cover
Contact Name
Ali Ramadhan
Contact Email
ali.ramadhan@mercubuana.ac.id
Phone
+6285813007765
Journal Mail Official
jurnal.narada@mercubuana.ac.id
Editorial Address
Fakultas Desain dan Seni Kreatif Universitas Mercu Buana Gedung E Lantai 4 Jl. Raya Meruya Selatan no.1, Kembangan, Jakarta 11650 Tlp./Fax: +62215871335
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Narada : Jurnal Desain dan Seni
ISSN : 24775134     EISSN : 26215233     DOI : https://dx.doi.org/10.22441/narada
Core Subject : Art,
Narada: Jurnal Desain dan Seni diterbitkan oleh Fakultas Desain dan Seni Kreatif, Universitas Mercu Buana. Jurnal ini merupakan sarana untuk mempublikasikan tulisan ilmiah berupa hasil penelitian, hasil pemikiran (gagasan konseptual), serta hasil perancangan karya desain dan seni terapan (Applied Art) dalam ruang lingkup bidang desain dan seni rupa yang mencakup desain interior, desain produk, desain fashion, desain multimedia, desain komunikasi visual, fotografi, HAKI Desain, Hak Cipta Desain serta bidang perluasan yang ditujukan untuk mengembangkan bidang ilmu tersebut. Narada: Jurnal Desain dan Seni terbit sebanyak tiga kali dalam setahun, yakni pada bulan April, September, dan Desember. NARADA Jurnal Desain dan Seni menerima artikel yang ditulis menggunakan Bahasa Indonesia.
Articles 178 Documents
STRATEGI BRANDING PANTI SOSIAL (STUDI DESKRIPTIF KUALITATIF MENGENAI STRATEGI BRANDING UNIT INFORMASI DAN LAYANAN SOSIAL MERUYA) Dwi Ramayanti; Annisa Rachimi Rizka
Narada : Jurnal Desain dan Seni Vol 7, No 2 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i2.002

Abstract

Unit Infomasi dan Layanan Sosial (UILS) is a place for those of us who experience mental/mental disabilities to gather, share, and carry out various activities in a comfortable and friendly atmosphere. The lack of fostered residents at UILS Meruya indicates that the Social Services Unit cannot play a leading role while having a big vision of the eradication of psychotic problems in DKI Jakarta Province in a decent, normative and humane life. Branding strategy is needed to increase public awareness of a brand. This research was conducted to determine the branding strategy owned by UILS Meruya. The research method used in this study was a qualitative descriptive method. Qualitative descriptive method is a research procedure based on descriptive data, using analysis. The theoretical basis as a reference so that the focus of research by the facts in the field. The approach taken is by interview, observation, and literature study. Researchers, together with UILS Meruya stakeholders, have analyzed and formulated brand positioning, brand identity, and brand personality from UILS Meruya.
ART THERAPY SENI LUKIS EKSPRESIF UNTUK PENDERITA GANGGUAN KEJIWAAN DI UNIT INFORMASI LAYANAN SOSIAL (UILS) MERUYA Nina Maftukha
Narada : Jurnal Desain dan Seni Vol 4, No 3 (2017): Jurnal Desain dan Seni Narada
Publisher : Universitas Mercu Buana

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Abstract

RingkasanArt therapy dengan melukis ekspresif mengintegrasikan berbagai jenis seni lukis dalam suasana yang aman dan tidak menghakimi untuk memfasilitasi penderita psikotik dalam penyembuhan. Untuk menggunakan seni secara ekspresif berarti masuk ke alam batin kita untuk menemukan perasaan dan mengekspresikannya melalui seni visual, gerakan, suara, tulisan atau drama. Proses ini mendorong pembebasan, pemahaman diri, wawasan dan membangkitkan kreativitas dan keadaan kesadaran transpersonal, sehingga dapat mempercepat masa penyembuhan dengan dimulai dari dalam diri dengan meluapkan ekspresi pada media lukis.Di sini posisi seni sebagai fenomena eksistensial menjembatani yang menyatukan ritual, imajinasi dan dunia mimpi dengan cara yang tidak dapat dilakukan aktivitas lain. Tujuan seni adalah untuk tidak mewakili penampilan luar, tetapi signifikansi batin mereka, sehingga bisa dikatakan bentuk simbolis perasaan manusia. Oleh karena itu, dicanangkan dalam sebuah kegiatan pengabdian masyarakat di Unit Informasi Layanan Sosial (UILS) Meruya Selatan yang dibawahi oleh Panti Sosial Bina Laras Harapan Sentosa 1 Cengkareng. Hasil dari program ini adalah mempercepat proses penyembuhan penderita psikotik dengan media terapi penyembuhan untuk permasalahan gangguan kejiwaan dengan melukis ekspresi.Kata Kunci: Art Therapy, lukis ekspresif, penderita gangguan kejiwaan  AbstractArt therapy by expressive painting integrates various types of painting in a safe and non-judgemental atmosphere to facilitate psychotic sufferers in healing. To use art expressively means entering into our inner realms to discover feelings and express them through visual art, movement, sound, writing or drama. This process encourages liberation, self-understanding, insight and awakens creativity and transpersonal states of consciousness, thereby accelerating the healing period by expressing their fear, anxiety, or other psychiatric problems to the media.In this case, the position of art is as an existential bridging phenomenon that unites ritual, imagination and dream world in a way that no other activity can do. The purpose of art is not to represent the outward appearance, but their inner significance, so it can be said to be a symbolic form of human feelings. Therefore, it is proclaimed in a community service activity at Social Service Information Unit (UILS) South Meruya which is covered by Social House of Bina Laras Harapan Sentosa 1 Cengkareng. The result of this program is to accelerate the healing process of patients with psychiatric disorders by conducting expressive painting. Keywords: Art Therapy, expressive painting,  ekspresif, patient with psychiatric disorder
KONSTRUKSI KARAKTER JABO DALAM ANIMASI BINEKON Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 7, No 1 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i1.003

Abstract

Animation in Indonesia has developed, this time there are many agencies starting designing animations,both 2 dimension ar 3 dimension, just call one of them is Belantara Studio which has made several animated series including Binekon which tells about 5 characters representing the culture of the archipelago. Each character has its own characteristic which is a representation of the archipelago's cultural community, the focus of this research will be on the character of Jabo in the Coconut episode, is described that he can help his friends in solving problems. Primary data in this study is the perception of researchers, in this case, the researcher will give thought in studying visual signs is contained in the Binekon animation with semiotic Barthes analysis.
PENYUTRADARAAN FILM DOKUMENTER NARASI TUBUH PEREMPUAN JAWA MELALUI PENDEKATAN SENI BUDAYA Hanif Zuhana Rahmawati
Narada : Jurnal Desain dan Seni Vol 5, No 3 (2018)
Publisher : Universitas Mercu Buana

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Abstract

Karya film dokumenter Narasi Tubuh Perempuan Jawa menceritakan tentang perjalanan karir seorang perempuan Jawa masa kini yang mandiri dan memiliki dedikasi tinggi dibidang ilmu pengetahuan, seni, dan batik. Melalui spirit batik film ini menyampaikan pesan kepada generasi muda untuk selalu semangat berkarya, bercita-cita tinggi dan bangga dengan budaya lokal yang dimilikinya. Penyutradaraan film dokumenter ini menggunakan pendekatan performatif dan puitik dari sisi narasumber dan sutradara. Semoga dengan dihadirkannya film ini dapat memberikan inspirasi positif bagi generasi muda di Indonesia utk terus mencintai bangsanya dan warisan budaya yang melekat didalamnya.
KAJIAN PENERAPAN DESAIN UNIVERSAL PADA RUANG KULIAH BAGI DISABILITAS PENDENGARAN DI PERGURUAN TINGGI (Studi kasus : Ruang Kuliah Gedung CADL di ITB) Rachmita Maun Harahap; Imam Santosa; Deddy Wahjudi; Widjaja Martokusumo
Narada : Jurnal Desain dan Seni Vol 6, No 1 (2019)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2019.v6.i1.001

Abstract

Hambatan arsitektural bagi  disabilitas  pendengaran terhadap desain universal yang diaplikasikan  dalam kebutuhan jauh lebih jelas dan biasanya melibatkan informasi. Padahal disabilitas  pendengaran memiliki kebutuhan ruang yang bersifat lebih spesifik. Penelitian bertujuan berusaha untuk memperbaiki konsep desain asli dengan membuat perguruan tinggi  lebih universal dan mengintegrasikan penerapan desain universal dengan  desain  Deaf Space di ruang kuliah. Ruang kuliah berfungsi sebagai tempat kegiatan belajar mengajar bagi  mahasiswa disabilitas  pendengaran dan strategi untuk mengatasinya. Studi kasus di ruang kuliah gedung CADL di ITB, kemudian dilakukan eksperimen  simulasi ruang kuliah bagi  responden  mahasiswa aktif/alumni/drop out  disabilitas pendengaran dan informan kunci yang memahami regulasi desain universal. Guna memecahkan masalah tersebut, mendesain sebuah konsepsi desain Deaf Space kemudian dijelaskan penerapan konsep desain universal yang terkait aspek elemen interior.  Metode penelitian adalah kualitatif deskriptif dan metode survei dengan teknik wawancara untuk mendapatkan data kebutuhan dari subjek penelitian. Penelitian juga bersifat evaluatif, yaitu menganalisis aspek elemen interior, yaitu area sirkulasi, tata letak furnitur, pencahayaan, warna dan akustik. Hasil penelitian menunjukkan aspe elemen interior tersebut di ruang kuliah belum memenuhi standar desain universal dan desain Deaf Space
PENCIPTAAN SENI MOTIF BATIK WAYANG TOPENG JATIDUWUR JOMBANG Prayogo W Waluyo; Wyna Herdiana
Narada : Jurnal Desain dan Seni Vol 5, No 1 (2018)
Publisher : Universitas Mercu Buana

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Abstract

RingkasanWayang topeng Jatiduwur merupakan satu- satunya kesenian pertunjukan wayang topeng yang ada di Kabupaten Jombang. Wayang topeng Jatiduwur merupakan seni pertunjukan tradisional rakyat berbentuk teater total (perpaduan antara unsur tari, drama, sastra, musik, dan rupa) yang telah lama hidup di Desa Jatiduwur.Wayang topeng digunakan masyarakat setempat sebagai upacara ritual, ruwatan, atau ketika seseorang mempunyai nadzar yang harus dipenuhi. Kesenian ini merupakan salah satu dari kekayaan budaya asli yang dimiliki Jombang dengan kondisinya yang saat ini sudah hilang. Akan tetapi, masih meninggalkan artefak. Tujuan penciptaan motif batik ini sebagai bentuk keprihatinan, sekaligus kebanggaan dan kepedulian untuk mengenalkan kembali kesenian daerah wayang topeng Jatiduwur yang telah hilang pada media kesenian yang lain.Penciptaan seni motif batik ini menampilkan motif baru dengan prose stilasi visual wayang topeng Jatiduwur Jombang.Teknik pembuatan yang dipakai adalah batik cap dengan pewarnaan naphtol. Teori pendekatan penciptaan motif batik ini menggunakan teori penciptaan kriya dan estetika. Metode penggalian data yang dipakai adalah wawancara tidak terstruktur.Seni motif batik ini diharapkan dapat mengenalkan kembali kesenian wayang topeng Jatiduwur sekaligus memberikan pandangan positif tentang sejarah kesenian wayang topeng Jatiduwur pada masyarakat Jombang.Kata Kunci: Perancangan, Wayang Topeng Jatiduwur Jombang,Motif BatikAbstractThe Puppet Mask Jatiduwur is the only wayang mask performance in Jombang. Puppet Mask Jatiduwur is a traditional folk performance art in the form of a total theater (a combination of elements of dance, drama, literature, music, and appearance) that have long lived in Jatiduwur Village. Puppet masks are used by the local community as a ritual ceremony, ruwatan, or when someone has nadzar which must be fulfilled. This art is one of the original cultural treasures that Jombang has with its current condition. However, still leaving artifacts. The purpose of creating this batik motif as a form of concern, as well as pride and concern to reintroduce the art of wayang topeng Jatiduwur area which has been lost in other art media.The creation of this batik motif displays a new motif with the visual stylization process of the puppet mask of Jatiduwur Jombang. The manufacturing technique used is stamped batik with naphtol staining. The approach to creating batik motifs uses craft and aesthetic creation theory. The method of extracting data used is unstructured interviews.This batik motif art is expected to be able to reintroduce Puppet Mask Jatiduwur art while at the same time giving a positive view of the history of the Puppet Mask Jatiduwur art in the Jombang community.Keywords: Design, Puppet Mask Jatiduwur Jombang, Batik.
PENERAPAN WARNA PADA RUANG INTERIOR ANAK AUTIS Anggi Dwi Astuti
Narada : Jurnal Desain dan Seni Vol 5, No 1 (2018)
Publisher : Universitas Mercu Buana

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Abstract

RingkasanPenderita autisme mempunyai gangguan pada interaksi sosial, komunikasi, imajinasi serta pola perilaku yang repetitif dan resistensi (tidak mudah mengikuti/menyesuaikan) terhadap perubahan pada rutinitas. Gangguan pada interaksi sosial ini menyebabkan mereka terlihat aneh dan berbeda dengan orang lain. Untuk menangani anak autis, salah satu metode yang dapat diterapkan adalah terapi warna. Terapi warna dimaksudkan untuk meningkatkan kesadaran anak akan keberadaannya dalam lingkungan. Hal itu dapat dilakukan dengan memberi warna panas atau hangat dalam desain interior kamar tidur, sehingga ketika setiap harinya mereka melihat warna-warna tersebut pikiran mereka terdorong dan sadar bahwa mereka ada dalam suatu ruangan.Kata Kunci: Autisme, Interior Ruang, Aplikasi WarnaAbstractPeople with autism have a disruption to social interaction, communication, imagination and repetitive behavioral patterns and resistance (not easy to follow/adjust) to changes in routine. This disturbance to social interaction makes them look strange and different from others. Autistic children can be treated with color therapy. This method is expected to raise children’s awareness of their existence within their environment. It can be done by applying hot or warm colors in the interior design of the bedroom, so when they see the colors everyday, their minds are pushed to realize that they are in a room.Keywords: Autism, Interior Space, Color Applications.
ANALISIS PENYAJIAN KARAKTER DAN ALUR CERITA PADA KOMIK VULCAMAN-Z Irfandi Musnur; Muhamad Faiz
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.i2.010

Abstract

Analysis of Character Presentation and Storyline in the Comic "Vulcaman-Z" aims to find out and identify visually how the presentation of characters and storylines in the comic Vulcaman-Z by Galang Tirtakusuma. This comic is a 4 point comic (yonkoma) or four panels, a slapstick action-comedy genre that is rarely found in the Indonesian comics industry. This comic also has several unique features such as the use of layouts, characters, colors, expressions, action lines, and word balloons. This research uses a descriptive qualitative method with interviews, literature study and observation data collection methods. The purpose of this research is the initial research conducted jointly with students to uncover several Indonesian comic artists' styles which later become a study of revealing comic styles from Indonesia. As we know that Indonesian comics are still very influential with foreign comics, both Japanese and American. The comic style possessed by Indonesia does not yet have own characteristics, although some comic artists have tried to express the identity of Indonesia through cultural ornaments and stories. But the presentation and style of comics are still using or the same as the style that is outside. Based on this, this research is present as an effort to discover the characteristics of Indonesia in Comics or to give an idea to Indonesian comic artists to present new style contributions to Comics.
ANALISIS HUBUNGAN SYSTEM USABILITY SCALE DENGAN DESKILLING PENGGUNA ADOBE PHOTOSHOP CC Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 5, No 1 (2018)
Publisher : Universitas Mercu Buana

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Abstract

New features found in Adobe Photoshop CC software cause problems about usability. Because a modern technology that has some automatic function and default setting provides an opportunity to anyone to use that software without learn to operate or understand how it works. Therefore, this research was made for measure the degree of user convenience to Adobe Photoshop CC and the linkage between the ease of using Adobe Photoshop CC and the user’s helplessness. The methode used in this research is quantitative with SUS (System Usability Scale), developed by oleh John Brooke (1996). SUS contains 10 simple statements about the system and the answer be measured with Likert scale that organized from left to right 1 – strongly disagree, 2 – disagree, 3 – doubtful, 4 – agree, 5 – strongly agree
PERANCANGAN INTERIOR POLITEKNIK STTT BANDUNG PROGRAM STUDI PRODUKSI GARMEN Desty Istiqomalia; Ratri Wulandari; Arief Hapsoro
Narada : Jurnal Desain dan Seni Vol 7, No 2 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i2.007

Abstract

To face the development of industry 4.0, learning facilities in school or college require a change. Facilities as infrastructure in school have a significant role in creating a way of life and work until the innovation of connectivity and creativity necessary for the Industry 4.0 era. As said by Aeji in Robert (2007) that 'facilities have to be adequate and should be in good condition for schools to function properly.' However, in fact, until now, learning facilities in Indonesia has not been concerns properly. The Indonesian education system is like the 19th century, Teachers are like the 20th century, and students are like 21st century'. (MENDIKBUD, 2014-2015). Therefore, require is needed to compensating technological advances in this era, where all human activity involves digital technology-based Cyber-Physical System (data dan cloud computing). The purpose of design is to design learning facilities with a technological approach to create integrity study space-based on technology industry 4.0. As well as Polytechnic STTT Bandung, the only collage government is under the ministry of industry, become objects of design.

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