Journal of Visual Art and Design
Not a member yet
274 research outputs found
Sort by
A Study of Sunaryo’s Wot Batu through Art Criticism
The Indonesian modern art scene in the 1940s, which related to many ideologies, also influenced the art of Indonesian artist Sunaryo (1943). One of his recent works, Wot Batu, is a work of land art consisting of sequential installations made with stones lying in a landscape in Bandung. Wot Batu means ‘stone bridge’ in old Javanese. This study aimed to discover Sunaryo’s artistic qualities in Wot Batu in order to trace Sunaryo’s perspective of spirituality and his background as a modern Indonesian artist. This research used Feldmann’s art criticism approach. The interpretation and judgment process in this work was obtained by connecting a formal analysis of the artwork to Sunaryo’s background as an artist. The research findings confirm that Sunaryo presents his own perspective on spirituality in this work through the use of stones as the main material and other natural elements. He made use of various aspects, such as combining and assembling stones, multisensory stimulation of the visitor, the site and the movement of the visitor inside it, support his concept. This study revealed that Sunaryo’s perspective on spirituality not merely concerns the relationship between humans and a greater power, but also humans as a part of nature, balance, the perpetuity of the universe, and the experience of nothingness and serenity
A Study of the Non-Visual Factors of Cars Affecting the Consumer’s Cognitive Appeal
The success of a car in the market depends on visual as well as non-visual factors. Both these sets of factors influence the cognitive appeal of cars for potential buyers. Purchasing a car is not only about economic choices but also related to emotional, aesthetic, sensory responses to driving, kinship patterns, habitation, sociability, and functionality. This study aimed to identify the major non-visual factors of cars that affect the cognitive perception of buyers and estimate their importance relative to each other. A set of non-visual factors and their sub-factors were identified through a literature search and an open-ended survey among car owners. Many of the sub-factors had the same meaning and therefore these factors were grouped under twenty separate sub-factors. Then, these twenty sub-factors were analyzed by using the Decision-Making Trial and Evaluation Laboratory (DEMATEL) approach to evaluate the most influential sub-factors among the identified sub-factors. Six designers were involved in the analysis of the sub-factors through the DEMATEL approach. The results showed that the car’s brand value, cost, engine performance, reliability, and safety are the top five sub-factors. Outcomes of this study can be utilized by designers and top management people to understand the most influential factors affecting the cognitive behavior of consumers when purchasing a car. This understanding will help companies to design cars as per the requirements of consumers, which will ultimately lead to better profitability of these companies
Designing Urban Soundscape for Various Activities based on Soundscape Expectation
The concept of soundscape aims to provide a more holistic understanding of the acoustic environment by taking several aspects into account, such as human perception, the acoustic environment and the context of the space. The soundscape concept is primarily concerned with the human experience and is considered more effective to access the acoustic quality of urban areas than traditional sound measurement. Soundscape analysis was used in this study to determine the relationship between various activities occurring in urban areas and their associated sound sources. This relationship can be used as design guidance for urban soundscape. The interaction was analyzed using the soundscape expectation approach, which is based on people’s memories of urban areas. The participants of this study were requested to compose an ideal acoustic environment according to their expectation for doing four activities: reading, relaxing, talking with friends, and playing with children. According to the data of the participants’ composition there is no significant difference in the overall sound levels between various activities. As a result, the appropriate acoustic environment cannot be determined solely based on the overall sound level. Individuals have varying expectations of sound sources when engaging in various activities
Participatory Design to Develop Montessori Modular Furniture for Pre-Prosperous Community Learning Center
Education plays an important role in human development. Through learning, humans are enabled to write, speak, and create. The Covid-19 pandemic has disrupted education, especially for those who depend on free educational programs that rely on volunteers for day-to-day operation. Children in the golden age are the most affected. Online learning can never cover the social interaction provided by offline learning. This research was done in Rumah Langit, which is a free community learning center for children, located in Rusunawa Urip Sumoharjo, Surabaya. After several months of getting to know the people involved, their surrounding environment, and participating in their daily activities, it could be clearly seen that Rumah Langit was lacking learning media. Especially learning media for children in the golden age who are often very curious and are in the stage of developing their five senses. OTTM (One, Two, Three, More?) is a modular furniture unit specifically developed for learning media at home for preschoolers, designed using the six steps of the design thinking method (Understand, Observe, Define Point of View, Ideate, Prototype, and Test). With its endless configurations, OTTM can be used as an open storage, a table and chair set for preschoolers, a seating chair for adults, and learning media for kids. It was inspired by the Montessori method of learning, which allows children to be creative and learn at their own pace. OTTM offers an easy and fun way of learning at home for children, especially for children in the golden age. By using OTTM, children can learn about basic counting, colors and how primary colors create secondary colors, and about shapes, from geometric to organic shapes
Reconstructing Identity through Spice Route Narrative:: An Urgency for Nation Branding?
In line with Joko Widodo's vision to position Indonesia as the ‘Global Maritime Fulcrum’ by 2045, the Indonesian government through the Ministry of Education and Culture has initiated the proposal of nominating the Spice Route (Jalur Rempah) as World Heritage in 2017 to UNESCO. This article aims to show the dynamic process of redefining national identity through the Spice Route narrative, which is full of contestation between the state, society, and the market. Previous studies have shown that the process of reproduction of nationalism through the reconstruction of national history and national identity is now no longer always initiated by the elite. Democratization and globalization also provide space for civil society to reinterpret their ideal image of Indonesia. Methods used in this qualitative research included auto-ethnography through participant observation, in-depth interviews, literature studies, comparison, and visual communication design analysis of form-content-context, both descriptively and reflectively. In conclusion, instead of being a political-ideological narrative, the Spice Route narrative is reinterpreted in a new domain: the creative industry. It has become a source of inspiration for branding commercial products, feature films and documentaries, community activities, festivals, educational curricula, and at the same time included in the content of Indonesian cultural diplomacy through gastronomy, all of which require a contribution of design. This article examines the extent to which the Spice Route narrative, seemingly intended as a nation brand, is able to reconstruct and redefine the national identity of Indonesia.Sejalan dengan visi Joko Widodo untuk memposisikan Indonesia sebagai poros maritim dunia pada tahun 2045, pemerintah Indonesia melalui Kementerian Pendidikan dan Kebudayaan telah menggagas pengusulan Jalur Rempah sebagai Warisan Dunia sejak 2017 ke UNESCO. Artikel ini bertujuan untuk menunjukkan dinamika dari proses redefinisi identitas melalui narasi Jalur Rempah yang sarat dengan kontestasi antara negara, masyarakat, dan pasar. Studi-studi sebelumnya menunjukkan bahwa proses reproduksi nasionalisme melalui rekonstruksi sejarah nasional dan identitas nasional kini tidak lagi selalu diprakarsai oleh elit. Demokratisasi dan globalisasi juga memberikan ruang bagi masyarakat untuk menafsirkan kembali gambaran ideal mereka tentang Indonesia. Metode yang digunakan dalam penelitian kualitatif ini adalah auto-etnografi melalui observasi partisipan, wawancara mendalam, studi literatur, perbandingan, dan analisis desain komunikasi visual. Studi ini menunjukkan, alih-alih menjadi narasi politik-ideologis, Jalur Rempah dimaknai kembali dalam ranah baru termasuk industri kreatif. Artikel ini mengkaji sejauh mana narasi Jalur Rempah yang mungkin dimaksudkan sebagai nation brand mampu merekonstruksi dan meredefinisi identitas
English
This study consisted of a design research into the application of Pintados tattoo patterns in a furniture product design and used semiotic theories to explore furniture product design methods. The research was carried out in three phases: (1) semiotic analysis (thematic analysis), (2) Quality Function Deployment (technical case study), and (3) cultural code analysis. The purpose was to find new strategies to convey scientific-based design information in introducing the cultural connotations of Pintados tattoo patterns to modern design. The main results of this study were: (1) the developed Pintados furniture design was semiotically projected onto a traditional time development axis, a localized spatial development axis, and a cultural conforming/cultural difference axis; (2) the cultural code analysis revealed that the psychological aspect reflects affect, transmission, and identification codes, while the behavioral aspect generates function and transmission codes, and the physical aspect expresses aesthetic, transmission, style and hue codes; (3) designers are recommended to start from their own traditional roots, meaning in this case that the ‘culturally literate market’ must be part of the Visayan community and must be aware of the Pintados tattoo tradition. By considering developments from the pre-colonial past to the present, we can assess the paradigm shift of cultural codes from the traditional interpretation to the contemporary modern understanding, stripped of preconceived biases imposed by the hegemonic Western mindset. These biases, which are a systemic problem in the process of semiotic practice (discourse, design, production and distribution), can be addressed by art and design appreciation and a thorough analysis of consumer culture
A Qualitative Review of Learning Methods in Exhibition Design Course
The Interior Design Study Program of Institut Teknologi Bandung, Indonesia focuses primarily on design education. The main objectives of this study are teaching how to design and educating designers to be professional. The exhibition design course is an elective course and uses a student-centered learning method. This method is usually adopted to improve student participation. Active student participation is a major element in almost every learning process. This course not only provides knowledge about the ins and outs of exhibition design, but also invites students to solve problems through given assignments. Each assignment is unique and forces the student to role-play as a stakeholder around an exhibition, such as a designer, visitor, content creator, decision maker, etc., to provide different points of view. The student is asked to see the problem from different angles and produce optimal solutions based on their skills and knowledge. The present study was based on observation of the process and results of Exhibition Design courses from two semesters in 2021, during the Covid-19 pandemic. Based on the assignment results and their evaluation, it is shown that this approach can generate student participation and improve the students’ understanding of the subject. The students were always curious about what would happen in the next lecture. All students showed positive learning experiences throughout the course. The general concept of this learning method could be implemented to varying degrees in other courses in interior design schools
Effect of Work Environment Factors on Willingness to Stay Level
The quality of a workspace is influenced by the surrounding environment, called the work environment. A good work environment has a positive influence on comfort and willingness to stay. A comfortable workspace can improve performance and productivity. This study looked at the effect of work environment factors, both physical and non-physical, on someone’s willingness to stay while working in a workspace. This research used qualitative-quantitative methods. Explorative-qualitative methods were used to collect data about the work environment factors. Explanatory quantitative methods were used to see how these work environment factors influence the respondent’s willingness to stay level. Data collection in both stages of the study used an online questionnaire that was distributed freely (non-random sampling). From this study, 11 work environment factors that affect someone’s willingness to stay and intention to move were identified: social interaction, quality of visual interior, natural environment, spaciousness, artificial ventilation, glare, crowd, natural air, facility, air temperature, and humidity. The result of the analysis revealed that there were factors that strongly affect someone’s willingness to stay, factors that weakly affect someone’s willingness to stay, and factors that strongly affect someone’s intention to move