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Journal : Jurnal Desain

The Package Design of The Griya Sodaqo Indonesia Foundation’s Blessing Friday Rice Box Alms Hanif Azhar
Jurnal Desain Vol 10, No 2 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i2.14446

Abstract

This research aims to build the ideal rice box for social foundation product as part of their branding, based on the findings of scientific research. The product is the Friday Blessing Alms Box, the flagship program of the social foundation Griya Sodaqo Indonesia Foundation. This study employs an aesthetic and practical approach to the qualitative descriptive method. The methods of data collection are literature review, observation, and interviews. According to the findings, the Friday Blessing Alms Box Rice design that best represented the Griya SodaqoIndonesia Foundation brand was a depiction of the organization's social actions for orphans and the disadvantaged. The design stages include of reviewing previous designs, gathering information, formulating creative briefs, conducting research, exploring ideas and constructing concepts, visualizing keywords, creating alternative designs, and refining the final design. The designs for the packaging include of rice wrappers, rice boxes, and paper bags. Through the design of the Friday blessing rice box, it is believed that the Griya Sodaqo Indonesia Social Foundation brand will be able to strengthen the goal of branding and packaging, which is to communicate the image of a foundation.
Implementation of Health Protocol Social Distancing on Children Educational Toy Tasya Natalia Wijaya; Hanif Azhar; Fajar Sadika; Naufal Arya Putra Nurjaman; Antonio Junico Da Cruz Soares; Devi Eka Agustin
Jurnal Desain Vol 10, No 3 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i3.14605

Abstract

Nearing the end of 2019 a virus broke out causing the world to be in the state of a pandemic. With the virus spreading easily through droplets, the government of Indonesia issued the people to wear masks and keep a distance minimum of 1 meter. Public places such as schools, restaurants and religious places are to be closed and to operate through online media. Through 2 years of the pandemic the virus spreading decreased and the government allowed for public places to open again with a strict health protocol. Schools also begin the education onsite but this raises a new problem for the schools and children to face, especially children of 4-6 years old. These ages are where children begin to socialize with their peers. With the limitations of online meeting, children can not interact with their peers resulting in their social skills not developing optimally. Even when schools started onsite again the interaction period is limited by the health protocol such as wearing masks and social distancing. The method used in this study is a mixed method, combining both qualitative and quantitative to gather data both descriptive and number in order to produce the design. The design process uses SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse) method to adapt and combine two toys into a new one. This study hopes to design educational toys which encourage the interaction of children while abiding the health protocol.