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Contact Name
Yunita Setyoningrum
Contact Email
yunita.setyoningrum@art.maranatha.edu
Phone
+628122119967
Journal Mail Official
srjd@maranatha.edu
Editorial Address
Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha Jl. Prof. drg. Surya Sumantri, M.P.H. No. 65, Bandung - 40164, Jawa Barat, Indonesia Telp: +62 22-2012186
Location
Kota bandung,
Jawa barat
INDONESIA
Serat Rupa Journal of Design
ISSN : -     EISSN : 2477586X     DOI : 10.28932
Focus and scope of SRJD research areas include visual communication design, interior design & architecture, fashion design, design and culture, which emphasize the value aspect that is essential to the enhancement of human beings. SRJD published an original copy of articles research manuscript that is: 1) written based on research or field study, 2) written based on the design process, and 3) book reviews that are written with the minimum of 20 references. Publication allows expected subjects such as: a. Visual Communication Design (VCD) Visual Creative Advertising | Verbal Creative Advertising | Corporate Identity | Visual Rhetoric | Fashion Graphic | Fashion Industry Marketing | Packaging Design | Book Design | Typography & Lay-Out Design | Creative & Commercial Photography | Game Graphic b. Interior Design & Architecture (ID) Human Dimension & Designed Place | Anthropometrics & Ergonomic Issues | Furniture Design | Product Design | Building Material c. Fashion Design (FD) Fashion Trend & Style | Fashion Materials & Textiles | Accessory & Shoe Design | Jewellery Design | Visual Merchandising in Fashion Industry
Articles 6 Documents
Search results for , issue "Vol 2 No 2 (2018): SRJD-JULY" : 6 Documents clear
PENGARUH CARA DISTRIBUSI PENCAHAYAAN BUATAN PADA KENYAMANAN BERCENGKERAMA PENGUNJUNG KAFE MARTIN SENA KRISTIAN; LEONARDO .; ERWIN ARDIANTO HALIM
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3478.203 KB) | DOI: 10.28932/srjd.v2i2.776

Abstract

Nowadays, young people like Cafe more as a place for socializing than merely for eating. Its environment is made to comfort them through lighting design. This research aims to describe lighting distribution type from users choice of comfort while socializing in a café. The method is to ask 60 persons to choose the most comfortable lighting environment from five given illustrations based on a theory by ILO (1998) and Grondzik and Kwok (2010) theory. The result shows indirect lighting from wall and ceiling as the most preferred lighting distribution to support comfort while socializing.
PENERAPAN INSPIRASI FAUNA DAN FLORA SUMATERA TERHADAP PERANCANGAN MOTIF TEKSTIL KONTEMPORER MARINI YUNITA TANZIL
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (15751.897 KB) | DOI: 10.28932/srjd.v2i2.781

Abstract

Indonesian has a very rich, unique, and priceless biodiversity and natural resources. Featuring this national treasure is the aim of this research, especially the fauna and flora endemic to Sumatra Island. This research is executed through descriptive qualitative method by exploration and literature study for the first stage and design implementation for the second stage. The first stage contains exploration on Sumatran flora and fauna, batik motifs, contemporary textile design, color composition and trend. The finding of the research is presented at the second stage through contemporary textile motif as the design implementation that can be applied to fashion products. Expectantly, this research can provide guideline and inspiration for textile and fashion designers in developing contemporary textile motifs that take inspirations from the nature and culture of Indonesia. 
PENGARUH MODEL PEMBELAJARAN DAN GAYA BELAJAR TERHADAP HASIL BELAJAR MAHASISWA PADA MATAKULIAH POLA KERAH ., SOELISTYOWATI
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (570.988 KB) | DOI: 10.28932/srjd.v2i2.783

Abstract

This study aims to get information about the differences in learning outcomes among students who study use the problem-based learning and direct learning on the basis of competence collar pattern making, getting information about the differences in learning outcomes, the students has a learning style of visual, auditory and kinesthetic on the basis of competence collar pattern making, getting information about the interaction between learning models and learning styles to learning outcomes in basic competencies collar pattern making. The research design in this study used a Factorial Design. The sample classes used in this study was a class A and  B Universitas Ciputra Surabaya academic year 2016/2017. Analysis of data using Analysis of Variance (ANOVA) with a significant level of 0,05 to 0,010 significant 2.871.403. This research found that learning outcomes of students who study use the problem-based learning was significantly higher than the students who study use the direct learning on the basis of competence collar pattern making.  Learning outcomes of the students have a learning style of visual was significantly higher than the students has a learning style of auditory and kinesthetic on the basis of competence collar pattern making.  There was an interaction between learning models and learning styles to learning outcomes in basic competencies fashion production collar pattern making.
IMPLEMENTASI ELEMEN-ELEMEN DESAIN YANG DITERAPKAN PADA PERANCANGAN DESAIN FASHION REUSABLE BAG OLIVIA GONDO PUTRANTO
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8524.304 KB) | DOI: 10.28932/srjd.v2i2.791

Abstract

Recently environmental problem becomes a highlight, and bought out to the surface, mostly about plastic waste and how to deal with it. When plastic waste dissolved they released some kind of toxic substances that will harm the environment and bring damage to the ecosystem. In order to reduce the mass volume of plastic waste, the Indonesian Government made some regulations. One of the regulation stated that the customer had to pay for the plastic bag each time they had transactions. But this program didn’t last a long time because of some pros and cons about the regulation. PT. Lion Super Indo, or known as Super Indo Supermarket is one of the brands that applying sustainability movement as their main strategy. One of their programs is to create a competition for designing Fashion Reusable Bag in order to educate Indonesian people to get used to bring and use reusable bag everytime they shop. This research using literature studies and using descriptive qualitative as a method, divided into two phase. The first phase is the literature studies for the indicators used in this research, the elements of design and the judging aspects of the competitions. The Judging aspects are Uniqueness, Brand, Fashion, and Practicality. The next phase is a single case study with an implementation of Design Elements and Judging Aspects. Hopefully, the findings and the result of this research could help to take apart bringing more impact of the sustainability movement and give some contribution in order to reduce plastic waste volume in Indonesia. 
KAMPANYE PENANGKALAN HOAX MELALUI APLIKASI GAWAI CALVIN PALTI JUNJUNGAN SINAGA; JESSICA YONATIA
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (30.462 KB) | DOI: 10.28932/srjd.v2i2.805

Abstract

The hoax is known as a familiar term for netizen nowadays, which its meaning is a public lie that made and spread irresponsibly through the internet. The hoax has become something that troubling yet misleading the netizen since they majority netizen receives news through the internet without noticing the credibility of the authors. The worst impact of hoax would be the split of the nation’s unity. Hoax itself is not something that hard to be opposed to if the netizen has media literacy knowledge, which is having a critical attitude to the news that spread through the internet. Therefore, this social campaign about educating media literacy was created towards netizen in the big cities of Indonesia. The design method used in this campaign is using a visual compilation of photography and pop art vector, with gadget application as the main media, and the supporting medias such as a serial poster in social media, mini event, website, and gimmick. The main goal of this campaign is to educate netizen about media literacy and the next expected goal is the appearance of critical and selective attitude towards news that spread on the internet.  
PERANCANGAN AUGMENTED REALITY SEBAGAI ALAT BANTU EDUKASI PELAJARAN SEJARAH DI INDONESIA BAGI SISWA SMP VARIAN DINE MEJIRO; PETER RHIAN GUNAWAN; ELIZABETH WIANTO
Serat Rupa Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (627.693 KB) | DOI: 10.28932/srjd.v2i2.899

Abstract

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.

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