Soedarwanto, Hady
Universitas Mercu Buana

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Mask design to prevent foggy glasses and difficulty breathing Musdah Mulia Mukmin; Hady Soedarwanto; Mega Tri Kurnia
International Journal of Public Health Science (IJPHS) Vol 11, No 2: June 2022
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijphs.v11i2.21189

Abstract

The present of the pandemic has given to a new habit that we call the new normal. One of the habits we hear most often is wearing a mask. Ironically, the use of masks creates new problems for certain populations, for example, glasses users and people with respiratory problems. Eyeglass users complain of the effect of fog on the glasses when wearing a mask, sufferers of respiratory problems complain of shortness of breath when wearing a mask. To find the design solution, the researches employed the data analysis method and experiments (trials) on the appropriate shape, structure, and material of the mask. The results of this design succeeded in presenting the expected design solutions, namely preventing the effects of eyeglasses fog, reducing the effects of tightness when wearing a mask, a display that supports appearance, and fullfil the WHO mask criteria. It presented in four basic color variants.
KAJIAN EKSPRESI SENI DALAM RAGAM HIAS BATIK BETAWI Hady Soedarwanto; Waridah Muthi'ah; Nina Maftukha
Narada : Jurnal Desain dan Seni Vol 5, No 1 (2018)
Publisher : Universitas Mercu Buana

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Abstract

RingkasanSeiring dengan meningkatnya popularitas batik, berbagai daerah berusaha mengembangkan batik dengan mengangkat tradisi dan ciri khas daerah setempat. Salah satunya adalah Jakarta, dengan mengusung Batik Betawi. Sebagai bagian dari khasanah kriya Indonesia, kain batik tidak hanya merupakan selembar sandang. Ragam hias batik merupakan ungkapan rupa yang dapat memberikan gambaran dan refleksi atas kebudayaan pembuatnya, dalam hal ini masyarakat Betawi. Penelitian ini menitikberatkan pada ekspresi seni yang terdapat pada Batik Betawi, berupa pengembangan gagasan/ide/inspirasi ke dalam stilasi ragam hias. Hal ini dilakukan dengan dengan menelaah unsur visual seperti karakter garis dan bidang, komposisi bentuk dan warna, gaya penggambaran, serta detail ragam hias. Obyek penelitian ini adalah motif batik yang tersebar di wilayah kebudayaan Betawi, dengan mengambil studi kasus motif Ondel-Ondel di Jakarta dan Bekasi. Penelitian dilakukan di sentra-sentra industri batik di Jakarta, antara lain KBB Setu Babakan dan Batik Seraci Bekasi. Penelitian dilakukan dengan pendekatan estetika yang dilaksanakan dengan metode kualitatif dan pengolahan data dilakukan dengan metode deskriptif. Dengan adanya penelitian ini, dapat diungkap kecenderungan ekspresi seni pada Batik Betawi, dikaitkan dengan profil masyarakat pendukungnya.Kata kunci: Ekspresi Seni, Ragam Hias, Batik BetawiAbstractThe increasing popularity of batik leads many regions in Indonesia to develop their own batik that represent their own traditions and unique characteristics. One of them is Batik Jakarta, that posed not only as the representation of Betawi’s custom, but also the image of Jakarta as the capital of Indonesia. As part of Indonesian craft, batik is not only a piece of textile. Batik ornaments is a visual language that reflected their maker’s custom. Nevertheless, This research focuses on the art expression in Batik Betawi, that is the development of idea or inspiration to ornament stylization.This process is conducted by styding the visual elements such as the character of line and shape, the composition of shape and color, visual style, and the ornament’s details. The object of this research is batik motives in Betawi cultural region, with the Ondel-ondel motives in two batik industrial centers, KBB Setu Babakan, Jakarta, and Batik Seraci, Bekasi, as case study. This is conducted with aesthetical approach, by performing qualitative methods. Data that have been obtained is presented with descriptive method. This research aims to discover the tendency of art expression in Batik Betawi, in its relation to the profile of traditional society in modern world.Keywords: visualization, drawing, interpretation of psychoanalysis, visual language
TINJAUAN PROSES KREATIF MAHASISWA DESAIN PRODUK PADA PROSES DESAIN TUGAS AKHIR (STUDI KASUS: TUGAS AKHIR DESAIN PROUK MAINAN) Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.002

Abstract

To complete a design requires a series of processes that must be presented in the designer's mind. There are many design methods that are learned in learning to design to produce extraordinary designs and can solve problems as a philosophical basis for design activities. In the toy product design process has a fundamental goal, which is to achieve fun (fun) to its users, through the fulfillment of aspects of function, fulfillment of aspects of the system and fulfillment of aesthetic aspects. The Final Assignment course was chosen to be sampled because this course was followed by the final year students who had experienced several design methods, so that by reviewing their process of completing the final assignment course it was hoped that a more significant creative process would be found in solving problems especially in the field of product design toy. Data obtained by taking the Final Project with the title of toy product design. Data collection is also carried out by in-depth interview methods in the process of assistance and design testing and then analyzed using the theory of design methods (design methods) and the theory of creative processes (creative thinking). The results of this study are expected to be a tendency of students (designers) to complete their design projects. know the aspects of concern and to find out their strategies in overcoming design problems.
EKSPLORASI MOTIF DAN RAJUTAN KAIN BOTI NTT UNTUK DITERAPKAN PADA ANYAMAN ROTAN Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 5, No 3 (2018)
Publisher : Universitas Mercu Buana

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Abstract

ABSTRAKDesain adalah ranah ilmu yang dapat mengubah bahan baku menjadi benda yang memiliki penambah nilai (adding value). Adding value dapat berupa fungsi atau nilai ekonomis dari sebuah benda. Adding Value berupa fungsi berarti membuat bahan baku jadi memiliki fungsi yang dapat membantu manusia beraktifitas, sedangkan adding value yang menambah nilai ekonomis berarti membuat bahan baku dapat bernilai lebih mahal dari pada bahan bakunya. Pendekatan produk dari sudut pandang trend dicurigai memiliki hubungan dengan adding values secara ekonomis. Dalam upaya memperoleh nilai tambah tersebut maka peneliti mencoba memperluas ekplorasi ide dengan merambah ke produk kain terutama kain yang merupakan produk Nusantara, salah satunya kain Boti yang merupakan kain khas Nusa Tenggara Timur. Industri kerajinan kain yang ada di Nusantara kaya akan teknik dan motif yang dapat menjadi sumber inspirasi baru pada industri anyaman rotan. Untuk mewujudkannya perlu dimulai dengan merumuskan kebutuhan-kebutuhan baru, cara-cara baru dan sudut pandang baru yang dalam hal ini dimulai dengan cara meng-hybrid dua desain yang berbeda untuk menghasilkan kebaruan. Kali ini peneliti meninjau motif dan rajutan yang biasanya digunakan pada material kain tenun untuk diterapkan pada anyaman rotan dengan judul penelitian Eksplorasi Motif Dan Rajutan Kain Boti Khas Nusa Tenggara Timur Untuk Diterapkan Pada Anyaman Rotan. Hal ini dilakukan untuk memunculkan estetika baru dan menambah khasanah anyaman rotan. Motif dan rajutan yang dipilih berasal dari kain Boti yang merupakan kainkhas Nusa Tenggara Timur, sebagai salah satu kekayaan budaya lokal Nusantara. Dalam penelitian ini akan berisi dengan aktifitas meninjau motif dan jenis tenunan kain Boti, mempelajari karakternya, menerapkannya kedalam material rotan dan mewujudkannya dalam bentuk desain tas untuk wanita.ABSTRACTDesign is the realm of science that can transform raw materials into objects that have adding values. Adding values can be present in the form of function or economic value of an object. Adding Values in the form of function means making raw materials to have a function that can help humans activities. Then adding value that adds economic value means making raw materials can be worth more expensive than the raw material. The product approach from the trend's point of view is suspected of having a relationship with economic adding values. In an effort to get the added value, the researcher tries to expand the exploration of ideas by penetrating into fabrics products, especially woven fabrics which is the product of archipelago, one of them is Boti which is typical cloth of East Nusa Tenggara. Industrial fabric crafts in the archipelago rich in techniques and motifs that can be a new source of inspiration in the rattan weaving industry. To make it happen, we can by formulating new needs, new methods and new perspectives, which in this case begins by hybriding two different designs to produce newness. This time the researchers review the motifs and knits that are usually used on woven fabrics to be applied to wicker rattan. The selected motifs and knits are derived from woven fabrics Boti which is the cloth of  Nusa Tenggara Timur, as one of the local cultural treasures of Nusantara. In this research will contain the activity of reviewing motifs and types of Boti woven fabric, studying its character, apply it into rattan material and make it happen in the form of bag design for women.
TEORI VITRUVIUS VS TEORI SIR HENRY WOTTON DALAM DESAIN PRODUK Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 5, No 2 (2018)
Publisher : Universitas Mercu Buana

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Abstract

ABSTRAK            Masa berubah, dunia berubah dan manusia ikut berubah didalamnya. Ketiga hal tersebut saling berkaitan satu dengan yang lainnya. Waktu pasti berubah selanjutnya tinggal duni dan manusia yang saling mempengaruhi untuk membuat perubahan. Manusia berfikir mengatasi keadaannya sehingga mampu merubah dunia, begitu juga sebaliknya dunia yang berubah memaksa manusia untuk berubah. Dalam ranah desain perubahan adalah sesuatu yang sangat penting, dimana desainer selalu dituntut untuk senantiasa melahirkan kebaruan. Dalam setiap bidang ilmu memiliki teori. Di bidang desain ada satu teori yang cukup tua dan bersifat mendasar yaitu Teori Vitruvius (15 SM). Vitruvius mengemukakan bahwa sebuah benda desain harus memenuhi syarat minimal yaitu Utilitas (Aspek Fungsi), Firmitas (Aspek Kekokohan dan system) serta Venustas (Aspek Keindahan). Hingga pada tahun 1626, Sir Henry Wotton mangemukakan sebuah teori yang berhubungan dengan Teori Vitruvius yang menyatakan bahwa bukan Utilitas – Firmitas – Venustas tetapi Commodity – Firmness – Delight. Namun demikian lahirnya sebuah teori bukanlah menandakan matinya teori pendahulunya, namun lebih kepada upaya menciptakan lebih banyak kemungkinan baru terutama untuk keperluan bermetode dan berstartegi dalam mendesain.Kata Kunci: vitruvius, sir henry wotton, utilitas, firmitas, venustas, commodity, firmness, delight  AbstractTimes change, the world changes and people change in it. The three things are related to each other. Time must change and then live the world and humans influence each other to make changes. Humans always think in order to overcome the situation so as to change the world, and vice versa, the changing world forces people to change. In the realm of design change is something that is very important, there designers are always required to always create novelty. In every field of science has a theory. In the field of design there is one theory that is quite old and fundamental is the Theory of Vitruvius (15 BC). Vitruvius argued that a design object must meet the minimum requirements of Utilitas (Aspect Function), Firmitas (Aspects of strength and system) and Venustas (Aspects of Beauty). Until in 1626, Sir Henry Wotton expressed a theory related to the Theory of Vitruvius. He states that it is not Utilitas - Firmitas - Venustas but Commodity - Firmness - Delight. However, the emergence of a theory is not a sign of the demise of the theory of its predecessor, but rather the attempt to create more new possibilities, especially for the purposes of applying methods and strategy in designing.Key Word: vitruvius, sir henry wotton, utilitas, firmitas, venustas, commodity, firmness, delight
TINJAUAN MAINAN LOKAL MENGGUNAKAN KECENEDERUNGAN BASIC NEEDS DESIGN, SOCIAL NEEDS DESIGN DAN LOCAL WISDOM DESIGN Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 6, No 2 (2019)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2019.v6.i2.005

Abstract

The toy product industry is currently stretching and becoming one of the major companies in the world. Those industries are still monopolized by developed countries. Developing countries such as Indonesia have the opportunity to participate in the competition of the toy product industry. The way to deal with the problem is by developing existing potential by utilizing existing local wisdom. Through research on local toys, it is expected to be an opportunity for the possibility of that competition. By using three phenomena in design is expected to open many changes for many new possibilities in the toy industry. The design phenomena are the basic needs tendency (Vitruvius Theory), social needs tendencies (Sir Henry Wotton's theory) and local wisdom tendencies (Viktor Papanek, Schulz and Y.B.Mangunwijaya's Theory). The theory is used to extract the values of basic needs, social needs and local wisdom that is typical of the toy in order to get the variables of the design requirements to be used in the development of scientific design, especially toy product design. The results of this study get about how the design fulfills its basic needs, fulfills its social needs and raises the value of its local wisdom.
ANALISA ASPEK ‘FUN’ DENGAN MENGGUNAKAN TEORI VITRUVIUS dan SIR HENRY WOTTON PADA PRODUK MAINAN Hady Soedarwanto
Narada : Jurnal Desain dan Seni Vol 8, No 2 (2021)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2021.v8.i2.007

Abstract

Fun aspect is the main function of toy product design. On toy products for children this may not be a difficult job because aspects of pleasure can be more easily measured by designers. But on adult targets this is no longer easy because there seems to be something complex with regard to this aspect of pleasure. The fun and use of products experienced by adults is thought to be different from the fun and use of toy products experienced by young children, so in this study will find out about what kind of fun experienced by adults in using their toys and what elements of such toys are considered to bring senility. The study aims to find new forms that are dwarfed by adult toy product users.  To answer this, this research is included in the basic research which goes into TKT level 2, namely with the stages of literature study and initial analysis. This is realized by gaining the experience of adult toy fans with the process of interviewing and observation as a user of the product which is then abstracted using the theory of user experience in order to find a model of how to use the toy and then will be reviewed with theory of fun. The next stage of the toy's product properties will then be reviewed using discussions using Vitruvius Theory and Sir Henry Wotton. The results that will be obtained later are expected to explain the model of fun type in using toy products. This is expected to be a useful basis for the development of design science, especially the design of toy products that is to determine the design process of toy products