8 minute read

“CONCLUSION”

Next Article
UI UX

UI UX

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.

Advertisement

• 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.

RIO FERDINAND, S.Sn., M.T.

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.

DAVID WIDYANTO, S.Sn., M.T.

WHAT IS THE CONTEXT?

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.

WHAT IS THIS ?

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.

HOW IS IT STUDIED ?

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.

User Review From 5 Family

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?

This article is from: