PERENCANAAN PUSAT UKM DI PASAR SENI MUSEUM MULAWARMAN TENGGARONG PENEKANAN PADA SIRKULASI RUANG DALAM | Author : Nur Husniah Thamrin, Anna Rulia, Daffa Sega Maulana | Abstract | Full Text | Abstract :Souvenir center is a place that is sought when someone is visiting a city and wants to buy souvenirs typical of the city. With these
souvenirs can be a souvenir for relatives and can also be a memento of the city that was visited. The Art Market is a souvenir
shopping center typical of the city of Tenggarong, where the city of Tenggarong is very thick in culture and there are various
types of handicrafts that can be used as souvenirs. With the Art Market, it can awaken the economy of the surrounding
community because of the existence of Small and Medium Enterprises (SMEs) the results of the Tenggarong handicrafts with
high selling value. Inadequate facilities and infrastructure, making the Art Market less well organized. There are no buildings
available to be occupied by the sellers of souvenirs, so the sellers make small stalls on the edge of the Mulawarman Tenggarong
Museum area. With these problems, the authors design a building that can be a container for sellers souvenirs with a neat layout
of space, and also an attraction for visitors who come. By using an emphasis on neo vernacular architectural style, this building
will look in accordance with the Mulawarman Museum building |
| DESAIN PRODUK FESYEN AKSESORIS DENGAN MENGANGKAT BUDAYA LOKAL KALIMANTAN TIMUR | Author : Shiddiq Arifin Dwi Putra, Faza Wahmuda | Abstract | Full Text | Abstract :Indonesia consists of so many islands and provinces, as well as diverse cultures ranging from Sabang to Merauke. Various
cultures that exist in Indonesia, are still preserved by the people who live and live in the area from the past until now as
traditions and ancestral heritage that must be preserved. The culture of East Kalimantan is one of the local cultures in
Indonesia with distinctive characteristics, namely the culture of the Dayak tribe and the culture of Kutai Kartanegara. In this
modern era, many have left the cultural heritage of their ancestors which has become the hallmark of a local identity that
exists in Indonesia, especially the East Kalimantan Province. Fashion accessories products are one of the media that can
lead the general public to introduce the culture in East Kalimantan with designs that apply elements of local cultural images
typical of East Kalimantan. The purpose of designing this fashion accessory product is to pass on a local culture, especially
in the East Kalimantan area, which is applied in the form of fashion accessories product media. The research method uses
qualitative and quantitative research methods in collecting data. In the analysis there are accessories in the form of needs
analysis for fashion products, cultural analysis, shape analysis, glasses system analysis, watch system analysis, bracelet
system analysis, material analysis, color analysis, and market analysis. The results of this study are eyewear products with
the application of blowpipe shapes, watches products with the application of the Dayak Tribe carving motifs, and products
with the application of a combination form of Lembuswana, Hudoq, and Naga Erau. |
| DESAIN RAK DISPLAY UNTUK PENERBIT ZIFATAMA | Author : Omar Mukhtar, Faza Wahmuda | Abstract | Full Text | Abstract :The low interest of people in reading has closed several book publishers as their books were not in demand. Furthermore,
there are some publishers who sell their books only for private users such as Zifatama book publisher in Sidoarjo. If this
publisher wants to put their books at big book shops, it will get very high charge of tax. This fact has underpinned the
researcher to design a portable shelf specifically for Zifatama book publisher so that it can sell the books in the interior
events such as seminar, workshop, and training. To design the display shelf, the researcher employed mix method by
observing various places related to display shelves and interviewing the head of Zifatama publisher. Those methods aimed to
ease the researcher in developing the product through some analyses regarding the needs, activity, display product types,
product placement, design style, shape, system, color, technology of information media, material, ergonomics, and product
dimension. The final result obtains a product of display shelf having design concepts of informative and modern minimalist
which is stackable to ease the publisher bringing it during an interior event. In addition, this display shelf presents
information on Zifatama Publisher books to users |
| DESAIN HALTE BIS SURABAYA DENGAN TEMA IKONIK | Author : Yohanes Firananta Setyo Atmono | Abstract | Full Text | Abstract :Bus shelter for public transport in Surabaya has been made to accommodate the needs of the Department of Transportation
and government city. This facilities built to attract public interest to using public transportation. Currently, several shelter
Surabaya Bus have been built, but the existing conditions of the bus stops have not met the requirements. Therefore it is
necessary to design a Surabaya bus stop that offers convenience, security and most importantly introduces the city of
Surabaya both for tourist purposes and for city branding. There is a need for shelters that are designed aesthetically,
comfortably and the most important thing is that users feel safe when they are at bus stops. Designed by paying attention to
the overall design principles, namely the character of the user, both disabled and normal, user activities and support
facilities. Exterior and interior bus shelter concept design use tropical and iconic ornaments from Surabaya iconic places.
|
| DESAIN BUS TINGKAT SLEEPER CLASS | Author : Rizal Firmansyah, Hamdan Bahalwan | Abstract | Full Text | Abstract :Sleeper class bus belongs to the highest class in the inter-city inter- province bus services. However, sleeper class still has
weaknesses such as narrow movement spaces and piled configuration. The facility of sleeper class has not been available at
all stations of inter-city inter-province bus yet. Therefore, the researcher developed innovation in the interior design of
sleeper class of inter-city inter-province bus by implementing sleeper class to the whole interior. By mixed method, this
research combined qualitative and quantitative methods. Besides, it added several design analyses on the activity, need,
color, shape, system, technology, safety, bus, symbol, ergonomics, and anthropometry. The ultimate result was a product
employing the modern and exclusive concepts. This sleeper class bus consists of two floors namely up floor and down floor
equipped with chairs that can adjust the users’ needs, whereas the configuration applies 1-1 to keep privacy. The materials
being used had been adapted with the material analysis, while the colors of product were taken from the color analysis. The
sizes of chair, cabin, and interior complies with the anthropometry of Indonesian people and the regulation of double decker
bus |
| DESAIN WADAH PERMAINAN SCRABBLE DAN LUDO UNTUK ANAK -ANAK USIA 7-12 TAHUN | Author : Mauritania Aida Iskandar, Dwi Cahyadi | Abstract | Full Text | Abstract :Board games are games using board media. Playing board games was found to improve critical thinking skills, problem
solving, analysis, reasoning, planning, and communication skills of children. In Indonesia, scrabble and ludo games in board
form are less popular because they are quite expensive. Educational games are starting to sink, being defeated by online games
that are easier to find and play. Another advantage that makes mobile games superior is that one mobile phone user, especially
children in the age range of 7-12 years, can switch from one game application to another with just one click, but for board
games, only one game can be played. one board game. Therefore we need a product design with the aim of combining 2 board
games into 1 container for children aged 7-12 years. The design method used is the Vinod Ghoel method, namely collecting
data, analyzing data, determining design concepts, making alternative designs, developing alternative designs, to the final
design. So that the results of the design "Scrabble and Ludo Game Container Design for Ages 7-12 years", users get the
convenience of playing 2 board games, with a more ergonomic, aesthetic, and practical design because it only has 1 container
for 2 games. |
| PERENCANAAN GEDUNG SINEMA KELUARGA DI KAWASAN PULAU KUMALA PENEKANAN PADA AKUSTIK RUANG | Author : Bhanu Rizfa Hakim, Anna Rulia, Arif Indra Fahlafi | Abstract | Full Text | Abstract :The development of the cinema industry in the city of Samarinda and its surroundings has increased significantly.
Currently, in Samarinda city itself, there are 5 places for famous cinema brands, namely XX1 Big Mall, XX1 Samarinda
Square, XX1 SCP, Cinema 21 SCP, and most recently CGV Cinema Plaza Mulia. The development of the number of
cinemas in East Kalimantan, especially Samarinda and its surroundings was triggered by the high attraction of the public
for the world of cinema, ranging from adults to children. Therefore, this potential needs to be maximized with the planned
construction of the Family Cinema Building in the Kumala Island area of the entertainment and game cluster, Tenggarong
City, Kutai Kartanegara Regency, East Kalimantan. This great potential is supported by the strategic tourist area of
Kumala Island and the absence of a well-known cinema brand in the city of Tenggarong. In addition, Kumala Island as a
tourist island that needs to be managed and utilized by the Government and the Kutai Kartanegara Regency Tourism
Office so that it becomes an attractive tourist attraction for the surrounding community and immigrants. The planning of
the Family Cinema Building will be one of the best attractions for the community, because it is planned with the concept of
a family cinema, providing 17 mini theater rooms, lounges, gardens and other facilities. So planning the development of
this entertainment object needs to be done to maximize and restore the essence and image of Kumala Island as one of the
best tourist destinations in East Kalimantan |
| PERENCANAAN ARENA GOKAR DAN RC CARS INDOOR DI PULAU KUMALA TENGGARONG PENEKANAN PADA UTILITAS | Author : Mafazah Noviana, Cisyulia Octavia HS, Rahmat Dwi Saputra | Abstract | Full Text | Abstract :Lots of entertainment and game facilities that are no longer active on Kumala Tenggarong Island have caused a decline in
the number of visitors each year, one of the facilities is outdoor Gokart Arena which currently in poor condition. The solution
to increase visitor attraction and reintroduce Karting to the public is by planning Gokart Arena and RC Cars Indoor Arena
as entertainment and game-themed racing facilities on Kumala Tenggarong Island. However Gokart racing activities have a
negative impact on the environment such as residual liquid (oil) and solid waste (iron frame, etc.), cause noise and pollution
and require good lighting for the safety of racers, therefore building design is emphasized on utilities, especially wastewater,
natural lighting and natural ventilation for sustainability and comfort of buildings and the environment can be maintained
properly. The application of the industrialist architectural style to the facade and interior layout through material exposure
elements creates a unique character in the building with a rough and masculine look.
|
| PERENCANAAN PUSAT KEBUDAYAAN DAN KESENIAN KALTIM DI TENGGARONG DENGAN PENEKANAN PADA AKUSTIK | Author : Hatta Musthafa Adham Putra, Zakiah Hidayati, M. Sutan Djaya Bunayya | Abstract | Full Text | Abstract :Indonesia has a diverse ethnic and cultural diversity that continues to grow in the lives of Indonesians. Each tribe and region
have characteristic of various arts and become the pride of the region. Tenggarong is one of the district in Kutai
Kartanegara regency that has a variety of arts. Kutai Kartanegara regency does not yet have the means to develop adequate
creativity for its citizens to channel art expression and activities. Through Kaltim Cultural and Art Center is a container and
facilities created for the artists, people and government of Kutai Kartanegara Regency in developing the potential of art and
culture. This design process is created through several stages, namely the study of literature, observation and analysis of
data that has been obtained so as to obtain the results of a design concept in accordance with the objectives. The east Kaltim
Cultural and Art Centerwas created with Accoustic design concept and artificial lighting so that art performer and art
connoisseurs can comfortably enjoy performaces and exhibitions. Kaltim Cultural and Art Center in Kutai Kartanegara
Regency is expected to become an object of education, tourism, and creations that can become a new icon in Kutai
Kartanegara regency especially Tenggarong district. |
|
|