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INDONESIA
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk)
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Articles 5 Documents
Search results for , issue "Vol 3, No 7 (2020)" : 5 Documents clear
PENGEMBANGAN KENDARAAN LISTRIK AUTONOMOUS BERDASARKAN PANDANGAN FUTURISTIK MICHIO KAKU Manurung, Fred Soritua; Sachari, Agus
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 7 (2020)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1008.76 KB) | DOI: 10.24821/productum.v3i7.3375

Abstract

Autonomous electric vehicle development became a new trend nowadays, dealing with reducing supply possibility of the mineral fuel and the purposes of pressing the waste gas from the combustion vehicle engine. Electric Autonomous vehicle thrived according to the development of information and telecommunication technology, semiconductor technology, chemistry technology which allows building long-range sending and receiving communication system with very high speed and massive data also long time duration for battery usage as well as the efficiency of electric motor escalating.Autonomous electric vehicle has become the focus for the vehicle development in 2020 and many countries start to running test the system. Prediction according to this subject has been reveal by Michio Kaku as a physicist and famous futurist. As a physicist who developed the science and invention of the new technologies for future usage, it was unchallenged Michio Kaku could be confided around this subject, such as the internet technology and information also technology related to human health including the nanotechnology became tiny and reachable, according to Michio Kaku. Technology could be used as a product, the prediction will be beneficial if connected to Indonesian vehicle development especially if associated with the rural area as a unique condition, which distinguishes consecrating to city area in the other countries.Keyword : autonomous, electric vehicle, futurist view, Michio Kaku
MENDAUR ULANG SAMPAH KANTONG PLASTIK LOW DENSITY POLYETHYLENE MENJADI PRODUK FUNGSIONAL Gumulya, Devanny; Febriyanti, Febriyanti; Meilani, Fenny
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 7 (2020)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v3i7.3505

Abstract

Currently we are accustomed to disposable packaging, the habit generates a lot of waste because we are used to buying, use and dispose of when the lifespan has been exhausted with a consumption pattern like this, Indonesia has now become the world's second-largest plastic waste-producing country. With the product design approach, the student of Universitas Pelita Harapan (UPH) was tasked to recycle plastic waste in UPH environment into a functional product. Based on the results of observation and interviews, one of the waste plastic accumulated in UPH environment is the plastic shopping bag. LDPE is a thermoplastic. A type of plastic that can be formed repeatedly trough heat. The process starts by collecting, sorting, washing, then began the recycling process by heating it with oven and put them unto the mold.  The purpose is to create new material that has an aesthetic quality and good structure. After the waste is processed into a functional product, the results are socialized to students from other majors in a workshop, where each participant must bring their own plastic waste materials. The result of this research and community service is a reduction in  shopping bags waste that exists in UPH environment by 1%, increases millennials' awareness about plastic waste in UPH, and change their perception that garbage plastic bag shopping is not rubbish that should be discarded, but a material that is ready to be recycle and made into a functional product.  
PRESERVATION OF DAMAR KURUNG THROUGH JEWELRY DESIGN Christianna, Aniendya
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 7 (2020)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (410.605 KB) | DOI: 10.24821/productum.v3i7.3343

Abstract

Revolusi industri 4.0 diperkirakan akan mengancam keberadaan manusia dalam dunia kerja. Ketika ancamannya semakin besar, manusia sebagai makhluk kreatif seharusnya menyadari bahwa mereka harus beradaptasi. Tantangan-tantangan ini dapat dijawab jika manusia sebagai sumber daya utama dapat memanfaatkan informasi yang ada untuk meningkatkan kapasitas, kreativitas, dan keterampilan diri. Kreativitas membuat manusia mampu menghasilkan karya seni yang belum tentu teknologi dan mesin mampu lakukan. Meskipun beberapa mesin dikatakan mampu melakukannya, manusia tetap adalah entitas yang memiliki rasa dan emosi, yang hingga kini belum dimiliki oleh teknologi. Menjelang kepunahan Damar Kurung sebagai tradisi cahaya khas derah pesisir Pulau Jawa, pada 4 Oktober 2017, Departemen Pendidikan dan Kebudayaan Republik Indonesia menetapkan Damar Kurung sebagai Warisan Budaya Takbenda Nasional. Ini adalah berita baik bagi individu/komunitas yang telah secara aktif melestarikan Damar Kurung, sehingga keberadaannya sebagai warisan kearifan lokal dapat ditemurunkan kepada generasi muda. Namun pertanyaannya adalah: apakah di era Revolusi Industri 4.0 pelestarian warisan budaya masih relevan? Berdasarkan uraian latar belakang, tim penulis mengimplementasikan alternatif pengembangan kreativitas yang terinspirasi oleh ragam hias Damar Kurung menjadi perhiasan yang bernilai jual dan terbuka untuk pangsa pasar yang lebih luas. Sejauh ini, ada banyak produk kreatif yang terinspirasi oleh Damar Kurung, tetapi hanya terbatas pada segmen ekonomi menengah (dan bawah). Berbagai lapisan masyarakat perlu mengapresiasi Damar Kurung sebagai warisan budaya tak bendawi. Dengan demikian, warisan masa lalu dapat dikenali dan dihargai oleh orang-orang dengan menyesuaikan kebutuhan masa kini. Pada akhirnya, upaya ini mendukung pengembangan industri kreatif berbasis kearifan lokal.Kata kunci: Damar Kurung, Perhiasan, Kreatif Industri, Revolusi Industri 4.0, dan Kreativitas
KEPUTUSAN BENTUK VISUAL DALAM MENDESAIN SELF SERVICE KIOSK Ihsandiyumna, Rafi; Masri, Andry
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 7 (2020)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v3i7.3377

Abstract

Significant changes have occurred in the past decades from analogue or manual technology to digital technology which caused many industries to adapt or even transition to it. One of a product commodity which is the result of innovation caused by this change is self-service technology (SST). Currently, there aren?t so many industries of SSTs in Indonesia, but the concept is still feasible because it has characteristics that have high selling value and facilitate activities in commercial industry in general. This literature examines the important aspects which take effect and need to be considered in SST visual form decision making. The purpose of this research is to produce SST design through formalistic approach also as a tool for the analysis process in space, human, and business aspects. This research generates a product design which has harmony in the interaction with its surrounding objects? visual characteristics.Keywords: innovation, self-service technology, formalistic, visual form decision
PEMBELAJARAN 3D PRINTING SEBAGAI METODE PERANCANGAN PRODUK KOSTUM (STUDI KASUS: INDUSTRI COSPLAY) Widyastuti, Putri Anggraeni
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 3, No 7 (2020)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v3i7.3378

Abstract

Currently costume products can be enjoyed not only for film, drama or theater productions but for people as a form of appreciation to the fictional and non-fictional characters in two dimensions. Cosplay (abbreviation of a word: costume and play) in Indonesia has developed into a industry within a period of 15 year due customer needs. Even as cosplayer (people who cosplay) who has long been active in cosplaying, develop tecniques and the use of the material in process of designing cosplay costumes until introduce profession cosmaker (an abbreviation of costume maker). They have needed experience to cultivate material and technique that support skill of cosplayer and cosplayer craft?s to design costume for custom or mass, like 3D printing. This technique have been used to simplify the design process costume because efficiently and with more having the accuracy of finite dimensionnal produce of the successive visual better. For this reason, this research is needed with the aim that 3D printing can be a part of and enrich the design of costume products so that it can take part of basic in learning basic education design. This purpose will achieve through the qualitative study in a series of stage of the methodology grounded theory to declare that 3D printing can be a part in learning basic education design to answer the challenges the industrial revolution 4.0 through phenomenology approach to phenomena cosplay in Indonesia for 15 year who experienced by writer directly design cosplay costume.Key words: 3D printing, Indonesia cosplay industry, method of design, learning, costume product

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