cover
Contact Name
Andi Farid Hidayanto
Contact Email
kreatifjurnal@gmail.com
Phone
+6281346201488
Journal Mail Official
kreatifjurnal@gmail.com
Editorial Address
Jurusan Desain, Politeknik Negeri Samarinda Jl. Ciptomangunkusumo, Samarinda Seberang, Samarinda, Kalimantan Timur
Location
Kota samarinda,
Kalimantan timur
INDONESIA
Jurnal Kreatif : Desain Produk Industri dan Arsitektur
ISSN : 23031662     EISSN : 27472582     DOI : 10.46964
Core Subject : Art, Engineering,
Jurnal Kreatif : Desain Produk Industri dan Arsitektur, terbitan ini berisi artikel bidang ilmu desain produk industri, arsitektur dan ilmu ilmu umum yang mendukung disiplin tersebut. Diterbitkan secara berkala 6 bulanan, tiap bulan April dan Oktober
Articles 5 Documents
Search results for , issue "Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021" : 5 Documents clear
REDESAIN PANTI ASUHAN DAN ASRAMA PUTRI BAITUL WALAD DI SAMARINDA PENEKANAN PADA ORGANISASI RUANG Irhamsyah .; Cisyulia Octavia HS; Hatta Musthafa Adham Putra
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v8i2.115

Abstract

Panti Asuhan merupakan salah satu tempat untuk membina dan merehabilitasi kembali kondisi anak yatim, baik fisik, mental maupun kehidupan sosialnya. Salah satu Panti Asuhan yang ada di Samarinda adalah Panti Asuhan Baitul Walad. Akan tetapi desain tapak maupun bangunan yang ada saat ini jauh dari kata layak dalam segi arsitektural. Maka perlu dilakukan redesain untuk meningkatkan kenyamanan bagi penghuni dan menambah minat bagi pengunjung. Panti Asuhan dan Asrama Putri ini menggunakan gaya bangunan Modern Kontemporer dengan menggunakan material sesuai perkembangan zaman dan mengurangi ornamen-ornamen pada fasad bangunan. Selain itu Panti Asuhan dan Asrama Putri Baitul Walad di Samarinda ini diharapkan menjadi sarana yang layak dikunjungi dengan fasilitas yang memadai dan berfungsi sebagai sarana kesejahteraan sosial
DESAIN PERMAINAN PAPAN UNTUK MENGENAL RUMAH DAN PAKAIAN ADAT PADA ANAK PRASEKOLAH Andi Ramlan; Hamdan Bahalwan
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v8i2.145

Abstract

Indonesia merupakan negara yang memiliki kekayaan yang luar biasa, mulai dari jumlah penduduk, sumber daya alam, hingga kebudayaan dan adat istiadat. Setiap daerah memiliki ciri khas budaya masing-masing mulai dari rumah adat, pakaian adat, upacara adat, alat musik, dll. Akan tetapi seiring perkembangan zaman, banyak kebudayaan-kebudayaan yang berangsur-angsur tergusur oleh perkembangan zaman, oleh sebab itu, pentingnya menanamkan kepada diri kita untuk cinta tanah air dan mencintai dengan sepenuh hati warisan budaya Indonesia yang perlu kita tanamkan sejak dini agar menjadi karakter anak bangsa yang nasionalisme. Untuk itu, anak-anak perlu dibekali wawasan tentang kekayaan kebudayaan Indonesia sejak usia prasekolah. Studi literatur dan observasi merupakan metode pengumpulan data yang digunakan untuk memperoleh informasi dalam perancangan permainan papan ini. Metode analisis yang digunakan dalam penelitian ini adalah analisis desain dan analisis SWOT. Perancangan ini bertujuan untuk mengenalkan budaya Indonesia sejak dini dan menanamkan sikap kepedulian cinta tanah air. Hasil akhir dari perancangan ini berupa permainan papan sebagai media pengenalan budaya Indonesia pada anak prasekolah. Kata kunci: anak prasekolah, budaya Indonesia, permainan papan.
DESAIN SARANA INFORMASI DI TAMAN SAMARENDAH SAMARINDA Andi Farid Hidayanto; Aldian; Nur Husniah Thamrin
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v8i2.146

Abstract

Samarendah Park is one of the new icons in Samarinda City. Its function has been felt by the people of Samarinda since it opened. This park can be used as a place to exercise, play children, or just relax. Now the park which is in the center of Samarinda City preening becomes increasingly beautiful. Taman Samarendah is reorganized so that it can be enjoyed more and more by Samarinda residents and tourists. Therefore, a signage is needed that is used to make information that guides the place and appeals. The purpose of this design is to make an information board that can provide information about Samarendah Park and facilities around the park. In this design process using the Vinod Ghoel method which includes Preliminary Design, Design Development, Final Design & Prototype. This design produces a product that is the Samarendah park information board. With the existence of the Samarendah park information board, it is hoped that it can facilitate access to information on places and appeals on location for visitors
FASILITAS BERMAIN JUNGKAT JUNGKIT UNTUK SLB UNTUNG TUAH SAMARINDA Noor Qalby; Etwin Fibrianie Suprapto
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i1.147

Abstract

Special School is an educational institute who help special needs children to study with special education provided for them. There is one of Special School located in Samarinda City named Untung Tuah Special School. Just like children in general, special needs children in Special Schools need to play too, that is why there are playground in Special Schools in order for children to not feel depressed during their study. But unfortunately, normal playground facility does not have special safety function for special needs children so some them are not able to use the playground equipments. Seesaw train to cooperate, communicate, social interact, and vestibular system or balance so it is suitable for children to train their feet, hand, etc. The purpose of this design is to create seesaw facility that can help children with special needs, especially intellectual disability and physical disability children, so they can play safely dan comfortable with their friends. The design processs used Vinod Goel’s method that covers formulation of the problem, literature review, data analysis, design analysis, alternative design development, and design final result that are technique drawing, 3D Modeling, prototype, and poster. This design produce a playground equipment as seesaw for special needs children especially intellectual disability and physical disability children. This seesaw is expected to be a safe playground equipment and facilitate special needs children to play freely.
DESAIN PERMAINAN 3D PUZZLE DENGAN BENTUK HEWAN KHAS KALIMANTAN Mildarulia Br Girsang; Roni H
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 9 No. 1 (2021): Vol. 9, No. 1, April 2021
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v9i1.148

Abstract

Game is a children’s growth and development activities that create a sense of joy and pleasure, also can become a place to channel the feelings that exist in the children. In design this product there are problems that must to be solved like how to make 3D puzzle by bringing the theme of native animals from Borneo that suitable to the standard of terms making Educational Game Tools, with a level of difficulty that is able to be understood by children. 3D puzzle games with native animals from Borneo shape has created with the intention of children can be expected to have skills in problem solving, reasoning, and understanding the pictures or shapes from the puzzle arrangements. The design methodology that used on the product is the methodology that developed by Vinod Goel (1995) which divided into 3 stages such as preliminary design, design development, and final design & development. Results from the design analysis obtained, the authors use laser techniques to simplify the manufacturing process and the materials that has light weight light, resistant to water, also made according to the standard of making product Educational Game Tools in order to make a safe games, that suitable for the age of the children, easily to fit separate pieces together, and follow the children's anthropometric tables based on survey results. The 3D puzzle game of this product chooses 8 types of native animals from Borneo, that namely known as Kucing Merah, Bekantan, Linsang, Beruang Madu, Burung Enggang, Pesut Mahakam, Gajah Kerdil, Lutung Merah. This game also provide the existence of the animal name cards from Borneo

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