria of being comfortable, fexible, safe, useful, and compact. User evaluations believe that the most important of the fve criteria is practicality, as there is no need to take out and insert a laptop when you want to use and store it, and comfort, as using a laptop stand when working for a long time or even when there is no laptop/table mat is more comfortable.
jessica.e.kwee@gmail.com
INDUSTRIAL
According to Google’s “Year in Search 2020 Indonesia” report, there are a few trends emerging from Indonesia’s pandemic crisis. Individual Matters is one of the trends, in which Indonesian consumers are beginning to pay greater attention to social issues. One of the current social issues is the degeneration of empathy. The collective level of empathy has declined by 20% from 1979 to 2009 (Konrath et al, 2011), indicating that this is a signifcant yet under-recognized issue in society.
Empathy is defned as an ability to understand and experience someone else’s feelings and to adopt someone else’s viewpoint (Colman, 2015). Children, as well as adults, suffer from a lack of empathy. There was a 70% increase in occurrences of social media bullying and abusive language from December 2019 to April 2020. Digitalization and a lack of social interaction are to blame. Because it poses a future threat to humanity, the degeneration of empathy must be addressed.
Empathy and gratitude are linked as they are processed in the same section of the brain, which is the medial prefrontal cortex. Empathy infuences gratitude (Lasota, Tomaszek, & Bosacki, 2020), and because empathy is a skill that can be learned, this study aims to develop an education kit to help children develop empathy and gratitude.
For preschool-aged children, the process of learning empathy begins with expression mimicking and imitation as the frst step toward allowing children to internalize the feelings of others. Children can begin to learn about cognitive explanations of emotions and events experienced by others once they have practiced mimicking. Asking questions to children can be a good sort of stimulus because it trains their ability to think critically and think about each other.
After understanding their own emotions, children will start to recognize and feel the emotions of others. Finally, as a response to recognizing other people’s problems or emotions, children will demonstrate prosocial behaviors such as helping. Empathy and gratitude will affect one another, thus children can demonstrate actions as the empathetic response through gratitude training.
Five design criteria were determined after the research process. To aid in the development of empathy in children, the product should introduce them to emotions and facial expressions, allow them to interact with their parents, be fexible, focus on visual elements, and incorporate other developmental aspects to balance the learning process.
The recommended design solution is a set of three education kits to help preschoolers develop empathy and gratitude. The product is called Bebo, which stands for “Belajar Empati Bersama Orangtua”, meaning “learning empathy with parents”. All aspects of empathy, including thoughts, feelings and actions, are targeted by this product. This is to ensure that empathy can be fully fostered in children, resulting in prosocial behaviors and gratitude.
The product must be used in close collaboration with parents, as the parent-child relationship is critical in assisting children in developing a secure attachment to their parents as well as empathy.
Bebo is designed with the goal of providing children with a holistic learning experience. While Bebo focuses on empathy and gratitude, training other developmental areas such as cognitive, fne motor, and so on are also included.
The product has been subjected to user testing and has been shown to increase the collective empathy level in children. A variety of positive prosocial behaviors after using the product were also reported by parents. Overall, Bebo met the design criteria and is recommended as a design solution.
This research aims to design an education kit to help foster empathy and gratitude in children. The recommended design approach has achieved this goal, as evidenced by the user review process, which demonstrates that children’s empathy levels increase after using the product. This study is expected to serve as a framework for raising awareness and, ideally, halting the degeneration of empathy in society by cultivating empathy in the next generation.
mardyyy8@gmail.com
In Indonesia, DKI Jakarta, was named the Epicentrum of Covid-19 and began implementing social distancing, stay-at-home, large-scale social borders (PSBB), & online learning (studying at home). Students frst appreciated online learning because it allowed them to do all of their learning tasks from the comfort of their own homes. But then, a new dilemma occurred. Online learning policy required students to spend more time upfront on their devices, as well as attend many class video calls, committee meetings, seminars, and other events.
Students must adjust to a new learning environment at home, which has a number of drawbacks, including a lack of personal study space and various distractions during video calls or online meetings, that make the learning environment unfocused and unproductive. Some students are also forced to use a sleeping bed as a study furniture because they do not have a designated study desk or study furniture.
This study aims to develop a piece of ergonomic study furniture with a high level of privacy for students who do not have study furniture at home in order to boost students focus and comfort when learning online.
Room dividers should be implemented to home study furniture in order to provide privacy and concentration while studying due to various interruptions from other family members as a result of literature data, direct observation of targets, interviews with relevant sources, questionnaires to targets, and analysis of all existing data. In order to minimize space, the furniture designs can also be constructed all in one. Various design concepts have been produced and submitted, with one fnal design reaching the prototype stage for further development and production.
This furniture was created by using a mechanism that can be disassembled for convenient storage, packaging, and shipping. The design is in harmony with the house’s conditions and environment, as the divider is not totally closed, allowing users to socialize with family members at home if necessary. The keyboard, mouse, books, stationery, and other study equipment are placed on the frst level of the table, while the laptop and tablet are placed on the second level. The table also has a storage box and a designated spot for an outlet, allowing the table to be more spacious and free of cords. Because the table can be rotated 180 degrees to the side when not in use to create a wider area for movements and there is a leg rest placed under the sofa, the study furniture can also be utilized to relax at home after learning activities.
From all of the processes, it can be concluded that this design solves two main problems, the frst is the lack of a study furniture for online learning at home, which has an answer by creating a set of ergonomic fatpack furniture that may be used at home to complement online learning activities. The desire for personal space to boost the concentration when studying at home is the focus of the second problem, which has an answer by designing a divider placed on the furniture that shuts the user’s privacy zone while still adjusting to the house’s ambiance.
medigarianaanastasiaa@gmail.com
To prevent the spread of the COVID-19 pandemic, we must remain at home. People spend more time on social media in circumstances like these. Today’s social media has a lot of conversation regarding environmental awareness and current societal challenges. In situations like this, individuals start paying more attention to everything they eat and become more concerned about others. As a result, every purchase and use help individuals consider the impact on the environment and others. People began competing to do more good for a better world. However, unlike measures to combat food waste, the community continues to ignore the effects of food waste. Food waste is a major issue in Indonesia, which ranks second in the world behind Saudi Arabia in terms of food waste output. Because the amount of food waste is increasing, there is a need for solutions to help reduce food waste.
Considering the unexpected buying habit of society. As a result, many items cannot be utilized because they have been stored in the refrigerator for too long, causing their quality to deteriorate. The technique employed in this study is to gather data on food waste in Indonesia, examine shopping behavior and food usage in the community, and conduct interviews and distribute questionnaires to learn more about people’s attitudes regarding the foodstuffs they have. Then, for each problem uncovered, analyze the answer and develop a product concept that fts the solution. Then draw down some product ideas, build prototypes, and try them out to users. Despite their varied upbringing, the conclusions of the data via questionnaire distributionand observation reveal numerous parallels. The majority of respondents shop for food more than three times each month. Respondents primarily buy for food at supermarkets and marketplaces and spent around 1.000.000-2.000.000 rupiah.
Excess food factors are created by purchasing owing to low costs and also purchasing foods in excess of demands. Food waste arises as a result of rotting and no longer edible since it has been stored in the refrigerator for too long. Vegetables, dairy products, and fruit are examples of food items that are thrown away. Most respondents are already aware of the dangers of wasting food, and one of their attempts to decrease food waste is to purchase more carefully, but this does not rule out the potential of them being silent for too long about food ingredients until the quality deteriorates and is wasted. There are numerous solutions to current challenges that might assist overcome food waste. The problem of purchasing habits may be solved by creating a planner. The tendency of allowing food to linger may be overcome with benefcial reminders to make us more conscious and careful of our food consumption.
This product is an inventory set that include a board mounted to the surface of the refrigerator door to determine what is in the refrigerator and whether it is still worth utilizing or not will help decrease food waste. The target market consists of housewives who work as professional women, are between the ages of 25 and 50, live in cities, have salaries in excess of 5 million, and have a dirty refrigerator. The design incorporates a magnetic board as a location to insert a magnet piece that reads the sorts of food such as veggies, fruits, dairy, and meat. The design also features hang tags to act as weekly markers for how much groceries are purchased. The hang tag is made of the same material as the board, and it can be written on and removed easily.
Throughout the study, the authors discovered that using an inventory system is one approach that can assist with some issues such as buying too much and storing food in the refrigerator for too long. The design incorporates a magnetic board as a location to insert a magnet piece that reads the sorts of food such as veggies, fruits, dairy, and meat. The design also features hang tags to act as weekly markers for how much groceries are purchased. The hang tag is made of the same material as the board, and it can be written on and removed easily.
The answer to this issue is a product in the shape of a set of food inventory aids after going through numerous stages such as data collecting, observation, interviews, and the design process. The fndings of data collecting show that households generate the majority of food waste. Whereas in the family, housewives who are busy in addition to caring for the house typically buy larger quantities of groceries since they do not want to go shopping frequently. Circumstances like this lead the contents of the refrigerator to become overfowing and disorganized, making goods impossible to see properly, resulting in wasted food. As a result, this food storage device may be a solution to the problem.
According to Euromonitor’s 2021 trend study, sales of hobby-related goods will continue to increase. This is shown by the fact that craft related product sales have increased since 2019. This circumstance create opportunity to make a product for the creative industry. Ceramics is one of the subsectors of the creative industry with growing potential. According to the Indonesian Central Statistics Agency in 2018, the ceramics industry is one of Indonesia’s largest creative economy contributors. The contribution of the craft subsector to the gross domestic product was observed to be 15.7%. The use of pattern decoration on ceramics is one of the potential developments. Impressing technique is a great method for making a repeated pattern, but few individuals have yet to investigate it. The author sees the development potential of this approach based on the tools, shapes, and materials that can be used to produce captivating and effective textures.
“WHY IMPRESSING TECHNIQUE?”
The design begins with the investigation of tools for ceramic impressing processes. Afterward, the topic was expanded upon by doing primary and secondary research through multiple investigations. This information is gathered and evaluated to develop stamp designs and design concepts. The fnal phase is prototype production, which is followed by a market test. After some investigation into materials and methods, the author chose to make stamps with high moisture resistance MDF material using a CNC machine and then print them on clay. Because producing stamps with CNC requires considerable time and expense, the author only produces CNC stamps as master stamps and propagates them with bisque stamps. The output of the bisque stamp with grooved edges can be assembled with one or more additional stamps. This is adaptable based on creativity and user requirements since the target market are aged between 21-30 who are interested in making art and craft product, especially pottery.
Many people have become interested in developing art and craft products since the COVID-19 pandemic. One of them is making ceramics. However, the selling of ceramic tools, particularly ceramic decorative tools, is still diffcult to fnd in Indonesia. As a result, the authors conducted research on developing tool for impressing clay in different production techniques. The study suggests that the best production method to create the master stamps is with a CNC machine and propagated by bisque stamps. These methods are the most practical and cost-effective. Furthermore, the authors included a way to personalize it because most stamps on the market do not have this option. The stamps allow users to be more creative and imaginative by mixing and matching the stamps. The grooves on the edges of the stamp allow users to mix and match one stamp with other stamps using a special rope.
One of Indonesia’s cultural heritage is handicraft products (kriya). Therefore, it can be preserved by using these crafts and learning how to make them. One of the batiks that are starting to be abandoned is the batik nitik which comes from Yogyakarta. This batik motif is rarely produced because it is diffcult to make and takes a long time. To preserve this batik can be introduced early to school-age students. According to Josh Kaufman on ted talk, the fastest way to learn new things is to apply the concept of 20 hours. The frst step taken to start learning something is Deciding, decide what to do. Learn Enough, fnd out what you want to develop. Remove, Get rid of things that can distract from focus. Practice, practice at least 20 hours. By applying the concept of 20 hours into the learning kit, it can help the user to understand better in its manufacture so that the skills that they want to hone can be channelled clearly and well. This learning kit that incorporates elements of Indonesian culture, especially nitik batik.
The process of making Batik Nitik requires a special canting that is made by itself by splitting the canting holes in both directions that are perpendicular to each other, so that when printed on the cloth it will be in the form of a box. The canting is called canting cawang or canting fower. Canting for batik nitik has rounded tip. It is different from any other canting. Making this pattern can’t be done by tracing an existing motif, but by making a box-shaped scheme. The nitik batik motif consists of thousands of dots arranged and measured in such a way as to form spaces, angles, and geometric felds. Apart from being made up of squares and rectangles, the decorative framework is made of cecek (cecek pitu, cecek telu), and is combined with klowong and wall ornaments. The process of coloring and dyeing nitik batik can be done using natural dyes and synthetic dyes.
The application steps to quickly acquire new skills on the products using the concept of the frst 20 hours
1.Deconstructing skills (Deciding) You can choose where to start frst, for example if you want to make a big pattern
2.Learn enough to self-correct (Deconstruct) Can explore materials to make home decor using 2 techniques, namely by using batik techniques and coloring
3.Avoiding training barriers (Removing) Can make video tutorials as a substitute for distraction media from tv, internet, etc
4.Practice at least 20 hours (Practicing)
Can use progress tracking which can track the progress made. For example, at 1 o’clock make the pattern frst, then at 2 o’clock use night, at 3 o’clock make the ornament and so on for up to 20 hours
Beginner, At this level, users will follow the techniques. They still had to think about executing his skills well. Users follow the basic techniques of batik and coloring.
• Simple pattern
• 1 colour
• Coaster
Intermediate, At this level, the user begins to understand the context, when a technique is effective and when a technique is not effective. They are able to consciously analyze the techniques they use. Users have started to understand attaching
• Slightly complicated pattern
• 2 colour
• Placemat
Expert, At this level, the user’s intuition begins to form. They begin to understand the patterns associated with their skills.
• Complicated pattern
• 3 colour
• Table runner
The application of progress tracking is carried out using the Tasks application which later students and teachers will be in 1 group and the teacher can create tasks for each student.
The barcode will go to the linktree that has been connected to various links. The barcode link for each level will be different and will be adjusted to the needs of each level.
Content of linktree:
• Introduction Videos
• Video Tutorials
• Guidebook PDF
• Video Tutorial Tracking Progress
• Video How to Take Care of Batik
This study contributes to better understanding of how the concept of 20 hours can be implemented to DIY learning kit to make Batik Nitik. The study reccomends that the concept of this design is a home decor learning kit by incorporating motifs from nitik batik. This learning kit offers batik making using written batik techniques and using natural coloring techniques. This learning kit will have a progress tracking feature. This learning kit will be divided into 3 levels, beginner, intermediate, and expert. To make batik, tools and materials are needed, such as wax, canting, cloth, patterns, and dyes. The repetitive nitik batik pattern is made simpler. To facilitate the process of implanting, use ordinary canting. The dye used will use natural dyes so as not to pollute the environment. The concept of 20 hours can be useful to help develop skills. This learning kit also features video tutorials and guidebooks that can be opened online via barcode.
Indonesia is a culturally diverse country. The acculturation of Chinese peranakan culture in Indonesia is one of them. According to BBC News Indonesia (2021), one of the ethnic cultures of Chinese-Indonesian peranakan, namely peranakan batik, is on the verge of extinction because this cultural heritage has always been passed down through generations, but the younger generation is now less interested in continuing to preserve peranakan writing batik. “General Summary of Chinese Culture in Indonesia” book explain peranakan batik is less widely known and known by the Indonesian people and even the Indonesian Chinese peranakans themselves. Considering that peranakan writing batik is produced from the results of handicrafts, this jewelry design uses hand engraving techniques to maintain the typical handicrafts on jewelry. It is hoped that the jewelry used will help to spread awareness of the endangered peranakan batik ornaments, which are a type of acculturation culture in Indonesia.
IN INDONESIA?”
“WHY HAND ENGRAVING?”
With cultural transformation, Peranakan culture can now enter the modern lifestyle of the younger generation, bringing it closer to modern life. The use of jewelry is increasing, and it can now be classifed as one of the mediums or forms of modern lifestyle products with the goal of introducing and conveying the value of Peranakan culture. The variety of ornamentals such as motifs, isen-isen, and the meaning of peranakan batik must still be channeled through jewelry that can be worn on a daily basis or for special occasions. Jewelry inspired by Peranakan batik motifs is aimed at women aged 21-35 who enjoy wearing jewelry on a daily and special occasion basis.
Analysis of motifs and details of Oey Soe Tjoen Batik isen-isen and hand engraving experiments with graver and rotary tools, development of isen-isen details based on previous experiments with hand tools and rotary tools, and transformation of foral fauna motifs in batik to be developed in sketch. Transformation of the shape of the motifs of roses, birds and butterfies on pendants, and earrings. Development of isen – isen cecek (dots and lines), and machete background is applied through hand engraving techniques. Light colors in batik are applied to jewelry materials and jewelry stones (yellow gold, rose gold, sky blue topaz, green peridot). The rear front pendant design is taken from the concept of Pagi-Sore Batik, with the same outer outline, and different shape transformations, different engraving details, and different jewelry colors.
As a result, the jewelry collection that maintains the characteristics of the ornamental variety of batik motifs written by Oey Soe Tjoen. The design aims to convey the meaning of the ornamental variety of batik tulis peranakan, which represents the life of Indonesian coastal communities that adapt and absorb infuences from other cultures as a form of cultural acculturation. Introducing a variety of ornamental batik motifs written by Oey Soe Tjoen through signature and everyday jewelry collections.
Jewelry is designed with references to ongoing trends in 2021-2022 to make it more appealing and accepted by the younger generation, because peranakan batik is made from the results of handicrafts, jewelry design is made by developing hand engraving techniques based on the beauty and characteristics of the peranakan batik ornamental variety, especially in the digital era.
clemenciaglorianas@gmail.com
EXPLORATION OF PINEAPPLE FIBER
WASTE INTO PACKAGING MATERIAL
REPLACEMENT WITH NATURAL ADHESIVE
MATERIAL EXPLORATION
Packaging is one part that is very often used in products, from packaging to shipping. However, the use of this packaging contributes to global warming and global food waste which is estimated to be detrimental to businesses, the environment, and public health because it is not eco-friendly and produces an abundance of waste. One of the thing that has a negative impact on packaging is the basic materials used, such as plastic and styrofoam because they are very diffcult to decompose.
This study utilizes pineapple fber derived from pineapple leaves which is one of the plant favored by the people of Indonesia and exploring them using the Molded Pulp Fiber method by making it into pulp and then molding it by fltering and applying a natural adhesive made from corn four to make it more durable.
“WHY IT HAPPENED?”
Starting from these problems, the design concept raised is sustainable design by exploring more natural and environmentally friendly materials as a substitute for current packaging materials. The selection of fber from pineapple leaves due to the amount of waste leaves of pineapple plants is produced a lot after the harvest plant and is still underutilized, unlike the fruit and skin. Explorations towards the material is done, starting from softening the fbers, making pineapple fber sheets with small pieces and pulps, experiments using methods that have been carried out by other researchers, further experiments using natural adhesives, molding, and studies of strength and colors.
The design concept in this design is an secondary packaging that is environmentally friendly as a delivery box for packaged cakes used for the cake business in Surabaya under the name Manna Koken and consumers who buy the cake as the product users. Products can be used when packing cakes in stores, delivered to consumers, and when they arrive at the consumer’s home. These products can be stored and stacked in storage cabinets if not in use but can be reused or recycled into pulp. Other than as cakes packaging, this product has other multifungsional aspects in it that can be used as cake baskets.
The output of this research consists of four types of packagings, starting from 16x10x5cm, 27x10x7cm, 25x15x10cm, and 21x21x10cm. Linen fabric is used to cover the inaccuracy of the packaging due to its home industry based manufacturing process. The main color of the fabric in this product is plain white with other color options that can an option that buyers can choose from. Sleeve method is used in this packaging to secure box. The fnal packagings were reviewed to 5 users and it can be concluded that the majority are satisfed with the results there is interest in the approach of environmentally friendly concepts.
From all the processes that have been carried out, from exploration with pineapple fber to the packaging production process, it can be concluded that pineapple fber material is suitable as a substitute for packaging materials that are less environmentally friendly such as plastic and styrofoam. This material can also increase the user’s perception to see that this pineapple fber material can also be used as raw materials of packagings. It can be concluded that a good method used to make packaging from pineapple fber is the Molded Pulp Fiber method by making them into pulp frst and then molded by fltering. Molded Pulp Fiber method has been around for many years and is still used today, but the fber material that is widely used is recycled paper. With the research of packaging based on pineapple fber, it has a great opportunity for the development of environmentally friendly packaging in the future with other fber materials.
CASSAVA
MATERIAL
With the development of society, many aspects change how people lived their lives. People are increasingly aware of environmental issues, and with better quality of life and the way people think have changed, where they have been adapting to a more sustainable lifestyle. One of the products still being sought for alternatives is leather products because of their unique properties compared to other materials. Alternative materials in the form of synthetic leather can be made with sustainable raw materials, as has been done by several other companies. One of the raw materials that have the potential to be used is cassava peel, which amounts to roughly 4-5 million tons of waste annually. This cassava peel waste is also very similar in its properties to leather when it is processed into bioplastics. Therefore, cassava peel has the potential to be used as a raw material for sustainable synthetic leather.
In this process, the goal is to produce a synthetic material that mimics the characteristics of genuine leather. The material are going to be processed as a synthetic leather product as an alternative to genuine leather products. Experiments are held to fnd the best suiting binder which compliments the cassava peel as an ingredient while also producing material with characteristics similar to leather.
With the experimental results of the binder and the ratio of the ingredients that have been carried out, it is proven that the best binder for synthetic leather is gelatin with a measurement of 50 g gelatin, 30 g cassava peel powder, 25 g glycerin, and 300 ml water. The processed materials have fexibility and texture similar to faux leather. However, water is a big problem for the material as it is not waterproof, even after coated hydrophobic coating such as shellac. Another discovery shows that this material will decompose within 7 days when buried. With the versatility of its casting, the pattern texture can also be customized as needed. This material has also successfully been processed into a sling bag with a processing method similar to leather. However, some modifcations are still needed when producing fnal products as the synthetic leather often stays crumpled when not smoothened out immediately.
Based on the results of the exploration and experiments that have been carried out, cassava peel are proven to be able to be made into synthetic leather with characteristics to its genuine counterpart. There are also several important aspects such as quality of ingredients used highly affects the fnal product. This material has been successfully processed and used as a material for leather products such as bags and wallets. However, there are still downsides to the material where it uses gelatin, a food material, which is a primary need. This synthetic leather will be better as a micro-manufacturing project for people to make their material when needed.
Indonesia is renowned for its rapidly expanding wood processing industry. Several steps are involved in its processing. In the procedure, no effort is spared in manufacturing wood waste, also known as residual wood. According to the journal “Analysis of Wood Waste Types” from the Ministry of Industry, there are numerous types of wood waste, including slashes (22.32 percent), wood chips (9.39 percent), and sawdustor wood shavings (8.77 percent ). Moreover, according to the research customer trend 2021 from Euromonitor, people are beginning to shift their thinking and become environmentally conscious and interested in eco-friendly products. As a technique of binding and reinforcing wood waste, synthetic glue or resin is still used in the processing of wood waste. Therefore, this topic is brought up to turn trash into products with economic worth in an environmental friendly way.
This procedure begins with a search for secondary data to determine the issues and materials in play. Then, start by investigating the content containing the recipe found in secondary data. After that, exploration results are obtained and used as the basis for product development. The fnal step is the creation of a prototype for user testing. Based on the exploration results, it was determined that acid was required to prevent the growth of existing fungi during the production of natural adhesives. In addition, it has been demonstrated that the addition of sawdust to the shaved wood mixture strengthens the resulting sample since the smaller particles can fll the remaining gaps. Consequently, based on the fndings of the investigation, it was determined that the strongest sample was formed from potato starch with as much as 75% wood sawdust and was able to sustain loads of up to 10 kg. As a result, the notion developed to create a laptop or desktop stand capable of supporting a light load.
By utilizing sawdust and natural materials, we can create goods that suit the requirements of the community and are kind to the environment. Even the usage of natural adhesives is quite powerful and comparable to that of chemical adhesives, with the exception of the lengthy drying time. However, based on the customer reviews, the usability and aesthetics of the product are rather decent. This can be continued as a technique to improve public knowledge of the notion of waste recycling, and further study can be conducted to make it a more effcient method of recycling process.
Yogyakarta is a beautiful cultural region that is located in Java Island, Indonesia. According to Ir. Yuwono Sri Suwito, Directorate General of DIY Culture in 2016, Keraton is the “heart” of Yogyakarta, where much history is formed and serves as the foundation for the development of culture, art, and customs of residents wwof the Special Region of Yogyakarta and its surroundings. Though Yogyakarta is not resistant to external and internal infuences such as modernization and urbanization, the Palace retains its traditions and culture, inspiring the author to create Yogyakarta culture, particularly the Palace as a concept of designing dining room furniture. With all the implementation of the cultural concept of the Special Region of Yogyakarta into furniture, an object that is found commonly on a daily basis, it is hoped that the public, particularly designers, will acquire knowledge more deeply and be inspired to use the archipelago’s culture as an inspiration for their work.
“THE BEAUTY OF KERATON CULTURE”
Various data had been collected to support the design process, both in terms of cultural knowledge and the needs and interests of the target market, using quantitative and qualitative methods. The cultures of Yogyakarta, specifcally Keraton, were then identifed again using the IMO (Inner, Middle, Outer) method to learn more about the culture’s physical elements, function elements, and meaning elements. The author also did a 2022 trend research fnd out prediction about interior trends and product designs that will continue to evolve in the future so that furniture designs will remain up to date.
Before achieving the ideal design results, the process of sketching, simplifying, and exploring the application of inspiration to the design are carried out until the fnal design is developed into a prototype on a 1:1 scale. The prototype is then tested on 5 users to determine the product’s quality in terms of design concept, application of inspiration to product design, product’s shape, size, and comfort.
The long design process resulting a set of contemporary-functional art with Keraton’s traditional heritage (specifcally Abdi Dalem, Sri Sultan Hamengku Buwono (the title of king in the Palace), and the architectural beauty of the Palace itself) as inspirations which is a collection of dining room furniture consist of fve (5) furniture (Dining Table, Dining Chair, Bench, Buffet Cabinet, and Stool). The IMO method helps author to simplifed and create every piece of the collection that embraces the uniqueness of Keraton’s heritage with a touch of contemporary to attract Dio Living’s target market. The Keraton cultural heritage, which is part of Yogyakarta, has a high philosophical value that Indonesians should be proud of and preserve for the future. One way to preserve this culture is to elevate Indonesian culture to the level of inspiration for their works of art in multiple media.
PT. Allegra Living is one of many Indonesian furniture companies. The product name of this company is Lily Koo. This company’s furniture is designed in a classic contemporary style. The primary target or consumers of this company are people with a higher socioeconomic status. The author had previously done practical work and received a positive response from this company. Because of that, the author decided to create a product based on a case study from this company.
The available time is used to analyze all existing stakeholders in order for the products made to meet the company’s criteria. Beginning manufacturing processes, and fnishing until the product is ready to ship. Not only is the production process analyzed, but all divisions in the company are analyzed beginning with the moment a consumer order.
This company has many types of furniture, including various types of chairs, tables, mirrors, cabinets, and many others. The company’s main material is mahogany, with other supporting materials including MDF, playwood, veneer, foam, calico fabric, dacron, fabric, mirror, and others. The company’s order to the author is to make a set of furniture for dining purposes. The design created by the author is a dining table with eight dining chairs. The design created by the author is a dining table with eight dining chairs The design process begins with ideas, sketches, engineering drawings, 3D modeling, and rendering. After that confrm with the engineer for construction and uplostery, and the last stage is to create a prototype.
The production process itself consists of a sequence. First, the roughmill in this section is checked the moisture content of the wood, prepares the material into pieces of the initial working drawing, and the venner process. The second, Construction repair of Roughmill, CNC, milling. Third, engraving and sanding. Fourth assembling, that is assembling construction and engraving into one components. Fifth, fnishing, starts with sanding, coloring, surfacer base coloring, sanding, putty, color setting, top coat, gilding, and buffng. Sixth, touch up, Checking the suitability of fnishing parts, hardware, inspection of furniture parts before reassembling. Seventh, upholstery, installation of foam and fabric on bearings on seaters, backrests, sofas, head boards, and others. The latter, packing, packaging of goods aimed at protecting the goods during the delivery period. The product is protected with styrofoam at the elbow, packed in cartons, and wooden packing.
The long design process resulting a set of contemporary-functional art with Keraton’s traditional heritage (specifcally Abdi Dalem, Sri Sultan Hamengku Buwono (the title of king in the Palace), and the architectural beauty of the Palace itself) as inspirations which is a collection of dining room furniture consist of fve (5) furniture (Dining Table, Dining Chair, Bench, Buffet Cabinet, and Stool). The IMO method helps author to simplifed and create every piece of the collection that embraces the uniqueness of Keraton’s heritage with a touch of contemporary to attract Dio Living’s target market. The Keraton cultural heritage, which is part of Yogyakarta, has a high philosophical value that Indonesians should be proud of and preserve for the future. One way to preserve this culture is to elevate Indonesian culture to the level of inspiration for their works of art in multiple media.
HANDOKO S.Sn., M.M.
jasminetandao@gmail.com
SUMBA-INSPIRED LIVING ROOM FURNITURE DESIGN (CASE STUDY: DIO LIVING)
INTERNSHIP
During the pandemic, furniture is one of the sectors that recover quickly because people spend a lot of time at home so people tend to organize their homes. In addition, during the pandemic, people cannot travel abroad because of the emergence of a domestic traveling trend. Also, the lack of information and interest of the younger generation in Indonesian culture is still a problem. One way to overcome this problem is to introduce Indonesian culture. So that Sumba becomes an inspiration for furniture. The Sumba data search was carried out by searching for data in journals, surveys, market research and making direct visits to the feld. The aim of this study was to design some furniture that was made for a living room consisting of a coffee table, sofa, tv credenza, side table, and lounge chair. The inspirations taken are traditional houses, the beauty of Mandorak beach, palm baskets, and horses in the Pasola tradition. So that the design of this furniture displays the richness of Indonesian culture, but still with a minimalist, contemporary and modern style.
The results of this research shows that the community is interested in the concept of Sumba. The concept of its culture made into furniture with a contemporary minimalist style to suit the target market. Cultural elements that will be appointed as living room furniture products include the structure of the traditional Sumbanese house, the color of the wood, and the concept of furniture using rattan rope and the shapes that look solid but still rounded at the end of the furniture. In addition, it combines elements found in the daily life of the Sumbanese people, such as lontar baskets and then horses because horses can not be separated by the people of Sumba. Besides that, Mandorak Beach in Sumba was also inspiring for its famous shape of stones that facing each other.
“What do people think about Sumba culture in furniture design?”
Sumba traditional houses, Mandorak Beach, lontar baskets, and Pasola horses are the main inspirations of these furniture designs.
In Sumba culture, the heart of the Sumbanese is depicted in the center of the house which is a freplace that is usually located in the living room. Therefore, this study designs some furniture that is usually located in the living room.
“The heart of the Sumbanese depicted in the center of the house”
First, Uma Coffee table design takes inspiration from the rectangular freplace in a traditional Sumbanese house. The freplace is usually located in the middle of a traditional Sumbanese house which is usually used for cooking and gathering together. The shape of this table is also inspired by the shape of a traditional house that resembles a trapezium. Second, Uma sofa design was inspired by the shape of the Sumba traditional house. The people of Sumba use mahogany as basic material and also use rattan rope as a bond between structures. In addition, the design of the sofa is also inspired by rattan which is likened to the veins of the Sumbanese and the inspiration for the pillars in a traditional Sumbanese house is likened to their ribs. Third, Mandorak tv credenza design is also inspired by the shape of the Sumba traditional house, with a trapezoid-like design as inspiration from the Sumba roof and horizontal elements as the foor in a traditional house. The design is also inspired by the shape of the stone on the Mandorak beach that facing each other and the
cream colored table that symbolizes the beach sand. Fourth, Lontar side table design is in the theme of the living room table which is inspired by a traditional house, but for the side table, the inspiration is from the lontar basket. Fifth, the inspiration that was taken for the design of the Pasola lounge chair is the horse. Horses are part of the life of the Sumba people and also a means of transportation. Other than that, accents such as the backrest of the chair were inspired by the Pasola war. So the Pasola war uses horses and they throw spears at each other. So the spears were the inspiration for the chair backrest accent.
In Indonesia, marriage is seen as a sacred event that demonstrates a commitment to togetherness and religion, where marriage can make individuals feel more fulflled, meaningful, and complete.
Following the infuence of the pandemic, the wedding industry in Indonesia is highly affected where most wedding plans are either canceled or postponed to a later date. Furthermore, wedding planning is timeconsuming and many wedding platforms are packed with offers that are bundled with overwhelming information. The purpose of this design is to create a wedding planning application website under the implementation of hicks law in order to ease the process of wedding planning and help users make faster decisions.
The process of the design begins with general literature research on the topic raising towards wedding planning, trends, customer behavior, and pandemic wedding.
Within the design, the principle of hicks law is implemented to create the effect of seamless and easy wedding planning.
The next process applies primary research methods such as observation, interviews and surveys held among a total of 82 participants that includes wedded couples, engaged couples, and wedding vendors. During this process, customer empathy boards are used to collect information during interviews. It helped discover the outlook of pain, gains, and the needs of the user.
Ideation process began with sticky notes to organize ideas and thoughts in order to better understand the problem, situation, and needs of the user.
The process focuses on how I could help transform wedding planning much easier for couples to arrange with that they will have more confdence and reassurance to plan weddings entering the new normal area.
Inspirations were also gathered from various social medias as well as case studies on how other designers deal with similar issues of wedding planning.
The design concept comes with themes of fexibility and personalized wedding planning.
A wedding planning website that openly creates a situation where the bride and groom are able to plan the wedding independently while also anticipating change and quickly adjusting plans, as well as creating or receiving custom packages in order to manage better expenses.
The fnal design of the wedding planning website features an all-in-one wedding management platform where users are able to keep track of their planning and quickly adjust to changes.
The features within the design include survey and recommendation, a set of planning tools that includes checklist, budget, guest list, and vision board for wedding inspiration, improved vendor search ability, and fexible features such as rescheduling dates, resell orders, and making alternative wedding plans.
The design of this wedding planning website has three main users, such as the engaged user, vendor, and administrator. Engaged users act as primary actors, where they use the site as a tool to make their wedding planning. For vendors, they will use the site as a place to provide wedding services and reseller of purchase orders. Last, for adminators, they monitor movements of both parties and provide service assistance to vendors to make custom orders, ensuring both parties’ interaction remain versatile and seamless.
FLONETTA FELLING KARTAWIDOJO
SHEENA YNGRE LIMAN, S.SN., MMD
nettafelling@gmail.com
IMPROVING THE DESIGN OF A DIGITAL LIBRARY TO BECOME MORE INTUITIVE AND USER-FRIENDLY.
CASE STUDY: THE JOHANNES OENTORO LIBRARY (LIBRARY.UPH.EDU)
UI UX
The COVID-19 pandemic has also contributed to the acceleration of the digitization era. Because customers’ ability to do activities spontaneously without prior planning is limited, they seek ease and rely on digital channels to achieve the same amount of fexibility.
Digitalization has an impact not only on areas of the economy, commerce, and industry, but also on educational aspects. This will also bring changes to student learning methods, since students are now expected to be able to actively explore their academic needs on their own using the internet, rather than passively receiving information from the educator. One of them is through an online library.
The online library is expected to be a useful resource, particularly for those pursuing distant learning. Online libraries must contain a variety of reputable and relevant sources
of books, journals, and other literatures in order to support the library’s function. However, there is another factor to consider, which is the website’s simplicity of use and accessibility.
In this design process, a usability design approach will be carried out to improve the ease and accessibility of Johannes Oentoro’s digital library. The Johannes Oentoro Library website was chosen as the subject of this design because, according to the fndings of an independent study conducted by the Student Representative Council of Universitas Pelita Harapan Lippo Village (2020), there were issues with the appearance and convenience of using the Johannes Oentoro library website facilities. It is intended that the results of this research will help to develop the interface of Johannes Oentoro’s website and assist the Pelita Harapan University Academic Civitae in meeting their academic needs.
To learn more about the topic of the problem, secondary data from related research journals is needed that will become information and sources of supporting knowledge. Then, quantitative and qualitative research was conducted on the academic community.
There are several problems that were found from quantitative and qualitative research, such as:
1. The menu has too many options, so it’s disrupting the user fow: with so much information to process and confusing navigation, the main page becomes too diffcult to learn.
2. The menu categorization is still unclear and there were several functions that serve the same purpose.
3. Users seldom use a library jargon, thus it’s unfamiliar for them: the vocabulary used in the menu section does not clarify the contents inside.
Several early concepts were created based on the existing challenges during the ideation stage, which would then be tested using a number of different UX evaluation methods, including performance measurement, question-asking protocol, and remotecontextual inquiry.
From the 1st iteration, participants were asked to express their thoughts on the topics that were issued and choose the most convenient design to use. Concept number 5 is chosen to be the most ft for the library website’s convenience requirements.
With a few changes to the chosen prototype, the 2nd iteration was conducted using the same method as the 1st iteration.
The following outcomes are obtained as a result of the 2nd iteration:
In addition to being tested on inexperienced users, the prototype was also evaluated by web design professionals. Here are suggestions and inputs obtained:
1. The hierarchy of functions represented by this library site is still unclear, and it should be reevaluated. Recommendation: Use the page fold strategically to draw attention to the site’s main feature. The positioning of the main function should be highlighted more than secondary functions.
2. Hick’s Law should be studied in order to improve the learnability of this site.
3. The user fow is still confusing, and the layout is still cluttered. There is just too much information to take in on a single page.
4. The navigation menu’s padding is still excessively broad while the click area is still cursor-based.
5. To make the information in one row look less crammed and narrow, increase margin size and the use of white space.
There are numerous strategies that may be taken to improve the usability aspect of a digital library based on the results of problem analysis and prototype tests, including:
1. The material and functionality of the library site can be displayed less at a time to overcome the diffculty of display with unstructured features and navigation. The user’s learning time will be shorter with more structured information and less to learn.
2. The main function of the library site must be identifed ahead of time in order to determine the hierarchy of functions and the best location.
3. Other library functions can be organized into menu categories and placed on the navigation bar to help people locate what they’re looking for.
School of Design
Universitas Pelita Harapan
Lippo Karawaci, Tangerang
Indonesia
T. 021 546901 #1289
F. 021 5460910
www.uph.edu