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Kab. bantul,
Daerah istimewa yogyakarta
INDONESIA
PRODUCTUM : Jurnal Desain Produk (Pengetahuan dan Perancangan Produk)
ISSN : 24777900     EISSN : 25797328     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 5 Documents
Search results for , issue "Vol 3, No 3 (2018)" : 5 Documents clear
Desain meja dan kursi sistem modular berbasis active learning untuk siswa sekolah dasar Achmad Zainudin; Rahmanu Widayat; Agus Purwantoro
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 3 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.875 KB) | DOI: 10.24821/productum.v3i3.1876

Abstract

Improve of learning quality of elementary school in Indonesia are many ways. One of them is repairing table-chair as long as growing of learning method. Nowadays, active learning is one of method that improving learning quality. There are many ways in actions to realize active learning, started from curriculum repaired to study time at school. Too poor, the government forgetting one thing, that is table-chair, the product in daily using. This research intend to given argument to all of person or institution about repairing table-chair of elementary school as fit as active learning method by modular concept. Research method in this field is descriptive qualitative. Research location is Kedung District Jepara Regency Central Java, by three sample of class table-chair 6th elementary school in SD Negeri 1 Jondang, MI Matholiul Huda Bugel and SD Negeri III Menganti. The object is design of table-chair elementary school based of active learning. Data collection technique is library study, observation and interview. The data in collection tested in validity by triangulation technic. Research result is showing that table-chair in the data not representative to active learning. Generally, the table-chair is difficult to using in active learning. Table-chair design by modular concept is fit to cluster model/V group and U that ergonomic and functional, so easy to driven and support active learning. Key words: design, elementary school table-chair, active learning, modular concept 
Semantik dan netnografi sebagai pendekatan penelitian untuk perancangan kembali (redesign) sebuah produk Sumartono Sumartono
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 3 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (13.984 KB) | DOI: 10.24821/productum.v3i3.1925

Abstract

This article discusses three research approaches that can be used as a basis for redesigning a product. These three approaches are not all related because netnography is usually associated with ethnography, a well-known approach in anthropology. Although some of the examples given here are rather simple, in its limitations, it is expected that this article is useful for those who want to use these three approaches to redesigning a product. Key words: netnografi, semantic, redesign
Penerapan Desain Pada Permainan Anak Berkebutuhan Khusus Nadilla Ramadhita
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 3 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (207.898 KB) | DOI: 10.24821/productum.v3i3.1625

Abstract

In daily life at least there is one product that we use to support our activities, ranging from clothing, cutlery, transportation, toiletries, games, and so forth. So also children who have limitations or special needs. In everyday life they also need a game that is able to stimulate their brain and motor. Design as a science that can meet the needs of these children has a very important role in this regard. As the times progress, children's games have designs that can meet the needs of their users. Key words: product, diffable, game, motoric, design
Jepara, ukiran dan perubahan jaman Bambang Kartono Kurniawan; Widyastuti Wiyoto
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 3 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (70.405 KB) | DOI: 10.24821/productum.v3i3.1771

Abstract

Jepara is one of the cities ini Central Java which is famous for its carving furniture. People in this area known to have talent in the field of carving. Motifs and ornaments applied to Jepara carving furniture are influenced by various patterns and motifs from various regions from outside Jepara both regional and foreign countries that adapt to local culture. The development of Jepara carving furniture has always been related to human behavior and paradigms in order to create the value of culture itself. In every dynamic movement of Jepara society, the value of Jepara carving style proceeds to follow the change of time.Key words: Jepara, carving, change
Penguatan eksistensi kota kreatif melalui inovasi desain kamuflase menara BTS berbasis zonasi wilayah Nor Jayadi; Rahmawan Dwi Prasetya
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 3 (2018)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.771 KB) | DOI: 10.24821/productum.v3i3.1923

Abstract

This paper discusses an effort to maintain and strengthen the existence of Yogyakarta City as a creative city through the innovation of communication infrastructure in the form of BTS (Base Transceiver Station) tower by offering the idea of camouflage design of BTS tower based zonation area that has been determined in Yogyakarta City Local Regulation No. 1 of 2015 about Spatial Detail Plan and Zoning Regulation of Yogyakarta City 2015 - 2035. Besides being driven by the importance of communication aspect which is one of important elements in creative city, the design innovation is also expected to show the concern of all stakeholders about the importance of harmonization and aesthetics in a city area. Key words: BTS tower, camouflage, creative city

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