Imprint Information Full Journal Title TAMA: Journal of Visual Arts ISSN (printed) - ISSN (electronic) 2988-0572 Publisher Faculty of Arts and Design Universitas Sebelas Maret Publisher Location Surakarta, Indonesia Postal Address Jl. Ir. Sutami No.36, Kentingan, Kec. Jebres, Kota Surakarta, Jawa Tengah 57126, Indonesia Editors See : Editorial Board Publication Frequency Twice a year Publication Medium Electronic Journal Website https://journal.uns.ac.id/tama Archiving This journal utilizes the LOCKSS system to create a distributed archiving system among participating libraries and permits those libraries to create permanent archives of the journal for purposes of preservation and restoration Abstracting & Indexing DOAJ, Dimensions, Google Scholar, Crossref, Indonesia One Search
Faculty Of Arts and Design Sebelas Maret University
"Pupus Putus Sekolah" Digital Comic as a Medium for Reflecting the Reality of School Dropouts in Indonesia
School dropout issues in Indonesia through the digital comic Pupus Putus Sekolah by Kurnia Harta Winata, while evaluating its effectiveness as a medium for social advocacy. Education in Indonesia faces a significant challenge with high dropout rates, particularly at the high school level which reaches 21.61% due to economic, access, and social factors. This research employs a qualitative descriptive method with a content analysis approach, utilizing Djelantik’s Aesthetic Theory (form, weight, and appearance) and Social Psychology to examine visual and narrative elements. The findings reveal that Pupus Putus Sekolah effectively mirrors the complex reality of underprivileged children through its protagonist, Pupus. Visually, the comic utilizes a cartoon-style illustration and a warm, neutral color palette to build emotional closeness and simplify serious social themes for a broader audience. Narratively, the story highlights that dropping out of school is not merely an economic issue but is also tied to psychological burdens and a formal education system that sometimes fails to accommodate children’s diverse needs. The "apprentice" learning model introduced in the plot offers a reflective alternative to non-formal education. The study concludes that digital comics are a powerful tool for social campaigns; their vertical layout on platforms like Webtoon and their ability to foster empathy through storytelling make them more engaging than traditional media. Reader engagement and moral integration within the dialogue further prove that Pupus Putus Sekolah serves as both a reflective educational medium and a strategic instrument for raising social awareness. Keywords: Pupus Putus Sekolah, comic, Webtoon, school dropout, social campaign.
Copyright (c) 2026 TAMA: Journal of Visual Arts
Wayfinding and Evacuation in Stadiums: A Systematic Review of Spatial, Perceptual, and Crowd Management Factors
Wayfinding plays a crucial role in ensuring safe evacuation in complex, high-density environments such as stadiums. However, existing research tends to examine spatial design, human perception, and crowd management as separate domains, resulting in fragmented understanding of evacuation performance. This study presents a structured literature review to synthesize key factors influencing wayfinding in emergency contexts. The review identifies three major dimensions: (1) spatial and technical factors, including legibility, visibility, and signage systems; (2) human perceptual and psychological factors, such as decision-making under stress and behavioral responses; and (3) organizational factors, including crowd management and evacuation planning. The findings reveal that evacuation inefficiencies often arise from the lack of integration among these dimensions. This paper proposes a conceptual synthesis positioning wayfinding as a socio-spatial system, offering a more holistic framework for future research and design practice in stadium safety. Keywords: Wayfinding; Emergency Evacuation; Spatial Cognition; Crowd Management (Font Times New Roman,10pt, italic)
Reconciling Colonial Narrative and Contemporary Needs: A Tripartite Adaptive Reuse Strategy for Heritage Conservation in Indonesia
Gedung Juang 45 in Pati is a cultural heritage building with significant historical value, but currently it faces several challenges such as declining physical condition and spatial functions that no longer meet the needs of contemporary society. This research aims to redesign the interior of the Gedung Juang 45 complex by applying the adaptive reuse approach in order to preserve its historical value while reactivating its role as a relevant public space. The research method uses a qualitative-descriptive approach through field surveys, observation of user activities, and literature study related to strategies for adapting historical buildings. The design strategy focuses on three main interventions: insertion for adding new elements without changing the main structure, intervention for functional modifications while maintaining the building authenticity, and installation for the addition of flexible interior elements. The design results show that the integration of old and new elements through the arrangement of educational, communal, and commercial zoning can improve spatial quality and strengthen community place attachment to local cultural heritage. This study concludes that adaptive reuse is an effective strategy to maintain the sustainability of cultural heritage buildings as a center for social activities and creative economy that remains relevant for contemporary society. Keywords: adaptive reuse, cultural heritage, Gedung Juang 45 Pati, interior design, public space
Enhancing 3R (Reuse, Reduce, Recycle) Awareness through E-Book Design as a Sustainable Waste Management Solution
This study entitled “Enhancing 3R (Reuse, Reduce, Recycle) Awareness through E-Book Design as a Sustainable Waste Management Solution” focuses on the development of an educational e-book aimed at increasing public awareness of 3R practices in Indonesia, with Surakarta City as one of the case examples. This research is motivated by the low level of public understanding and implementation of sustainable waste management practices in various regions of Indonesia. The purpose of this study is to design an e-book based on visual communication design principles that is visually engaging, easy to understand, and capable of encouraging the application of the 3R (Reuse, Reduce, Recycle) concept in daily life. A qualitative research methodology was employed, including observation, interviews, questionnaires, and literature review. The results indicate that informative, interactive, and visually consistent visual content delivered through e-book media can effectively enhance public understanding and interest in implementing 3R principles. Therefore, the designed e-book is expected to strengthen public awareness at the national level and serve as an effective educational medium to promote sustainable waste management behavior in Indonesia. Keywords: 3R Awareness, E-book Design, Sustainable Waste Management, Visual Communication Design
Analysis of Visual Representation of the Character in the Animated Film Jumbo
The development of a child's character is influenced not only by family and society but also by the media they consume. As one of the most popular Indonesian animated films this year, reaching 10 million viewers, Jumbo serves as a significant cultural reference. This research aims to explain the visual representation of Indonesian children through the film's characters and to identify the social values conveyed within the narrative. This study employs a qualitative descriptive method. To achieve a deep understanding of the visual and narrative layers, the researcher utilizes Roland Barthes’ Semiotics to deconstruct the denotative, connotative, and mythical meanings of the character designs. Furthermore, Stuart Hall’s Theory of Representation is applied to examine how these characters reflect the social identity and cultural reality of Indonesian children. The findings reveal that the visual design of each character meticulously represents the physical and stylistic reality of Indonesian children, specifically evoking the nostalgia and characteristics of the 2000s era. Beyond aesthetics, the storytelling in Jumbo serves as a vehicle for essential social values. The analysis identifies key themes such as solidarity, loyalty, empathy, tolerance, cooperation, and mutual assistance (gotong royong). Jumbo is not merely entertainment but a cultural artifact that mirrors the social attitudes and visual identity of Indonesian children, providing a relatable and value-driven viewing experience that contributes to character building.
Visual Discourse Analysis of Zohran Mamdani's Campaign in New York: Urban Aesthetics and Shifts in Political Representation
Contemporary political communication shows a significant shift towards the dominance of visual culture, especially in the context of political campaigns in metropolitan areas. Visuals no longer function as supporting elements, but as the main medium in shaping images, social relations, and political discourse. This study aims to analyze the visual strategies of Zohran Mamdani's campaign in the 2025 New York City mayoral election using the Grammar of Visual Design framework. This study uses a descriptive qualitative approach with visual analysis methods on campaign materials in the form of posters, digital content, and graphic designs published through the campaign's official online media. The results show that Mamdani's campaign shifts the center of political meaning from the dominance of the candidate's figure to a collective representation based on the city's identity and urban experience. Representational analysis shows that the city is positioned as the main political subject, while the candidate's figure is subordinated in a broader visual system. In the interactive and compositional dimensions, an egalitarian relationship between candidates and voters is built through non-authoritative gazenon, equal social distance, and the dominance of design structures such as color, typography, and layout. These findings show that visual design operates as an active political actor in shaping urban political discourse. This research contributes to the study of Visual Communication Design by positioning political campaign design as a cultural practice that produces meaning, social relations, and political ideology. Keywords: visual political communication, campaign design, Grammar of Visual Design, urban identity, Zohran Mamdani
Copyright (c) 2025 TAMA: Journal of Visual Arts
The Arts and Biocultural Diversity: Further Ideas
The invitation to come to Universitas Sebelas Maret in Surakarta, Central Java to give a talk for a very important 1st Conference on Visual Art, Design, and Social Humanities (CONVASH), convened by the Faculty of Fine Arts and Design on 2 November 2019, offered an opportunity to return to a subject that I believe is central for addressing nearly all issues which challenge us now and will in the future: biocultural diversity. In 2017, for the International Conference on Biodiversity convened in Bali by Masyarakat Biodiversitas Indonesia and Universitas Sebelas Maret, Surakarta, I urged scientists to work with artists so that the arts can be more sufficiently acknowledged, documented and explained in terms of the connections between cultural and biological diversity. The present paper puts forth further ideas about how artists can work with scientists to develop interdisciplinary practice-based methods for enhancing beneficial human-nature relationships. Keywords: arts, biocultural diversity, cultural creativity, practice-based methods, tangible and intangible cultural heritage
Interior Design of Batak Cultural Center With The Implementation Of Batak Toba Gorga In Medan City
Traditional culture, including Batak culture, is increasingly being overshadowed by modern influences. Medan City, which has the largest Batak population in Indonesia, still lacks a cultural center that truly represents Batak heritage. Furthermore, the relocation of the North Sumatera Cultural Park to PRSU has resulted in limited accessibility and functionality. To support cultural preservation efforts, establishing a Batak Cultural Center in Medan City is essential. The design of this cultural center incorporates the design programming method by David K. Ballast and the pictorial transformation approach by Anthony Anthodias, adapting the Batak Toba Gorga carvings and the Tiga Bolit color scheme. This cultural center aims to provide a representative space and foster greater appreciation of Batak culture among younger generations.
Interior Design of Contemporary Triennial Art Museum with Terrace Theme: Case Study at Rice Field Areas in Sabrang Village, Delanggu.
The agricultural sector in Indonesia faces serious challenges, including the farmer regeneration crisis and the loss of local variety identity. Sabrang Village, with its rich agricultural potential, is the focus of revitalization. The contemporary triennial art museum is considered an appropriate strategy to attract tourists and revive the cultural value of agriculture. This design aims to design the interior design of a contemporary triennial art museum that can revitalize the agricultural area in Sabrang Village, increase the interest of the younger generation in the agricultural sector, preserve local cultural values ​​and identity, and become a forum for the development of contemporary art. The methodology used is qualitative with a case study approach. Data collection was carried out through observation, interviews, and literature studies. The data obtained were then analyzed descriptively to produce an interior design based on the context and objectives of the study. The results of the study produced an interior design concept with a terraced theme. The facilities designed include an exhibition area, workshop, public hall, office, merchandise store, and support area. This design is expected to create a dynamic, inspiring, and sustainable space, as well as a magnet for tourists and artists.
Revitalization of a Futuristic Smart Bus Station: K.H. Ahmad Sanusi Sukabumi
Along with the increasing population growth every year which has a variety of economic and social activities, it causes an increasing demand for development, repair, and improvement of infrastructure and services that support the increasing mobility of the population. One of the important roles in supporting the movement of population mobility is the terminal. As an effort to support the smooth mobility of the population, a terminal is needed that is feasible and able to adjust its carrying capacity to the development of the surrounding area. Type A Bus Terminal K.H. Ahmad Sanusi Sukabumi City is the only bus terminal in Sukabumi City. The K.H. Ahmad Sanusi Sukabumi Terminal is a vital infrastructure for the transportation system in Sukabumi City and plays an important role in the mobility of the population and economic development of the region. However, this terminal is still not less feasible as a type A terminal and still has several other problems such as flow problems that make the circulation of people and goods unclear and the division of zones in the terminal which is still not firm, as well as the lack of cleanliness and comfort in the terminal so that improvement efforts are needed to ensure that the K.H. Ahmad Sanusi Sukabumi Terminal is able to serve and support various activities in it Optimal. Therefore, to overcome all the problems that exist in the K.H. Ahmad Sanusi Sukabumi Bus Terminal and in line with the development of increasingly modern technology, applying the concept of smart bus station to the K.H. Ahmad Sanusi Sukabumi Bus Terminal is very relevant. In addition to being able to overcome the problems found in the K.H. Ahamad Sanusi Sukabumi Bus Terminal, the implementation of smart bus stations can support economic and creative growth. Keywords : Sukabumi, Terminal, Smart bus station
Limas Home Interior Design Conservation Served as A Cultural Heritage In The Balaputra Dewa Museum Hall Palembang
With the advancement of time and rapid urbanization, many traditional houses have suffered damage or been abandoned. One region in Indonesia renowned for its history and heritage is the city of Palembang, the oldest city in Indonesia. As the oldest city, Palembang holds a wealth of historical sites and artifacts, including traditional Palembang houses known as limas house. According to historical records, there are approximately 200–300 limas house in Indonesia. Preserving these houses is essential as they strengthen the regional identity of Palembang and contribute to its uniqueness. This study aims to assess the interior design compatibility of limas house at the Balaputra Dewa Museum with the criteria of heritage buildings and to evaluate the conservation efforts applied to the interior design of limas house as a cultural heritage object in the Balaputra Dewa Museum area. The research employs a descriptive qualitative method with a case study approach. The results indicate that the limas house employs five out of six types of building conservation. However, there have been errors in installing some structural components of the limas house, and several parts remain damaged. Despite this, the values and functions of the limas house interior design as a cultural heritage remain intact. The interior design of the limas house at the Balaputra Dewa Museum aligns with cultural heritage building criteria based on cultural heritage parameters. Nevertheless, the conservation efforts for the limas house in the Balaputra Dewa Museum area are considered suboptimal in implementation. Keywords : Balaputra Dewa, Conservations, Interior Design, Limas House.
Development of Eco-Friendly and Child Oriented Concepts in the Interior Design of Jakarta’s Child-Friendly Public Spaces
As a downtown area with high population density, the Jakarta City Government is committed to creating an interior Child Friendly Integrated Public Space (RPTRA) with the concept of a safe and supportive environment for children in urban areas. With an increasing population, Jakarta needs more RPTRAs for effective educational facilities for children's growth and development. The Interior Design of RPTRA in Jakarta was created to respond to parents' concerns about the lack of adequate educational facilities. The Eco Friendly concept is applied to create an interior environment that supports children's well-being by integrating natural elements and eco-friendly materials. The research method involves a literature study to understand the concept of Eco Friendly and children's interior design needs, as well as site analysis and case studies of RPTRAs in Jakarta. The result is an RPTRA interior design that prioritizes building according to green building standards, utilizing used materials that are still suitable for interior elements, and child-friendly sensory stimulation, with a focus on natural elements such as plants visually, and the use of natural lighting. The design also considers the flexibility of the space to support children's various educational, rehabilitative, and recreational activities. It is hoped that the implementation of this design will create an engaging learning experience and increase children's awareness of the importance of education.
Child Friendly Integrated Public Space (RPTRA)
Li Ziqi's Chinese Idyllic Dream - Analysis of the Symbolic Characteristics of Vernacular Culture from Symbolic Aggregation Theory/Semiotic Theory
Li Ziqi is a video blogger who shares his daily life in the Chinese countryside on YouTube. Within his videos, he covers typical vernacular cultural topics such as Chinese countryside life, traditional food preparation, family records, and Chinese seasonal life. The popularity of Li Ziqi on YouTube highlights the cultural interoperability of human idyllic dreams. This study aims to use Roland Barthes' semiotic approach to analyze the invisible and explicit messages in the videos of Li Ziqi's channel and explain the symbolic features of vernacular culture embedded behind them.
Public Library Interior Design with Biophilic Concept in Sleman Regency
The Sleman Regency Library is an educational facility established by the government to provide educational services and fulfill the government's responsibility to enlighten the nation. It also reflects the vision and mission of Sleman Regency, articulated through the Smart City concept, which aims to manage resources effectively and efficiently, maximize public services, and support sustainable development. However, the library in Sleman still requires design improvements, as it currently has a rigid design, with a need for better space planning, circulation, and additional facilities to meet visitor needs and enhance their comfort. The interior design is based on David K. Ballast’s 1992 design method. This public library design incorporates the Biophilic concept, which aims to enhance human well-being both physically and mentally while fostering a positive connection between people and nature. The goal of this interior design is to improve the quality of the library as an educational space, make it appealing to the community, and optimize space planning and facilities to better meet public needs.
Copyright (c) 2024 TAMA: Journal of Visual Arts
Reog Ponorogo Museum with Historical Approach in Sampung Ponorogo Village
Arts and culture are an integral part of a nation's identity and should be protected to preserve the values deeply rooted in the lives of Indonesian society. One such art form that deserves preservation is Reog Ponorogo. The uniqueness of Reog Ponorogo necessitates its preservation through an appropriate medium. In an effort to conserve the cultural assets of Ponorogo Regency, the government has established the Reog Ponorogo Monument (MRP) in Sampung Village, Ponorogo. The methodology employed in this study involved data analysis structured using a schematic concept encompassing programming, data analysis, idea development, and design concept development utilizing software such as SketchUp. The outcome of this final project is the design of the interior of the Reog Ponorogo Museum in Sampung Village, Ponorogo Regency, employing a historical approach that will highlight the narrative aspect of the past in museum design. Keywords: Museum, Reog Ponorogo, History, Narrative
Research Practice of Participatory Skills to Interpret The Principles of Buddhism and The Art of Young Contemporary Thailand with The Format of The Art Competitions
Abstract This article is part of The Research Practice of Participatory Skills to Interpret The Principles of Buddhism and The Art of Young Contemporary Thailand with The Format of The Art Competitions. The objective is to enable students and young people to apply the philosophy, concepts, teachings, beliefs and attitudes of Buddhism to create works of art. Through organizing a contest and exhibiting works of art in the name "Interpret Buddhism through the new generation" Which has been conceptualized from the research. Interpretation of Buddhist Teachings and the Creation of Contemporary art. With the assumption from this concept that Will be able to promote the skills of interpreting Buddhist principles in Thai society. And from the survey of youth's understanding of the creation of artistic works under religious topics It appears as a total of 84 works submitted to the event in both 2D and 3D categories, which were analyzed and summarized in descriptive research. This research project aims to stimulate target groups of youth and young people in Thai society. Interested in studying and interpreting the valuable principles of Buddhism and being able to truly apply that value in life. Inevitably brings benefits to a peaceful coexistence in Thai society. Conclusion from the operation of the research project as a platform that allows students or young artists to express themselves through the creation and dissemination of their works of art. Able to identify creative potential and skill in interpreting Buddhist principles from various perspectives, interesting and different among youth groups today (2019).
Interior Design of Organic Restaurant From Farm To Table in Pandaan
The development and competition of the food industry are currently skyrocketing in tandem with the progress of the times and the growth of the world population. To swiftly expand the food supply, a variety of physical and chemical techniques are created and put to use. Indirectly or directly, this lowers the value of healthy food, which has detrimental effects including the widespread availability of processed fast food, which encourages unhealthy eating habits and lifestyles. One of the reasons consumers choose fast food is lifestyle change, which makes quick food that has a savory flavor and small servings a suitable choice. Unfortunately, ready-to-eat food does not provide enough nutrition and nutrients needed. Thus, a common attempt to ensure that the body gets all the nutrients it requires is to lead a healthy lifestyle and consume organic food. Pandaan's organic restaurants' design still falls short of raising people's understanding of the value of eating healthfully. Given this, the field of interior design must play a part in interior design, which includes educating the public about the significance of maintaining consumption that enters the body through restaurant design. This restaurant design plan aims to sell food and beverages, provide comfort, arrange, shop, receive, and process commodities, and entice customers to visit. It is believed that this farm-to-table organic restaurant's design would address the issues faced by the restaurant. Keywords: Interior, Restaurant, Food, Farm to Table
Interior Design of Omah Herbal Educational Tourism with Islamic Garden Concept in Kudus
Omah Herbal is designed as a place for the community that provides education and recreation as well as conservation about medicinal plants. Indonesia boasts a very high biodiversity, resulting in a significant potential for the growth of medical plants. The utilization of medicinal plants as health maintenance needs to be developed because it does not cause harmful side effects compared to modern medicine, but people are less interested and do not know how to maintain medicinal plants. In addition, there is no facility that can support the delivery of information and education that is attractive to the community. By using the Islamic Garden concept, it is felt that it is in accordance with the characteristics of Kudus Regency, the facilities provided can optimize the five human senses so that it is more interactive with visitors or the community.
Omah Kaktus Interior Design With Biophilic Concept In Bandung
Omah Kaktus interior design is an educational facility that provides a facility or place that can accommodate and facilitate cactus cultivation business activities for MSMEs and cactus farmers. Aims as an attractive educational and tourist facility for the community, especially in the city of Bandung. This facility is expected to be an educational facility that is able to accommodate cactus cultivation and management of the benefits of cactus by providing various information, education and recreation for visitors. The formulation of the problem of this design is how the interior design of Omah Katkus can be an economic driver facility for the local community and tourism that is attractive to visitors and can provide a variety of information, education, and recreation for visitors with a biophilic concept that creates rooms in buildings that have a natural impression and foster positive relationships between humans and nature. The purpose of this design is to meet the needs of educational facilities and economic drivers as well as recreational facilities, or can be called edu-tourism, which has workshop facilities, galleries, souvenir shops, cactus gardens, laboratories, and cafeterias. This facility is a public facility that targets the public, cactus farmers, and SMEs. The design location is in Lembang District, West Bandung Regency, West Java. which is an MSME area for cactus sales by local residents.
Application of Autism-Friendly Concept in the Interior Design of Autism Self-Development and Therapy Center in Surakarta
The Autism Self-development and Therapy Center is a special service center for people with autism with the main focus on developing self-development and therapy activities as an intervention effort for people with autism. The comparison between the number of children with autism is not comparable with the availability of facilities. Judging from the environment and the physical aspect of the building, in terms of capacity, activity, and space requirements, many things need to be improved. One of the facilities that currently not available in Surakarta is a facility that accommodates self-development activities. In addition, there are still many facilities with uncomfortable building conditions, some interior elements, and even dangerous furniture which is unsafe for autistic children. The design solution can be performed by creating self-development and therapy facilities with an autism-friendly concept. The application of this autism-friendly concept is by adjusting the type, texture, and color of the material as well as furniture that suits the needs of autistic children by considering comfort, safety, and the presence of natural factors. Thus, the autism-friendly concept is currently the best solution to overcome problems in autism facilities in Surakarta. The design method used in this design is based on references by Ballast (1992), starting with the Programming, Data Analysis, Idea Development, and Design Method (Design Development) stages. Based on the design results from the discussion, it is hoped that the Autism Self-development and Therapy Center can be a solution to the problems of children with Autism disorders and provide positive output for each autistic child. Keywords: Autism, Autism Friendly, Autism Self-develoment and Therapy Center
Javanese Traditional Toy Approach in the Interior Design of Family Café in Surakarta
People's needs for cafes are not just to buy food and gather with friends but are also used to gather with family. People need a place that is easy to visit, has adequate facilities, and can accommodate leisure activities with the family. Apart from that, children have time to get away from gadgets which makes children not want to leave their place. This project aims to meet the need for child-friendly eating places, in terms of interior, facilities, furniture, atmosphere, and colors that are presented according to the needs of children and parents. The research methodology in this project adopts the design process of David K. Ballast. The application of traditional Javanese games is a characteristic of this Family Café. Therefore, Family Café is one solution to what parents and children need. Apart from that, children can hone their motor skills through traditional games as well as a transition period for children to become addicted to gadgets.
MINIMALIST BIOPHILIC INTERIOR DESIGN AT DAYCARE IN JAKARTA
Daycare is a public facility that not many people know about or use currently. Even though daycare can be a support for parents who work and don't have a nanny. Even though several daycares have been established in Jakarta itself, the concept presented at this daycare is very different. The current condition of Jakarta, which is increasingly congested and air pollution is quite high, is one of the reasons for designing this daycare. Daycare is designed not only as a supporting facility, but as a place that can support children's development and growth. This design uses a biophilic minimalist concept, where this concept presents a natural concept combined with a minimalist concept that is suitable for children.
The Autism Self-development and Therapy Center is a special service center for people with autism with the main focus on developing self-development and therapy activities as an intervention effort for people with autism. The comparison between the number of children with autism is not comparable with the availability of facilities. Judging from the environment and the physical aspect of the building, in terms of capacity, activity, and space requirements, many things need to be improved. One of the facilities that currently needs to be made available in Surakarta is a facility that accommodates self-development activities. Apart from that, there are still many facilities with poor building conditions, some interior elements, and even furniture that are dangerous and unsafe for autistic children. Design efforts that can be made include creating self-development and therapy facilities with an autism-friendly concept. The form of design application that will be used from this autism-friendly concept is adjusting the type, texture, and color of materials and furniture to suit the needs of autistic children by considering safety and comfort factors. Thus, the autism-friendly concept is currently the best solution to overcome problems in autism facilities in Surakarta. The design method used in this design is based on references by Ballast (1992), starting with the Programming, Data Analysis, Idea Development, and Design Method (Design Development) stages. Based on the design results from the discussion, it is hoped that the Autism Self-development and Therapy Center can be a solution to the problems of children with Autism disorders and provide positive output for each autistic child.
A Study of Interior Public Space of Samin Community House During the Ruwat Agung Event in Blora (Case Study of Mr. Lasiyo's House)
Home is a basic human need. In its development, the house is not only a living space for protection from all kinds of threats, but also has a philosophical meaning. The Samin community's house reflects the identity of a Saminist who maintains the cultural traditions of his ancestors even though times have developed. The development of the times has not made the Samin people lose their culture, especially in terms of building housing, which is also related to traditional events held by the Samin community group in Klopoduwur village. The traditional event in question is Ruwat Agung. This activity was carried out at the house of Mr. Lasiyo and the Samin Klopoduwur community leader. The problem raised is how to describe the public space of Mr. Lasiyo's house and the pendhapa of the Samin community on normal days and during the Ruwat Agung traditional event. The objectives of this research is describe the interior of the public space of Mr. Lasiyo's house during the Ruwat Agung event. The method used in this research is a descriptive qualitative method, qualitative data analysis by comparing existing data in the field with appropriate literature data. The data obtained for this research was obtained from direct observation, interviews, field notes, visual documentation with photos, videos, sketches and written documents. The data that has been obtained is then analyzed using the method proposed by Miles and Huberman which consists of three stages, namely data reduction, data display, and conclusion drawing or verification (conclusion drawing). Based on the research conducted, it will be found that the description of Mr. Lasiyo's house and the pendhapa of the Samin community in the context of the Ruwat Agung traditional event are very related. Keywords: Philosophical, Samin Community, Traditional house
Interior Design of Indonesian Film Museum in Jakarta: With Futuristic Concept
Museum identik dengan peran edukatifnya untuk menyimpan/memamerkan benda berharga dari suatu masa kehidupan manusia. Jika dahulu pengunjung datang ke museum untuk berfokus pada karya/artefak, saat ini kebanyakan pengunjung datang untuk eksistensi di media sosial dengan mengunggah foto kunjungan. Perubahan tersebut mau tidak mau berpengaruh terhadap definisi dan peran museum dewasa ini. Museum juga dipandang sebagai tempat hiburan yang terjangkau namun popularitasnya lebih sedikit dibandingkan destinasi lain seperti mall/bioskop. Tujuan yang diharapkan dari perancangan Desain Interior Museum Film Indonesia di DKI Jakarta ini, antara lain : (1) Menghasilkan Desain Interior Museum Film Indonesi sebagai pusat edukasi perfilman Indonesia yang informatif, edukatif dan interaktif. (2) Menerapkan futuristik pada Desain Interior Museum Film Indonesia di DKI Jakarta. Metode yang digunakan dalam pemecahan masalah desain adalah metode pembahasan analisa interaktif. Proses dimulai dengan perumusan masalah, dilanjutkan dengan pengkajian literatur dan kunjungan ke obyek sejenis untuk menentukan pendekatan penyelesaian permasalahan desain yang sesuai. Hasil akhir desain interior Museum Film Indonesia diterapkan dalam konsep Futuristik. Konsep ini menggambarkan bagaimana penyajian koleksi secara interaktif dengan menggunakan berbagai teknik dan teknologi untuk dapat menciptakan suasana di masa depan. Dari proses mendesain disimpulkan bahwa : (1) Desain Interior Museum Film Indonesia menggunakan alur sirkulasi yang baik dan desain yang menarik untuk menciptakan pusat edukasi perfilman yang informatif, edukatif dan rekreatif. (2) Penerapan konsep futuristik pada desain interior Museum Film Indonesia melalui karakter ruang dan media display dapat menciptakan suasana ekspresif sebagai fokus ruangan.
The Interior Design of Juvenile Detention Class I in Kutoarjo, Central Java to Support the Rights of Child Prisoners
Abstract One of the objectives of the Lembaga Pembinaan Khusus Anak (LPKA) is to provide guidance and rehabilitation for children involved in criminal offenses. Despite the efforts of Lembaga Pembinaan Khusus Anak (LPKA) to continuously improve its system, LPKA must ensure the fulfillment of children's rights in accordance with the principles stipulated in Law No. 11/2012. LPKA coaching that is less effective and not integrated with community life can be an indicator of the failure of child rehabilitation in LPKA. Therefore, there is a need for structured and integrated efforts to improve the effectiveness of rehabilitation of children in LPKA so that these children can return to being responsible and productive members of society. Prisoners who do not have access to adequate training or education may lack the necessary skills to find decent work and feel pressured to return to crime. The ideal LPKA interior should be able to provide access to facilities that are beneficial to juveniles. It is hoped that the idea of designing and planning the interior of the Class I Child Special Development Institution (LPKA) in Kutoarjo can be an evaluation material to see the field conditions about the actual facilities inside and the outside world. Especially to fulfill the rights of fostered children who must prepare for the future in social life. Keywords: Rights, Children, Recidivists, Rehabilitation
THE USED GUNNY SACKS AND LEFTOVER LEATHER PRODUCTION IN THE DESIGN OF BOOTS FOR WOMEN WITH TIE DYE AND SMOCK TECHNIQUES
This design is based on the gunny sacks (jute) that accumulate in Keden market, Kec. Pedan, Kab. Klaten, Central Java, there are conditions that are still worth using again. Gunny sacks are still feasible to use as the main material and the rest of the leather production as a supporting material in the product design boots in this design. Tie dye and smock techniques are applied to the burlap sack as an element of decoration. Women's boots are currently a trend, synonymous with masculine style. The method applied in realizing the idea of designing these boots is the method of creating artwork by Gustami SP., namely in designing the work there are three steps that must be passed: the stage of exploration, design and visualization This design produces boots for women types of chelsea boots and wedges boots using the main material used gunny sacks given smock motifs and a combination of leather remaining production. Naphtol staining accompanied the visualization of the smock on this gunny sack. Keyword : jute sacks, boots for woman, tie dye, smock technique, chemical dyes naphtol.
The Influence of Culture in Character Design in Open World Games in terms of Roland Barthes' Visual Semiotic Theory
The emergence of identification, way of life, and norms that apply to society are interrelated and formed by the existence of culture. Culture that carries these three things coexists with humans and becomes an important aspect of life. Open World Game is a game that invites players to create a player-made world. By creating a culture, Open World Game raises a culture that exists in the world to create and shape the identity of its characters. One of them is Genshin Impact. Genshin Impact raises several cultures in the world, one of which is Sumeru which elevates Middle Eastern culture. Through the Semiotic Theory put forward by Roland Barthes, the author analyzes the role and application of this culture to the visual characters in the Genshin Impact Open World Game. Keywords: Visual Analysis, Open World Game, Graphic Design, Design Critique
Hungry Pets Visual Identity Redesign as a Representation for Middle Class Pet Shop in Penjaringan North Jakarta
The purpose of writing Hungry Pets visual identity redesign that will to improve in terms of aesthetics, and the depiction of Hungry Pets visual identity can be more highlighted and contrasted. The balance between elements also needs to be considered in making the redesign of the Hungry Pets. The author tries to dig deeper information from various sources. So that we can further deepen information about Hungry Pets. A successful logo made from a collection of valid information and data can produce a visual element that is easy to remember. This can increase brand awareness of Hungry Pets. As well as in making the design, it is designed principles and theories. The author hopes that by writing this purpose can also obtain information that can increase public knowledge from all aspects. Keywords: Redesign, Visual Identity, North Jakarta, Hungry Pets.
Illustrated Book Design as Waste Education for Children Aged 7-9 Years in Semarang City
Garbage problems are common in Indonesia. The amount of waste disposed of in landfills is increasing every year. The waste problem is caused by a lack of public awareness regarding waste management. Therefore, it is necessary to educate the public to increase awareness of the environment. Education about environmental care given early on can prevent bad things that might happen in the future. The problem in this research is how to educate children to increase awareness of the environment using the educational media of illustrated books. This descriptive qualitative research refers to the ADDIE research model to create illustrated book media as an educational solution to waste problems. With educational media illustrated books that have been designed, children can understand the types of waste and get an education about waste. Waste that is disposed of is properly and correctly segregated for each type. Illustrated books have proven effective as educational media for children aged 7-9 years as evidenced by the ease with which children understand the types and sorting of waste Keywords: Education, Waste Management, Children, Illustrated Books