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3rd INTERNATIONAL CONFERENCE

Foreword
The 3rd International Conference on Creative Media, Design & Technology
(REKA2018) is organized by Universitas Sebelas Maret and Universiti
Sains Malaysia. This is one of the main activities among many partnership
programs between the two universities under a joint Memorandum of
Understanding in 2016.

The first and second REKA conferences in 2014 and 2016 were held in
Universiti Sains Malaysia in Penang, Malaysia. In 2018, Universitas
Sebelas Maret welcome the honour to hold REKA in Surakarta Indonesia,
presenting the theme of “Empowering the World with Creative Media,
Design, and Technology Towards Societal Well-being”, We are trying to
invite all of the creative minds to present and to discuss their insights in the
area of Creative Media, Design & Technology in front of the relevant
authorities, to contribute to the mission of achieving sustainable economic
development.

This Abstract Book is a compact but complete description of the scientific


papers presented in REKA 2018, covering the problems, objectives,
research methods, results, and conclusions. REKA2018 will also publish
the selected full paper that pass the review in conference proceeding series
by Atlantis-Press in Advances in Social Science, Education and Humanities
Research Proceedings Series, indexing by Thomson Reuters / Clarivate,
Wacana Seni Journal (Special Edition), indexing by Scopus, TENIAT
International Journal of Creative Future and Heritage, MUDRA – english
version (National Accredited Journal), Malaysian Journal of Creative
Media, Design & Technology (REKAJOURNAL), Tesa Arsitektur –
Journal of Architectural Discourses (National Accredited Journal)

The 3rd International Conference on Creative Media, Design and Technolo-


gy (REKA2018) committee express our gratitude to the International
Scientific Committees, Editorial Board members, and Advisory Board from
six countries for their commitment and dedication in reviewing conference
papers. We express our gratitude to the keynote speakers, abstract contribu-
tors and full paper contributor in disseminating scientific work and findings
from the research. We look forward to continue supporting for more
successful REKA2018 international conference.

Dr. Deny Tri Ardianto


Chief of Conference

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ABOUT THE CONFERENCE

REKA is a special name for the Media Creative, Design and Technology. The word
REKA is chosen to symbolize the creation and production of the work through a
scientific academic approach. REKA conference held every two years where the first
conference was held in 2014 and the second conference was in 2016. This year, REKA
is expanding to Surakarta, Indonesia by collaborating with Universitas Sebelas Maret.

REKA2018 is purposed to:

• gather high impact quality papers as well as to distribute the findings in the
area of Creative Media, Design & Technology before the relevant authorities
to contribute to the mission of achieving sustainable economic development,
• provide an effective input and evidence of research in the area of Creative
Media, Design & Technology and allow commercializaton efforts between
two countries,
• to establish the work of arts particularly in the area of Creative Media, Design
& Technology at international level,
• to encourage involvement of academics, experts and students where a high
degree of knowledge sharing will be able to experience the reality between
theory in Asian Region.

REKA2018 is bringing the theme “Empowering the World with Creative Media,
Design, and Technology Towards Societal Well-being”. Regarding to the theme, the
conference is inviting reputable experts of their field

Keynote Speakers
• Prof. Uli Plank (HBK Braunschweig, Germany)
• Prof. Adrian David Cheok (Imagineering Institute Malaysia and University
of London)

Invited Speakers
• Prof. Satoshi Muraki (Kyushu University, Japan)
• Khwanrat Chinda Ph.D. (Poh Chang Academy of Arts, Raja Mangala
University of Technology Rattanakosin, Thailand)
• Prof. Widodo Muktiyo (Unvierstias Sebelas Maret, Indonesia)
• Assoc. Prof. Ahamad Tarmizi Azizan (University Malaysia Kelantan,
Malaysia)
• Dr. I Wayan Kun Adnyana (Institut Seni Indonesia Denpasar, Indonesia)

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• Prof. Nanang Rizali (Universitas Sebelas Maret, Indonesia)


• Dr. Ahmad Zuhairi Abdul Majid (Universiti Sains Malaysia)

We also are inviting the academics, researchers and practioners to present their
research, experience and knowledge to be shared with topics listed below in 3 these sub
themes but not limited to:

• Media Creative
Animation, Computer games, Films, Interactive Media, Education Media,
Content Creations, Photo Imaging, Digital Publishing, Fine Arts and Media
• Design
Communications Design, Game Design, Graphic Design, Product Design,
Motion Graphic Dsign, Spatial Design, Visual Design, Web Design, Textiles
Design, Ceramics Design, Interior Design
• Technology
New Media Design & Technology, Mobile Applications, Parallax Effects/
Scrolling, Projectin Mapping, Augmented Reality, Hologram, Virtual
Reality, Sound Technology, Graphic User Interface (GUI)

Committee

Joint Patron
• Prof. Ravik Karsidi (Universitas Sebelas Maret)
• Prof. Asma Ismail (Universiti Sains Malaysia)

Joint Advisor
• Assoc. Prof. Ahmad Adib, PhD (Universitas Sebelas Maret)
• Dr. A.S. Hardy Shafii (Universiti Sains Malaysia)

Join Conference Chair


• Dr. Deny Tri Ardianto (Universitas Sebelas Maret)
• Dr. Jasni Dolah (Universiti Sains Malaysia)

Joint Deputy Conference Chair


• Anung B. Studyanto (Universitas Sebelas Maret)
• Dr. Mohd Asyiek Mat Desa (Universiti Sains Malaysia)

Joint Secretary Conference Chair


• Silfia Mona Aryani (Universitas Sebelas Maret)
• Julina Ismail Kamal (Universiti Sains Malaysia)

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Joint Treasury
• Uci Sulistyowati (Unversitas Sebelas Maret)
• Desy Salamah (Unversitas Sebelas Maret)
• Norfarizah Mohd Bakhir (Universiti Sains Malaysia)

Main Committee (Universitas Sebelas Maret)


• Prof. Nanang Rizali
• Prof. Narsen Afatara
• Dr. Rahmanu Widayat
• Dr. Sarwono

Main Committee (Universiti Sains Malaysia)


• Dr. Ahmad Zuhairi Abdul Majid
• Dr. Nur Zaidi Azraai
• Mr. Hafeezur Rahmaan Mohd Yassin

Scientific Board
• Lu'lu' Purwaningrum, Ph.D. (Universitas Sebelas Maret)
• Dewi Wisnu Wardani, Ph.D. (Universitas Sebelas Maret)
• Irwan Tri Nugroho, Ph.D. (Universitas Sebelas Maret)
• Ofita Purwani, Ph.D. (Universitas Sebelas Maret)
• Kurniawan, Ph.D. (Institut Seni Indonesia Yogyakarta)
• Dr. I Wayan Adnyana (Institut Seni Indonesia Denpasar)
• Dr. Didit Widiatmoko Suwardikoen (Telkom University)
• Dr. Arif Datoem (Universiti Kelantan Malaysia)
• Jasni Dolah, PhD (Universiti Sains Malaysia)
• Assoc. Prof. Dr. Azhar Abd Jamil (University Sains Malaysia)

Advisory Board
• Prof. Ravik Karsidi, M.S. (Universitas Sebelas Maret)
• Prof. Asma Ismail (Universiti Sains Malaysia)
• Associate Prof. Ahmad Adib Ph.D. (Universitas Sebelas Maret)
• Dr. Hardy Shafii (Universiti Sains Malaysia)
• Dr. Ade Gafar Abdullah (Universitas Pendidikan Indonesia)
• Prof. John R. Lee (University of Edinburg, Scotland, UK)
• Assoc Prof. Ahamad Tarmizi Azizan (University Malaysia Kelantan)
• Prof. Michael Brynntrup (HBK Braunschweig, Germany)
• Prof. Amrit Chusuwan (Silpakorn University, Thailand)

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• Prof. Dr. Masahiko Inami (Keio University, Japan)


• Dr. Ping Yeap Loah (Kyushu University, Japan)

Secretariat
• Nurhayatu Nufut Alimin (Universitas Sebelas Maret)

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TABLE OF CONTENTS
Foreword
About of Conference
Table of Contents

Communication_ Creative Media


Digital visual art/product_ Creative Media
Fine art/ visual art_ Design
Universal design, human science_Design
Textile Design_Design
Industrial, Product and service Design_Design
Art education, fine art, ICT_

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Tempora Mutantur

Uli Plank
Hochschule Bildende Kuenste Braunschweig
uli.hbk@gmail.com

ABSTRACT
The cultural changes brought about by digital information technology (in
short: IT) can only be compared to those brought by the printing press,
which after all, started the age of modern science and technology.
For art and design, there are three major tendencies: accessibility of higher
quality of production, learning handling of technology online and a shift
to teamwork with specialists from IT.
Digital technology is making production of very high quality visuals
accessible to independent artists or schools and universities, not only in
rich countries, but even in emerging economies. One example: motion
pictures at a level presentable in any cinema can be shot with a camera for
less than 5,000 $ now, soon even half of that. It can be edited and finished
on a computer for under 3,000 $. 20 years ago a camera with even lesser
quality would have cost a quarter million dollars and the computer
workstation the same (or more).
Learning of the craft – as far as handling of the tools and understanding
the workflow is concerned – doesn’t need any institution these days, just
internet access. One of the better sources is adequately called
“nofilmschool.com” (yes, not .edu). These tasks for traditional institutions
remain: how do you learn what you are looking for and who is teaching
you aesthetic skills and judgement?
Digital technology is not only making established media more accessible,
it is creating new forms of media, like augmented reality or immersive
experiences aka VR. The enormous potential of these has barely been
touched by art and design schools, due to the lack of IT knowledge in such
institutions. I’d like to encourage our institutions to embrace teamwork
with open-minded specialists from engineering and computer science to
shape new forms of Fine Art and Communication Design for the 21st
century.

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Everysense Everywhere Human Communication

Adrian David Cheok


Imagineering Institute Malaysia and University of London
adrian@imagineeringinstitute.org

ABSTRACT
This talk outlines new facilities that are arising in the
hyperconnected internet era within human media spaces. This
allows new embodied interaction between humans, species, and
computation both socially and physically, with the aim of novel
interactive communication and entertainment. Humans can develop
new types of communication environments using all the senses,
including touch, taste, and smell, which can increase support for
multi-person multi-modal interaction and remote presence. In this
talk, we present an alternative ubiquitous computing environment
and space based on an integrated design of real and virtual worlds.
We discuss some different research prototype systems for
interactive communication, culture, and play.

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Communication
Creative Media
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Power of Persuasion: Creative Communication in Business


and Politics

Widodo Muktiyo

Program Studi Periklanan Politeknik Negeri Media Kreatif


Email : rizkvkertanegara@gmail.com

ABSTRACT
Communication is so vital and powerful in social life. By communication,
our life is becoming colorful. We interact, develop, and change in and
within our social relation through communication. Communication is
omnipresent in affecting all aspects of our life including in Business and
politics. One important of ways, we concieve how communication work so
powerful and beatiful is to understand the art of persuasion. Messages play
an important processing in communication in affecting people. We can
design and create the logic and insuasive message to influence the others.
Design of messsages such as design graphy, web design, visual imaging,
animation, composistion, font, size and form, are examples that show us
that the power of persuasian was determined by the design of message.
That’s why, it is to say that communication can be used as an instrument to
influence and affect to people.

Keywords
Communication, art of persuasion, design of message, business, politics.es-
sage approach; students saving; Simpanan Pelajar

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The Advertisement Design of “Student Saving Program”


Flyer: Awareness-Comprehension Conviction-Desire-Action
(ACCDA) Evaluation
Kartika Kusuma Wardani, Didit Prasetyo,
Sakti Golda S. , and Fernanda Arianto
Program Studi Periklanan Politeknik Negeri Media Kreatif
Email : rizkvkertanegara@gmail.com

ABSTRACT
In this comparative-descriptive quantitative research, the author designed
the print-ad of student saving, namely 'Simpanan Pelajar or SimPel' by
using informative message approach. This is based on the lack of promo-
tional activities, especially print advertising, conducted by the Financial
Services Authority (Otoritas Jasa Keuangan) and the banks that issued this
program. After that, the author measures the effectiveness of the print ad
using One Way ANOVA t-test analysis with the concept of advertising
pyramid, which consists of Awareness, Comprehension, Conviction,
Desire, and Action (ACCDA). The author uses purposive sampling
technique in choosing respondents. The results show that the flyer design of
Simpanan Pelajar has the level of high effectiveness among the students
from different majors of MAN 13 Jakarta.

Keywords
communication design; print advertising; creative strategies; informative
message approach; students saving; Simpanan Pelajar

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Web Design to Communicate Educational Institution

Kartika Kusuma Wardani, Didit Prasetyo,


Sakti Golda S. , and Fernanda Arianto
Visual Communication Design
Department
ITS
Surabaya, Indonesia
Email : kartikawardani. its@gmail. com, diditdkv@gmail.com
saktiagoldas@gmail.com, fernandaarianto@gmail.com

ABSTRACT
Website for higher education institute is a representation of the institution’s
existence in the internet. Currently, Computer-mediated communication
(CMC) emerges as a combination of interpersonal interaction and mass
media. Website as one of the specific media of CMC is developed from a
very traditional into a complex platform that can involve user’s social-emo-
tional interaction, so website has the potential to be used by higher educa-
tion institutions to build their own reputation. The need for website
development as a medium of communication and reputation-building is
continuously rising as ITS strives to improve its positive image and impact
in the international rankings. This research will look for ways to communi-
cate ITS branding using website through the design of content strategy, user
experience, and user interface. For content strategy and user experience, the
website development is done by conducting an in-depth interview with
stakeholders and ITS users, including prospective students, students, lectur-
ers and employees, alumni and parents. To build user experience and user
interface, this research will use the methods such as personas, experimental
design, then the creating a front-end and back-end website. This research is
expected to provide a better alternativesolution for the development of ITS
website that is not only easy to use but also able to involve social-emotional
stakeholders and users so it can be an effective means to build the institute’s
reputation and communicate its contribution in education.

Keywords
Website, CMC, Institutional Branding

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Art on Paper, How Journalist Covers Art Creativity


{Technology Impact on Journalism Culture in Culture
Journalism)
Sri Syamsiyah LS1
Doctoral Student in
Communication Science, Faculty of Social and Political Sciences
Universitas Sebelas Maret
Surakarta, Indonesia
Email : 1 srisyamsiyah2014@,gmail. com, srisyamsiyah@student.uns.ac.id

Sri Hastjarjo2, Widodo Muktiyo3, Pawito4,


Universitas Sebelas Maret
Surakarta, Indonesia
Email : 2 sri.hastjarjo@staff.uns.ac.id, 3 muktiyo@yahoo.com,
4
pawito_palimin@staff. uns.ac.id

ABSTRACT
Attract- Art creativities are spread to public by journalists through media.
But, due to space limitation, long- prepared artworks with abundant
creative ideas sometimes cannot be presented completely in media. In art
activity, artists would like to deliver their messages through their artworks
and the messages will be interpreted by reporters in art or culture journal-
ism. Meanwhile, technology development encourages people to share art
event or performance so there will be more interpretation on the art activity.
How a journalist cover art activity in digital era becomes the point of
discussion in this paper. What artists hope on the coverage on art becomes
a part of this paper as well.

Keywods
Art Activities, Culture Journalism, Journalism Culture, Technology

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Disclosure Of “Instagrammable” Photography Aesthetics


In Digital Destination Tourism Era

Aji Susanto Anom Pumomo1, Monica Revias Purwa Kusuma2,


Visual Communication Design, Faculty of Technology
Industry & Informatics, Telkom Institute of Technology, Purwokerto
Jl. D.I Panjaitan No.128 Purwokerto Selatan, Banyumas, 53147,
Indonesia
Email : 1 aiisusanto@ittelkom-pwt.ac.id, 2 revias@ittelkom-pwt.ac.id

ABSTRACT
One of the main strategies from Ministry of Tourism and Creative Economy
Republic of Indonesia to attract tourist in 2018 is using “Digital Destina-
tion”. “Digital Destination” strategy focuses on how stakeholders create a
viral condition in social media relating to tourism attraction. To create that
condition, Ministry of Tourism and Creative Economy Republic of Indone-
sia makes several photogenic spots in tourism attraction so that the tourist
will record and shares their wonderful experiences on their social media
especially Instagram. One of the most important factors to draw tourist in
"Digital Destination" strategy is photograph that records the beauty of
tourism experience in the attraction spot through "Instagrammable" aesthet-
ics frame. Therefore this research aims to make a disclosure of "Instagram-
mable" aesthetics which is constructed in those photographs. The result of
this research is qualitative descriptive analyses through aesthetic theory of
photography from the visual aspects and style which is constructed in the
"Instagrammable" photograph; especially in the way they make a tourism
attraction become viral in "Digital Destination" era.

Keywords
Digital Destination, Photography, Instagram, Tourism, Aesthetics

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The role of experiential learning in creative design


appreciation among TDS students at Taylor’s University

Mohd Asrizal Razali, Noranis Ismail, and Nurziham Hasim,


The Design School
Taylor’s University
Kuala Lumpur, Malaysia
Email : mohdasrizal.razali@taylors.edu, noranis.ismail@taylors.edu,
nurzihan.hassim@taylors

ABSTRACT
Whilst 21** century education is increasingly driven by technology, a
holistic learning experience is still largely reliant on traditional pedagogies.
This study focused on experiential learning that inspired design thinking
among Taylor’s University students where creative cities were visited to
heighten appreciation and understanding of arts and design movements.
Previous research identified that learners are immersed in methods that suit
their aptitude and self-confidence built in their prior learning, whereas the
presence of a facilitator provides a nurturing setting and allows the learner
to utilize their analytical skills in conceptualizing and processing new
knowledge. In addition, it was proposed that individual learning styles are
significant influences towards experiential learning. This study examined
perceptions of students and elements of experiential learning incorporated
during their excursion. In doing so, the similarities and differences of their
individual reflections and continuance intention towards the learning
experience warranted further exploration.

Keywords
Experiential learning, design thinking, communication design, education
media, reflective learning.

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Ho'w digital marketing affects consumer behavior

Diyana Ahmed Ghazie1, Dr. Jasni Dolah2,


School of The Arts
University of Science Malaysia
Malaysia
Email : 1 diyana_ghazie@student.usm.my, 2 jasnidolah@usm.my

ABSTRACT
Everyone in online - literally, everyone is online today. Internet became
most important medium nowadays especially for digital marketing for their
marketing strategy to sell products and services. This is because it helps to
save a lot of time, expenses and many more. This research is to understand
the consumer behavior towards digital marketing in Malaysia. A general
literature review has been conducted in effort to identify the significant, the
understanding and the substantive of the effectiveness consumer towards
digital marketing. By using primary data (survey) and secondary data
methods, it helps researcher to identify how to build a good brand awarness
towards consumer behavior.

Keywords
Consumer behavior, digital marketing, effectiveness, brand awareness.

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The Persistence of Traditional Gender Roles


In Online Shopping App Advertisement

Asnurul Novia Narendra1, Sri Kusuma Habsari2,


and Deny Tri Ardianto3,
Kajian Budaya
Universitas Sebelas Maret
Surakarta, Indonesia
Email : 1 annarendra@student.uns.ac.id, 2 skhabsari@staff.uns.ac.id,
3
denytri@staff.uns.ac.id

ABSTRACT
The form of advertisements of Indonesian online shopping apps changes
from display products in 2014 to cultural value display in 2017-2018. This
study aims to point out the persistence of traditional gender roles in
Tokopedia, despite the changing form of the ads. This study used qualita-
tive descriptive with semiotics approach by Roland Barthes to find the
message and myth about gender role in seven Tokopedia ads. The study
shows that while the form of ads have turned into display of cultural values,
the rules of gender roles used in the ads remain the same. Even though
women in ads are portrayed with the freedom of choice, they remain
constrained by beauty myths and norms of society that keep them in second
position as subdivision, passive, and consumptive, while men are superior,
active, and productive. Although Tokopedia ads have begun to act as a field
of business and turn shopping concept from passive consumptive to active
productive, users must still shop first as a way to find self-identity, match-
ing business, or ideals. It means the ads forever remains as it is, a public
incentive tool to buy something for profit but not to contribute to changes
in the norms of society, especially as feminism movement.

Keywords
advertisement changes, culture industry, online shopping, traditional
gender roles.

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Optimize The Placement Of Print Advertisement And Signage


By Anamorphic Illusion

Ho Jie Lin1, Dr. Mohammad Khizal Saat2, Tetriana Ahmad Fauzi


School Of The Arts,
Universiti Sains Malaysia
Penang, Malaysia
Email : 1 jielin1104@,gmail.com, 2 mkhizal@,usm. my,
3
tetriana af@,yahoo.com

ABSTRACT
Print advertisement is a mean of message communication about products,
services or ideas which intended to inform or influence people who received the
message and it is usually persuasive by nature and paid by identified sponsors.
Strategic placement of advertisement and signage is one of the crucial key of
effective communication. Brand recognition can be built through well designed
advertising with strategically placed. A well develop media placement plan can
save marketer from unnecessary and wasteful spending. Placement of advertise-
ment and signage is often constraint by the space and structure of place or
location. Visual placement is referring to the place which message was portrayed
and displayed, the limitation included the structure of building, the size and space
of the placement and the viewing perspective of viewer. This research is aimed to
study anamorphic illusion as a new creative visual language to deliver message in
advertisement to the audience. Its also explores the relationship between the laws
of perspective and the message portraying tactics and styles. With the analysis of
above study, it will develop a new artistic technique to optimize the visibility of
message by overcoming the limitation of visual placement. Through the method
of studio practice this study mainly focuses on using law of perspective in
creating anamorphic art as the solution to overcome the constraint space and
structure in portraying the message in advertisement to the audience. The research
will be carried out with exploration, interpretation and manipulation through
mock-up model. Mock-up of the structure and space will be built in order to
secure the idea and concept of perspective study and visual perception of
audience which can help in the application of the real artwork. Limitation of
structure and space of the location for the placement of print advertisements and
signage will be recorded in sketches and photographs as the collection of data.
This research will give an in-depth study on implication of Anamorphic illusion
in optimising the placement of print advertisement and signage. This study will
also provide a suggestion new creative opportunity and evaluation in placing the
message toward audience.

Keywords
Advertisement, anamorphic, studio practice.

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Analisis Perbandingan Reka Bentuk Antara Muka


Pengguna Aplikasi Mudah Alih Berasaskan Kecemasan

Nurul Atiqah Mohd Fawzi1, and Ahamad Tarmizi Azizan2


Universiti Malaysia Kelantan
Surakarta, Indonesia
Email : 1 atiqah.fawzi@yahoo.com, 2 tarmizi@umk.edu.my

ABSTRACT
The aims of this study are to look at the comparison between the user
interfaces designs of FEMA mobile app and SignAlert application that
focusing on the emergencies aspect. analysis is focusing on comparison of
types of interactions between user interface design and its functions. This
study used qualitative methods based on case studies through observation
and library research on emergency-based applications. The collected data
will be analysed based on elements in a graphic design, which are the
colour and typography of the user interfaces of the applications and its
other functions. Later, it will be evaluated based oten heuristic principles.
The results of this analysis will be used as a benchmark in assessing and
improving the user interface design of Flood Rescue application.

Keywords
Emergency Mobile Application, Graphic Element, User Interface Design,
FEMA Application, SignAlertApplication

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The Study of The Meaning of Body Language and


Perceptions of Audience Garuda Indonesia Television
Commercials Hands Version
Ira Wirasari1 and Rizky Indah2
Telkom University
Email : 1 irawirasari@telkomuniversity.ac.id
2
rizkyindahsari@outlook.com

ABSTRACT
Airline commercials rare in advertising industry in Indonesia. Garuda
Indonesia as a national airline come up with an ads that using a combination
of symbolic movements and traditional Indonesian dance as a form to
deliver the message in advertising. This study aimed to understand the
meaning of nonverbal signs that can be found in this ad and to understand
perception of audience to the ad. This research used nonverbal semiotics
and semiotics of Roland Barthes as basic theory to dissect the meaning
behind the ad, and used perception theory to understand audience's percep-
tion of the ad. Methods and techniques that used in this research are qualita-
tive descriptive method, study literature, and questionnaire. The results of
this research are the meaning of nonverbal signs of the ad (1) describes the
realization of the nature of unity, spirit, cohesiveness, cooperation, loyalty,
trustworthiness, and sincerity in serving, (2) audience could understand the
meaning of the advertisement. This research expected to provide an under-
standing to the meaning that implied in the ad thus the audience can be
more easily to interpret nonverbal sign in the ad and understanding the
mesaage that the advertisers want to convey to the audience.

Keywords
Semiotics, nonverbal, message, advertising

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How Digital Knowledge For Young Generation In Digital Era?

Runik Machfiroh1, Sapriya J2, and Kokom Komalasari2


Telkom University UPI
Indonesia
Email : 1 runik87@gmail.com, 2 sapriya@upi.edu, 3 komsari36@gmail.com

ABSTRACT
The digital age has brought changes in all aspects of life. Challenges in the
digital age need to be wary of. This study aims to analyze how far digital
knowledge owned by young citizens. The used method is quantitative with
a sample of 455 junior high school students in Kota X, with cluster random
sampling technique. The data were analyzed with descriptive statistics. The
results of this study indicate that digital knowledge related to the political
aspect of 20% is low, economics and culture of 40% is moderate. Therefore,
it needs a strategy to improve the digital knowledge of the young generation
in facing the challenges that must be wary of.

Keywords
Digital Knowledge, Digital Age, Digital Citizen

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Visual Art Learning in Virtual Community: A Study of


Collaborative Learning in Hijabographic Community

Rahina Nugrahani
Universitas Negeri Semarang
Email : rahina_dkv@mail.unnes.ac.id
http://www.catatanina.com

ABSTRACT
The development of information technology has affected the dynamic of
knowledge, expertise and competency that is rapidly changing. This causes
a gap between the dynamics of knowledge and formal education system
that tends to be rigid and fixed on a set of regulations and curriculum. The
dynamic of knowledge in the information era has created non-formal
learners who are able to develop their own specific materials, methods, and
learning strategies. This condition encourages the emergence of various
virtual communities that produce mutual interaction. This article describes
how the collaborative visual art learning is being adapted by Hijabographic,
a virtual community focused on developing Muslim women skills and
knowledge in visual arts. The collaborative learning models adapted in this
virtual community are flexible, interactive and open to all available
possibilities. The principle of flexibility makes learners in this community
more active to build their own creativity and adaptive to face challenges in
disruption era.

Keywords
virtual community, collaborative learning, disruption era, visual arts.

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The Proksemik of Sitting Culture for Balinese Traditional Society

Sangayu Ketut Laksemi Nilotama


Trisakti University
Indonesia
Email : sangayu@trisakti.ac.id

ABSTRACT
The issue of position and placement of sitting down for Balinese society is
until now a tradition that is being followed, especially for traditional activi-
ties. Balinese people possess various names for sitting positions for both
men and women, in which where one sits is also a form of hidden communi-
cation that must be recognized and followed by members of the community.
According to observation and literatures it is mentioned that Balinese
traditional people are accustomed to sit on the floor if conducting various
sacred activities, such as: making offerings (sesajen), religious rituals and
ceremonies, discussion with priests/ members of royalty (nangkil), and other
profane activities, such as eating together (megibung). This situation has
persist since the times of the kingdoms in Bali - even a king would sit on the
floor with raised levels from his people so that there was still distance
between them. The position and sitting posture matters towards one’s
distance and angle, and determined through caste/wangsa hierarchy. It can
thus be said that the shape of traditional Balinese house really takes into
account the proksemik concept, which is the distance between humans in
relations to the space organization in conducting activities. According to that
analysis, generally Balinese traditional society upholds sitting ethics that has
become cultured and supported by the placement of buildings. We can thus
say that Balinese traditional society does not recognize the chair as sitting
media. The obedience of this sitting ethics has impacts towards one’s moral
values, not only about appreciating caste hierarchy, but also the commitment
to live harmoniously amongst members of society.

keywords
sitting hierarchy, hierarchy, Balinese traditional society

15
3rd INTERNATIONAL CONFERENCE

Sound Design: Innovative Therapeutic Approach


for Alzheimer’s Patients

Kamal Sabran, Nur Zaidi Azrai


Universiti Sains Malaysia
Email: kamalsabran@gmail.com, nurzaidi@usm.my

ABSTRACT
The human body is wired to be delicately sensitive and responsive towards
sound. Many studies have shown that the power of sound can shapes our
moods, triggers memories and part of human powerful emotional reactions.
Today, sound design is one of the important research area which opens
opportunities for artists to exploring the use of sound arts and its therapeutic
purposes in health care environments. Various studies have shown that arts
are the only medium that can be perceived positively by Alzheimer’s
patients regardless of their remaining abilities and limited skill capacity. This
study aims to explore the applicability of sound design as part of the therapy
for Alzheimer’s patients. This project hast investigated the issues, nature,
and reasons that arise through literature reviews, pilot studies, observations
and conducted interviews. In particular, it has focused on identifying the
potential of sound characteristics, components and elements of sound
design. Views and opinions obtained from this method were used as data to
form a prototype, which is known as Alzheimer’s Soundscape. This model
has been tested on Alzheimer’s patients as respondents in order to observe
their perceptions, usability and affectivity. Finally, the data that gathered was
analyzed and a guideline about the applicability of sound art as therapy
created. Results from this research benefits the field of sound art in terms of
new knowledge. This research explores an approach of using sound design
as a form of therapy to help patients with Alzheimer disease. A review of
literature in mental stimulation, auditory perception, music therapy and
acoustic ecology, was conducted in developing a systematic approach for
using sound design as a form of therapeutic intervention. In addition, two
separate experiments were conducted with Alzheimer’s patients to support
the findings, including future directions for improvement.

keywords
Sound Design, Therapy, Alzheimer’s Disease

16
3rd INTERNATIONAL CONFERENCE

Internet of Speech: A Conceptual Model

Sasa Arsovski 1, Hasmik Osipyan2,


Adrian David Cheok3 , and Idris Oladele Muniru4
Research Team
Imagineering Institute
79200 Nusajaya, Johor
City, University of London
London EC1V 0HB, UK

ABSTRACT
The interest to the concept of the Internet of Things is growing rapidly in
the scenario of wireless telecommunications. The main idea behind this
concept is the usage of the Internet as a common platform for connection of
billions of Things around us. The main missing attribute in the Internet of
Things concept is still the lack of interaction techniques with or between
these Things. Hence, the Internet of Conversational Things makes this
concept to happen and brings to the idea of direct interaction with all these
devices. In this paper, we will describe and analyse the techniques of
Internet of Conversational Things concept by examining the state-of-the-art
approaches. At the end, we will come up with the new concept of Internet
of Speech that will provide more connectivity between Things.

Index Terms
Chatbots,Internet of Conversational Things, Internet of Speech

17
3rd INTERNATIONAL CONFERENCE

Social Media to Enhance Design Practices:


Exploring the Learning Experience of
Undergraduate Design Students
Yun Yi Tan
Centre for Instructional Technology & Multimedia
Universiti Sains Malaysia
Penang, Malaysia
Email : nyunyi.tan@usm.my

Allan H.K. Yuen


Faculty of Education
The University of Hong Kong
Hong Kong
Email : hkyuen@hku.hk

ABSTRACT
To succeed as pioneers in the creative industry, it is crucial for design
students in higher education institutions to understand the practical skills,
creative approaches and attitudes needed. However, design students tend to
face difficulties in developing their potential skills and discovering their
creative passion due to the limited resources and room for experimentation
within the confined walls of their studio classrooms. This paper explores
how social media could be harnessed to enhance their learning experiences.
We present case studies of two undergraduate design students who have
used a social media platform (SMP) that are specifically built for the
community of designers - Behance, to facilitate their design learning.
Findings are drawn upon an in-depth investigation into their uses of
Behance over a period of 14 weeks in a higher education institution in
Malaysia. The study reveals that the integration of social media could
enhance the design learning process of the design students and potentially
improve their pathways into the creative industry.

Keywords
design learning, design practices, social media,
creativity development.

18
3rd INTERNATIONAL CONFERENCE

Analysis Of Aspect Relationship Design Of Pictogram "Emoji"


With Behind Social Media Conduct In Kota Jakarta

Arsa Widitiarsa Utoyo, ST., M.Sn


R.A. Diah Resita I. Kuntjoro Jakti, S.Sn, M.Sn
Program Studi Desain Komunikasi Visual
School of Design, Universitas Bina Nusantara
Jakarta
Email : Arsa_w@binus.ac.id

ABSTRACT
How to analyze the relation of the visual design aspect of a pictogram
called emoji based on the basic principles of visual communication design
elements in socializing dolescent media in Jakarta city. The basic element
of visual communication is an approach to recognize the pictogram of
shapes, colors, lines, letters, and textures. Each pictogram produced there is
a side of phycology that defines the emotions of each user. Unlike previous
visual elements research, which saw visual communication design elements
from graphical aspect, this research aims to provide insight aspects of the
visual communication design elements based on the behavior of juvenile
social media users in the city of Jakarta. Expert theory of visual communi-
cation design elements and the concept of character formation is used as the
rationale in this research. The concept of character formation has been
widely applied to obtain the visual design result of pictogram, which aims
to determine the character of its users. A relatively new phenomenon. In
particular, the purpose of the visual design of the emoji pictogram was
created through the learning process in several places, such as at home,
school, and in the neighborhood. This qualitative research method involves
collecting data in the form of literature study, interviewing adolescents of
social media users and also experts on the visual design of "emoji"
pictograms. This study has three objectives. First, the author tries to review
the conceptual and theoretical basics in the field of visual communication
design formation. Second, trying to explain how adolescent behavior is able
to influence the design of emoji pictogram so it can be accepted and under-
stood by the wider community. Third and most importantly, strive to
improve our understanding of the practical purpose of the pictograms itself
based on the basic theory of visual communication.

Keywords
pictogram, social media, emoji, adolescent, Jakarta

19
3rd INTERNATIONAL CONFERENCE

The Epistemic Status Of News Photography In Malaysia

Nur Shazleen Yusof1, and Jasni Dollah, phd2


Telkom University UPI
Indonesia
Email : 1 runik87@gmail.com, 2 sapriya@upi.edu, 3 komsari36@gmail.com

ABSTRACT
The digital age has brought changes in all aspects of life. Challenges in the
digital age need to be wary of. This study aims to analyze how far digital
knowledge owned by young citizens. The used method is quantitative with
a sample of 455 junior high school students in Kota X, with cluster random
sampling technique. The data were analyzed with descriptive statistics. The
results of this study indicate that digital knowledge related to the political
aspect of 20% is low, economics and culture of 40% is moderate. Therefore,
it needs a strategy to improve the digital knowledge of the young generation
in facing the challenges that must be wary of.

Keywords
Digital Knowledge, Digital Age, Digital Citizen

20
3rd INTERNATIONAL CONFERENCE

Visual Media to Campaign The Sexual Health for Teenagers


(Study Case Using Visual Media to inform Health
Reproduction For Teenager in Solo )
Esty Wulandari,
Visual Design Communication, Faculty of Arts and Design, UNS
Indonesia
Email : febeesty@gmail.com,
ABSTRACT
More than 50% of the world’s population begins their sexual activity in their
youth. empowering adolescents to improve their sexual health can help them
effectively deal with related problems, such as infertility, sexually transmitted
infections, and high-risk sexual behaviors; it can also encourage the younger
generation to rationally approach and take responsibility for sexual relations.
Sexual health education programs are necessary for individuals who have not yet
begun engaging in sexual activities and those who are already sexually active.
Sexual health education is “a lifelong process of acquiring information and
forming attitudes, beliefs, and values about such important topics as identity,
relationships, and intimacy”. Despite its importance for adolescents, sexual
health education is a complex endeavor. The methods of the research using
qualitative study, in-depth interviews with ten key informants and five focus
group discussions involving teenager aged 12–18 were conducted. All the
discussions were audio-recorded and later transcribed. The data were classified,
after which the main themes and sub-themes were manually extracted and
analyzed. The Methodology research use qualitative research with descriptive
analysis.Collecting data with interview, literary books, documentary, observed
the people. The analysis data started with data collection,data reduction, data
collecting and conclusion verification. By using uisual media to campaign about
sexual health reproduction, it has important role to right information about
sexual health education to the teenager. It will give full information that the
teenager needs about sexual reproduction. Good information about sexual health
education needs to do. The Department of Health in Solo doing visual media to
explain about the teenager about it. The used puzzle games that contains of the
function of sexual reproduction male and female, brochure that give information
about how to keep their health of the sexual reproduction, flashcards game about
sexual reproduction that they used in groups, edutainment game, using of film
explains about the organ of sexual reproductions. The results showed that using
visual media to inform about sexual health education is important. Tailored
educational programs, based on teenagers’ views, had been developed and imple-
mented.

Keywords
Digital Knowledge, Digital Age, Digital Citizen
21
3rd INTERNATIONAL CONFERENCE

Opinion Mining towards News about


Universitas Sebelas Maret Using Naive Bayes

Winarno, Wiranto1, Muhammad Mukhlis Khoirudin2


Universitas Sebelas Maret, Indonesia
Email : 1 win@staff.uns.ac.id, 2 wiranto@staff.uns.ac.id,
2
muhammad.mk@student.uns.ac.id,

ABSTRACT
The digital age has brought changes in all aspects of life. Challenges in the
digital age need to be wary of. This study aims to analyze how far digital
knowledge owned by young citizens. The used method is quantitative with
a sample of 455 junior high school students in Kota X, with cluster random
sampling technique. The data were analyzed with descriptive statistics. The
results of this study indicate that digital knowledge related to the political
aspect of 20% is low, economics and culture of 40% is moderate. Therefore,
it needs a strategy to improve the digital knowledge of the young generation
in facing the challenges that must be wary of.

Keywords
Digital Knowledge, Digital Age, Digital Citizen

22
3rd INTERNATIONAL CONFERENCE

Digital Visual Art/


Product
Creative Media
3rd INTERNATIONAL CONFERENCE

The perception comparison of elements on packaging design


toward to purchasing decision between sensibility of art
and non sensibility of art person
Khwanrat Chinda
Pohchang Academy of Arts,
Rajamangala University Of Technology Rattanakosin
Email : khwanrat.ch@rmutr.ac.th

ABSTRACT
Perception on product appearance could enhance customers’ credentials for
product quality and increase the purchasing potentiality. In this study a
testing by using a set of 3D simulated pictures as stimuli is designed to
evaluate how consumers perceived product necessity of cognitive and
affective perception that leading to the purchasing decision by means of
structured questionnaire between Sensibility of Art person and non sensibil-
ity of art person. The results found that Sensibility of Art person and non
sensibility of art person perceived differently for the following attributes:
type of product, price of product, quality of product and purchasing
decision. From multiple regression analyses, the authors found that the
predictors correlated highly with consumers’ intentions to purchase the
product. All attributes about perception had positive significant regression
Finally, the result will be leaded to getting an initial set of design guideline
for packaging that convey consumer to purchase the product.

Keywords
Elements of design, perception, packaging appearance, purchasing
decision, Sensibility of Art

24
3rd INTERNATIONAL CONFERENCE

Design Recognition & Significant: A Finding On


Consumers' Feedback On Halal Logo

Nurul Wahidah Mahmud Zuhudi1 and Jasni Dolah2


Unversiti Sains Malaysia
Email : 1nurwahidah@student.usm.my, 2 jasnidolah@usm.my

ABSTRACT
The significant of design recognition and its elements may give great
connotation to the influence of Halal logo and certification. Certified by
JAKIM, it is vital as trustworthy part of indication that mainly beneficial
for consumers to prevent purchase conflict and reduce confusions during
product consumptions. The concerns of strong recognition emphasizing on
visual elements towards halal logo will also be helping in raising potential
knowledge and awareness to avoid conflict and confusions to consumers,
especially in defining the precision of Halal logo design. The origin of
study is reflected with the evidence of believes on the use of multiple
designs of crescent moon and star applied for Halal logo is unreliable to
give strong meaning to audiences. Additionally, many issues happened due
to the variation of halal logos, which have been misjudged and disputed.
Therefore, the objective of study is concerning to highlight an appropriate
design recognition for JAKIM Halal logo particularly to enrich better
understanding before proceeding with purchase intention. Self-administra-
tive questionnaire has been used as a way to gain findings on consumers'
feedback, which may reveal valuable recommendation in improving the
entity of halal concepts and initiate greater thinking for halal industry.

Keywords
Design recognition; JAKIM halal logo; Trustworthy; Halal industry

25
3rd INTERNATIONAL CONFERENCE

Design Recognition & Significant: A Finding On


Consumers' Feedback On Halal Logo

Nurul Wahidah Mahmud Zuhudi1 and Jasni Dolah2


Unversiti Sains Malaysia
Email : 1nurwahidah@student.usm.my, 2 jasnidolah@usm.my

ABSTRACT
The significant of design recognition and its elements may give great
connotation to the influence of Halal logo and certification. Certified by
JAKIM, it is vital as trustworthy part of indication that mainly beneficial
for consumers to prevent purchase conflict and reduce confusions during
product consumptions. The concerns of strong recognition emphasizing on
visual elements towards halal logo will also be helping in raising potential
knowledge and awareness to avoid conflict and confusions to consumers,
especially in defining the precision of Halal logo design. The origin of
study is reflected with the evidence of believes on the use of multiple
designs of crescent moon and star applied for Halal logo is unreliable to
give strong meaning to audiences. Additionally, many issues happened due
to the variation of halal logos, which have been misjudged and disputed.
Therefore, the objective of study is concerning to highlight an appropriate
design recognition for JAKIM Halal logo particularly to enrich better
understanding before proceeding with purchase intention. Self-administra-
tive questionnaire has been used as a way to gain findings on consumers'
feedback, which may reveal valuable recommendation in improving the
entity of halal concepts and initiate greater thinking for halal industry.

Keywords
Design recognition; JAKIM halal logo; Trustworthy; Halal industry

26
3rd INTERNATIONAL CONFERENCE

Designing Augmented Reality Board Game :


Indonesian History

Rahendra Yudistira Alamin1, and Nugrahard Ramadhani2


Visual Communication Design
Institut Teknologi Sepuluh Nopember
Surabaya
Email : 1 rabendrayudistira@yahoo.com, 2 sancokbrancok@gmail.com

ABSTRACT
Among the many advances and breaktroughs in learning medium, board
games has become popular and emerged in the field of learning studies. It
does not only trains and develops cognitive skills, but also improve social
relationships. Further it can practice two-way emotions. By adding some
historical contents such as cultural artifacts and historical buildings, board
games may help students to understand history subject in school. Vi.sual
and data can be presented more detailed by using Augment Reality in the
additional content. To choose the mechanical games, and to explore worker
placement as a gameplay, this research uses content analysis method. The
paper also discusses the style of content visualization based on qualitative
experiments to the user.

Keywords
Board games, Indonesian History, augmented reality, worker placement

27
3rd INTERNATIONAL CONFERENCE

Brand Identity Of Selaawi Bamboo Handicrafts

Muhamad Tohir1 and Widiatmoko Soewardikoen2


Visual Communication Design, School of Creative Industries,
Telkom University, Bandung,
Indonesia
Email : 1 mt.fauzy@gmail.com, 2 widiatmokodw@gmail.com

ABSTRACT
The contribution of Small and Medium Enterprises in addition to absorbing
the largest employment in some regions and become one of the driving
forces of the economy is quite high, also dominant to the Gross Domestic
Product. Selaawi Sub-district there are many bamboo resources, and the
inhabitants make bamboo home appliances, so that bamboo crafts commu-
nities are formed that produce quality products. Bamboo handicraft
products as household appliances, hobby and souvenirs have good market-
ing opportunities. The problem is that small and medium businesses are not
aware of the importance of identity for the products they make, the products
sold without brands, as well as the less attractive logo makes this product
less competitive with similar products from other regions, so for this brand
identity is needed that can make bamboo handicraft products Selaawi is
known by the target audience. Through field observation, literature study
and interviews to producers and consumers, obtained the necessary data as
the basis for the design identity of Small and Medium Enterprises bamboo
handicraft products. This research aims to assist the craftsmen group,
especially bamboo craftsmen in Kecamatan Selaawi - Garut, through the
design of product identity for marketing this handicraft product can be more
helpful.

Keywords
Brand Identity, Small and Medium Enterprises, Bamboo Crafts

28
3rd INTERNATIONAL CONFERENCE

Increasing Selling Power and Brand Identity of


Typical Food Snack in Kelurahan Kranggan
through Packaging Design
James Darmawan1, Ronald Goemawan2 , and
Citra Syukma Bayu Sakti3
Visual Communication Design
Pradita Institute
Banten - 15810, Indonesia
Email : 1 iames.darmawan@pradita.ac.id,
2
ronald.gunawan@pradita.ac.id. 3citra.sakti@pradita.ac.id

ABSTRACT
Kelurahan Kranggan, Serpong, South Tangerang; has a typical snack
processing produced by housewives and managed by Cipta Boga Coopera-
tion, South Tangerang City. Concomitant escalation of the buyers, the
typical snack requires packaging design; which can provide the identity of
the urban village, has competitiveness and nationally selling power, and
also has production costs consideration too. So that the authors make
literature research and observation with type and design of regional snacks
packaging typical, the results of this research serve as reference for cost
calculation to determine the appropriate type of packaging. Then the
authors step into a visual sketch process for identify the brand and the
overall design, followed by product photography shoots which demonstrat-
ed and taught to housewives who manage snacks, and lastly the authors also
demonstrate and explain how to use and maintain the process of packaging
production. Thus, as expected, that the housewives can improve the appear-
ance of their product packaging, so they can increase selling power and
competitiveness in the national market.

Keywords
Packaging Design, Typical Snack, Kranggan

29
3rd INTERNATIONAL CONFERENCE

Will Logo Die?: Roles of logo and its effectiveness


in Digital Era

Rizky Azharyandi Siswanto1


Telkom University
Bandung, Indonesia
Email : 1 rikysiswanto@telkomuniversity.ac.id

Jasni Bin Dolah2


Universiti Sains Malaysia
Penang, Malaysia
Email : 2 jasnidolah@usm.my

ABSTRACT
Logo is a graphical symbol that express the essence of an organization,
product, or service. Logo is considered as the most visible and tangible
asset used in order to interact with the audience and the outside world.
However, the new digital socio-cultural have called us into discussion
regarding the modern approach to logo design, including their effectiveness
in such era. The change has been prompted by the rise of new media and by
the emerging of the Internet, which has led to the actualization in real life.
Digital technology has brought considerable innovation in the design
process of visual identities as well. The opportunities offered by digital
tools need to be investigated to find a more suitable solution to address the
current challenges. The method of Literature review is applied in this
research to explores the roles of logo and its effectiveness in Digital Era
mainly what are really change and need to be changed in order to fit the new
digital socio-cultural.

Keywords
Logo Design, Dynamic Identities, Graphic Design

30
3rd INTERNATIONAL CONFERENCE

Packaging Design Of Betutu Chicken Special


Merchandise From Bali

Ni Luh Desi In Diana Sari1, I Nengah Sudika Negara2 , and


Alit Kumala Dewi3
Visual Communication Design Study Program
Faculty of Arts and Design ISI Denpasar
Email : desiindianasari@yahoo.com

ABSTRACT
The purpose of this design is to create the packaging design of Betutu
Chicken as a special merchandise from Bali to tourists. This design is based
on the problems that the design of the Betutu Chicken that is used as a
merchandise does not meet the criteria. This design is done as a solution to
the aforementioned problem by designing a package that is in accordance
with the following criteria: 1). Stand Out, 2). Contents 3). Distinctive, 4).
Suitable. The design processes are carried out through four stages, the first
stage is idea and the second stage includes packaging design, graphic
elements on the main display panel. Then proceed to the third stage
Feasibility Phase which is a prototyping stage. The result is a prototype of
packaging design of Betutu Chicken using environmentally friendly natural
material shaped like a full shopping bag with handles. Making it easier for
consumers to carry. The result of this design can be used by a restaurant that
serves Betutu Chicken culinary as one alternative packaging design for
packing Betutu Chicken as a unique Balinese merchandise and the packag-
ing can also be reused.

Keywords
Packaging Design, Environmentally Friendly, Betutu Chicken

31
3rd INTERNATIONAL CONFERENCE

Digital Comic Platform Mapping In Improving


The Creative Industry Potential

Sayid Mataram1 and Deny Tri Ardianto2


Universitas Sebelas Maret
Email : 1 sayidmataram@staff.uns.ac.id, 2 denytri@gmail.com

ABSTRACT
Digital platforms in the world of illustrations like for example on comics
are growing nowadays. This is inseparable from the development of new
media technologies that have transformed many analog and manual
mediums into digital and automatic. Changes in the medium led to many
variants in the presentation, in the comic there are three digital platforms
known today, among others: mobile applications, networking sites, and
electronic galleries. However, not all platforms are actively responded by
users of digital technology media. Using descriptive qualitative research
methods, with interviewing techniques and polling through a cationary to
students of Visual Communication Design study program in Indonesia,
trying to map what digital comic platforms are the most widely used or
accessible that affect the development of creative industries in Indonesia.
The results of the analysis of the popularity of the digital comic platform
will provide an overview of what factors exist in a digital platform that
could be a reference platform in developing digital technology based on
comics.

Keywords
Comic, Digital Platform, New Media

32
3rd INTERNATIONAL CONFERENCE

A Typography Study of Negotiation and Identity at Dolly

Maria Nala Damaianti1, and Elisabeth Christine Yuwono

Visual Communication Design


Peta Christian University
Surabaya, Indonesia
Email : 1 mayadki@petra.ac.id, 2 xine_y@petra.ac.id

ABSTRACT
The Dolly area was widely known as a famous prostitution area in Suraba-
ya, which was supposedly the largest in Southeast Asia. After going
through a number of upheavals and rejection, finally this prostitution area
was closed in 2014 by the government and returned as a residential area.
Most societies supported the decision, but not a few rejected it. Until 2018
the upheaval is still going on. From the remaining signage, it is known that
the prostitution took place amidst dense population. This research aims to
investigate the typographical benefits and roles for the communities in this
region. In-depth observations and interviews confirm the important role of
typography for the citizens in this place. It functions as identities and is also
a meaningful resistance model and even negotiation—an unresolved
turmoil. Simple appearance of the signage reveals a model of citizen
interaction when dealing with problems. The role of the signage is directly
related to the issue of their identity and existence. The most important thing
in this research is to record a visual culture practices as part of urban culture
phenomenon in Surabaya.

Keywords
typography, identity, negotiation, resistance, Dolly, Surabaya, signage

33
3rd INTERNATIONAL CONFERENCE

Balai Pengembangan Kemasan Dan Industri Kreatif


Sebagai Daya Dukung Umkm Untuk Meningkatkan Daya
Saing Pasar Global
Yayan Suherlan1 and Nidyah Widyamurti2
Program Studi Seni Rupa Murni1
Program Studi D III Desain Komunikasi Visual2
Universitas Sebelas Maret
Email : nidyah1234567890@gmail.com

ABSTRACT
Masalah kemasan dan pemasaran masih menjadi titik lemah pelaku Usaha
Mikro, Kecil dan Menengah (UMKM) produk makanan dan minuman. Hal
itu disebabkan rendahnya kesadaran dan pengetahuan pelaku UMKM akan
pentingnya citra, kualitas, dan tampilan kemasan, serta masih terbatasnya
sarana jasa kemasan yang mampu meningkatkan daya saing produk
UMKM. Penelitian ini telah menghasilkan model pendampingan UMKM
dalam bentuk Balai Pengembangan Kemasan dan Industri Kreatif (BPKIK)
yang terintegrasi untuk lingkungan Surakarta sebagai solusi peningkatan
daya saing produk UMKM produk makanan dan minuman di pasar domes-
tik dan global. Sebagian besar UMKM produk makanan dan minuman di
Surakarta belum memiliki daya saing kuat di pasaran berkaitan dengan
masalah penyajian dan pengemasan; sebanyak 60% teknologi produksi dari
produk maupun kemasannya dilakukan dengan teknologi konvensional.
Hanya 17% kemasan memiliki kekuatan daya jual. Model Balai Kemasan
dan Industri Kreatif telah dirumuskan dengan jenis layanan untuk
memfasilitasi UMKM produk makanan dan minuman untuk mengembang-
kan usahanya. Rekomendasi diberikan pada tahap implementasi model
BPKIK tersebut untuk daerah tingkat Kabupaten/Kota di seluruh Indonesia
baik dengan nama BPKIK maupun nama organisasi lainnya.

Keywords
kemasan, balai kemasan, industri kreatif, UMKM

34
3rd INTERNATIONAL CONFERENCE

Redesign of Wayfinding and Signage Systems at


Trisakti University's Faculty of Visual Arts and Design

Virginia S. Setiadi1, and Wegig Murwonugroho2


Trisakti University
Email : 1 niaaja@yahoo.com, 2 wegig_besar@yahoo.com

ABSTRACT
Design of Wayfinding and Signage Systems at a location is needed as a
reference in facilitating human life to know the location and function of the
room in a one location. The Wayfinding and Signage Systems referred to
here is a system of signifier / icon / identity of a place / space that serves as
an information system in the form of typography (lettering) or visual (picto-
gram) or both. In Faculty of Visual Arts and Design, which has a Visual
Communication Design Studies Program is clearly showing less specifical-
ly design style at this FSRD location. Certainly as a distinguished Faculty
of Fine Arts and Design and includes a pioneer among private universities
in Indonesia who have PS DKV. Therefore, it is necessary to make signifi-
cant design changes in the Information System Design located in the
campus area, especially on Usakti FSRD. This can be a brand new image on
the FSRD.

Keywords
Signage, Information, Legibility, Ergonomy.

35
3rd INTERNATIONAL CONFERENCE

User Success Rate to Measure Usability in Responsive


Website Layout Changes
(Case Study: Indonesian Newspaper Website )
Auria F. Yogananti1 , Noor Hasyim2, and Ali Muqoddas3
Universitas Dian Nuswantoro1
Email : 1 yogananti-au@hotmail.com, 2 hasyim.nahl@gmail.com,
3
ali.muqoddas@gmail.com

ABSTRACT
Online Newspapers can be accessed through many varied devices such as
personal computer (PC), Tablet and mobile phone, people usually called
this kind of online newspaper by responsive website. Responsive website
have elastic and flexible layout, so it can be changed easily based on size of
devices monitor. On Newspaper, front page is very important because it
contains headline news, popular news, menus and other information. The
changes on its layout can affect position of news and menus. Therefore
usability measurement is needed in order to get the user success rate.
Methodology for this research is Quantitative and using ANOVA to find the
significance of usability through the success rate when accessing website
by different devices (PC, Tablet, Mobile Phone), case study in Indonesia
Newspaper. The results of the test that was conducted on Headline News,
other News, and front page menu stated that all respondents are prefer to
use PC monitor because more simple and easy to access newspaper
website. For that reason the changes layout is significantly affect users
when they access website through different devices.

Keywords
Usability, responsive website, newspaper, layout, online newspaper

36
3rd INTERNATIONAL CONFERENCE

Mobile Multimedia Stop Drugs Tutorial


Development

Hadi Sutopo1, and Ridha Sefina Samosir2


1
Faculty of Creative Industries
2
Information System
Institut Teknologi dan Bisnis Kalbis
Jakarta, Indonesia
Email : 1 hadi. sutopo @kalbis .ac.id, 2 rhida. samosir@kalbis .ac.id

ABSTRACT
This research is intended to develop a mobile multimedia based stop drugs
tutorial. The information as a campaign to stop drugs that should be under-
stood by people, and to help someone who wants to leave his/her drugs
addicttion. Stopping drug information was created using a combination of
ADDIE instructional development method and Multimedia Development
Life Cycle (MDLC). During the Assembly stage of MDLC, the mobile
application was created using Adobe Flash that was equipped with Action-
Script 3.0 programming language. Subject of the research was “Stop
Drugs” application that could be downloaded from Google Play. Data was
collected through online questionaires that were build using Google form.
The research findings indicated that the mobile application should be
provided with database and map on the future version.

Keywords
drugs, education, mobile, multimedia

37
3rd INTERNATIONAL CONFERENCE

Collaboration of Bamboo and 3D Printing Technology in


he Development of Home Accessories Products
(Case Study: Kedamean Village, Gresik, East Java, Indonesia)
Agatha Dinarah S.R1, Sigit Firdaus P2,
and Mohd. Asyiek Bin Mat Desa2
Department of Industrial Product Design - Sekolah Tinggi Teknik Surabaya
Email : 1 agathadinarah@gmail.com, 2 sigit@stts.edu, ivan@stts.edu 3

ABSTRACT
Bamboo is very characteristic of the traditional community life in Indone-
sia, which produces different variants of its products done traditionally and
taught for generations. These traditional techniques are sometimes not in
line with the fast-changing pace of life, such that they give the impression
of being old-fashioned. This study aims to bring together the application of
3D printing technology with traditional techniques of bamboo processing,
which in turn will have an impact on the sustainability of the bamboo
design itself.

Keywords
ori bamboo, 3D printing, home accessories

38
3rd INTERNATIONAL CONFERENCE

User Experience Analysis Through User-Centered


Design Approach On Digital Interactive Books
‘Kisah Lutung Kasarung’
Dicky Hidayat1, and Mohd. Asyiek Bin Mat Desa2
1
Telkom University, Indonesia
2
University Sain, Malaysia
Email : 1 dickyhidayat@telkomuniversity.ac.id, 2 asyiekdesa@gmail.com

ABSTRACT
Pantun is one form of Sundanese folklores. Lutung Kasarung is a sacred
Sundanese pantun, but it is widely adapted to various forms of media such
as story books, comics, movies, games, and digital interactive books. This
study aims to analyze User Interface and User Experience on digital
interactive book ‘Kisah Lutung Kasarung’ using User-Center Design
approach, with strategic plane, scope plane, structure plane, skeleton plane
and surface plane variables. Research is done by visual analysis method
through description, analysis, interpretation, and judgment. The results
show that the digital interactive book ‘Kisah Lutung Kasarung’ has applied
the principle of User-Center Design well. The perceived benefits and user
friendly application will ultimately increase user interest in getting to know
Indonesian folklore more closely.

Keywords
experience, digital interactive book, lutung kasarung

39
3rd INTERNATIONAL CONFERENCE

The Existence of Radio as an Advertising Media in Indonesia


Within the Internet Era

Ercilia Octavia
Universitas Sebelas Maret
Email : yerciliaoctavia@staff.uns.ac.id

ABSTRACT
Radio is one of the channels for advertising. While the radio business itself
is also running from advertising. Many people assume the radio is dead and
left by the listener. The number of audience certainly becomes one of the
advertiser's considerations in choosing the media to advertise. This paper
explores how radio adapts to new media developments, especially to retain
listeners and advertisers. The research used qualitative method with
research object of conventional radio station in Indonesia. The results show
that the radio has not died. Radio penetration is still quite high, with the
most audience segment being X generation (35-49 years old). The Internet
has become a new tool for improving the interaction between radio and it’s
listeners.

Keywords
radio, internet, ads, media

40
3rd INTERNATIONAL CONFERENCE

An Analysis On Manga Characteristics Through


Malaysian Younger Artist In Uitm Kedah

Juaini Jamaludin1, Siti Fairuz Ibrahim2,


Mohd. Hamidi Adha, Mohd.3, and Abu Hanifa, Ab. Hamid4
Universiti Teknologi MARA Cawangan Kedah
Malaysia
Email : 1 juaini@kedah.uitm.edu.my, 2 fairuz628@kedah.uitm.edu.my,
3
Aminhamidiadha@kedah.uitm, hanifa762@kedah.uitm.edu.my

ABSTRACT
Manga can be translated as ‘comic books’ as is certainly what they look like
at first glance. Manga is a format, and just about every subject imaginable
has appeared in this format. It could be from a form of serious literature to
science fiction, romance, crime or humor. The term of manga has become
distorted with prejudices and preconceptions, riddled with confusions
among the media and the public and a topic of dispute among the artists
themselves, some of whom rejected the label outright. Manga, comic or
graphic novels are the easiest reading material and they influence the media
forms of popular culture and at the same time, they have also been instru-
mental in documenting and interpreting social, historical and current
events. Manga also are complex works of both art and literature that partic-
ularly engage with popular culture, and are certainly not just for kids
anymore. Therefore, this paper will investigate the manga characteristics
through out malaysian younger artist in UiTM Kedah. Content analysis was
used to analyze the characteristics manga that had been produced by this
younger artist. In conclusion the manga portrays more positive values. The
research is suitable as general guide for in depth study in the publication for
local manga publication.

Keywords
manga, characteristic, younger artist

41
3rd INTERNATIONAL CONFERENCE

Design Capability In SMEs: Design as an Applicative


Tool or Just Another Normative Solution?

Bijaksana Prabawa1 and Ahmad Zuhairi Abdul Majid2


Telkom University1, Indonesia
Universiti Sains Malaysia, Malaysia
Email : 1 bijaksanaprabawa@gmail.com 2 zuhairi.majid@usm.my

ABSTRACT
Bandung currently has almost 300,000 SMEs with different business
scales, separated into: micro, small and medium-sized businesses. As the
third largest metropolitan city in Indonesia and also known as a city of
tourism makes Bandung as the target market of global companies. These
two factors has become one of the causes of increasing the intensity of
business competition in Bandung. Only SMEs has a competitive advantage
that can survive or even dominate the market. Previous case studies and
research have proven that design can serve as a tool to increase competitive
advantage for large corporations. However, in practice there are still many
obstacles faced by small-scale companies such as SMEs in applying design
to their business processes. Reflecting on this fact, this research tries to
know the design capability of SMEs in Bandung. Furthermore, it will
examine the extent to which the design has been used, and what problems
are hampering the use of design in their business. This research uses Mixed
method-Concurrent model, that is combining quantitative and qualitative in
order to obtain a comprehensive analysis to answer the problem research at
the same time. Methods of data collection were conducted through
literature studies, questionnaires, observations, and Interviews. Objects on
data collection are 150 SMEs from the city of Bandung who are willing to
support this research. Analysis of questionnaire data was using descriptive
analysis as a quantitative approach. The results of the study are expected to
provide an overview of the SMEs' understanding of the design and its
usefulness in order to search their competitive advantage. In the future, the
findings of this research can be the basis for further research on how design
can be more applicable to SMEs business development.

Keywords
Design Capability SMEs Competitive Advantage.

42
3rd INTERNATIONAL CONFERENCE

Developing Intructional Model


Commercial Graphics-Based Planning Project

Menul Teguh Riyanti


Trisakti University
Email : menulsukarno@yahoo.com

ABSTRACT
Research and development intended to produce a model of Learning and
Project Based Learning products in Commercial Graphics Planning. Learn-
ing products are produced, are expected to assist and improve the quality of
student learning outcomes. The method used is the Research & Develop-
ment of Borg & Gall, and the stage of product development using a model
system design Dick & Carey. The research was conducted on students of
the fifth semester of Visual Communication Design, implementation began
in early June to the end of September 2016. Research and development
courses Graphics Commercial Planning in the learning process of the
products produced through the formative evaluation, through expert review
to obtain expert product feasibility study of learning materials, expert
instructional design media expert. As well as the test was done one-to-one
and small group testing, as well as within the last field trial through pre-test
and post-test so as to produce effective learning, efficient and attractive and
fit for use as a learning material.

Keywords
Instructional, model development, project-based, Drafting Commercial
Graphics

43
3rd INTERNATIONAL CONFERENCE

The Changes of the Symbolic World in Gamelan

Sahid Teguh Widodo1 and Agus Purwantoro2


Universitas Sebelas Maret
Indonesia
Email : 1 sahidteguhwidodo@yahoo.com, 2 goespoer13@staff.uns.ac.id

ABSTRACT
Until now, traditional Javanese musicians are still looking for forms and
reasons for the changes that occur in Javanese gamelan music. Some people
blame technology that is always positioned as a source of change. Technol-
ogy is a source of changes in people's cultural tastes so that the views and
needs of society towards gamelan also change. Some people seeing that
change as development. They are not very concerned with form but empha-
size the existence of gamelan. This short paper tries to give the meaning of
all aspects of change by looking at the symbolic meaning among what is
considered to exist.

Keywords
Gamelan, Javanese, symbolic changes, cultural tastes

44
3rd INTERNATIONAL CONFERENCE

The Role of Visual Attributes on Promotional Media


of Small Medium Enterprises in Indonesia

Rahina Nugrahani1, Wandah Wibawanto2,


and Silvia Nurhayati3
Universitas Negeri Semarang
Email : 1 rahina_dkv@mail.unnes.ac.id, 2 wandah@mail.unnes.ac.id,
3
silvianur@mail.unnes.ac.id

ABSTRACT
Small and Medium Enterprises (SMEs) as a sector of creative industry
economy has excellent economic potential and become one of the national
economic supporters in the future. Indonesian government programmed for
SMEs to control 80% of e-commerce market by 2020. Therefore, the
government is actively organizing various programs and services in order
to improve the SMEs capacity in terms of capital, production and marketing
improvement. Semarang as the capital of Central Java province, has 3,675
SMEs spread all over Semarang. Although in Central Java Semarang is
regarded as one of the cities with the largest number of SMEs, only about
10% of SMEs are able to penetrate the market through online sales using
internet technology. SMEs owner should make greater efforts to handle
promotional media issues, and government needs to prioritize the programs
which help them to survive in competitive electronic commerce. This paper
states that raising awareness for SMEs in Semarang City in handling
promotional media is important. Consideration of the quality of visual
attributes on SMEs promotional media that refers to aesthetic, economic,
and versatile rules is a very important aspect and determines the success of
e-commerce market penetration.

Keywords
Small and medium enterprises (SMEs), visual, promotional media, e-com-
merce

43
3rd INTERNATIONAL CONFERENCE

Fine Art/Visual Art


Design

47
3rd INTERNATIONAL CONFERENCE

Seven Methods in Creating Contemporary Paintings


Exploring Yeh Pulu Relief

I Wayan Adnyana
Fine Art Study Program, Faculty of Visual Art and Desain,
Institute of the Arts, Denpasar
Indonesia
kun_adnyana@yahoo.com

ABSTRACT
This article aims to elaborate and explain the seven methods in creating
contemporary paintings based on Yeh Pulu relief exploration. These
methods were found through the three stages of process based on the
concept of Sullivan's creation ‘Art Practice as Research’ (2005): medium
experimentation, visual language depiction and relevant context prepara-
tion. The seven methods in creating contemporary paintings are as follows:
(a) cutting (imagining that Yeh Pulu relief is like a comic poster sheet that
can then be freely cut out); (b) coloring (giving colors according to the
artist’s artistic wish); (c) highlighting (making a certain subject/scene/plot
of the relief the center of attention); (d) smashing (collating fragments and
scraps of the relief that have become scattered due to rock corrosion); (e)
drawing (construction of the visual subject based on a drawing/line
technique); (f) layering (layers of transparent colors as the background) and
deconstructing (disposition and deconstruction of the scene/plot). Those
seven methods are also referred to as the aesthetic approaches to painting
that are used in formulation or combined with just a few approaches.
Contemporary painting which is then produced shows that Yeh Pulu visual
relief is present in contemporary multi narration; visual artifacts are
interpreted visually into seven ways to express.

Keywords
the seven aesthetic methods, contemporary painting, Yeh Pulu relief.

48
3rd INTERNATIONAL CONFERENCE

Influence of Form, Texture and Shading on 'Abstract' and


'Realistic' Style Preferences: An Overview of Design
Characteristics through Incidental Thematic Results
Lilian Lee Shiau Gee and Jasni Dolah
Universiti Sains Malaysia
Email : lilianlsg087@gmail.com / jasnidolah@usm.my

ABSTRACT
In the context of graphic styles, the specific characterization will induce the
sensed value experienced and thereby generate satisfaction. This brings up
an important understanding needed to explore the style details or specific
design features to the 'Abstract' and 'Realistic' style, particularly in educa-
tional game design in terms of visual aspect. In this case, the design features
or art elements such as shape, texture and shading are assessed as stimuli to
contribute to the breakdown of graphic styles visualization. The aim of this
paper is to study the selection and combination of these three elements of
art that are capable to produce a pleasant response, particularly among local
students. The findings may suggest the satisfying characteristic of the
graphic styles that should be considered in terms of the art elements as be
directed to the students. Semi-structured interviews are conducted with 12
students, of which 6 are male and 6 are female with in order to collect
student feedback which demonstrates pleasant feelings. Data analysis is
borne out by counting the frequency of keywords obtained - associated with
the selection of the three elements of art based on student responses and
preferences. The results show that the natural form and shading of the most
frequently mentioned and with it, a combination of natural form and
shading appear most likely to get the student pleasures, were in response to
the 'Abstract' style tends to accentuate the 2D natural form and flat shading,
and feedback to 'Realistic' style more in the 3D natural form and smooth
shading. This paper concludes that the integration of natural form and
shading as a reference or a specific guide to exhibiting abstract and
realistic-oriented graphics styles as an additional proposition in the future
design process.

Keywords
Abstract, Realistic, Form, Texture, Shading, Student's preferences

49
3rd INTERNATIONAL CONFERENCE

New Visual Expression By Combination Of Bamboo


And Transparency Acrylic

Hari Nugraha1, Sim Teck Ceng2, Koichiro Sato3,


Fumio Terauchi4 and Mitsuroni Kubo5.
Chiba University
Email : 1 hari_nugraha_96@yahoo.co.id, 2 tcsim@jc.u-aizu.ac.jp
3
ksato@faculty.chiba-u.jp, 4 ftera@faculty.chiba-u.jp
5
mkubo@faculty.chiba-u.jp

ABSTRACT
Bamboo material is traditionally used as a main material for the manufac-
ture of products. Those usually purposed for construction or building
structures, materials interior and manufacture of functional products. In
addition, the material can be used as an alternative to replace wood materi-
als. Apart from this use, bamboo materials can be further explored to
improve the value and their utilization as a primary material. From another
aspect of view, the improvement such aesthetics visual, that can appearance
on the surface of the material. The method used is to implement the princi-
ple of moire effect to produce visual effects from the surface appearance of
bamboo material. To produce these effects, bamboo materials are combined
with other materials that acquire another characteristic such transparency
acrylic rods. The combination of materials is implementing a weaving
technique and formed to produce a certain attern. The combination of the
woven will produce a visual perception effect is expecting to produce 3D
effects, reflection of lighting and shadow moves. Combining material can
apply in the future for the interior or exterior purposed.

Keywords
Material, Bamboo, Acrylic, Visual Effect, Woven

50
3rd INTERNATIONAL CONFERENCE

Visual Adaptation Of Wayang Characters


In The Comic Arts Of Teguh Santosa

Mohammad Isa Pramana Koesoemadinata


Visual Communication Design Programme, School of Creative Industries,
Telkom University, Bandung
Email : dronacarya@yahoo.co.id

ABSTRACT
Wayang tradition with its Indian epics of Mahabharata and Ramayana
daptations is the Indonesian high culture, acknowledged by UNESCO since
2003. Its stories and characterizations became philosophical, moral ethics
and character learning for young generations. Those Indian epics has
acculturated in every aspects of theatrical and visual arts, in which they are
presented in shadow puppet theatre. As the part of traditional visual art, the
visual aspect of wayang puppet consists particular and systematic pattern
(system), in relation to role and characterization. In accordance with time
development, the famous epics of wayang presented through popular odern
media such as comic. Comic art is a popular media which adored by
children and teenagers due its visual narrative appeal. Many Indonesian
comic artists adopt wayang epics through their own styles, for example
Ardisoma, R.A. Kosasih, erip and Teguh Santosa. The latter with his
unique visual style has ntributed color in wayang genre of Indonesian
comic. Mostly, parallelities between Teguh’s style and the visual system of
wayang role and characterization are detected. This paper discuss how
visual adaptations of protagonists and antagonists wayang characters into
Mahabharata comic series created by Teguh took place. Those visual
adaptations are compared with the visual system of Javanese wayang
puppetry, analyzed qualitative-descriptively with Sociology of Art and
Aesthetical Morphology (Art Critic) methods. The results indicate that
Teguh was truly comprehend the essence of Javanese wayang\ visual
aspect, since he adapted it with his own style yet still retains the visual
system of Javanese wayang role and characterization.

Keyword
Teguh Santosa, comic, wayang, adaptation

51
3rd INTERNATIONAL CONFERENCE

Interactive Art as A Medium of Speech

Adam Bin Mohd Salehuddin1 and Mohd Nasir Baharuddin2


Faculty of Design and Architecture
Universiti Putra Malaysia
Serdang, Malaysia
Email : 1 adamsalehuddin@hotmail.com, 2 ibnuqalam@,gmail.com

ABSTRACT
Interactive art is born from the idea of brainstorming through the new
media artworks. It started with the transformation of computer art in
Malaysia during the 90s through the first Electronic Art exhibition and
have opened a new shift in the Malaysia art scene specifically in the use of
integration understanding and multidiscipline approaches. However, the
complexity towards Interactive Art has not been highlighted widely as a
continuation stream of modern art in Malaysia due to the vagueness in its
definition and function. Therefore, there's a need of discussion due to the
vagueness in creating interactive arts from the angle of approach in which
this article is trying to tackle by discussing the structure of semiotic
approach as a process dialog in the medium of speech for interactive art.
This article in particular will explain the framework in creating dialogs
between interactive artworks and audience that has to face a few respond-
ing technics by processing the relations of the mind into physical relat ons.
As a conclusion, this article is suggesting a new platform in establishing a
process dialog between audience and artworks that are based on interac-
tive art. It is step in uplifting the interaction between audience and
artworks systematically.

Keywords
Interactive Art, Communication Mode, Signs System

52
3rd INTERNATIONAL CONFERENCE

The Development of Karo Souvenir


Design Inspired by Padung-padung

Ariani Rachman
Product Design Department, Faculty of Art and Design
Trisakti University, Jakarta, Indonesia
Email : arravqa@gmail.com

ABSTRACT
Tanah Karo is one of the areas in North Sumatra that has a variety of tourist
destinations because of its cultural richness and natural beauty. To support
the government's program in realizing Tanah Karo as one of tourist destina-
tion that is cultured and competitive, one effort that can be done to support
the goal is to provide souvenirs that reflect the local wisdom of Tanah Karo.
Padung-padung, a unique earring with admirably large size that contains
philosophy meaning of Karo tribe, can be applied in the development of
souvenir design as a media between art and culture of past with society
today. This research aims to develop souvenir designs inspired by
padung-padung. Qualitative research will be conducted to describe the
analyze result, accompanied by tourism theories and research and develop-
ment approach.

Keywords
padung-padung, souvenir design, Karo tourism

53
3rd INTERNATIONAL CONFERENCE

“AJEG BALI” Discourse in Dynamics of


Craft of Ceremonial Tools in Bali

Ni Kadek Karuni1, I Wayan Suardana2 and Ni Kadek Karuni3


Faculty of Fine Art and Design ISI Denpasar
Art Craff Denpasar, Indonesia
Email : 1 kadekkaruni@ymail.com, 2 tulu63@gmail.com,
3 madesuparta@isi-dps.com

ABSTRACT
Nowadays, increasing public interest to carry out religious ceremonies
in Bali is also based on the responsibility to preserve Balinese art and
culture which are implemented in “Ajeg Bali Discourse”. To support the
ceremony, it needs various tools in accordance with the form and
function of the ceremony that will be presented.This study aims to reveal in
depth about the social function of ceremonial tools in Bali related to
changes in mental attitude and enthusiasm of society in supporting AjegBa-
li discourse. The method used is qualitative method with analytical descrip-
tive analysis through the sociology approach. Besides having a practical
function as a place of offerings, the results of the study show that the
ceremonial tools also have a social function, which determines the social
position and prestige value of the community that uses it.The community is
proud while using beautiful and luxury ceremony tools, and more confi-
dent to uphold to the temple. Increasing the needs of the community to the
ceremonial tools inspires the artisans to develop their creativity in creating
new products that are more unique, artistic, and interesting by utilizing
various materials while using some techniques, such as carving,
weaving, stitching, and painting. Dynamics ofcraft in dynamic ceremonial
tools impact on increasing productivity and economic value of artisans.
Keywords
Ajeg Bali, Dynamics, Ceremonial Tools

54
3rd INTERNATIONAL CONFERENCE

Transformation of The Classic Balinese Puppet Painting


to Pre-Modern Painting 1900-1940 era

I Dewa Alit Dwija Putra1 and Sarena Abdullah2


1
School of Creative Industries- Telkom University
2 School of Arts,Universiti Sains Malaysia
Email : 1 dwHayutra@telkomuniversity.ac.id, 2 sarena.abdullah@gmail.com,

ABSTRACT
Ever since the Dutch colonialism era, the arrival of Europeans who were
interested in nature and Balinese native's life caused an impact of changing
the Balinese social life and the art over there, especially on painting and
sculpture. Previously, the Balinese people doing their art activity by using
their heritage of classical Balinese Hindu, which became the basic of
guidance or the standard for generations in various forms of their arts. The
arrival of foreign culture through the European artists became a window
for the Balinese society of artists to knew and adapted the ways of Europe-
an academic arts. The self-taught adaptation process that involves external
and internal factors on the artist created a visualization that's different
compared to their previous work of painting, which shows the impediment
and the naivety of the style that leans to decoratively, as well as changing
a theme. The way of the Europeans drawing and painting began to
influenced the Balinese artist way of doing their arts, which caused two
conflicting elements of culture to clashed, a traditional and a modern
attitudes that form each on their own. To find out how far the adaptation
process of the Balinese artist on foreign culture brought by European artist,
this study uses qualitative methods and visual analysis to describe the
visual transition development from classical to modern by using sociocul-
tural approach of Balinese society. Data collection of this research is done
through field observation, interview and literature study. This study
provides an overview of the extent to which traditional Balinese society
was able to adapt to the advancement of the times caused by the influx of
foreign influences or European academics.

Keywords
Classic painting, Balinese, Pre-modern

55
3rd INTERNATIONAL CONFERENCE

Hikayat Sang Kancil dan Buaya: An Interactive


Animation

Norfarizah Mohd Bakhir1, Julina Ismail Kamal2 and Nurliana Yusrii3


School of the Arts, Universiti Sains Malaysia
Pulau Pinang, Malaysia
Email : 1 farizah@usm.my, 2 juliana@usm.my,
3 nurlianayus@gmail.com

ABSTRACT
This research attempts to provide a platform aims to help sustain Malay
folklore that is forgotten over time. Thus, an interactive 2D animation about
the Tale of Mousedeer and Crocodile or ‘Hikayat Sang Kancil & Buaya’ is
proposed as a new alternative of folklore storytelling to enhance user
experience. There are three main objectives in this study. Firstly, to identify
the main factors contributing to the forgotten of the Malay folklore.
Secondly, to analyse the existing tools and media available related to
sustaining Malay folklore. Lastly, to design an interactive animation to help
sustain Malay folklore by adapting it into the modern world through
technology. The research method that was used in this research were both
qualitative and quantitative, to help to obtain information, opinions, and
ideas related to the research from the view of professionals from various
backgrounds. The technology used is motion sensor technology using Leap
Motion Controller to enable the interactivity between the animation and the
user. The outcome from this study shows that the respondents enjoy this
new platform for Malay folklore storytelling. As a conclusion, this research
helps to sustain the Malay folklore from the being swallowed by the
modernization

Keywords
Folklore, Digital Storytelling, Interactive, Animation, Leap Motion
Controller

56
3rd INTERNATIONAL CONFERENCE

Cultural Plurality Form in


The Concept of Javanese Harmony
at Kauman Yogyakarta

Cama Juli Rianingrum

ABSTRACT
Harmony is a harmonious condition. Terms of realization of harmony is that
there are differences and plurality which then with the original form each
can be mutually adjust and blend with the balance (Harmony in Diversity).
Understanding harmony in Javanese culture is known as selaras. In order for
the world and nature to be beautiful and comfortable place to stay, the
Javanese human beings are obliged to create harmony, which has an obliga-
tion to always maintain and improve their spiritual environment by obeying
and implementing cultural values in the form of customs and behavior
norms. One form of Javanese harmony visually can be seen in a settlement
in Yogyakarta, the Kauman Yogyakarta Settlement. Kauman Yogyakarta
settlement is a 17th century heritage settlement area that became one of
Java's cultural heritage (Yogyakarta). For almost three centuries, these
settlements were formed by three cultures, namely Javanese culture, Islam,
and modern culture. These three cultures can now coexist in their original
form in peaceful settlements without controversy, which means in a state
of harmony.

Keywords
Settlement, Kauman Yogyakarta, Harmony

57
3rd INTERNATIONAL CONFERENCE

Visual Expression of Bondres Mask

Diah Asmarandani
Faculty Art and Design Trisakti University
Email : diah.asmarandani@gmail.com

ABSTRACT
There are many Balinese topeng dance drama, Pajegan, Panca and
Prembon, also known as Wali, Bebali, and Balih-balihan dance. Balinese
topeng dance drama has many kind of topeng characters and the most
intriguing ones is a common topeng called Bondres. Bondres visualise an
ugliness facial expression that may caused by disability or disorder; Cranio-
facial Malformations, as the medical term known. Bondres visual expres-
sion as a commoner is very contrast compared to its counterpart, the Dalem
character, which is more superior and mighty. Bondres represent wong
cilik; the commoner in Balinese dance drama with its own distinct gesture
and not bound to any decorum, unlike the king or queen that bound to its
common gesture to be superior and mighty. Topeng Bondres is topeng
wicara or sibakan thus humour or parody are essentially their act.

Keywords
Mask, Bondres, Visual Expression, Gesture, Speech mask

58
3rd INTERNATIONAL CONFERENCE

Design Changes of The Search Rock Group


Album Covers From 1985 to 1990

Salziana Ibrahim1, Raja Iskandar Raja Halid2


and Tengku Fauzan Tengku Anuar3
Universiti Malaysia Kelantan
Email : 1 isalziana@yahoo.com, 2 rajaiskandar@umk.edu.my,
3 tengkufauzan@umk.edu.my

ABSTRACT
This research aims to study the design changes that occurred on the album
cover of the famous rock band from Malaysia called Search. A case study
was done on 5 album covers of a group studio albums called Cinta Buatan
Malaysia, Langit dan Bumi, Mentari Merah di Ufuk Timur, Fenomena and
Karisma. It is undeniable that design of the album covers has changed
considerably to the development of the Malaysian music industry and in
this study, social, economic and political aspects will be seen in the year
the album was released. The collected data were analysed and graded
graphically based on the three elements that are colours, visuals, and
typography used for designing the album covers. In conclusion, the
development of the music industry gives changes to album cover design.
Keywords
Design, Album Covers, Search, Glam-Rock

59
3rd INTERNATIONAL CONFERENCE

The Terminology in MAK YONG's Dance Movement


According to Hindu and Islam

Nurdhiya Syahirah1 and Raja Iskandar Raja Halid2


Universiti Malaysia Kelantan
Email : 1 chimary_es@yahoo.com, 2 rajaiskandar@umk.edu.com

ABSTRACT
Mak Yong is among the ancient art that has elements of old beliefs, such as
animism, Hindu and Buddha influence. The terminology in Mak Yong's
dance movements exists based on the religious beliefs of that time. After
the advent of Islam, the terminology and the art philosophy of Mak Yong
dance movement has been modified. This research will look into a few of
the dance movements that have gone through the process of change.
According to Patricia Hardwick, the Mak Yong dance movements were
given meaning through Islamic influence, while through my observation
Mak Yong's dance moves were given meaning through Hindu influence.
Through this comparison, we can see that the dance movement's terminolo-
gy has changed. The Mak Yong practitioner still maintaining the dance
movements but need to define the terminology of movements in the Islamic
context. The art of Mak Yong gives different interpretation and understand-
ing among the practitioners and academics. Therefore, this research is set to
examine the old and new terminology of the Mak Yong's dance movements.
Keywords
Dance, Mak Yong, Terminology, Hindu, Islam

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Exhibition Design Affordance to Provide New


Visitor's Experience in Museum Ullen Sentalu Yogyakarta

Arwin Purnama Jati1 and Bayu Widiantoro2


Visual Communication Design
Soegijapranata Catholic University
Semarang, Indonesia
Email : 1 arwinpj@gmail.com, 2 widiantoro@unika.ac.id,

ABSTRACT
Ullen Sentalu Museum (USM) in Yogyakarta has a specific concept of
layout spaceas it is built in a natural reserve area in Kaliurang Yogyakarta.
The blend of natural nuance and the concept of Javanese cultural history
and hybrid architecture become the highlight of the museum. The space
design and the artifacts display were studied to see its influence on visitor
experience. Observation is held to observe the flow of the visits and to
classify the exhibition design of the museum. The USM provides interior
and exterior exhibition space in the diverse area to display the artifacts. The
exhibition design in the USM can provide a repertoire in the discourse of
the museum through the design of space and area, the concept of display,
and the mechanism of museum visits. The exhibition design through the
design of space is afford to provide the new experience of visitors.

Keywords
Exhibition Design, Museum, Visitor Experience, Architecture, Space

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Exhibition Design Affordance to Provide New


Visitor's Experience in Museum Ullen Sentalu Yogyakarta

Arwin Purnama Jati1 and Bayu Widiantoro2


Visual Communication Design
Soegijapranata Catholic University
Semarang, Indonesia
Email : 1 arwinpj@gmail.com, 2 widiantoro@unika.ac.id,

ABSTRACT
Ullen Sentalu Museum (USM) in Yogyakarta has a specific concept of
layout spaceas it is built in a natural reserve area in Kaliurang Yogyakarta.
The blend of natural nuance and the concept of Javanese cultural history
and hybrid architecture become the highlight of the museum. The space
design and the artifacts display were studied to see its influence on visitor
experience. Observation is held to observe the flow of the visits and to
classify the exhibition design of the museum. The USM provides interior
and exterior exhibition space in the diverse area to display the artifacts. The
exhibition design in the USM can provide a repertoire in the discourse of
the museum through the design of space and area, the concept of display,
and the mechanism of museum visits. The exhibition design through the
design of space is afford to provide the new experience of visitors.

Keywords
Exhibition Design, Museum, Visitor Experience,
Architecture, Space

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TRI PRAMANA: As a Visual


Communication Design Approach

Gusti Ngurah Marutama1, Sigit Purnomo2,


Esti Wulandari3 and Rudi Herlambang4
Universitas Sebelas Maret, Indonesia
Email : 1 avatarcomey@yahoo.co.id, 2 sigitpurnomoadi61@gmail.com,
3 febeesty@gmail.com, 4 garudea11@gmail.com

ABSTRACT
Tri Pramana (Village, Kala, Patra) is a human effort by using the mind
(cognitive) to act and act on things, objects, or events that occur in a certain
space. These ideas can be manifested in various forms, ranging from
customs, rules, values, traditions, and even the religion of the local commu-
nity. This research explores the values of local wisdom of Tri Pramana
(Village, Kala, Patra) as an approach in designing visual communication
design.Research using qualitative-descriptive approach. The results of this
study Design is not only as a medium of communication, aesthetic links,
signs, symbols and meaning values. Design is one way to present the idea
and the value of cultural identity that becomes the spirit of a design work.
Every design design always has a close relationship between human and
environment and culture. Design work is always dynamic following the
conception of a culture that is in line with the concept of village, kala, patra
where the design work is presented. A design work that is successful in
communication and aesthetics is a work that is able to build relationships
between people, environment and culture.

Keywords
Tri Pramana, Local Wisdom, Visual Communication Design

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THE AFFECTIVE VALUES OF BAMBOO:


Development of Products Semantic Values
For Kansei Engineering Evaluation

Ambar Mulyono1, Mitsunori Kubo2 and


Zia Ghifari Muhammad3
1
Universitas Sebelas Maret, Indonesia
2
Chiba University, Japan
3 Institut teknik bandung, Indonesia
Email : 1 ambar0674@gmail.com, 2kubo@faculty.chiba-u.jp,
3
mziag94@gmail.com

ABSTRACT
Understanding current people's perception of bamboo as a material is
definitely important for designing a new bamboo product using Kansei
Engineering (KE). Considering people's feeling or impression of product
materials through their experience will help to develop the semantic-based
values space before connected to the properties space of the product. As the
need for values could be different among people, an investigation of general
important values should be conducted. The aim of this study was to build
important affective values expressed in some set of words for new product
made of bamboo preceded with an understanding of current people's
perception of bamboo as a material. Using the ethnographic method,
affinity diagram and focus group discussion, words were collected, and
sorted into six words represent the affective values. It was found that there
are negative perceptions of bamboo as material and that the impression of
luxurious, strong, modern, nice, interesting, and natural are important
affective values to be developed into new bamboo products.
Keywords
Perception, Affective Value, Bamboo, Kansei Engineering

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Construction Image of Body Woman


in Lunes of Luna Dian Setya

Nanang Yulianto1, Narsen Afatara2 and


Bani Sudardi3
Universitas Sebelas Maret, Indonesia
Email : 1 nanangfirel@yahoo.co.id, 2 narsen_afatara@yahoo.com,
3
banisudardi@yahoo.co.id

ABSTRACT
This study aims to examine the background of Luna Dian Setya in
constructing the image of the female body in his paintings, as well as what
kind of female image from the perspective of popular culture that developed
at the moment, especially in Surakarta. The research was conducted in the
residence and painting studio Luna Dian Setya on Jl. Jayawijaya 55
Mojosongo Jebres Surakarta in February - July 2018 by applying qualita-
tive methods and critical approaches. Data sources use informants, places
and events, and documents. Data collection techniques used observation
and in-depth interviews. Sampling technique using purposive sampling.
Data validity using source triangulation and informant review. Data
analysis applies flow model. The results showed that the desire to present
the female body in the painting because it is driven by various values
associated with the beauty of women, both the beauty is associated with
physical beauty and non-physical beauty that exist in women. The various
images of the female body that Luna Dian Setya presents in his paintings
represent the values he believes to be the lifeline that must be maintained
and adapted to the values of the existing era. The image of the female body
that is presented include the image of softness, image dynamics, image of
beauty, the image of optimism. Various images are presented through a
visual language that has a contemporary image, developed from various
objects, myths, and stories of the past until now.

Keywords
Image, Hot, Female Body, Painting, Popular Culture

65
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Looking at the Visual Approach on American, European,


and Japanese Licensed Comic that Published in Indonesia
and Their Influence to Indonesian Comic Industries

Danendro Adi
New Media Program, Visual Communication Design Department,
School of Design, Bina Nusantara University,
Jakarta, Indonesia 11480

ABSTRACT
A combination of narration with still images in a sequence to form a story
that defined as Graphic Narrative, Graphic Novel, or simply called Comic
has been published in Indonesia since the colonialism era. Since the early
periode of original Indonesian-made comics in the 1930’s, the golden era of
Indonesian comic in 1950's to the 1970’s, until the era of Indonesia
published Japanese comics that survive until now, in order to creat “origi-
nal” Indonesian Comic and to maintain its existence, Indonesian comic
artist have been influenced by foreign-licensed comic artworks as they have
published in Indonesia. This paper will discuss how comic on each era have
made impact to local comic and its influences in coloring the pop culture in
Indonesia. Begin with a brief history of comic and its existence in Indone-
sia, then will be discussed visual characteristics that related to its readers
characteristics from each era.

Keywords
Graphic Narrative, Indonesian Comic

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Body as Media in Action Drawing Titled


Metamorposer 6

Luna Dian Setya Avissa1 and Agus Purwantoro2


Pascasarjana Seni Rupa
Universitas Negeri Sebelas Maret
Surakarta, Indonesia
Email : 1 lunadiansetyaa113@gmail.com, 2 goespoer13@gmail.com,

ABSTRACT
The artist observe her own life and choose metamorphosis of butterfly as a
metaphor. The idea of a visual artwork entitled Metamorposer 6 particulary
taken from the phase of metamorphosis called pupa stage, the work is about
the artist who needs to be alone like a caterpillar in a chrysalis to contem-
plate her selfish side and the desire to devote to her family. Action of
drawing as a form of art is chosen to represent the process of making a
distance with the surrounding environment and building a space of
seclusion. The artist tried to improve her way of creation through media
exploration, she also make some conventional result-oriented drawing on
the transparant media prior to her action drawing. The idea is communicat-
ed not only through strokes of pigment on the transparent panel but also
through a process that unifies the space, time and body as media in action
drawing. The blank field on the panel is filled with drawings made
analogously by the artist throuh manipulating the alkohol-based permanent
marker with her right hand and the execution takes about 16 hours in total.
The performance in this action drawing displays the drawing lines that
slowly covered the body of the artist in a vitrine or transparent case
constructed on a table. The present of the body in the action drawing as one
of the media being compared with other previous works of notorious artist
in an effort to conclude its meaning, function and experience.

Keywords
Component, Formatting, Style, Styling, Insert

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Identity Value of Reformation Era Strives


on the Sign-system of Trisakti University Campus

Virginia Suryani1 and Wegig Murwonugroho2


Faculty of Art and Design
Trisakti University
Email : 1 niaaia@yahoo.com, 2 wegig besar@yahoo.com,

ABSTRACT
Sign system is a type of signage which serves as a means of communica-
tion. It has a function to show identity, information, and direction. The
Trisakti University is a private campus known as the Reformation campus.
The beginning of the reformation era caused by the unrestrained anger of
the people for the shooting of 4 (four) students. It is a significant moment
until the fall of the New Order dictatorship. The value obtained from this
research is the spirit of patriotism, pioneer, courage to defend the truth, and
other nationalism spirit. The identity as a reformation campus can be a
modality that plausible to be stated in the Trisakti University campus sign
system. Descriptive analysis method was used in this study. This analysis is
a guide in designing campus sign systems. Sign system become an instru-
ment to establish the imaging of the campus. The sign system does not
stand alone, but is able to generate positive responses from the academic
community and visitors. Eventually, values of nationalism spirit become the
concept of novelty in the design of the sign system.
Keywords
Sign System, Reformation, Campus

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Aesthetic Values on Time Lapse and Cinematic Videos

Rudy Herlambang, Mohamad Suharto,


Tri Marutama, Nadia Sigi Prameswari,
Universitas Sebelas Maret Indonesia, Faculty of Language and Art,
State University of Semarang Indonesia,
Email : the.febriaji@gmail.com, mohamadsuharto@staff.uns.ac.id,
avatarcomey@yahoo.com, nadiasigi87@gmail.com

ABSTRACT
The development of information technology increasingly encourages
people to develop and create innovation. Technology can develop human
potential in creating a modern product. The rapid technological transforma-
tion from time to time is marked by the widespread of developing audio
visual media, as well as by techniques in video shooting such as time lapse
and cinematic. This study examines the aesthetic values of time lapse and
cinematic video techniques by taking a case study of two videos, namely
Exploring Cultural Heritage of Old Wall in Solo and the Beauty of the City
of Solo (Surakarta). Analysis was done in several aspects, such as the
uniqueness of the ideas, content or message, communicative aspects,
aesthetic values, and the quality of shooting and sound techniques. The
authors focused on video analysis of time lapse and cinematic video
techniques based on aesthetic values which emerge. The aesthetic value of
both videos can be seen from the use of time lapse technique that encourag-
es perspective viewers about the natural and social activities that occur
from an object. Having been assembled into an audio-visual media project,
the beauty of an object can be illustrated. On the other hand, the perspective
developed through cinematic technique video media is to provide a sense of
object, a video that represents the splendor of a cultural heritage object with
a high angle continuously moving over the object. This is to lead the
audience to be able to obtain messages and values which are embedded
through both time lapse and cinematic video techniques.

Keywords
City branding, time lapse video, cinematic video

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Human-centered design for advanced technology

Satoshi Muraki
Faculty of Design, Kyushu University
muraki@design.kyushu-u.ac.jp

INTRODUCTION
Today’s human society, culture, and civilization have developed
alongside highly advanced technology. In the latter part of the
20th century, technology contributed to increased efficiency,
saving of tasks, and environmental comfort in our daily lives and
work. However, technology has also caused various harmful
consequences in our society. This is particularly true of
developed countries. Against this background, new concepts,
including, “technostress” and “techno-adaptability” were
presented by the academies to warn about the harmful effects of
such advances [1].
In the 21st century, technological advancement has been rapidly
accelerated, which has led to dramatic changes in human
lifestyles and working styles. Today, people worldwide,
irrespective of age, daily use the Internet and smartphones.
These facilitate general people to easily undergo various new
advanced technologies such as artificial intelligence (AI), internet
of things (IoT), artificial virtual spaces, etc. In addition, worldwide
attention is attracted to novel and advanced technologies,
including automatic drive vehicles, wearable devices, robots,
humanoids, assistive/powered suits, and new style interfaces
operated by gestures, voice commands, and even brain signals.
So far, technology has contributed to such various fields as health
care, medicine, care, hygiene, labor, transportation,
communication, education, art, amusement, security, and
disaster prevention/recovery. Further successful advances are
predicted to emerge quite soon. The development of technology

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must continue in the future, despite the fact that it has had
harmful effects upon as well as provided boons to human beings
as mentioned above. Here, what can designers and researchers
of human science do to lead the technological advances to the
right direction? In my keynote speech, I will review concerned
disadvantages of the advanced technology, which relates directly
and closely to human daily lives and working, and propose how
to manage these issues occurring in the present and future from
viewpoints of human-centered design.

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PREFERABLE INTERIOR ELEMENTS ON INSTAGRAM PHOTOS


AT CONTEMPORARY COFFEE SHOPS

Setiamurti Rahardjo
Program Studi Desain Interior, Fakultas Industri Kreatif, Universitas
Telkom, Jl Telekomunikasi No 1, Bandung, 40287, Indonesia
icusrahardio@telkomuniversity.ac.id

ABSTRACT
Today we are facing an era where the massive usage of Instagram has
been utilized as a means of competitive marketing between hospitality
industries, namely coffee shops. The more hashtags of a particular
coffee shop indicate its prospect to gain popularity and win the market
competition. Instagram users also benefits the coffee shop owners
through their personal photo documentations that become a costless
marketing. Although there have been numerous discussions about
how aesthetic interior design and visual advertising increases the
customer visits to coffee shops, there is still a lack of information about
specific interior elements that are frequently framed on Instagram
photos. Thus, this paper aims to explore interior elements on Instagram
photos at contemporary coffee shops in order to find a particular
interior element or setting which is more preferable as a photo
background or object. This study is performed through the content
analysis method with Instagram photo samples of 180 Coffee and
Music, Mimiti Coffee and Space, Sejiwa, and Sydwic, all of which have
more than a thousand hashtags on Instagram and represent various
interior design styles. The result shows vegetation and concrete wall as
the most preferred interior elements, accompanied by monochromatic
color tone of the furniture or decoration. This result is able to
contribute a form of knowledge to both designers and coffee shop
owners to keep the continuation of this business industry by giving
more considerations on the preferable interior elements.

Keywords:
interior elements, coffee shop design, instagrammable interior,
contemporary coffee shop

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EXLPORATION OF THEMES AND DESIGN CONCEPTS AS A


COMMUNICATION FORM IN ARCHITECTURE

Tita Cardiah
Interior Design, Faculty of Creative Industry,Telkom University
Bandung Indonesia
titacardiah@telkomuniversity .ac.id

ABSTRACT
Interaction between architectural objects with observers (public) as one
form of communication in architecture, especially communication in the
language of architectural forms. Communication in the architecture will
be established if the realization of architectural forms has clear themes
and concepts. Exploration of design themes and concepts in architecture
as part of the design process both normative theory and positive theory
to produce architectural forms that are capable of creating design
characteristics, meaning and philosophy. Exploration The design themes
and concepts, especially public buildings, can be through a glass box or
black box design process, this is influenced by the client, function,
location and even local government policies and regulations. The object
in this discussion is the result of the design of the Architecture Final
Project and the subject of Architectural Design 6 in the Architecture
Engineering Department of the Indonesian Science and Technology
College ST-INTEN Bandung. This research is a research with qualitative
descriptive method, which is compiled based on the data of several
architectural final project. This study is intended to examine that
communication in architecture is the language of architectural forms
that result from exploration of themes and design concepts.

Keywords:
Exploration, Theme and Concept of Design, Communication,
Architectural Form.

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FROM ‘DAREK’ TO ‘RANTAU’: THE ARCHITECTURE MORPHOLOGY OF


MINANGKABAU TRADITIONAL HOUSE

Mohamad Hanif Abdul Wahab and Aziz Bahauddin


School of Housing, Building, and Planning, Universiti Sains
Malaysia, Malaysia
mhaw15_hbp026@student.usm.my

ABSTRACT
Minangkabau territory encompasses from a central region known
as darek (inland) in West Sumatra towards rantau (border) in the
Eastern Minangkabau of Riau and Negeri Sembilan, Malaysia. The
spread of Minangkabau territory due to merantau (migration)
activity has led to the variations of Minangkabau house. Due to
the phenomena, this research is aimed to explore the spatial
morphology that structures the form of the house. Six case
studies from the various site were selectedfor analysis according
to the historical merantau events. Qualitative research methods
applied during data collection such as site observation, interview,
and measured drawing. The study found the rantau house was
design in units, smaller, movable, and allowed the house for
extension and creating a new space. The space made for men and
women requires a wall structure as a space divider. The space
divider indirectly defined a new spatial definition in rantau
Minangkabau house.

Keywords:
‘Merantau’, Minangkabau Timur, Negeri Sembilan, Architecture,
Spatial, Morphology

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ANALYSIS OF GENIUS LOCI CONCEPT IMPLEMENTATION ON THE GO


GREEN GLINTUNG THEMATIC KAMPONG IN MALANG CITY

Debri Haryndia Putri


Interior Design Field Of Graphic Design Departement Vocational
Programme, Brawijaya University Malang, Indonesia
haryndiaputri@gmail.com

ABSTRACT
Thematic kampong is one of the government’s efforts to overcome the
problem of settlements aimed at improving the quality of the
environment through the area arrangement and development based on
unique and dynamic local potency. Currently, Malang has about 78
thematic kampongs and one of them is The Go Green Glintung (3G)
Thematic Kampong, whose development is based on reforestation. The
emergence of various Malang’s thematic kampongs regardless of the
local uniqueness values is the main problem of this research. So, the
purpose of this research is analyzed the implementation of Genius Loci
concept to the 3G Thematic Kampong as a design guideline in the
development of The 3G Thematic Village which is one of the potential
tourist destinations in Malang.
The concept of Genius Loci means the authentic of a certain locality that
forms the spirit of place where the spirit makes the place "alive". In
interpreting the spirit of a place, the user space experience towards
environment is the measuring tools in this study. Therefore, this
research is using qualitative descriptive method with phenomenology
approached. The result of this research shows that Genius Loci in The 3G
Thematic Village is located in its green spaces that formed through
cultural elements. Their community lifestyle and customs through
community collaboration and awareness of improving environmental
conditions have been succeeded in shaping the authenticity of locality in
its man-made place development as a form of community understanding
to nature.

Keywords:
thematic kampong, genius loci, reforestation

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HANDMADE ECO PRINT AS A STRATEGY TO PRESERVE THE


ORIGINALITY OF RIA MIRANDA'S DESIGNS IN THE DIGITAL AGE

Desy Nurcahyanti, Ulfa Septiana


Universitas Sebelas Maret, Universitas Trilogi
desynurcahyanti@staff.uns.ac.id, ulfa.hadi@trilogi.ac.id

ABSTRACT
Digital technology gives easiest way to create and interact in many
aspects in human life, and also made phenomenon that is work without
human touch. 90% of the final product are produced by software
creation called digital applications, although it is still requires human
skills to operate the system. Moreover, the application works
automatically after the ’save’ and ’create’ button were touched. Product
characters that have been result by digital applications are tend to be
consistent in terms of visual and efficient from production time, also as
well as influential in terms of quantity. This is one of problem for fashion
designer that have personal touch, limited, private, and exclusive.
Regardless of the influence of trends and market demand, a strategy for
maintaining originality concept is absolutely necessary. The majority of
consumers today have been adept at distinguishing between works that
are formed with mature concept or just good in physical appearance.
This paper describe the reasons of Ria Miranda strategy behind that
known as moslem fashion designer with handmade eco print in terms of
concrete form, criteria of originality, and the impact implementation
strategy to product image and other supporting aspects. Interesting to
findings about Ria Miranda’s design by using handmade eco print that is
able to eliminate the impression of mass product and bring a new image
for her design branding as eco fashion designer. Furthermore, works
with handmade eco prints result an exclusive form, because it has
advantage point for unable to reproduce with the same form repeatedly.
It has called One
Process One Product (OPOP). This technique makes difficult for
plagiarists to make similar works in mass quantity.

Keywords: handmade, eco print, fashion, digital era

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ANALISIS TATAR PERILAKU SEBAGAI LANGKAH AWAL UNTUK


MEMBANGUN DESAIN INTERIOR SARANA PENDIDIKAN ANAK AUTIS
1 2 3 4
Kharista Astrini Sakya , Imam Santosa , Andar Bagus , Indun Lestari
1
Program Studi Doktor Ilmu Seni Rupa dan Desain Institut Teknologi
2/3
Bandung, Fakultas Seni Rupa dan Desain Institut Teknologi Bandung,
4 4
Dwipayana Biro Konsultasi Psikologi
1 2
kharistaastrinisakya@fsrd.itb.ac.id, imamz@fsrd.itb.ac.id,
3
andarbugs@fsrd.itb.ac.id

ABSTRACT
Empowering interior design to lead to better development can be done
from small things such as paying attention to the means of education for
autistic children. Interior designers can play a role in building educational
facilities in accordance with the behavior of children with autism.
Autistic behavior can be caused by not being able to process information
properly from the stimuli of the physical environment (space) around it.
The purpose of this study is to analyze the behavior of children with
autism as a first step if they want to build an interior design for children
with autism education in accordance with the behavior, so it is expected
that if they know the behavior in the room, then the interior designer
can design the educational facilities according to their needs and will
maximum. The limitation of this study is only to analyze the behavior of
autistic children in the therapy room according to the researcher's
perspective as an interior designer. The method used is observation of
children's behavior in the room during the therapy process, using video
recorders. Analysis was carried out by anova statistical test.
The results showed that there were differences in the number of
children's behavior in the room when with the therapist and when alone.
Before the therapy process takes place, the child will carry out the
adaptation phase, showing curiosity whether the space / object makes
the child comfortable / uncomfortable. In addition, children have the
same behavior that is easily distracted with interior elements.

Keywords:
behaviour, interior design, autism children

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CREATING AN INCLUSIVE MUSEUM WITH A NARRATIVE DESIGN


APPROACH

July Hidayat
Interior Design Department Universitas Pelita
july.hidayat@uph.edu

ABSTRACT
Inclusive museum provides the opportunity for visitors to
construct their own meaning when experienced exhibition. This
can’t be achieved when the collections are displayed
monotonously in the vitrines as the interpretation of meaning is
locked and limited to the given curatorial text.
Museum's role doesn’t stop at the conservation function but
education and information that put into front the aspect of
communication to visitors, not only deals with collections but also
their context. When being people-oriented, museum design goal
is to create a sequential spatial experience based on narration
plot. This paper will discuss how the narrative elements and
structure are implemented in museum design in order to
persuade active interpretation and personal reflection from
visitors. Visitor senses are stimulated with a multi- sensory design
to living up the experience. Narrative and multi-sensory design
strategies bring visitors to better understanding and involvement,
they even retelling their experience to others which become the
power of narration approach in museum design.

Keywords:
inclusive, narrative, multi-sensory design, experience

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THE VARIETY OF THE ENTRANCES CHANGES OF RUMAH GADANG


MINANGKABAU

Rosalinda Wiemar
Universitas Trisakti Jakarta
rosalindawiemar@gmail.com

ABSTRACT
Rumah gadang Minangkabau is a traditional house owned by one
clan. The activities within the rumah gadang are numerous and
varied. Especially because occupied by several families. Circulation
of the occupants from and into the home is very important,
entrances is the main facility in the circulation. The development
of technology and information globally affect the social life of the
occupants, which affects the activities and circulation in the
rumah gadang. The purpose of the study is to observe how the
entrance changes of the rumah gadang and its causes factors.
With the method of qualitative naturalistic research conducted
observation of two rumah gadang with its people and
environment. The result of the analysis shows that basically there
is a link between the changes in socio culture of the occupants
with the changes of entrances at the rumah gadang. From the
research resulted data of praxis and academic knowledge.

Keywords:
rumah gadang, variation, change, entrance

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UTILIZATION OF USED-GOODS AS AN ENVIRONMENTAL AESTHETICS


TOURIST ATTRACTION CASE STUDY: KAMPONG PELANGI,
SEMARANG

Ratih Dian Saraswati, Peter Ardhianto


Soegijapranata Catholic University
rd_saraswati@unika.ac.id, peter.ardhianto@unika.ac.id

ABSTRACT
Used-goods or scraps do not only pollute the environment but
also damage the aesthetics of the environment visually. Handling
those scraps wrongly could cause the environment be a slum
area. In contrary, by handling those scraps in a good way could
not only avoid the diseases but also could upgrade the quality of
the environment. One of the examples is what Kampong Pelangi
society has done to their environment. Kampong Pelangi which is
now a unique tourist spot in the city of Semarang has succeeded
to recycle used-goods (reuse) to be the products that not only be
used but also be elements of aesthetics enhancement in the
village area. Because of those reasons, we are attracted to write
of this research paper. The research method is qualitative study
with observation approach, interview, and literature study. The
expecting results of the discussion are the identification of used-
goods that are used by Kampong Pelangi society. Thus, those
recycled-goods become part of the visual aesthetics which
become one of elements of tourism in Kampong Pelangi.

Keywords:
used-goods, Kampong Pelangi, aesthetic, environmental, reuse

81
3rd INTERNATIONAL CONFERENCE

INFLUENCES OF METAPHYSICS ON FUNCTIONAL PERFORMANCE OF


COMMERCIAL BUILDING DESIGNS

Nor Aniswati Awang Lah and Masran Saruwono


Faculty of Architecture Planning and Surveying Universiti Teknologi
MARA (UiTM, Kolej Kemahiran Tinggi Mara Rembau
aniswati.lah@mara.gov.my, mbsaruwono@yahoo.co.uk

ABSTRACT
This study sought to examine the influences of metaphysics on
functional performance of commercial building design. Similarities in
principles on building design and planning practices by three major Asian
cultures, the Chinese-Buddhist, Indian-Hindu, and Malay- Islam, are
looked into. The main aim of the study was to find out whether the
selected existing building designs were in compliance with any
metaphysic theories and conformance with certain an established
standard commercial building design guidelines. A total number of 13
commercial premises owned by Government agency were selected and
of these, six were categorized under “performing”, while seven were
“non-performing”. Two locally well- known commercial premises were
used as “benchmark”. An observational procedure was devised in the
analysis process, which was based on combination technique done
previously by others. The findings reveal some evidence that
metaphysics had certain influence towards functional performance of
the commercial buildings and could be considered to complement the
modern design practices. However, further analysis needs to be carried
out involving
larger number of samples and area coverage to confirm the findings of
the present study. The overall findings of the study allowed for the
functional performance indicator (FPI) for building design, which can be
used to assist the performance of different types of buildings, together
with other suggestions and recommendations.

Keywords:
Metaphysics; Commercial Building; Functional Performance

82
3rd INTERNATIONAL CONFERENCE

ICONOGRAPHY OF ARCHITECTURE AND INTERIOR ISTANO BASA


PAGARUYUNG

Nurhayatu Nufut Alimin


Faculty of Art and Design, Sebelas Maret University
nurhayatunufut@staff.uns.ac.id

ABSTRACT
Istano Basa Pagaruyung (IBP) was established in 1976, located in
the province of West Sumatra. After going through two fires, IBP
was inaugerated as the open museum in 2013. IBP has a shape
resembling the architecture of the rumah gadang, but it is also
known to have several different characteristics from the rumah
gadang in general. This is the qualitative study which use the
Iconography analysis by Erwin Panofsky. This study is to find the
factual meaning of arhcitecture and interior of IBP, assisted by the
principle of historical confirmation.
The result of this study obtained the primary meaning that the IBP
combines some langgam of rumah gadang in West Sumatra by
using the eclectic method. As the confirmation data about style,
IBP is classified into Grand Tradition and neo-vernacular
architectural styles.

Keywords:
Iconography, Architecture, Interior, Rumah Gadang, Istano Basa
Pagaruyung, style, meaning.

83
3rd INTERNATIONAL CONFERENCE

UTILIZATION OF BUILDING FACADE AS A MESSENGER MEDIUM IN


SEMARANG TRADING AREA, PEKOJAN STREET AT NIGHT

Bayu Widiantoro, Arwin Purnama Jati


Visual Communication Design Soegijapranata Catholic University
widibayu08@gmail.com, arwin@unika.ac.id

ABSTRACT
Pekojan Street is a well-known and well-liked trading area in one
of the areas near the old city of Semarang.
Pekojan is a road that connects between the old city of Semarang
with Chinatown Semarang. The area is very crowded even to jam
from morning to late afternoon, but becomes a very quiet area at
night. What is unique is the area that is connected by this road
either the old town or Chinatown is the locations that never
deserted from visitors, whether people who just pass or emang
doing tourism activities in the area.
The thing that causes the problem to arise is that the area
becomes very dark at night, making the person feel
uncomfortable during the activity there at that time.
It can be offered as a solution is to create a light source that has a
dual function, in addition to lighting can also be used as a
messenger medium, that is by utilizing digital screen technology It
is then necessary to think is the dimensions and the appropriate
technology that can accommodate the function of lighting at once
messenger for the target to be addressed, considering this road
also bias to be the closest connection 2 magnets tour of Semarang
city.

Keywords:
Building, facade, technology, digital, information delivery

84
3rd INTERNATIONAL CONFERENCE

FORM AND MEANING OF DAYAK TRADITIONAL HOUSE IN EAST


KALIMANTAN, INDONESIA
(Case Study: Lou Pepas Eheng Dayak Benuaq's House)
1 2
Laksmi Kusuma Wardani , Ronald Hasudungan Irianto Sitindjak , Poppy
3 4
F. Nilasari , Devina Faustine Widjayadi
1/2/3 4
Interior Department Petra Christian University, Interior Designer
WIDEproduction
laksmi@petra.ac.id, ronald_his@petra.ac.id, popie@petra.ac.id,
devinafw@gmail.com

ABSTRACT
East Kalimantan has 74 family tribes out of 405 Dayak family tribes in
Kalimantan. In the past, the dwellings of Dayak tribes were known as
lamin or amin (Dayak Kenyah), luuq (Dayak Tunjung) or lou (Dayak
Benuaq). This research aims to specifically discuss about the Dayak
traditional house with lou Pepas Eheng Dayak Benuaq as the research
object. The research uses the Erwin Panofsky's method of Iconology to
analyse the hidden meaning of the architectural and interior form
configurations of Lou Pepas Eheng. Based on the analysis of data,
findings reveal that the hidden meanings behind lou relate to the
cosmology of the Dayak tribe regarding the harmony of human life with
the universe. A house is the embodiment of the process of human life
from birth till death, a representation of family values, gotong royong
(an Indonesian cultural term for assisting each other), unity and social
life. It is also a representation of the physical values of domestic
protection and safety. A house is also a spiritual symbol of life views,
norms, beliefs, philosophies and local genius of the Dayak Benuaq
society that can be symbolically analysed from the building form, spatial
organisation and containments.

Keywords:
Pepas Eheng, Hidden Meaning, Vernacular Architecture, Symbolic House

85
3rd INTERNATIONAL CONFERENCE

EFFECT OF COURTYARD POSITION IN CREATING INDOOR THERMAL


COMFORT

Silfia Mona Aryani and Soepono Sasongko, Ari Diana Susanti


Interior Design Department Universitas SebelasMaret, Chemistry
Engineering Department Universitas Sebelas Maret
silfia.aryani staff.uns.ac.id, aridiana@staff.uns.ac.id

ABSTRACT
Courtyard has been recommended for addition in house
transformation as it has effectively induced fresh air to inside the
house. Considering the limited space and vary rooms program
transformation, it is necessary to propose the position of the
courtyard that created the most optimum performance. This
article is aimed to explain the most effective position of the
courtyard in creating indoor thermal comfort in temperature
based observation. The research was conducted through Ansys
14.5 simulation. 81 m2 house was simulated as an open lay out
design without any interior partition to make the visualization of
wind circulation that can be clearly see, A 9m2 courtyard is tested
on 9 different positions. The simulation result then compared with
indoor temperature basis to find the most optimum courtyard
position in maintaining comfort indoor temperature. Based on the
simulation, it can be concluded that there are 5 courtyard
positions which may create positive condition for maintaining
comfort temperature on the entire house area better than the
other placement of courtyard.

Keywords:
indoor temperature, natural ventilation, simulation experiment

86
3rd INTERNATIONAL CONFERENCE

UTILIZATION OF SUGAR PALM WOOD WASTE FOR FUCTIONAL


PRODUCT IN INTERIOR SPACE

Lisa Levina KJonatan


Maranatha Christian University
lisaionatan2212@gmail.com

ABSTRACT
Understanding the importance of the life cycle of the design for
which they are intended is as equally important as the material
choice- it's the way the materials are used that will significantly
change an ordinary design into a sustainable one. Recently, the
availability of timber to meet the needs of the market is
increasingly reduced. Finding another potential substitution
materials which is acceptable in the market needs while
maintaining ecological balance.
Utilization sugar palm wood waste could be one of the solutions
for this issue. Indonesia is one of the largest producers of sugar
palm in the world which also have abundantly availability waste
per year are 8,640 cubic meter per central palm sugar factory.
This potential of waste can be used as renewable home
decoration products because of it has a hardness like a timber,
have a high aesthetic value performance and enviromentally
friendly.

Keywords:
sugar palm wood waste, material substitution, sustainable,
renewable, home decoration

87
3rd INTERNATIONAL CONFERENCE

IMPLEMENTING COMPASSION DESIGN FOR THE SUSTAINABILITY OF


INDONESIAN MSMES

Titik Endahyani
QUT University and Bina Nusantara University
tindahyani@binus.edu

ABSTRACT
The pace of design development in this time of rapid global
change has become crucial to support the sustainability of
Indonesian micro, small and medium enterprises (MSMEs). As the
majority of total enterprises, Indonesian MSMEs has significant
role in national economy with the potential to produce creative
design applications that support the environment sustainability
through the use of natural resources and waste materials, such as
coco-coir and bamboo waste materials. However, the research
into MSMEs' design development practices in relation to material
that lead to sustainable design while provide benefits to local
community and local economy are still limited. This study
identifies design development practices, that are explores
potential principles as an integration to a new holistic
compassionate design model. In this research design, three
research strategies were used: case study, practice-based
research, and iterative design. The study presents future
implementation of the model for the benefit of local community,
environment, MSMEs' business, design academics, government,
and for other regions and international context.

Keywords:
holistic interior design, design development process, micro-small-
medium enterprises (MSMEs), value-added material, sustainable
living, practice-based research

88
3rd INTERNATIONAL CONFERENCE

STUDY OF ‘RIMPU’ TRADITION AND ‘TEMBE’ AS TRADITIONAL


ARTIFACT USING TRADITIONAL ARTIFACTS INNOVATION PYRAMID

Morinta Rosandini
Universitas Telkom Indonesia
morintarosandini@telkomuniversity.ac.id

ABSTRACT
Rimpu is a tradition of dressing adopted by women in Bima,
covering the head and some part of the face using Tembe that is a
kind of sarong cloth woven using traditional ways. Nowadays, this
Rimpu tradition has been decreasing. Therefore, study of the
Rimpu tradition is needed as a basis for effective innovation
without eliminating its original meaning.
The research was started by understanding the elements of the
Rimpu tradition with literature studies and field observation. The
elements were mapped using Traditional Artifacts Innovation
Pyramid as a conceptual framework. After this process was done,
the innovation strategies for each element were formulated.
The result was complete maps of elements of Rimpu based on
Traditional Artifacts Innovation Pyramid. In addition, innovation
strategy recommendations were also formulated as an effort to
maintain the existence of the tradition. Hopefully, this research
can be used as a reference to innovate in other traditions.

Keywords:
rimpu, tembe, traditional artifact, tradition, innovation

89
3rd INTERNATIONAL CONFERENCE

AROMA AS ONE OF THE CONSIDERATIONS OF LIVING SPACE DESIGN


CASE STUDY: NARAYA CLUSTER BSB CITY, SEMARANG

Christian Moniaga
Department of Architecture Faculty of Architecture and Design,
Soegijapranata Catholic University
christianmoniasa@unika.ac.id

Abstract
The study of shapes, colors, materials, and textures has often
been found in various references that discuss the design of living
space. But in getting a quality function of the maximum space
there is an aroma that should be one important value to note. BSB
(Bukit Semarang Baru) in Semarang City is a new development
area which there are architectural design of contemporary
housing. How the aroma studies are considered in this
contemporary occupancy development is the background of this
research writing. The research method used is qualitative study
with observation approach, interview, and literature. The final
goal of this research is to see how far the aroma becomes the
consideration of living space design in contemporary housing to
support the creation of building function.

Keywords:
Aroma, living space, contemporary, BSB Semarang

90
3rd INTERNATIONAL CONFERENCE

FORM AND MEANING OF BATAK TOBA HOUSE

Laksmi Kusuma Wardani, Ronald Hasudungan Irianto Sitindjak, Poppy


F. Nilasari
Interior Department Petra Christian University
laksmi@petra.ac.id, ronald_his@petra.ac.id, popie@petra.ac.id

ABSTRACT
The Batak tribe is a large tribe of Tapanuli region in North Sumatera. This
tribe consists of six secondary tribes, the largest one being the Batak
Toba tribe. The traditional architecture of their past dwellings were
called Rumah Batak Toba. They vary in form and can be differentiated
from one another by their functional use and building elements such as
walls, stairs, entrance doors and ornamentation. Behind every different
form, there was always a value or meaning. Hence the form and
meaning of the Batak Toba house could be interesting objects of
research. This research used random samples of Batak Toba houses in
the regions of Samosir and Tobasa of the North Sumatera province, in
which their inhabitants are mainly from the Batak Toba tribe. The
research adopted Erwin Panofsky’s method of iconography that was
conducted through two stages: pre-iconography and iconography. This
method was used to describe the form and analyze the hidden meaning
behind the architectural and interior forms of the Batak Toba house.
Based on the analysis of data, it was found that the meanings behind the
architectural and interior forms of the Batak Toba house cannot be
separated from the beliefs of the Batak Toba tribe regarding the
harmony between the human life and the universe (macrocosm and
microcosm). A house was the embodiment of the process of human life
from birth to death. It represented the
ideas and views of family values, togetherness and social life as well as a
representation of the values of physical protection and safety.
Moreover, it was a spiritual symbol of life views, norms, beliefs,
philosophical values, and local wisdom of the Batak Toba people.

Keywords:
form, meaning, architecture, interior, house, batak toba

91
3rd INTERNATIONAL CONFERENCE

ENVIRONMENTALLY FRIENDLY MATERIAL CHARACTERISTICS


APPLIED TO INTERIOR AND FURNITURE

Yunida Sofiana, Ade A S Fajarwati


Interior Design Departement, School of Design, Bina Nusantara
University
vsofiana@binus.edu, ade@binus.ac.id

ABSTRACT
Nowadays many new material has been found and predictable
will be replacing the old material such as wood, bamboo and
others soon. However, is new material safe and friendly with the
environment still being questioned? Each material has a different
strength, weakness, special character and textures. They natural
physic can be adjusted and treated according to function before it
can be applied to design, especially for interior design, furniture
and accessories interior. Choosing the right material for design
have to pass several selection and process, one of the important
selection is sustainability and green design aspect on the material.
This is going to be the most important aspect to be considering in
designing in the future. The aim of this research are selecting
several natural material that represent green material and
material that can be recycled.
The methods of this research are collecting data from primary and
secondary resources, then analyze the data and separated it
based on each criterion green material and recycle material. It will
give more information on the data so the result can be used as
catalog for material and easy to accesses for a designer and
society.

Keywords:
natural material, green material, recycle material, design

92
3rd INTERNATIONAL CONFERENCE

THE EFFECT OF ADDING PEDESTAL AND REDUCING OVAL HOLE ON


THE ABA TABLE FOR AUTISM THERAPY PURPOSE

Dwi Candra Purnamasari, Lu'lu' Purwaningrum


Program Studi Desain Interior Fakultas Seni Rupa dan Desain
Universitas Sebelas Maret
dwicpurnamasari@gmail.com,
lulu_purwaningrum@staff.uns.ac.id

ABSTRACT
This research is aimed to investigate the effect of adding a
permanent base and removing an oval hole on the ABA table in
order to be evaluated and improved its effectiveness as a
successful therapy. There are 12 autistic children (9 boys, 3 girls)
participated in this research. The experiment used two types of
table, which are Table A and Table B. Table A is the usual ABA
therapeutic table with oval hole in the corner and without
permanent base, while Table B has no oval hole in the corner with
permanent base.
A secondary data, which is Table C, used Table A data with 6
months-long term of using. During the therapy experiment, it is
recorded with a video camera. The result shows that the oval hole
in the table does not have effect to the successful of therapy. The
benefit of this research could be used as a consideration to re-
design autism therapeutic table. In conclusion, adding permanent
base has significant result to the successful of therapy, and
removing the oval hole does not have significant result to the
successful of therapy. Therefore, this research recommend Table
A with permanent base
design.

Keywords:
autism, ABA Table, alternative autism therapeutic table

93
3rd INTERNATIONAL CONFERENCE

94
3rd INTERNATIONAL CONFERENCE

Arts, Designs, and Textile Crafts

Nanang Rizali
Universitas Sebelas Maret
nanangrizali@staff.uns.ac.id

ABSTRACT
In the discipline of fine arts, design development can be considered to
be quite fast and even so flexible, that it is often difficult to establish its
limitations. One of the results of this phenomenon is the variety of
understanding and interpretations that is not much different from the
reality of the design itself. Design, as an activity that demands creativity
and imagination, offers an aesthetic element, so that in this term,
design is an "art". And as an activity to find solutions to demands,
design is a technological effort.
In designing activities there are approaches that are oriented on design
concepts and processes. Therefore, design involves human mind and
effort in a unique combination to achieve certain goals. Design, in this
case, is used to support an activity and its concept includes ideas and
actions. Thus, there are several aspects related to designing activities,
namely the aspects of aesthetic, materials, processes (technical), and
functions. Therefore to comprehend further on the scope and
understanding of designs, knowledge and various reviews are need in
accordance with the related fields.
Textiles, which have been known and made since the Neolithic era, are
smooth and soft objects having aesthetic and technological elements.
Up to now textiles have been developed into products that serve
various functions and needs. As a medium of expression, textiles can be
utilized in fields of Fine Arts which include fine art, design, and craft.
This is very much determined by the approach being used, the way of
thinking towards the end product of textile products. Thus the terms
such as textile arts, textile design, and textile craft were established,
although according to the history of the textile development, textiles in
Indonesia originaly come from crafts that have artistic, design and local
wisdom elements.
Keywords : Fine Art, Design, Craft, Creativity, Textile

95
3rd INTERNATIONAL CONFERENCE

MEANINGS AND SYMBOLS IN THE DECORATIVE MOTIFS AND


PATTERNS OF SINUDOT AND LAPOI OF THE KIMARAGANG’S
COSTUME

Victor B. Pangayan, A.S Hardy B. Shafii, Low Kok On


School of Arts Universiti Sains Malaysia , Unit Penyelidikan Warisan
Borneo Universiti Malaysia Sabah
vicktondig@.gmail.com, hardy@.usm.my, lowkokon@.ums.edu.my

ABSTRACT
Kimaragang is the typical ethnic group in Kota Marudu, Sabah. The
uniqueness and identity of Kimaragang’s community can be regarded in
terms of their costumes and textiles - as an ideographic symbol of
Kimaragang’s people.
The Kimaragang traditional costumes are divided into two, sinudot and
lapoi. The sinudot a male costume with a classy appearance and
masculine, which reflects an active and heroic characteristic, while lapoi
worn by women, which indirectly displaying the softness and elegance
appearances with the role of symmetry and decorative motif designs.
Understanding the Kimaragang traditional costumes is important as a
mechanism for emphasizing and preserving their own cultural values.
This paper will reviews and explains the authenticity of the indigenous
motif and design patterns that were woven on sinudot and lapoi in term
of shapes, symbolically designating, and processing techniques applied
as the aesthetic characteristics to in-depth perceive the weaving
traditions of Kimaragang’s with a thorough understanding into the
meanings of motifs, patterns and designs in sinudot and lapoi.

Keywords:
Kimaragang ethnic, traditional costumes, ethnic identity, Sinudot, Lapoi,
motifs and designs, aesthetic characteristics

96
3rd INTERNATIONAL CONFERENCE

A COMPARISON STUDY BETWEEN NATURAL AND SYNTHETICS FIBER CLOTH


TO CONSTRUCT UNIQUENESS OF HAND PAINTING FASHION FABRIC

Eri Naharani, Ellya Zulaikha, Waluyo Hadi


Industrial Design Department, Institut Teknologi 10 Nopember Surabaya
naharani@prodes.its.ac.id, e_zulaikha@prodes.its.ac.id
waluyohadi@gmail.com

ABSTRACT
Images on fabric contributes significantly to the value of fashion product.
The image can be a pattern or a picture. Nowadays, those images is made in
various ways, by manually or by the help of technology, such as digital
printing.
Amid the use of sophisticated printing technology, the hand painting fabric
technique remains exist and even increasingly demanded by the community.
This is proven by the increasing numbers of orders experienced by the
researcher who run a hand painting fabric fashion business for more than 3
years.
Hand painting fabric provides unique value because of the story behind the
making. Care should be taken in the making process as a work of art.
Wearing a hand painting fashion is wearing an art work, beyond just wearing
an ordinary cloth.
However, producing a high quality and unique hand painting fashion
depends on careful treatment by considering fabric characteristics, including
the type of fabric fibers.There are two types of fabric fiber, synthetic and
natural fiber. Both synthetic and natural fibers have different types of woven
technique and lamination. Each type affects different painting technique
that can be implemented. An object painted in natural fabric fiber cannot be
easily replicated on synthetic fabric fiber. It will be slightly different in terms
of its impression of shape, size or color. The method in this research is
experimental. This study shows difference results in the painting because of
the different types of fabric fiber used. This research gives recommendation
on what technique can be implemented to produce desired painting,
considering different character of natural and synthetic fabric fiber. The
finding can strengthen the uniqueness of the painting as a crucial value for
prospective consumers.

Keywords: Hand painting fabric, natural fiber, synthetic fiber

97
3rd INTERNATIONAL CONFERENCE

BATIK DAMAR KURUNG: EXPLORATION OF WOMEN PERFORMATIVITY


IN JAVA CULTURE

Aniendya Christianna, Luri Renaningtyas


Petra Christian Univesity
aniendya@petra.ac.id, cocolatos@petra.ac.id

ABSTRACT
This paper aims to explore the performance of women in Java culture
that is reflected in the ornamental batik Damar Kurung typical of Gresik.
Javanese women have a position as a support pillar of Javanese culture,
not only physically but also psychic which includes perception,
imagination and interpretation of Javanese cultural values. Damar
Kurung is a typical lantern of Gresik that serves as a marker of the
coming month of Ramadan. The culture of light is gradually eroded
because of its function that is no longer relevant, especially since electric
lights dominate human life. Beginning in the 16th century Damar Kurung
has become a 'canvas' for the cultural dynamics social and religious life
of coastal communities, mainly Gresik. The ornamens that decorate
Damar Kurung have been preserved for generations by female artists:
Masmundari. When she died at the age of more than 100 years in 2005,
Damar Kurung had also slowly faded. This qualitative research describes
the performance of Javanese women in Damar Kurung decoration. It
takes for approximately 8 months to wrap it all included the observation,
design stage and the implementation towards the design results. The
data analysis is descriptive, which is useful to describe factual findings of
Damar Kurung decorative characteristics along with its historical
chronology. The findings of the data are classified in accordance with the
findings of the theme of women's existence, to be developed as
innovation of new batik ornamens. Thus the development of decorative
Damar Kurung into batik motif is regarded to be an efforts to preserve it
as a national intangible heritage. It is expecting to inspiring the designers
or crafmen to utilize the heritage to improve the economy of creative
industries based on local wisdom.

Keywords: Batik, Damar Kurung, Woman, Culture, Java.

98
3rd INTERNATIONAL CONFERENCE

TRADITIONAL BATIK TUBAN INNOVATION THROUGH


MOTIVEDEVELOPMENT USES jBATIK SOFTWARE

Fajar Ciptandi
Study Program of Textile Craft and Fashion, Faculty of Creative Industries
Telkom University
fajarciptandi@telkomuniversity.ac.id

ABSTRACT
The element in society’s traditional batik's cloth’s visual at Tuban, East
Java, has character of vital importance in giving identity for society’s
tradition at Tuban. Motive’s forms that described in traditional batik's
cloth Tuban even also is some objects that often met by society at the
everyday’s environment.
Besides, traditional batik's cloth Tuban also has been the witness
towards history’s trip Tuban with having culture’s dialog with foreign’s
culture that brought by that time’s international tradesmen passes
acculturation’s process. But such, in condition in this time where does
technology’s character and information has had so strong, as indirectly
join in to give intervention towards tradition makes traditional cloth.
Thereby had been opened possibility of the happening of reshuffle in
visual’s form and the meaning of special traditional batik’s cloth Tuban.
According to the condition in which involved, the approach of this
experimental methodologies will be held society’s traditional batik's
motive’s design’s development’s experiments with will involve design’s
technology’s to create motive (named jBatik Software) to see to how
adaptation’s level and also tradition’s resistance makes society’s
traditional cloth Tuban. The ending conclusion can be made as a
recommendation in continuation’s efforts that will be done to develop
special traditional cloth’s
design Tuban without disappearing the tradition’s enthusiasm.

Keywords:
batik, innovation, jBatik, motive, Tuban

99
3rd INTERNATIONAL CONFERENCE

STUDY OF THE MALANGAN BATIK THROUGH MOTIFS COMPOSITION WITH


SHAPE GRAMMAR TECHNIQUE AND COLOR COMPOSITION SELECTION
(Case Study: The Druju Batik)

Titi Ayu Pawestri, Debri Haryndia Putri


Interior Design Lab. Of Graphic Design Vocational Programme University
of Brawijaya
titipawestri@.ub.ac.id, debriputri@ub.ac.id

ABSTRACT
The Malangan Batik is a batik art with unique motif of Malang. There are
some central of batik producer in Malang, one of them is The Druju
Batik. This batik was produced since 1996 in The Druju Village,
Sumbermanjing Wetan District, Malang Regency. The Druju motif
inspired by natural environment around The Druju Village which
surrounded with limestone mountains, and some earth resourches while
for the selection of color, this batik is dominated by black color for
backgrounds with white color on its motif. As a work of art, the design of
motifs and color selection of The Druju Batik can developed by
development of alternative motif design that more variative that can
incerease selling value. The modern motif become alternative motif
design except the konvensional motif. The shape grammar technique is a
method of analyzing forms to obtain basic formulations that can be
developed as a "form grammar". The basic formula of the composition
will be the base for developing visual alternative of The Druju Batik
experimentally with the help of CAD (computer aided design) based on
software. The results showed that the re-composition of motifs using
shape grammar technique can produce various designs of The Druju
Batik motifs that keeps its original alignment without having to repeat
the same old form.

Keywords :
The Druju Batik, Shape Grammar, Composition

100
3rd INTERNATIONAL CONFERENCE

METHOD OF DESIGNING ORNAMENTS ON KARAWO TEXTILES IN


GORONTALO

I Wayan Sudana, T. Slamet Suparno, Dharsono, Guntur


State University of Gorontalo, Indonesia Institute of the Arts
Surakarta
iwayan@ung.ac.id, ts_suparno@yahoo.com,
eyangdharso@gmail.com, gunturisi@yahoo.co.id

ABSTRACT
Over 30 years, the design of ornaments on karawo textiles in
Gorontalo-Indonesia is only done by one self-taught designer,
without regeneration. This is allegedly because the design process
is considered to be done intuitively, so that cannot be learned by
others. This study aims to explore the process of designing the
ornaments to be systematically understandable
by others. Data were collected through observations, interviews,
and review of design results. They were analyzed interactively
during and after data collection. The results show that the process
of creating the design is complex, but systematically done through
five steps: 1) identifying the concept from users; 2) exploring the
specific products for appropriate design; 3) selecting objects for
appropriate motives; 4) articulating the design; 5) evaluating the
overall design. These five steps are considered as method of
designing ornaments on karawo textiles, which can be applied by
anyone who has good interpretation to create such designs.

Keywords:
method, designing, ornament, karawo textile, Gorontalo

101
3rd INTERNATIONAL CONFERENCE

BATIK INNOVATIONS IN SURAKARTA INDONESIA

Tiwi Bina Affanti, Sujadi Hidayat


Universitas Sebelas Maret
tiwibina@staff.uns.ac.id, sujadi_fsrd@staff.uns.ac.id

ABSTRACT
This article discusses batik innovations and the implications on
batik existence in Surakarta, Indonesia. The focus of the problem
being discussed is the innovation of batik production equipments
that have occurred to date and the use of the innovation results in
batik industry. The data of the research were obtained through
field and literature studies conducted in 2017 to 2018. Field
studies, in the form of interviews and observations, were
conducted in three batik centers in Surakarta and in institutions
related to Surakarta batik. Based on the analysis of research data,
it was found that: The batik artisan community feels comfortable
with the traditional batik production equipments so that it will be
diffficult to be intivetd to use new innovated tools. The batik
artisan community is willing to switch to innovated equipments if
the new innovated tools can really provide comfort or better
efficiency than traditional batik tools. The innovation of batik
production tools is more directed at the efficiency of the
production process and is not directed at improving in the quality
of batik products.

Keywords
Innovation, Batik, Production Tools

102
3rd INTERNATIONAL CONFERENCE

USER ACCEPTANCE: THE USABILITY OF EMPTY FRUIT BUNCHES FOR


TEXTILE CRAFT PRODUCT

Siti Rohaya Yahaya, Sabzali Musa Kahn Maithreyi Subramaniam


Rusmawati Ghazali, Zamrudin Abdullah
School of The Arts, Universiti Sains Malaysia, Akademi Pengajian Melayu
Universiti Malaya, Faculty of Art and Design Universiti Teknologi Mara,
Malaysia
ysrohaya@gmail.com, sabzali@um.edu.my, camboi1974@yahoo.uk

ABSTRACT
This study refers to the user acceptance towards the use of natural fibre
from Empty Fruit Bunches (EFB). This study aims to measure the level of
user acceptance in order to develop textile craft products. Malaysia has
been endowed with rich forest, riverine and coastal vegetation, all of
which provide abundant supplies of bahan for crafts made of grass and
plant fibres. Many objects are made from a combination of fibres, from
jungle creepers, reeds and other vegetable fibers. However, the study on
the user acceptance towards natural bahan particularly EFB fibre is still
below par of the craft development.
The user sensitivity toward usability and functionality of EFB need to be
study thoroughly. For specific research formation, additional
advancements are organized in capturing the acceptance outcome from
respective respondent commitment. This initiative is geared to meet the
needs of design innovations of textile craft products and in respecting
the natural resources that available in Malaysia. The result, implication
and development of textile craft products in this research may
significantly benefit various stakeholders, especially crafters, designers,
art and design students, and art and craft industries in Malaysia.

Keywords:
oil palm, fiber, natural, bahan, usability, innovation, art and design.

103
3rd INTERNATIONAL CONFERENCE

PHILOSOPHY AND AESTHETIC VALUES OF SURAKARTA CLASSICAL BATIK AS


SOURCE OF CONTEMPORARY ART CREATION

Adam Wahida, Endang S Handayani


Universitas Sebelas Maret
adamwahida@staff.uns.ac.id, endangsri71@staff.uns.ac.id

ABSTRACT
Surakarta classical batik is a traditional artwork filled with philosophical and
aesthetic values. As a cultural heritage, it is still preserved by the people of
Surakarta. Its actualization in the form of cloth, still used in all important
ceremonies / rituals of tradition. The existence of classical batik is believed
to be a reflection of the skill sofistication, conception, and ideology of
society. In its ornaments, there are many symbolic strengths that are
meaningful advice and high philosophical and aesthetic values. As the
doctrine of ideals, life expectancy, existence, establishment, behavior, glory,
and noble guidance. These philosophical and aesthetic values can be
explored and used as a source of inspiration to create works of
contemporary art. Materials related to the forms, meanings, norms,
philosophical and aesthetic values of tradition can be developed, explored
and linked to today's life. In general, this study aims to explore the potential
of the art work of local cultural traditions of Surakarta as the source of the
creation of contemporary art works. The method uses development
research with steps: 1) information collecting, 2) develop preliminary form
of product, 3) preliminary product testing, 4) main product revision, 5) main
field testing. Through this research has produced the works of contemporary
art in the form of paintings with a symbolic approach that contains the
philosophical and aesthetic values of classical batik Surakarta that is still
relevant to the current life situation. The works of painting are made using
block, brushstroke, and drip techniques with mixed media that consider
aspects of visual illusion such as: perspective, darkness, and chiaroscuro. The
result of this research is expected to support the growth of creative industry
and image of Surakarta City as a cultural city because of the aesthetic wealth
of traditional arts and local culture of Surakarta can serve as a source of
inspiration and creation of contemporary art works characterized and in
accordance with the soul of the times.

Keywords: philosophy, aesthetics, classical batik, contemporary art

104
3rd INTERNATIONAL CONFERENCE

BAJANG RATU TEMPLE AS IDEA RESOURCE FOR BATIK MOTIF


CREATION

Laksmi Kusuma Wardani, Ronald H.I Sitinjak, Sriti Mayang Sari


Interior Design Department, Petra Christian University, Indonesia
laksmi@petra.ac.id, ronald_his@petra.ac.id, sriti@petra.ac.id

ABSTRACT
Indonesian batik is rich in decorative motifs that are developing
vastly to meet the current needs of the market. Batik has become
a resource for creativity that supports the commodity of creative
industries. This research is an experimental study on batik
creations conducted through three stages: exploration, design and
implementation. Bajang Ratu temple in Mojokerto, East Java
Province in Indonesia has been used as the idea resource for
creating batik. The objective of this research is to create new
motifs that can be used for clothing or fashion. From the
experiments conducted, several compositions of batik motifs have
been produced such as those with motifs of animals, plants and
man-made objects. Through this research, it is hoped that the
results of the batik creations
may increase the development of small to medium creative
business units in Mojokerto

Keywords:
creation, batik, motif

105
3rd INTERNATIONAL CONFERENCE

TRADITIONAL POLENG AND TEXTILE WITH POLENG MOTIF

Theresia Widiastuti
Universitas Sebelas Maret
wiwied.s23091959@gmail.com

ABSTRACT
Poleng is a Balinese original fabric that is used as a ceremonial means
which is believed by the Hindu people to bring the atmosphere of
satyam (truthful) siwam (spiritual/religious) and sundaram
(aesthetic). Therefore the fabric with black and white checkered
motif is generally placed in locations which are sacred according to
the Balinese customs. In addition, there is also poleng that is used as
a uniform by the pecalang or security officers of Balinese traditional
villages.
This qualitative research applied textile techniques approach and
Balinese cultural tradition approach with the background of Hindu
religious belief. In addition to reading various documents and
literatures related to the life of Balinese people and their belief in
Hinduism, the research was conducted through in-depth interviews
with informants who understand Balinese culture, Hindu people,
craftsmen of poleng woven fabric in Bali; and craftsmen of poleng
woven fabric in craft centers outside Bali.
The idea of this research was selected due to the today’s
phenomenon regarding poleng fabric in Bali which is mostly no
longer made traditionally. The poleng nowadays has been commonly
produced by using machine. Thus the main purpose of this study is to
determine (1) whether the machine-made poleng can still be used as
a means of sacred ceremony? And (2) Why is the traditional poleng
made with non-machine looms no longer commonly made by the
Balinese craftsmen, and instead it is commonly made by craftsmen
from outside Bali?

Keywords:
poleng, traditional poleng, textile with poleng motif

106
3rd INTERNATIONAL CONFERENCE

SPATIAL DESIGN CAPABILITIES IN VEHICLE DESIGN PROTOTYPES OF USED


WOOD WASTE MATERIALS WITH FUNCTIONAL VALUES AND AESTHETIC
ART

Rully A. Dewanto Soeriaatmadja


Product Design Department, Trisakti University
rully_ario@yahoo.com

ABSTRACT
Spatial ability is a mental process in perception, conservation,
admonishment, vcreation, change and spatial communication. In among
others of spatial abilities arerelated to spatial geometry Spatial ability is
needed for people who works as architects, interior design, pilot, game 3
dimensi animator and so forth. In according to Meir, spatial ability consists
of the ability of perception, visualization ability, rotational ability,
relationship ability, and ability of orientation. When spatial design is applied
to be a product of art and design, it is a concept that goes beyond colours or
materials; it is instead about placement and harmony. A design can
accommodate creative ideas from the creation of spatial design that used
waste materials of environmentally friendly. In related on design in the
automotive field, the spatial design can also be applied with supporting
materials that can be used from unused used materials. It can be designed
and developed with design creativity that contains elements exterior and
interior design. There are spare parts detailing of body structure and
engines to show the functionality value. In making automotive prototypes
can use several types of difference materials combined , which can provide
information about the function and aesthetics of the spatial design. So that
all spatial designs can be used to design artwork that has high selling value.
The work process in the manufacture of prototypes is done by the initial
design stage of preparation on the process of design formation, as well as
the final design at the finishing touch of every part of the object performed.
With the utilization of waste wood materials used, will become more useful
and has a high value of design and artwork as a representative form of
prototype design.

Keywords:
spatial design , waste materials, design & art, automotive prototype,
functionality and aesthetic values

107
3rd INTERNATIONAL CONFERENCE

MEDIA INFLUENCE ON FASHION TREND PHENOMENON TOWARDS


STUDENTS OF ISLAMIC BOARDING SCHOOLS IN SOLO CITY
(Case Study of Ta’mirul Islam Boarding School, and Assalam Boarding
School in Surakarta)

Ahmad Adib, Sigied Himawan Yudhanto


Universitas Sebelas Maret
ahmadadib.solo@staff.uns.ac.id, sigiedhimawan@student.uns.ac.id

Abstract
This study aims to determine the influence of media on the fashion
trend phenomenon towards Islamic boarding school students in Solo
city. The population of this study was students of Ta’mirul Islam
Boarding School and Assalam modern Islamic Boarding School in
Solo. The age range of the students was 15 to 19 years, with a total
of 467 students. About 65 percent of the total students from the
two Islamic boarding schools were examined. The sample location
was determined using cluster sampling. The data from respondents
were collected using questionnaires. Of the 15 items in the
questionnaire tested, 11 items were declared valid. The hypothesis
testing was conducted by changing ordinals into intervals in the
context of Likert gradation scale in the distribution of respondents'
answers and the linearity of the measured variables to find out the
influence between media content such as, magazines, television and
the internet with the selection of clothing styles used by the
students of Ta'mirul Islam and Assalam modern boarding schools.
The results of the study conclude that the clothing styles in the
magazines, television and internet simultaneously influence the
choice of clothing of the students in Ta’mirul Islam and Assalam
modern Islamic boarding schools by 55%, which means moderately
influential.

Keywords :
Youth, Islamic Boarding School, Islamic School, Media, Marketing,
Commercial, Islamic School Students, Islam.

108
3rd INTERNATIONAL CONFERENCE

LINE ART MAKING METHOD MADE FROM BATIK PATCHWORK

A'isah, Triyas Nur Aisyah, Desi Novitasari, Ari Wibowo, Silfia


Mona Aryani
Universitas Sebelas Maret
aisah2797@gmail.com,isatriyas9@gmail.com,
desi.dapa@gmail.com,arialone gmail.com,
silfia.aryani staff.uns.ac.id

ABSTRACT
This research is based on the entrepreneurship program that
recycled batik patchworks to be a line artwork to increase its
economic value and also to reduce the inorganic waste. The line
art making with batik patchwork can be done either by cutting or
spiraling method. This article is aimed at explaining the
comparison of both methods applied in this program. The
research was conducted under a qualitative method with direct
observation, process documentation and in-depth interview with
the craftsmen. Based on the data obtained, it can be concluded
that each method has its positive and negative aspects. The
cutting method exposes the batik motif as the aesthetic point of
the two-dimensional artwork. Meanwhile, the spiraling method
results in three-dimensional texture. However, the batik
patchwork was spiraled then it hides the batik motif and only
shows the color of the patchwork.

Keywords:
batik patchwork, line art, spiraling method, the cutting method

109
3rd INTERNATIONAL CONFERENCE

A STUDY OF MODEST DESIGN COLLECTION FOR CAREER MUSLIM


WOMEN:BASED FROM BAJU KURUNG

Aszulhida Aman
Majlis Amanah Rakyat Malaysia
aszulhida@yahoo.com,

ABSTRACT
This report case study on clothes that are designed with the working Muslim
woman in mind, especially those in the government sector.The objective is
to generate new ideas for office attire so that Muslim career women look
more elegant and professional but, at the same time, comply with “Syarak”.
This study also to change the dress code ethichal for career Muslim womens.
Clothing constitutes a cultural statement. It is manifestation of culture, no
less than art, architecture, literature and music. Like all cultural phenomena,
it communicates a great deal of information both on the physical and
symbolic level about the society in which it is found. Fashion or modes of
dress, reflect not only the aesthetics of a particular society (what might be
called the “adornment factor”), but also its social morals and values (the
“modesty / immodesty factor,” or “reveal / conceal factor”).
Furthermore, dress is often a clear economic indicator. The fabric, quality of
cut and ornamentation of a garment are commonly badges of
socioeconomic status. More subtly and often symbolically, clothing reflects
religious and political norms. In Islamic society, clothing has historically been
intimately connected with notions of purity and impurity (tahara and najas),
ritual behaviour (sunna) and the differentiation of the believer from the
unbeliever (ghiyar) as well as the separation of the genders (hijab). Thus,
within Islamic society clothing constitutes a cultural complex or what Roland
Barthes has dubbed a “vestimentary system”.
The study of clothing belongs to the larger field of social-historical studies
subsumed under the rubric of “material culture” (materielle Kultur or
Sachkultur in German and culture materielle in French, the two languages in
which much of the leading work in this field has been done). Although the
field of material culture is well developed for Classical Antiquity and for the
European Middle Ages, the Renaissance and modern times, it is less so for
the Islamic world (including the Arab lands), particularly for the premodern
period.
Keywords: malay, traditional, elegant, attire

110
3rd INTERNATIONAL CONFERENCE

EFFECTIVENESS AND EFFICIENCY TENUN IKAT DESIGN VISUALIZATION USING


DIGITAL MEDIA

Sujadi R. Hidayat
Prodi Kriya Seni Fakultas Seni Rupa dan Desain UNS
sujadi_fsrd@staff.uns.ac.id

ABSTARCT
This article discusses the effectiveness and efficiency of the use of digital media
in the process of designing woven fabric belt. The writing of this article was
based on research that has been done through fieldwork and research
studio/lab. Field research conducted in centers of ikat sarongs Tawangsari goyor
in Sukoharjo Regency and in Jepara Regency Troso. Field research aims to know
the process of visualization design ikat this long existing in the center of the
ikat. Studio research aims to know the ability of digital media in generating a
visual pattern woven ikat. Digital media used in this research is the application
of a two-dimensional raster-based graphics, that is adobe photoshop.
Based on the results of research it is known that the application of two-
dimensional raster-based graphics capable of visual mengahsilkan pattern of
ikat, good visual results from the bonds as well as the visual results of webbing
weaving. In addition, with the graphics application capable of making design
faster alternative to sports form, composition of forms, as well as sporting
colours. Medium for visualization of effective and efficient design is needed in
the design of woven fabric belt due to the production process and visual
Parameswara converted that so complex that it is difficult to divisualkan with
media manually. The design pattern of ikat in visualizing the idea only in the
form of the outline shape of the pattern, so that the end result of the product
to be made yet tervisualkan when the process of design. Visualization of the
final product to be made urgently needed in the process of design as a media
discussion and evaluation of design and as a medium of communication
between designers, consumers, as well as with the executor.

Keywords
Tenun Ikat, Design Visualization, Digital Media

111
3rd INTERNATIONAL CONFERENCE

THE RELATIONSHIP OF FASHION TEXTILE ON EXPLORING


TECHNOLOGY AND INNOVATION VIA DOODLES: FOCUSING A JEANS
DENIM OF MEN IN MALAYSIA

Nur Izzaty Mohd Roslan, Azwady Mustapha


nuri atymohdroslan gmail.com, azwady.m@umk.edu.my
Universiti Malaysia Kelantan

ABSTRACT
There are a lot of innovations in jeans denim all over the world. In
this study, expression of feelings through Doodles paintings can
picturize the character of an individual. Doodles reference from
Zuusaha© is one of the world's most beloved and frequently worn
fabrics. On any given day, more than half the world's population is
wearing jeans. Denim being nostalgic, constant and something
doesn't change from one season to the next are one of the
reasons they love denim. In Malaysia, Tarik Jeans Sdn Bhd a
company on men's fashion icon styling look, to express creativity
and feel comfortable. Denim was improved and accepted by the
higher classes. They were used in every type of garments and
became a fabric for all. It became a sign of freedom and fashion
for youth and the demand is increasing. Old blue jeans can be
given new life.

Keywords:
expression,nostalgic, doodles, denim, freedom

112
3rd INTERNATIONAL CONFERENCE

STRUCTURALISM APPROACH: SYMBOLISM OF TRADITIONAL BATIK


PATTERN OF JAVANESE TRADITIONAL CLOTHES IN SURAKARTA

Sarwono, Edi Kurniadi


Study Program of Textile Craft Faculty of Visual Art and Design
Sebelas Maret University, Faculty of Teacher Training and
Education, Sebelas Maret University
sarwono59@staff.uns.ac.id, ekurniadi@rocketmail.com

Paradigm model of Structuralism - Symbolism of Traditional batik


pattern in Surakarta, a method which analyzes the Javanese
thinking and paradigm. The method used in this research is the
structuralism approach. Realism is propused to see the “ surface
structure” and “ deep structure” which was convinced, but they
were not enough to touch the deepest understanding because
they live in the social comunity of people Javanese.

Keywords:
structuralism, symbolism, traditional batik pattern

113
3rd INTERNATIONAL CONFERENCE

EXAMINING PENCAK SILAT HISTORY AND SYMBOLS IN TERM OF


LINE SHAPE ELEMENTS USING MOTION CAPTURE DEVICE

S‘ Nur Zaidi Azraai, Kamal Sabran, Che Mat Jusoh


Pusat Pengajian Seni Bahagian Reka Bentuk Media Baharu
Universiti Sains Malaysia, Pusat Pengajian Seni Bahagian Unit
Kebudayaan Universiti Sains Malaysia
nurzaidi@usm.my, kamalsabran@gmailcom

ABSTRACT
This paper presents a summary of the author's recent study and
literature review. This paper explores the research of symbols
formed by pencak silat and as an approach that can be applied as
a historical research instrument. Pencak silat is a heritage art
embodied with various aspects of connotation and denotation
and embedded with religious and cultural philosophy. Through
this method the motion recorder used will track the lines resulted
from the movement of the pesilat (silat warrior) which leads to
assumptions and extensive exploration of martial arts in particular
the study of symbols and history. Lines are one of the most
important design elements in art and design. Lines are also
important for distinguishing one area on the map, and the
important role of lines is a guide for us to identify shapes. That is
the role of lines in finding something in our heritage art that may
have been immersed in modernity. Hence motion capture is seen
as a unique instrument to examine motion motives and its
relation to historical research through symbols.

Keywords:
pencak silat, line shape elements, motion capture, histor, symbol

114
3rd INTERNATIONAL CONFERENCE

DESIGN DEVELOPMENT OF THE BATIK MAJAPAHIT: THE LEGACY OF


THE PAST AND PRESENT CREATIVITY

Setyawan, Anung B Studyanto


Departement of Textile Craft, Faculty of Arts and Design
Universitas Sebelas Maret
setyawan@staff.uns.ac.id, anungbs@staff.uns.ac.id

ABSTRACT
This article discusses the result of visual exploration from the Majapahit
heritage which is set as the concept of design development for the
present Batik Majapahit. The offered design development is not only
based on the past but also in accordance with the present which will
embellish the sustainable creative process. Specifically, this article will
elaborate the creative process of the Batik Majapahit design
development in today’s era to bridge the definition of the Batik
Majapahit in the past and the “sophistication” of the present design
idea.

Keyword
Batik Majapahit, Design Development, Visual Legacy

115
3rd INTERNATIONAL CONFERENCE

CLOTHES WASTE UTILIZATION INTO HIGH ECONOMIC VALUE BAGS

Bayu Aji Prasetya, Siti Muldiatun Nasikhah, Dwi Apri Kurniawan


Sastra Indonesia, Fakultas Ilmu Budaya, Universitas Sebelas
Maret
bayuajiprasetya@gmail.com,
nasikhah.muldiatun3698@gmail.com, dwiaprik11@gmail.com

ABSTRACT
Clothes waste is hard to decompose. Since Indonesia is one of
the biggest waste-producer countries, new innovations are
needed to process the waste so that it is not only recycled into
doormats. One of the innovations is processing the cloth waste
into a fashion product called Tas Baju Cantik (TBC). TBC one of
the fashion products in which the process prioritize waste cloth
reduction and it becomes a creative product with good quality
and reasonable price.
Fashion develops rapidly among the youngsters, thus the
existence of new products increases their purchase. Drawstring
bag is one of the popular fashion products among the
youngsters.
TBC combines the effort of reducing clothes waste and teens
fashion creativity. These superiorities are supported by the
unique design which maintains the shape of the clothes, such as
maintaining the buttons and necks to give accent.

Keywords:
Bag, fashion, teens

116
3rd INTERNATIONAL CONFERENCE

117
3rd INTERNATIONAL CONFERENCE

Principles and the Understanding of Service Innovation in Design


Education

Ahmad Zuhairi Abdul Majid


Product Design, School of The Arts, Universiti Sains Malaysia,
Penang.
zuhairi.majid@usm.my

Abstract:
In the rapid development of technologies, South East Asia
countries were always having opportunity to experience new
products and services. With new design thinking, principles and
methods for service innovation and design will change the value
of designers in education and creative industries that are suitable
for the next generation. The understanding of service innovation
with its principles for future generation will merge with the
understanding of experience economy that can build the service
environment to be more sustainable. The new generation is
looking for personal satisfaction with emotional value to their
lives. This topic will give an opportunity for designers to play their
role in helping the industry efficiently on quality concept of
service businesses in this region. This paper is an academic
discourse specifically on service innovation and design with
example of important elements and analyses for the
development of a service.

Keywords
Service innovation, design education, design principles,
sustainability

118
3rd INTERNATIONAL CONFERENCE

BALINESE PUPPET STYLE AS AN IDEA OF CERAMIC ART CREATION

I Wayan Mudra, I Gede Mugi Raharja, I Nyoman Wiwana,


I Wayan Sukarya
Indonesian Institute of the Arts Denpasar
wayanmudra@.isi-dps.ac.id, mugi5763@.yahoo.co.id
sunialoka2013@yahoo.com, wayansukarya77@yahoo.co.id

ABSTRACT
Ceramic art products distributed in Indonesia are dominantly
found as Chinese identity; therefore, the researcher attempted
to showcase the Balinese puppet style in the creation of ceramic
arts. This creation is aimed at generating ceramic art product
featuring the characteristic of Indonesia by using Balinese puppet
style as the ornament. The creation method followed Gustami's
theory, namely exploration, improvisation, and embodiment. At
the exploration stage, the data collection wasconducted through
observation, interviews, and documentation. The design process
was conducted in the improvisation stage, while the process of
forming, burning, and finishing were conducted in the
embodiment stage. The partners involved in this creation are UD
Tri Surya Keramik and Bali Technology Center of Creative Ceramic
Industry (BTIIK). The results of the creation show several works
which have been created were inspired by the forms of potteries
from Bali, Lombok, and Java which are marketed in Bali, namely
sangku (rice bowl) and vase with various ornaments and sizes.
This ceramic artwork was made using rotary technique and
burned to a temperature of 1250oC. Balinese puppet style
ornaments were applied using painting techniques.

Keyword
style, Balinese puppet, creation, ceramic art, ornament

119
3rd INTERNATIONAL CONFERENCE

BROCH AND PINCUSHION FROM PATCHWORK CREATION BY


BENEFICIARIES OF SEWING DEPARTMENT IN SUKOHARJO SOCIAL
REHABILITATION CENTERTARUNA YODHA

Rachmi Kurnia Mulyana, Slamet Supriyadi, Zaini Rohmad,


Postgraduate student of Art Education, Universitas Sebelas Maret
Indonesia
rchmia77@gmail.com

At Sukoharjo Social Rehabilitation Center Taruna Yodha,


patchwork is considered as fabric waste from the sewing
department which is still neglected and has not been utilized
maximally by them. The neglected patchwork can be processed
further to be handicraft that has economic value that is adjusted
to the current trend. Brooch and pincushion are patchwork craft
products that are related to hijab which are following public
demand. Brooch and pincushion making was done together with
the beneficiaries of social rehabilitation center by having
demonstration in front of them and then the data obtained were
processed qualitatively. The results obtained were
brooch and pincushion, after that those craftworks were nicely
packed to be then exhibited and sold by the social rehabilitation
center at the showroom which showed the works of the
beneficiaries of the social rehabilitation center.

Keywords: patchwork, empowerment, brooch, pincushion.

120
3rd INTERNATIONAL CONFERENCE

GLASS PAINTING ART LEARNING MODEL VIDEO TO INCREASE


CREATIVE COMMUNITY APPRECIATION
1 2
Nooryan Bahari , Desy Nurcahyanti
Seni Rupa Murni, Fakultas Seni Rupa dan Desain, Univesitas Sebelas
Maret, Indonesia

Abstract
The specific purpose of this study is to revitalize the art of glass painting
in Indonesia through study, research and deepening of glass painting
materials that will be packaged in a modern way as a learning media in
the form of video and innovation modules, where some form of
tradition art glass that has high difficulty level, packed into an attractive
and easy to learn. The simple packaging and easy to understand is
expected growing the public interest to appreciate, preserve and
develop the art of glass painting. On the other hand the study of glass
painting as as a potential of local art culture academically through visual
arts model development activities and expected to encourage the
actors glass painting to keep developing their creative process with the
college as a motivator and facilitator. The results of this study among
others, has been documented in several glass paintings by the creator
on the some of art centre such as Cirebon, Bantul, Yogyakarta,
Karanganyar and Surakarta. The documenting result is realized in the
model of interactive DVD media to increase the public appreciation of
glass painting, because this interactive video media has multilingual,
multidimensional and multicultural properties so the utilization of video
media innovation can improve the public appreciation and the creativity
of glass painting artist to complete the thought process of converging
with divergent.
Keywords: learning media, glass painting, interactive, creative industry

121
3rd INTERNATIONAL CONFERENCE

CONTEXTUAL OF ADVERTISING IN THE WOVEN ARTS OF BLINDS

Mohamad Shukri Bin Hassan, Shamsu Bin Mohamad


Universiti Sains Malaysia
kelip_kelip2@yahoo.com, shamsu62@gmail.com

ABSTRACT
One of the arts that became a practical culture was the art of
weaving. The blinds are legacy artworks as a medium that
protects the premises from the sunlight and rain. Accordingly,
shutters are also adopted as a communication tool in advertising
a product, services, brand or even organization. The method
used is to interview the experts, the owners of premises and
users. A survey was done and documents were recorded. Images
of the related shutters or blinds as advertising was captured. The
results of the information obtained can determine that the
production of the shutters not only suitable at home or premises
but within the context of advertising. Shutters can be widely
spread as a communication art. Other than showcasing the splint
privileges as a result of craftsmanship, the thinking can also be
featured as promotional products in contemporary society. The
practical culture of woven art for blinds and shutters should be
placed on par with other promotional materials to ensure the
sustainability of the nation's heritage.

Keywords
Heritage, woven, advertising, shuttles and culture.

122
3rd INTERNATIONAL CONFERENCE

What Drives The Riders Do Personalizing Activity Toward Their


Motorbike?

Dandi Yunidar, Ahmad Zuhairi Abdul Majid


Product Design Telkom University Bandung, Indonesia
Product Design University Sains Malaysia Penang, Malaysia
majid.zuhairi@usm.my
dandiyunidar@telkomuniversity.ac.id

Abstract
This study was driven by a phenomenon that
took place in Bandung Indonesia related to significant amount
of motorbikes operate in Bandung until 2017. This huge
amount of motorbike also creates several unique styles of
riders. This study was conducted to find out is there any
relationship between the rider’s style and their life value that
creates uniqueness when it comes about personalized
motorbike, which in turn will creates map about the
relationship between rider’s value of live and their
personalized motorbike. To define such relationship,
psychographic method was used to describe and divide the
riders into several groups based on VAIL (Value, Attitude,
Interest, Lifestyle) parameters. The result clearly shows that
there are some relationships between rider’s value of live and
their personalizing activity toward their motorbike.

Keywords:
Lifestyle products, personalizing activity, Motorbike,
Psychographic, Life value

123
3rd INTERNATIONAL CONFERENCE

TRANSFORMATION IN DESIGN: WAYANG CHARACTER INTO


MODERN BAG

Galuh Puspita Sari 1 , Nunik Purwaningsih 2


Ministry of Industry, Politeknik ATK Yogyakarta, Indonesia
1
galuh@kemenperin.go.id, 2 nunikpurwa@atk.ac.id

ABSTRACT
'Culture' describes the characteristic of a society and becomes
the identity of a nation. Culture has high perceived value and it
needs to be conserved by participation in the entire community.
This research uses product design approach through scenario and
story-telling to transform the wayang product. The method
consists of four stages as follows: set a scenario, tell a story,
development, and implementation. The result of this research is
fashioning of woman bag representing meaning of wayang
character. Its shape is transformation from gunungan, while the
ornament is taken from punakawan characters. The bag can be
used by contemporary society.
Key Words
wayang, transformation, product design, culture, concept

124
3rd INTERNATIONAL CONFERENCE

UP-CYCLE OF PLASTIC OPP LAMINATES; FROM WASTE INTO


HANDICRAFT PRODUCTS RAW MATERIALS
1 2*
Ratna Endah Santoso , Nidyah Widyamurti ,
Faculty of Fine Arts and Design, Universitas Sebelas Maret (UNS)
Indonesia
nidyah1234567890@gmail.com

Abstract
In the current digital era, the development of the printing industry is
still irreplaceable. Printing products in the form of books, packaging,
and the likes are still actively produced today. However, the printing
industry is one of the waste producers that is quite detrimental to the
environment because it produces waste materials and harmful
substances such as plastic. Although there have been several
technologies in the waste processing, not all printing industries have
implemented it, so the impact of environmental damage due to printing
industry waste keeps happenning. .
This initial stage of the research was carried out on OPP (oriented
polypropylene) plastic laminate. OPP plastic is usually used in the
finishing process in the production of book covers, packaging,
invitations, and others. In some printing industries, OPP plastic
production residual lamination is still just thrown away. This initial
research is an upcycle program for OPP Laminated plastic waste into a
rope as raw material for handicraft products with economic value.
The final result of this study is a rope processed by OPP plastic
Laminates which is ready to be used as raw material for handicraft
products. The results showed that the OPP plastic Laminate rope met
the expected quality standards as raw material for handicraft products.
Recommendations were given to the OPP Lamination rope to be the
alternatives for development program as an alternative raw material for
handicraft products. The handicraft product using the OPP Lamination
plastic strap will be the next phase of the research project.

Keywords
upcycle of printing industry waste, OPP Plastic Laminates, plastic rope

125
3rd INTERNATIONAL CONFERENCE

AN INNOVATIVE SELF-FEED PRODUCT FOR ELDERLY ARTHRITIS


WITH HAND DISABILITY
1
Hafeezur Rahmaan Mohd Yassin, 2 Ahmad Zuhairi Abdul Majid,
3
Mohd Asyiek Mat Desa, 4 Wong Pei Jun
Universiti Sains Malaysia,
hafeezur@usm.my, zuhairi.majid@usm.my, asyiek@usm.my,
peijun122@gmail.com

Abstract
Arthritis is a chronic disease, which affects the joints, tissues,
organ and the body’s internal system. Arthritis is the leading
cause of disabilities and impaired quality of life. Besides, arthritis
caused difficulties in carrying out daily activities independently.
This study aims to innovate a product for elderly with arthritis in
hand to self-feed at mealtimes. The design will enhance the
independence or partial independence of arthritis elderly with
hand disability at mealtimes. In the same time, the design will
help to reduce the arthritis finger and hand pain experienced
while eating. In addition, this study focuses on the challenges and
difficulties faced by the elderlies with arthritic hand at
mealtimes.

Keywords
Arthritis, elderly, self-feed, disability, product

126
3rd INTERNATIONAL CONFERENCE

AN ARCHITECTURAL TYPOLOGY OF TRADITIONAL HOUSE IN


KOTA BHARU KELANTAN, MALAYSIA

Rohayu Daud, Mafezatul Akma Mohamad Desa,


Malaysia, Majlis Amanah Rakyat (MARA)
rohayu.daud@mara.gov.my, mafezatul@mara.gov.my,

Abstract:
Home architecture in Malaysia is part of the unique aspects of
fine arts by showing the ingenuity and creativity of society and
also its high cultural pattern through a variety of architectural
styles from pre-independence until post-independence era. The
development of architecture in Kelantan, Malaysia nevertheless,
could not be identified because there is no comprehensive study
has been carried out on houses in this region. Therefore, the aim
of this study is to identify the housing typology in Kota Bharu,
Kelantan in terms of architecture style. The methodology of
qualitative research used for this study is based on the study of
the history and case studies of 27 houses in Kota Bharu, Kelantan
via measured drawings obtained from the KALAM from Universiti
Teknologi Malaysia (UTM) involving four methods of
documentation, observation, photographic images and
interviews. The analysis is discovered the classification and
typology of two type traditional home-style development and
each typology has evolved in terms of compositions from the
original house.

keywords:
Typology, traditional house, visual design

127
3rd INTERNATIONAL CONFERENCE

The Aesthetic of Frozen Dream : Kitsch on Contemporary


Indonesian Housing

Dea Aulia Widyaevan


Departement of Interior, Telkom University Gedung Sebatik,
Fakultas Industri Kreatif Bandung
widvaevan@amail.com

ABSTRACT
Kitsch has dominated real-estate house design as an attempt to
visualize an ideal house in Indonesia urban city. The house design
considered kitsch, because it adopts the western style with no
coherency with local contexts. The use of kitsch style on housing
design has become a part of marketing strategy to offer ‘utopian’
inclusive environments. However, in reality the house only adapt
the style only to camuflage fagade with low quality technique.
House fagade became a series of decorative elements to signified
‘minimalist’ or ‘classic’ style with lack understanding of style
history.
This study aims to discuss a various stereotype of kitsch style
found in Pantai Indah Kapuk and Gading Serpong Jakarta housing
design. These two area has become a pioneer of suburb real-
estate development since property boom 1990. This study
focused on the exploration of kitsch aspect to classifies the
transformation of adopted style and original style in conceptual
levels. The method use involve visual analysis and literature
study to find the reason behind the kitsch mass taste.
Furthermore, this phenomena also became a reflections of
consumerism culture in obsession of western - Occidentalist.

Keywords:
Kitsch Architecture, House Design, Property Boom

128
3rd INTERNATIONAL CONFERENCE

A Study of Character Clay Bodies for Lapohan: Traditional


Pottery Making in Selakan Island, Semporna Sabah

Norhayati Ayob, Shamsu Muhamad,


Universiti Sains Malaysia, Malaysia,
norhayatiayob@gmail.com,shamsu62@gmail.com,

Abstract:
This paper aims to provide an initial background of the character
clay bodies for making traditional ceramic pottery (lapohan).
Lapohan is one of the hallmarks of Sabah’s heirloom, not only use
as cooking and storage containers but also closely linked with
folk cultures and heritage. Therefore, this research aims to
explore the technical use and understanding the clay material,
body preparation and adjustment for ceramics traditional pottery
making in Sabah. The relevant information for the study will be
gathered from the field study, including observation, in-depth
interview and video recording. In-depth interviews will be
conducted with several potters and the conversation and pottery
making process will be recorded in order to understand the
actual process of making Lapohan.

Key words:
Clay, Character clay body, Lapohan, Traditional Pottery

129
3rd INTERNATIONAL CONFERENCE

Study on Bamboo as Building Construction Methods and joint


Techniques

Shamsu Mohamad
Universiti Sains Malaysia, Malaysia, shamsu62@gmail.com,

Abstract:
The use of bamboo as building material has developed rapidly with an
attractive design. The development of buildings with bamboo material
can not be separated from the way of bamboo assembling one of its
supporters is the methods and joint techniques. The interesting
phenomenon of the development of the use of bamboo as a building
material is the change of methods and techniques from traditional or
vernacular (conventional) to experimental which is the result of testing
or experimental design with various considerations including goals and
functions.
This research is descriptive qualitative which aims to describe the types
and characteristics and the development of methods and joint
techniques used in building construction. The research was conducted
by qualitative explorative method by collecting data in the form of field
observation and interview with purposive method of in-depth interview
of experimental practitioners. Qualitative analysis was used to see the
development of relationships and the characteristics of selecting the
use of methods and techniques connected to buildings with bamboo
materials. To find the answer to the problem used explorative method
by describing and explaining various phenomena encountered in the
literature and field through direct observation on the spot.
The results showed the development of methods and joint techniques
with bamboo as building material influenced by the factors and
characteristics of bamboo and the type of construction used. Factors
and characteristics of bamboo focus more on the physical shape and
structure of bamboo, biological properties, bamboo age, preparation or
bamboo treatment before being used as building material while the
type of construction plays a greater role in construction structure used,
the width of the span and the height of the building.
keywords:bamboo, building material, methods, joint techniques

130
3rd INTERNATIONAL CONFERENCE

ART STYLES COMPARISON BETWEEN JEPARA OF CENTRAL JAVA


AND BALI

Ganal Rudiyanto
Faculty of Art and Design, Trisakti University
ganalrudi@yahoo.com

ABSTRACT
Art product is based on between the line meaning divided into
four categories, which are: (1). Art, which is made as cultural
symbol product, (2). Have a meaning of faith in God, (3). Have a
meaning of local cultures, and (4). Have a meaning of economics.
From the four aspect, the writer is trying to compare, symbolic
meaning which is implied in public art in Bali with industrial
carving in Jepara, and also trying to know the form of the social
construction of art.

Keywords:
art styles, social structure of art, comparison, Jepara and Bali

131
3rd INTERNATIONAL CONFERENCE

EXPERIMENT ON ABACA FIBER AND ITS IMPLEMENTATION IN


PRODUCT MAKING

Hafeezur Rahmaan Mohd Yassin 1 Normaziana Hassan 2 Hon Su


Sean 3
Universiti Sains Malaysia, Management and Science University
hafeezur@usm.my, normaziana_hassan@msu.edu.my,
susean.hon@gmail.com

Abstract
Abaca falls under the same family with a banana plant called
Musaceae. In Philippine, abaca fiber is widely used as raw
material for fabric and footwear. Meanwhile, abaca plant mainly
found in Sabah, Malaysia and it grows without awareness of
people. Due to this situation, a research taken by exploring and
developing the possibility of the abaca fiber into something that
useful and benefits. By using handmade papermaking method
and product design approach, the abaca fiber will then be
processed into paper and its texture and translucency will be
analyzed. After that, a selected paper will be developed into a
lampshade and a prototype will be made as the final product and
named as II. The characteristic of II is inspired from the Senbon
Torii in Fushimi Inari Taisha, Kyoto, Japan. It is a floor and table
lamp with structure or body made from wooden. The effect of
the lampshade is to create a relaxing and romantic ambiance in a
room. The outcome of this research proving that abaca fiber has
potential in contributing economic development for local people
in Sabah, Malaysia.

Keywords: Abaca fiber, papermaking, translucency, product


design, economic.

132
3rd INTERNATIONAL CONFERENCE

ETHNIC NUANCES ON ETCHING GLASS CRAFT AS AESTHETIC


ELEMENTS OF INTERIORS IN SURAKARTA

Ahmad Faizin, Soepriyatmono, Djoko Panuwun


Interior Design Study Program, FSRD, Universitas Sebelas
Maret, Indonesia
ahmadfaizin@staff.uns.ac.id

Abstract
Art glass of glass etching techniques are generally made as a craft
souvenir glass limited to small sizes. With the creativity of
artisans, glass etching can be developed as a function of the
interior aesthetic elements and unic also combined with ethnic
feel design as local genius like batik art and other classical arts. It
is necessary for glass etching craft design aesthetic and
productivity efforts, as well as marketing.

133
3rd INTERNATIONAL CONFERENCE

Exploration Design Development Borobudur Chair Based on


Perspectional of Industrial Furniture in Surakarta

Rahmanu Widayat, Anung Studyanto, If. Bambang Sulistyono,


Departement of Interior Design Faculty of Arts and Design Universitas
Sebelas Maret (UNS) Indonesia
rahmanuwidayat@staff.uns.ac.id, anungbs@staff.uns.ac.id,
ifbbssk@staff.uns.ac.id,

Abstract:
Borobudur chair design was a study result as chair reconstruction from
Karmawibhangga relief in Borobudur temple. The exploration has been
done by the perspective of fine art and design with wangun (beautiful)
and aeng (weird) as design creativity and arts. Regional of Surakarta and
around it have a lot of industrial furniture, the problem is how can the
Borobudur chair being explored by industrial furniture doer in
Surakarta, the questions 1) What concept and how it applied? 2) How it
can be seen? And 3) how is the perspective of industrial furniture doer
to Borobudur chair as the result of design exploration? The using of
method is read by processing of furniture design creation, and it is
explained based on the fact of furniture design conceptual, and using
perceptional theoretical.
The interesting result and discussion from furniture industrial doer
before applying the design exploration concepts are marketing survey,
taste, and consumer culture that will be reached, climate (related to
material selection), finishing, furniture delivering process, price, and
quality. After that, the design concepts are applied like designer always
do the redesign, because this is the most suitable concepts. The form of
design as the result of exploration has a lot of variant depend on area,
market segmentation, taste, and consumer culture which is aimed.
Related to the perception of industrial doer that really optimist to the
product of Borobudur chair based on exploration from industrial
exploration which is really demanding by consumer.
Keywords:
Exploration, Borobudur Chair, Furniture Industrial

134
3rd INTERNATIONAL CONFERENCE

Mebel Jengki Locality in Modernity

Anung Studyanto, Rahmanu, Widayat,


Departement of Interior Design Faculty of Arts and Design
Universitas Sebelas Maret (UNS), Indonesia,.
anungbs@staff.uns.ac.id, rahmanuwidayat@staff.uns.ac.id

Abstract:
The references benefit to the history of furniture development in
Indonesia always comes from western (Europe and US). Mebel
Jengki present as long as Jengki houses start to spread in some
big cities up to the corners of small cities in Indonesia. Mebel
Jengki has its own style and possibility original from Indonesia.
The aim of the study is to gain its function, shape, and aesthetics.
The method of the study is using description paradigm
emphasizing its activity function, ergonomics, economist,
aesthetics, and communicable function. The shape was reviewed
based on the design elements process meet the Mebel Jengki
principals. Mebel Jengki has complete function related to activity,
ergonomic, economist, aesthetics, and communication. The
shapes are mostly about stripe and field using balance concepts
of symmetric and asymmetric. The last Mebel Jengki as the
reflection of life style, now days it’s a heritage that should be
kept by the next generation. In the future, the presence of Mebel
Jengki could be the sources of inspiration to create new style
furniture.

Keywords:
Jengki, Mebel Jengki, locality, modernity

135
3rd INTERNATIONAL CONFERENCE

Digital Illustration for Guitar Body Prototype Design with


Indonesia Local Wisdom Themed to Increase the Marketing of
Local Guitar Products in Mancasan Village, Sukoharjo District,
Central Java

Sigit Purnomo Adi, Universitas Sebelas Maret Indonesia,


sigitpurnomoadi@staff.uns.ac.id

Abstract:
Begin with the anxiety and complain from local guitarists in Indonesia
about the products of local guitars that imitate the outstanding
international guitar brand. From the aesthetic perspective, local guitar
products have less visual characteristic that reflect local wisdom of
Indonesia which is able to increase the selling value in global market. By
this phenomenon, so it is necessary to assemble the prototype of guitar
body which promotes local wisdom of Indonesia through digital
illustration technology. Digital Illustration for guitar body is one of the
important things that must be considered to increase the selling value
of guitars in market. The special purpose of this research is to develop
the quality of local guitar products by using digital illustration which
contains local wisdom for the guitar body. This research uses qualitative
method and uses purposive sampling method in order to collect
sample. This research carried out in SMEs R-Vai that located in
Mancasan Village, Sukoharjo District. Digital illustration which contains
local wisdom of Indonesia is necessary to develop because it can build
the local image of SMEs that is able to promote the development of
creative industrial in Indonesia, and also it is able to decrease plagiarism
of outstanding international brand of guitars so that local guitar
products may become more interesting, increase the character and
have higher selling value.
Keywords:
digital illustration, local wisdom, marketing product

136
3rd INTERNATIONAL CONFERENCE

A STUDY OF HOW HIJAB AND FASHION CONCEPT INTEGRATED IN


INDONESIA

Citra Puspitasari, Jasni Dolah


Telkom University Indonesia, Universiti Sains Malaysia
citra.citrapuspitasari@gmail.com, jasnidolah@usm.my, Malaysia,

Abstract:
Wearing a Hijab is both a religious and cultural practice for
Muslim women performed to express their identity and spiritual
faith (Galadari,2012). Muslim women or Muslimah in Indonesia
increasingly wearing the Hijab. Hijab as an expression of cultural
identity and communication, its main message is in addition to
carry out their religious orders and can also look fashionable
(Indarti & Peng, 2016). For the example, in the social media,
there are various images in which the Hijab presented as a form
of fashionable accessories and it is adapted to various modern
outfit (Nistor, 2017).
The fact how Hijab and fashion develop in Indonesia until today is
quite different from a few years ago. Therefore, it is interesting
to know how the Hijab and fashion in Indonesia are integrated
and evolved to this day. The methods which will apply in this
study consist of of literature review, direct observation and
interview. From this study, there will be obtained theof how
Hijab and fashion concept can be integrated in Indonesia.

keywords:
Hijab, Fashion Design, Muslim Fashion, Communication

137
3rd INTERNATIONAL CONFERENCE

MEDIA INFLUENCE ON FASHION TREND PHENOMENON


TOWARDS STUDENTS OF ISLAMIC BOARDING SCHOOLS IN
SOLO CITY (Case Study of Ta’mirul Islam Boarding School, and
Assalam Boarding School in Surakarta)

Ahmad Adib, Sigied Himawan Yudhanto,


Faculty of Visual Arts and Design, Universitas Sebelas Maret Indonesia,
ahmadadib.solo@gmail.com, sigiedhimawan@student.uns.ac.id,

Abstract:
This study aims to determine the influence of media on the fashion trend
phenomenon towards Islamic boarding school students in Solo city. The
population of this study was students of Ta’mirul Islam Boarding School and
Assalam modern Islamic Boarding School in Solo. The age range of the students
was 15 to 19 years, with a total of 467 students. About 65 percent of the total
students from the two Islamic boarding schools were examined. The sample
location was determined using cluster sampling. The data from respondents
were collected using questionnaires. Of the 15 items in the questionnaire
tested, 11 items were declared valid. The hypothesis testing was conducted by
changing ordinals into intervals in the context of Likert gradation scale in the
distribution of respondents' answers and the linearity of the measured variables
to find out the influence between media content such as, magazines, television
and the internet with the selection of clothing styles used by the students of
Ta'mirul Islam and Assalam modern boarding schools. The results of the study
conclude that the clothing styles in the magazines, television and internet
simultaneously influence the choice of clothing of the students in Ta’mirul Islam
and Assalam modern Islamic boarding schools by 55%, which means moderately
influential.

Keywords :
Youth, Islamic Boarding School, Islamic School, Media, Marketing, Commercial,
Islamic School Students, Islam.

138
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139
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The Role Of Creative Techology In Empowering Cultural Art Heritage


In The Industrial Revolution 4.0

Ahamad Tarmizi Azizan


Universiti Malaysia Kelantan, Malaysia
tarmizi@umk.edu.my

ABSTRACT
The empowerment of cultural heritage is crucial to the construction of
high civilization for a multiracial country and with the diversity of
cultural heritage in the Nusantara region. At present, the ability to
empower cultural art heritage depends largely on the role of creative
technology media. The development of globalization era has witnessed
the advancement of digital technology that enables the information
flow of values, culture and beliefs from various societies. Hence, the
issue of empowering the cultural heritage of Malaysia is an important
issue that should be the main agenda in achieving the idea of self-
development in the region. In this context, the fields of creative
technology, creative media, design and technology are seen to play an
important role in empowering cultural heritage as a strategy to foster
civilized community towards the development of sustainable, tolerant,
understanding, as well as mutually respecting society especially with
the technological developments in the current era of industrial
revolution 4.0. This is because the capacity of a regional community to
empower the creative technology media to empower the cultural art
heritage will ensure that the high civilization development in Nusantara
can be realized in the future. Hence, this paper discusses how UMK
through Fakulti Teknologi Kreatif dan Warisan implements creative
technology, creative media, design and technology media to empower
the cultural heritage of Malaysia towards the development of a united
regional community and empowering the integrity of Malaysian identity
in 2020.

Keywords
Creative technology, Cultural Art Heritage, and Industry 4.0

140
3rd INTERNATIONAL CONFERENCE

CULTIVATING SOCIAL COMPETENCE IN PRESCHOOL

Loy Jia Shin 1 Rahman R 2 Yahaya, F. 3 Daud, M.N. 4


Unversiti Putra Malaysia
loy.jshin@gmail.com, rizalrahman17@gmail.com ,
mfaizy@upm.edu.my , najmi1108@yahoo.com

ABSTRACT
There is a need to embed social skills development attributes in
educational toy designs to cultivate preschool children with high
social competency. The purpose of this study is to analyze the
features of educational toys designs that able to facilitate social
skills development in preschool children. This study reviewed
literature to identify the importance of play for preschool
children, social skills and methods to develop social skills.
Qualitative study is being carried out in determining educational
toys designs criteria that able to develop social skills and
structured analysis is applied. The findings of this study will serve
as a guideline for designer in designing educational toys that will
contribute in the social competence development in preschool
children. This research will be beneficial to the toys industry, as
well as promoting a good parental practiced.

Key Words
Educational Toys, Designs, Social Development, Social Skills,
Preschool Children, Play

141
3rd INTERNATIONAL CONFERENCE

Representation of the Glorious Era of Majapahit Through the Choice


of Characters in Visual Novel Game Designs
1st 2nd 3rd
Pratama, Dendi, Wardani, Winny Gunarti Widya, Akbar,
Taufiq
Visual Communication Design, Faculty of Language and Art Universitas
Indraprasta PGRIJakarta, Indonesia
1st 2nd
dendi.pratama@unindra.ac.id , winny. gunartiww@unindra.ac.id,
3rd
taufiq.akbar@unindra.ac.id

Abstract
The glorious era of Majapahit Kingdom was signed
by the presence of figures who play a role in the development
of human civilization. The glorious era of Majapahit is also an
important historical note of Indonesia. Popular figures in this
era include Gajah Mada, Raden Wijaya, and Tribhuwana
Tunggadewi. Quantitatively, this study conducted a survey of
design students at the University of Indraprasta PGRI Jakarta,
especially the creators who are interested in the creation of
visual novel games. They made choices against the characters
of Majapahit which are considered to have the potential to
become the main characters that attracted attention to the
game. The visual novel is a game that emphasizes its strength
through characters and visual narration. While qualitatively,
the analysis of discussion using nonverbal communication
theory approach to the description of the three figures, as a
visual element that can represent the glorious of Majapahit
Kingdom. The results of this study useful to be used as a
reference in the design of visual novel game design characters.
In addition, the results of this study can also open insights
about the potential figures in the history of Indonesia that can
be visualized as a game character that represents the meaning
of history.
Keywords
representation, visual characters, visual novel, Majapahit kingdom

142
3rd INTERNATIONAL CONFERENCE

3D Game Avatar with Different Realism Level - A Conceptual


Framework of Mediating Effects on Motivation In Game Based
Learning

Kogilathah Segaran1, Ahmad Zamzuri Mohamad Ali 2, Tan Wee


Hoe3
Universiti Pendidikan Sultan Idris
p20142001491@siswa.upsi.edu.my, zamzuri@fskik.upsi.edu.my
whtan@fskik.upsi.edu.my

ABSTRACT
Referring to digital entertainment games, digital game-based
learning (DGBL) has been evolved in several ways such as by
integrating avatar to assist the students to learn on their own.
However, what type of avatar would be preferred by the learners
in DGBL? There were dearth studies conducted on how the
realism level of an avatar in DGBL would influence the emotions
of a learner since emotions experienced during a learning process
provide clues to the process of learning. Likewise, there are less
studies in identifying the relationship between level of realism
with different elements of emotions (valence and arousal) and
different theories of motivation. Hence, based on theories,
principles and literature overview, a conceptual framework was
outlined. This framework illustrates the emotion as the potential
mediating effects between realism level of an avatar and
motivation of a learner in the game.

Key Words
DGBL, avatar, realism, emotion, motivation

143
3rd INTERNATIONAL CONFERENCE

Professional vs. Amateur: How Self-Made Videos Help Students


Learn

Listia Natadjaja
Visual Communication Design Department Petra Christian
University Surabaya, Indonesia
listia@petra.ac.id

Abstract
Since 2014, corporate product knowledge videos
available online have been used as an additional instructional
media for learning printing production tools & process in PPG
class. However, these officially made videos are not fully able
to provide the necessary information the students needed. As
consequences, students must perform field studies, observing
the tools and process before truly understanding the course’s
topic. They are required to create their own product
knowledge video; one that met their needs of learning
compared to the online videos. The purpose of this paper is to
present a comparison study between corporate-made and
student-made product knowledge video; analysing the
difference in objects selection, the language of a camera, and
how it helps student to learn better. Resulting summary of this
study provides insightful information in the production process
of product knowledge videos that are more relevant to the
students’ needs. The plot on the self-made videos can be
captured as how students understand the process of printing
production.
Keywords
Social Media, Self-Made Video, Product Knowledge, Graphic
Production Process, Learning Tool.

144
3rd INTERNATIONAL CONFERENCE

The use of Educational Media and Technology on Book Content


Preservation: The Case Study on Wong-Yao Educational Cartoon
Series

Pemg Jeu Ng, Mohd Fairuz bin Ali


dept. of Multimedia Design and Animation Universiti Tunku
Abdul Rahman Kuala Lumpur, Malaysia
pemgjeu@gmail.com, fairuza@utar.edu.my

Abstract
Nowadays, the exponential growth of media and
technology usage in education, through variety type of
platform has raise significantly the focus and importance of
educational media research. In this paper, the purpose is to
find out the impact of using multimedia on transforming and
preserving traditional reading content to digital media format.
Media are means for transferring or delivering certain
messages to audience, media is important and it is impossible
to generate learning desire without using media. Educational
media aims on encourage readers to take more responsibility
and self-control on their own learning. This study was an
investigation of child readers’ views on the use of educational
media and technology, during reading a series of educational
cartoon series in digital format in which transform from a
book format. Findings indicated that readers appreciated the
benefits of education media in learning progress.

Keywords
educational media and technology, digital media,
media literacy, content analysis, education

145
3rd INTERNATIONAL CONFERENCE

The Role of Computer Design Software in Helping to Analyze The


Condition of The Site in The Building Design

Erick Teguh Leksono


Arts & Design Faculty, Interior Design University of Trisakti
Jakarta, Indonesia
erick.leksono@gmail.com

Abstract
Nowadays, Technology development makes the
world move very fast and rapidly changed. It reshapes every
aspects in our Life. Most people are using modern technology
to do their activity, they have technology devices, such as
Computers, Laptops and smartphones, so they can easily get
the information that they need in the second count. This
circumstances have made the communication easier, we can
browse Internet anytime, anywhere, as if our lives are spoiled
by this Phenomenon. Undoubtedly, technology is important
part of our lives. Architects or designers are challenged to
describe their design concept as soon as possible, so their
design innovation and problem solution can be applicated and
used by the public soon.

Keywords
Software, building, Site, Analyze.

146
3rd INTERNATIONAL CONFERENCE

Adapting Culturally Responsive Teaching to Enrich Experiential


Learning in a Malaysian Graphic Communication Design Classroom

Jinchi Yip, Mohd. Asrizal Razali, Noranis Ismail


The Design School Taylor’s University Selangor, Malaysia
jinchi.yip@taylors.edu.my, mohdasrizal.razali@taylors.edu.my
noranis.ismail@taylors.edu.my

Abstract
Experiential learning has always been the core
of graphic design education as the graphic design field is
practical in nature. Besides honing the students’ intellectual,
creative and observational qualities, the sensitivity to culture of
their own and of others is also of importance in graphic design
education. A 6-day study trip to Osaka, Japan for 23 students
played a critical role in supporting their learning, to meet the
module learning objectives of learning about and
understanding another culture and to gain real-world
experience in the context of graphic design. Relevant
Culturally Responsive Teaching principles were adapted to
facilitate the students’ learning and research process. The
students’ research, idea development, final design and written
reflection served as outcomes of the module. In conclusion,
although graphic design education stresses on skilful and
creative output of design principles, the knowledge and
sensitivity on the topic of culture is of equal importance.
Keywords
Culturally Responsive Teaching, Experiential
Learning, Graphic Communication Design, Graphic Design
Education, Culture

147
3rd INTERNATIONAL CONFERENCE

The Use of Virtual Reality on Illustration-Based Virtual


Environments: An Experimenter Preliminary Study

Pemg Jeu Ng1, Mariam Mohamad2, Kien Tsong Chau1


Muiltimedia and Digital Animation1, Postgraduate Studies,
Network and Alumni2, Interactive Multimedianame3, Universiti
Sains Malaysia Penang, Malaysia
pemgjeu@gmail.com , mmohamad@usm.my,
chaukientsong@usm.my

Abstract
Technology education has not only become a
network of gathering and sharing ideas, but also a platform for
students and teachers to research, collaborate, and
differentiate (Elliot, 2016). Virtual Reality is one of the high
demand and attractive technology to student community,
especially the advancement in immersive technology and visual
environment. The use of visual become crucial and important
when user interact with the learning content, and the visual
types in virtual reality are 3D Model, 2D Photosphere, and
Mixed Environment. With the increasing demand for
innovation in education for secondary school standard, and the
advancement of visualization technology, the application of
virtual reality in a range of historical teaching and learning
materials can be utilized in virtual reality environments. This
paper demonstrates the attempt to visually enhance Virtual
Environments in form of 360 VR Illustration through the use
of image based techniques.

Keywords
virtual reality, visual design, image processing,
immersion, virtual environments

148
3rd INTERNATIONAL CONFERENCE

A MALAYSIAN FOLKLORE GAME DESIGN AS A TOOL OF CULTURE


PRESERVATION AND ENTERTAINMENT: TOYOL

Mohd Fairuz bin Ali, Ng Perng Jeu


Dept. of Multimedia Design and Animation. Universiti Tunku
Adbul Rahman Kuala Lumpur, Malaysia
fairuza@utar.edu.my, ngpj@utar.edu.my

Abstract
The study focuses on development of game design
based on Malaysian Folklore, Toyol. The objectives of the
study are to identify the possibility of applying the Toyol as a
main character in a game design and to introduce the
characteristics of Toyol through the interactive multimedia
platform. The design process is influenced by the discovery of
existing contents from local films, literature and novels, myths,
fairy tales, folk song and music, animal fables, legends and
humorous stories. The study concludes that folklore of Toyol in
a form of digital game design could be executed as a digital
entertainment tool to channel the understanding of culture,
people’s belief and knowledge about Toyol.

Keywords
Malaysian folklore, digital game, edutainment, popular culture,
interactive multimedia technology

149
3rd INTERNATIONAL CONFERENCE

A STUDY ON CHILDREN STORYTELLING DESIGN THROUGH 3D


ANIMATION AND AUGMENTED REALITY APPLICATION

Julina Ismail@Kamal1 , Norfarizah Mohd Bakhir 2 , Muhammad


Alias Zaki Zulkifli3
School of the Arts, Universiti Sains Malaysia
julina@usm.my, farizah@usm.my, zaki7672@gmail.com

ABSTRACT
Storytelling is the art to tell stories in order to engage an audience or
reader. The storyteller conveys a message, information and knowledge,
in an entertaining way which is literary techniques and non-verbal
language. Storytelling is become main syllabus program in most of
education system globally. Recently, technology enhanced learning and
teaching is viewed as one of the best ways to enhance students'
competence in their process using the technology resources. It is
focused more towards student-centred learning which allows the
students to be more collaborative and interactive in the classroom. 3D
animation and Augmented Reality (AR) application are the technologies
learning tools which can interact with a 3D image, get involved with the
forms, objects and the environments in a digital interface much in the
same way they interact with the real environment. In Malaysia, the use
of digital storytelling is still lack in their teaching and learning for
preschool education. Therefore, this paper aims to design a new
platform of digital storytelling for preschool student through 3D
animation and Augmented Reality (AR) application in teaching and
learning at preschool level. This research conducted based on the
analysis from the teachers and parents. Hence, there should be more
initiatives to ensure that the technology based learning in classroom
will always be improvised to suit the needs of the students.

Keywords
Storytelling Design; 3D Animation; Augmented Reality

150
3rd INTERNATIONAL CONFERENCE

Disclosure new motion composition in circulation holographic


media with animation case Study

Dermawan Syamsuddin and Danendro Adi


Study Program of Visual Communication Design, School of
Design, Bina Nusantara University, Jakarta- Indonesia
dsyamsudin@binus.edu, dadi@binus.edu

Abstract
Circular holographic is a new media in displaying different
impressions. With the help of this technology, observers can see
3D ghost-like images floating in space dan can move and rotate
around the space.
what would happen if the boundaries were lost due to the
creation of hologram media that no longer needed framing. Will
the basic film language (framing shot,composition,position,lens)
be lost or replaced with something completely different
Therefore, my aim of this study is to identify a new language in
circular holographic technology using developmental research to
discover new rules of principle technique in applications,
especially in the field of motion composition and color
depth according to circular holographic limitations.

Keywords
Holographic; animation; composition; technology; motion;
colour; Visual

151
3rd INTERNATIONAL CONFERENCE

Student Mobile Attendance Application Using QRCode and


Integrated with SSO at Universitas Sebelas Maret

Winarno, Wiranto, Afrizal Doewes,


Universitas Sebelas Maret, Indonesia
win@staff. uns.ac.id, wiranto@staff.uns.ac.id,
afrizal.doewes@staff.uns.ac.id

Abstract:
Mobile attendance are used to record student attendance in a
lecturer class. This mobile app using QRCode to identifying
student ID. This app facilitates the lecturer in recording the
attendance of lecturers and students. Accuracy and speed of data
to be one of the parameters for the performance of lecturers in
accordance with the effort that has been done. Lectures at UNS
are not only in the classroom, there are in the field, the rice fields
and even the swimming pool. Therefore it requires a tool that
can accommodate the recording of student attendance in all
places quickly. One of the proposed solutions is to provide
mobile attendance. mobile attendance application developed
with SDLC method by using java as programming language, while
authentication using JWT which integrated with Single Sign On at
UNS. The proposed mobile attendance system can preserve with
QRCode, recapitulate the number of students present and absent
and recap the number of lecturers present in the class. Testing
measured application usability applications using SUS obtained
89.23%.

Keywords
Mobile Attendance, QRCode, SSO

152
3rd INTERNATIONAL CONFERENCE

JAWIkhat Heritage Splendours Amongst Ramadhan Iktikaf


Performers Through Adult Learning Abilities in Masjid Sultan
Salahuddin Abdul Aziz Sha

Yan Peng Lim,


Malaysia, Faculty of Creative Multimedia, Multimedia University
forestesther@gmail.com,

Abstract:
This paper is an outcome of a project that addresses several
issues on adult learning that takes place in a religious learning
platform of a selected Masjid Sultan Salahuddin Abdul Aziz Shah,
Shah Alam. In its initial stage, it reviews several theories
underlying the studies on adult learning of multiple intelligences.
The project also intends to explore the issues that drive and
deter adult learning among the profiled learners in this
community. The procedures include a survey questionnaire and
interview to gather related data. The analysis hopes to provide
learning management input that promotes structured and
relevant findings for future enhancement, understanding and
awareness of adult learning in a local situation resulting from the
perception, learning and perhaps changes that may result from
the learning process. Thus understanding of JAWIkhat as well as
Arabic Calligraphy has been the gists and essences from the
Qur’anic History.

Keywords:
JAWIkhat Heritage Splendours, Ramadhan Iktikaf Performers,
Adult Learning Abilities

153
3rd INTERNATIONAL CONFERENCE

TAILORING THE EMPEROR’S NEW CLOTHES: 3D GRAPHICS


SOFTWARE EFFECTIVENESS IN SIMULATING THE VISUAL
APPEARANCE OF REAL WORLD CLOTH

Erandaru, Indonesia, Luri Renaningtyas,


Universitas Kristen Petra, Indonesia
andar@petra.ac.id, cocolatos@petra.ac.id,

Abstract:
3D graphics software is applied in fashion design workflow to
simulate the physical appearance of apparel during design
preliminary stages, minimizing iteration process in prototyping.
Designer utilizes software to simulates concept sketches as it
would appear in its physical form, making possible for rapid
modifications and adjustment in the earlier stage of designs,
reducing cost for the often labor extensive and time consuming
prototyping stage. Software effectiveness rely on how it met
designer visual expectation of the end product as visualized in
the simulation.
This paper presents visual comparison studies between virtual
simulated cloth with its’ appearance in the physical world,
revealing software effectiveness in simulating end product from
the designer’s perspective. Research subject analyses rendered
images of virtually created cloth stitching techniques and
evaluates the degree of resemblances between the cloth’s fold
and flow in the rendered results with its’ physical counterparts.

Keywords :
fashion design, cloth simulation, 3D graphics software

154
3rd INTERNATIONAL CONFERENCE

A CONTENT ANALYSIS ON TEACHING AIDS: INTERFACE DESIGN


PRINCIPLES AND CHARACTERISTICS

Norfadilah Kamaruddin and Shahrunizam Sulaiman


norfadilah@salam.uitm.edu.my & nizam.segi@gmail.com

ABSTRACT
The current advancement of ICT has reshaped the education
environment which sees rapid development for the past five
years. The advancement of digital lifestyle among different
cohort of student enrolment has changed the role of lecturers
which requires them to develop effective multimedia teaching
aid and sustaining effective teaching and learning engagement.
Towards this, lecturers do play an important role as interface
designer which should be well designed and developed as a
communication tool. This paper is intended to provide an
empirical evaluation on what are the characteristics and design
principles that contribute to the appearance of a teaching and
learning content interface design. The data is presented based on
interface design principles applied in existing teaching aids in
Malaysian tertiary institution. Although sample of study is locally
based, the outcomes of this paper could extensively be a
guideline for other countries.

Keywords
interface design principles, interface design, tertiary education
level

155
3rd INTERNATIONAL CONFERENCE

MULTIMEDIA EDUTAINMENT INTERACTIVE DEVELOPMENT WITH


THE LOCAL CONTENT OF INDONESIA FOR EARLY CHILDHOOD

Leonardo Adi Dharma Widya, Lia Herna, Desy Sandrayani


Visual Communication Design Study Programs Faculty Of Arts
And Designs, Universitas Multimedia Nusantara
leonardo.adi@lecturer.umn.ac.id, lia.herna@lecturer.umn.ac.id,
desy.sandrayani@lecturer.umn.ac.id

Abstract
As the development of digital technology, where all things can be
done using computer or gadget, so the child just stuck on the
capability of electronic objects. However, through this research,
the author tries to make the proposed theme of learning /
material positive to anticipate the development of multimedia
technology, where this research aims to produce multimedia
learning products in various edutainment form thematic
proposals for Early Childhood in terms of aspects of concepts,
materials, learning, visual / display. This research involves UMN
students, Visual Communication Design in the eyes lecture
Interactive Media Design for one semester, using research
methods and development (R & D). The results of the research
will be a catalog containing the concept / proposal / dummy with
a variety of product themes that are considered viable (as a
learning medium (based on validation by material experts and
media experts) to be produced to the programming stage.
Assessment as well carried out directly by the target (the child as
the object) on a pilot test by the child includes aspects of
attractiveness, ease, and clarity.

Keywords
edutainment, multimedia, early childhood, interactive.

156
3rd INTERNATIONAL CONFERENCE

Hologram Technology as Interactive Space Design in Tugu Pahlawan


Museum Surabaya

Michael Yudhistira Miandda, Felix Sulistio Tjiang, Leonardo


Gunady
Architecture Department Petra Christian University Surabaya,
Indonesia
m22415163@john.petra.ac.id, m22415158@john.petra.ac.id
m22415127@john.petra.ac.id

ABSTRACT
Tugu Pahlawan Museum is built on a concept to help the citizen
in their knowledge about their city. In contrary, the information
that has been delivered did not have any changes in the system
throughout the year, so it is hard for the native technology
citizen to understand the visualization and experience in this
museum, which made them losing their interest to visit this
museum. Seeing this situation, arose an idea to use holographic-
based technology as a breakthrough in solving the problem. The
idea of delivering information in the form of hologram is
expected to attract people to look back on history of Surabaya
city in different perspective.

KEYWORDS
Hologram, Tugu Pahlawan Museum, Experience, Interactive
Museum, Technology, Native Citizen

157
3rd INTERNATIONAL CONFERENCE

Handling Abstraction in Chemistry with Animation

Chici Yuliana Nadi, Deny Tri Ardianto, Akhmad Arif Mussadad


Universitas Sebelas Maret, Indonesia
chiciyuli@gmail.com, denytri@staff.uns.ac.id,
arif_musaddad_fkip@yahoo.co,id

Abstract
Field of chemistry exists to fulfill the question of nature in which
every explanation could only be achieved by expanding
the scope of exploration to the micro or even sub-atomic scale.
That tendency makes chemistry has an abstract characteristic,
mostly because we know that human cannot perceive the atomic
world empirically in their daily lives. Misconceptions frequently
come up as a result of this abstraction, especially in the
classroom condition. 2D animation video could give more precise
image about that submicroscopic things which always
dynamically move, such as the sub-atomic movement and atomic
bonding. Research and development refer to developing design
by Stephen M. Alessi and Stanley R. Trollip that was specific for
developing media. 2D animation video product would, then, be
uploaded to YouTube site, completed by its subtitle on open
source license by Creative Common (CC), so it could be accessed
and used by everyone.

Keywords:
animation, chemistry, submicroscopic, learning media, YouTube

158
3rd INTERNATIONAL CONFERENCE

Films to Embrace College Students Viewers

Anugrah Irfan Ismail, Ercilia Rini Octavia, Ibnu Kuncoro Broto,


Universitas Sebelas Maret, Indonesia
a_irfan_ismail@staff.uns.ac.id, erciliaoctavia@staff.uns.ac.id
ibnukuncorobroto@gmail.com

Abstract:
For most college students, documentary films are not a well-liked
film genre. A documentary film that shows reality without
engineering is not interesting enough for college students who
are accustomed to the dramatization of Hollywood and other
mainstream film industries. This study aims to (1) find out the
reasons why documentary films are less attractive to college
students, and (2) formulate creative strategies in packaging
documentary films that are able to attract them. This study uses
qualitative methods with the object of research are college
students of Universitas Sebelas Maret. The results of the study
show that most college students viewers feel bored with the way
the documentary film feels flat. To attract the college students
audience, a documentary films need to consider a simple story,
implementation of a dramatic structure, the use of modern visual
techniques, the selection of distribution media, and the duration
of the film.

Keywords:
documentary films, creative strategy, students

159
3rd INTERNATIONAL CONFERENCE

AUGMENTING MUSEUM ARTEFACTS: INTEGRATING


AUGMENTED REALITY TECHNOLOGY WITH CAPTIONS

Jonathan Pramana, Deny Tri Ardianto, Erandaru Erandaru,


Universitas Kristen Petra, Universitas Sebelas Maret Indonesia
m42414018@john.petra.ac.id,denytri@staff.uns.ac.id,
andar@petra.ac.id,

Abstract:
Modern museum should provide audiences with knowledge
relevant with artefacts displayed. Captions has generally been
used as media to display artefacts’ information, however the
limitation of printed space available, modality and the constraint
of time and distance between audiences and caption’s placard
has been a restriction factor in creating engagement necessary
for translating information into knowledge.
Augmented Reality (AR) provide the means to display rich media
content accessible to audiences, enabling the use of multi-modal
communication and providing more information in terms of
quantity and quality. In the other hand, AR requires a different
approach (compared to traditional printed media) in conveying
messages to enable the translation of information into
knowledge. The use of interactivity and gamification in
augmented captions provides the required emotional
engagement for bridging relevancy between audiences and the
displayed information, gaining knowledge in the process.

Keywords:
augmented reality, interactive media, museum captions

160
3rd INTERNATIONAL CONFERENCE

INTERNATIONAL CONFERENCE REKA 2018

Event Coordinator : Anung B. Studyanto


Day/ Date : Tuesday, 25th September 2018
Room : Violan 1 and Violan 2
Time Session Duration

Coffee Break and Registration at The Conference


08.00 – 09.00 am
Venue

Opening Ceremony
 INDONESIA RAYA Song  5 minutes
 REKA 2018 Speech
OFFICIAL OPENING SPEECH  5 minutes
09.00 – 09.40 am Dr. Deny Tri Ardianto  5 minutes
Ahmad Adib Ph.D  10 minutes
Prof. Ravik Karsidi  5 minutes
 REKA 2018 Gimmick Video Launching  10 minutes
 Photo Session (Vandel): Rector & Speaker

 KEYNOTE SPEECH 1
PROF. ULI PLANK
HBK Braunschweig
10.00 – 11.00 am  KEYNOTE SPEECH 2
PROF. DR. ADRIAN DAVID CHEOK
Director, Imagineering Institute Malaysia and
University of London
INVITED SPEAKER
Violin 3 (Creative Media) : Prof. Widodo Muktiyo
Violin 4 (Creative Media) : Khwanrat Chinda, Ph.D
Violin 5 (Creative Media) : Dr. I Wayan Adnyana
11.15 – 11.45 am Violin 6 (Design) : Prof. Satoshi Muraki
Violin 7 (Design) : Prof. Nanang Rizali
Violin 8 (Design) : Dr. Ahmad Zuhairi Abdul Majid
Violin 9 (Technology) : Assoc. Prof. Ahamad
Tarmizi Azizan

11.45 – 12.30 pm Lunch and Praying Time


3rd INTERNATIONAL CONFERENCE

PARALLEL SESSION 1
ROOM PAPER ID
Violan 3 2 21 65 66 80 83 88

Violan 4 12 14 20 23 35 37 40
 10 minutes
12.30 – 01.40 pm Violan 5 5 18 19 28 43 53 59 for one
Violan 6 26 27 31 36 42 47 55
presentation
Violan 7 6 15 22 34 39 46 52
Violan 8 16 38 41 61 68 85 87
Violan 9 8 33 48 75 50 64 74

PARALLEL SESSION 2
ROOM PAPER ID
Violan 3 102 111 17 25 32 101 107
Violan 4 51 58 116 125 128 150 175  10 minutes
for one
01.40 – 02.50 pm Violan 5 70 84 95 99 110 113 122
Violan 6 67 71 73 82 97 103 156 presentation
Violan 7 57 77 105 142 157 176 143
Violan 8 115 160 138 137 11 118 72
Violan 9 49 79 98 119 121 141 63

02.50 – 03.05 pm Coffee Break & Praying Time

PARALLEL SESSION 3
ROOM PAPER ID
Violan 3 153 10 13 92 123 126
Violan 4 76 135 4 24 69 172 168  10 minutes
for one
03.05 – 04.15 pm Violan 5 134 155 86 90 133 174 147
Violan 6 117 120 127 78 106 91 148 presentation
Violan 7 112 56 114 30 162 60 144
Violan 8 163 166 44 45 94 175 146
Violan 9 7 9 89 96 130 100

Closing Ceremony
Best Presenter Announcement  20 minutes
04.15 – 05.00 pm Recital Do’a  5 minutes
Closing Speech: Jasni Dolah Ph.D  5 minutes
Photo Session  15 minutes
*might be changed due situation and condition occurs

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