Desain Tas Kuliah Ergonomis Berbahan Kain Goni dan Kulit Kayu Lantung Dengan Aksen Kain Motif Ulap Doyo | | Author : Muhammad Fauzan Anshari, Dwi Cahyadi, Etwin Fibrianie | | Abstract | Full Text | Abstract :Bags do not merely function as carriers for personal belongings, but also represent a lifestyle element that reflects the
identity of their users. Design students have specific needs for college bags that are capable of accommodating large-sized
equipment, such as A3 drawing sheets and sketchbooks. However, multifunctional college bags that adequately meet these
requirements are still limited in the market. This study aims to design a two in one (2-in-1) college bag that can be used both
as a shoulder bag and a backpack by utilizing local materials, namely burlap fabric, lantung tree bark, and ulap doyo
patterned fabric. The design process is directed toward producing a bag that not only fulfils functional requirements but also
possesses aesthetic value and represents local cultural identity. The design approach employed in this study is design
thinking, which consists of the stages of empathize, define, ideate, prototype, and testing. The results indicate that the
combination of these local materials is capable of producing a college bag that is comfortable to use, visually distinctive, and
rich in regional cultural value. The proposed product is considered able to meet the needs of design students while
simultaneously contributing to the preservation of local cultural heritage through the development of functional products
based on local wisdom.
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| Perancangan Maskot sebagai Identitas Visual Program Studi dalam Meningkatkan Brand Awareness melalui Media Instagram | | Author : Rizka Indah Armianti | | Abstract | Full Text | Abstract :The Wood and Fiber Product Design Study Program has not yet established a consistent visual identity on Instagram,
resulting in limited recognition among prospective students. One visual strategy that can strengthen identity and audience
recall is the use of a mascot representing the character of the study program. This research aims to design a mascot as the
visual identity of the Wood and Fiber Product Design Study Program and to analyze its contribution to increasing brand
awareness through Instagram. The study applies the Design Thinking method consisting of the stages of empathy, define,
ideate, prototype, and test. Data were collected through observation, interviews, and questionnaires involving 30
respondents. The results show that the selected mascot successfully created visual consistency in the program’s Instagram
appearance and contributed to improving brand awareness, achieving 83% brand recognition, 76% brand recall, and 68%
top-of-mind awareness. These findings indicate that mascots function not only as aesthetic visual elements but also as
effective visual communication strategies for strengthening identity and audience recall of the study program.
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| Perancangan Coffee Table dengan Anyaman Berpola Silang Yang Estetis | | Author : Noni Kusumaningrum, Choirun Ni’am Alfarizi, Fitri Indah Puspitaningsih | | Abstract | Full Text | Abstract :The use of wicker or wicker techniques on a Coffee table with a cross pattern provides artistic and visual value. Wicker,
which is usually used to make furnitur, is applied to the legs of the Coffee table to give it a natural and unique look. The
author chose the knockdown system to simplify the process of assembling and storing the coffee table. This technique allows
the user to easily disassemble and assemble the table, providing flexibility in storage and delivery. By using synthetic fiber
materials, the author prioritizes the principle of economy and availability of materials in large production. The wicker
technique also strengthens the coffee table, increases durability and adds selling point. The methods used are qualitative
research methods and design thinking design methods. The design thinking method aims to find innovative solutions in
design. The final result is an innovative coffee table design, which made in the form of a prototype with a scale of 1:1.
Through the prototype, this study realize a concept that is responsive to user needs and aesthetics, as well as presenting a
deep and clear visual presentation related to the resulting design.
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| Fleksibilitas Desain: Studi Perilaku Dalam Pengalaman Ruang Perpustakaan Universitas Muhammadiyah Makassar | | Author : Ahmad Ibrahim Rahmani, Siti Sri Handayani, Raihan Taufiq, Noorheslin Syahwani | | Abstract | Full Text | Abstract :As a primary learning environment within higher education institutions, the university library must adapt to evolving student
study patterns and the increasing demand for comfortable and flexible learning spaces. However, many academic libraries
continue to face challenges in providing spatial configurations that respond effectively to diverse user activities. This study
addresses the question of how architectural design flexibility can shape user behavior within a university library. Using the
Muhammadiyah University of Makassar Library as a case study, this research adopts a qualitative approach involving
participatory observation, in-depth interviews, and spatial behavior mapping. The findings reveal that design interventions
such as widening circulation paths, relocating seating from main traffic zones, reorganizing entry access, rearranging book
stacks, and adding partitions between study tables enhance spatial adaptability. These changes positively influence
accessibility, spatial efficiency, privacy, and the overall comfort of learning activities. Overall, the study demonstrates that
design flexibility is not merely a matter of building functionality but also a strategic factor in shaping orderly and productive
spatial behavior. The implications of these results offer valuable insights for designers and facility managers in higher
education seeking to create learning environments that are more dynamic, inclusive, and user-centered.
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| Analisis Pemanfaatan Limbah Kayu Sungkai dan Red Oak sebagai Bahan Finger Joint Laminated untuk Produk Kabinet | | Author : Taufik Ramadhan Fitrianto, Faqih Amri Wirayuda | | Abstract | Full Text | Abstract :The growing demand for furniture in line with population growth has led to a sharp increase in wood consumption,
consequently generating significant volumes of production waste. This wood waste, often regarded as mere residue, in fact
holds substantial economic potential when re-engineered into functional materials. This research employed an experimental
case study to examine the feasibility of utilizing sungkai offcuts and red oak knots through the finger joint laminated (FJL)
technique as alternative raw materials for cabinet manufacturing. The research process involved product design using
AutoCAD software, component fabrication through finger jointing and lamination, and product strength testing based on the
International Testing Standard (ITS). The results showed that the produced cabinet achieved the required structural strength
for functional loads and reached material efficiency levels of 0.23% for red oak and 1.31% for sungkai. This approach
demonstrates the technical feasibility of reusing wood waste as a viable furniture material while also generating new
economic value from environmentally friendly resources. Unlike previous studies that mainly focused on design aesthetics,
this study emphasizes the evaluation of the technical performance of waste-based materials to support the development of
sustainable furniture design.
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| Desain Puzzle Edukatif untuk Meningkatkan Keberanian Berbagi pada Anak Usia 6-9 Tahun | | Author : Evelin Amelia Halim, Dan Daniel Pandapotan, Winta Tridhatu Satwikasanti | | Abstract | Full Text | Abstract :This design project was motivated by the difficulty children aged 6–9 experience in understanding the value of sharing
through engaging play media. Children in the concrete operational cognitive stage require an approach that enables them to
grasp abstract concepts such as sharing through real-life experiences. The objective of this study is to design an educational
toy in the form of a puzzle that naturally and collaboratively encourages children to share. The research employed a
qualitative approach using Rapid Ethnography through observation, interviews, and literature review, followed by a design
method using a morphological chart to explore combinations of form, gameplay mechanisms, and narratives based on
biblical stories. The design outcome resulted in an MDF-based educational puzzle in the form of a biblical diorama with
interactive mechanisms. Evaluation was conducted through prototype testing and feedback from Sunday School teachers. The
resulting design attributes include: (1) functional and physical attributes, namely a tangible puzzle that can be played by
both boys and girls, individually or in groups; (2) safety attributes, with non-toxic materials and rounded edges; (3)
mechanical attributes, which provide each child with the opportunity to contribute concretely to puzzle completion; (4) play
experience attributes, which encourage natural discussion, reflection, and sharing behavior; and (5) a reward system,
namely collective appreciation once the puzzle is completed and the biblical story is conveyed. In conclusion, this design
successfully produced an interactive educational toy that is not only safe and enjoyable but also effective in instilling the
value of sharing in children aged 6–9 through collaborative play |
| Pengaruh Elemen Visual Terhadap Efektivitas Desain Tempat Sampah: Studi Kasus di Perusahaan Kertabumi | | Author : Uns Farhah Gholiyah, Andri Pahrulroji, Meita Annisa Nurhutami | | Abstract | Full Text | Abstract :Waste management in public spaces often faces challenges due to low public compliance in disposing of waste in appropriate
places. The visual elements of waste bins play an important role in helping visitors recognize the function of waste bins,
thereby influencing waste disposal behavior. This study aims to analyze differences in perceptions of three waste bin designs
and identify the most dominant visual elements that influence visitor behavior. The research method employed a quantitative
approach, distributing a questionnaire in the form of a Visual Analog Scale (VAS) to 64 respondents. Data analysis was
conducted using ANOVA tests and regression analysis. The results showed significant differences in all visual elements
across the different waste bin designs. From a functional perspective, color and hole size were found to be the most dominant
elements in helping respondents recognize trash bins as disposal objects. Regression analysis confirmed that a combination
of clear colors and appropriately sized holes facilitates recognition of the function. In conclusion, color and hole size are the
primary visual elements determining the success of trash bin design in encouraging visitors to dispose of trash in the
appropriate location |
| Eksplorasi Pola Sistem Interlocking Modular Untuk Tas | | Author : Fidelia Elycia, Wyna Herdiana, Florentina Tiffany | | Abstract | Full Text | Abstract :The phenomenon of fast fashion has grown rapidly along with the rise of globalization and consumer culture. Fast fashion
refers to the rapid and low-cost turnover of fashion trends that follow short-lived styles. The main target of fast fashion is
Generation Z. This industry focuses on Generation Z because this group is known for characteristics such as FOMO (Fear of
Missing Out), getting bored easily, and preferring instant gratification. Therefore, this study aims to explore modular
patterns in lifestyle products as a solution to prevent consumerist culture, particularly among Generation Z, which is driven
by the fast fashion phenomenon. The research method used is qualitative, involving observation of existing products,
experimentation with existing patterns, and exploration of new patterns based on the 2025–2026 trend forecast. The results
of the study produced an interlocking system pattern inspired by these trends. This design is expected to contribute to the
development of more environmentally friendly, functional, and Generation Z relevant lifestyle products.
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