scholarly journals Application of Physiognomy for Comic Character Development in “Menjelajah Negeri Rempah” Comic

Humaniora ◽  
2021 ◽  
Vol 12 (2) ◽  
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Patricia Renata ◽  
Dermawan Syamsuddin ◽  
Satrya Mahardhika

This research aimed to document the journey of character development in ‘Menjelajah Negeri Rempah’ comic with physiognomy studies. Indonesia was known as a maritime country that had emerged as one of the largest producers of spices in the last centuries. Unfortunately, younger generations of Indonesia lacked the knowledge of spices. This was one of the reasons why young Indonesians were less concerned with the existence of spices. Several things had been done by the government to socialize the glory of spices in the past so that spices would return to their glory in the future. The researchers who were involved in the teaching and learning process in the Visual Communication Design department wished to take part in this effort through comics to help the government spread knowledge to the younger generation through visual languages they liked without appearing patronizing. In creating this comic, one of the priorities was in the development of characters, which needed to be designed in such a way so that the characters were more easily recognized, and the stories came alive. To strengthen the character, it applied physiognomy in the development of the character designs contained in the comic. It used the design thinking process as a continuously applied design method in this character creation development. It consisted of define, research, ideation, prototype, select, implementation, and learn. This research results are in the form of the comic ‘Menjelajah Negeri Rempah’, which aims to introduce Spice Route as this country’s potential instead of the more famous Silk Road. The result of this research still requires additional data, considering that in the process of making comics, apart from building a relatable character, a strong story is also needed.

建築學報 ◽  
2021 ◽  
Vol 116 (116-1) ◽  
pp. 055-061
Author(s):  
江梓瑋 江梓瑋

<p>傳統的建築設計課程皆以每學期幾次不同題型的設定,期望在設計操作的反復練習中,幫助操作者探索合適的操作方法並從中建立設計邏輯。設計題目的設定規範了操作的方向與期望的成果,但因設計發展並沒有既定的步驟與方法,常因個人經驗與所選擇設計方式的不同,導致過於感性的思維模式,也造就了理性建築設計教學的挑戰。此研究針對題目設定與設計邏輯的關係,試圖避開操作者可預期的結果,並藉過程中不同階段性的操作設定,試圖建立一種設計邏輯發展的依據。</p> <p>&nbsp;</p><p>Traditionally, architecture design studio requires few exercises per semester for students to practice design method and develop design thinking. As design exercises often direct design approach and also establish expectation of outcome, there is no guaranty procedure or design method to follow in order to achieve the best outcome. Since design development heavily based on experience of operation and choice of approach, sensible thinking process is often involved and sets challenge for rational architectural pedagogy. This research aims to exam the design thinking process of students by setting up specific design exercise to avoid predictable operation process, in order to direct specific design approach according to established guidance for further development. </p> <p>&nbsp;</p>


Author(s):  
Clio Dosi ◽  
Manuel Iori ◽  
Arthur Kramer ◽  
Matteo Vignoli

AbstractThis case study deals with a redesign effort to face the overcrowding issue in an Emergency Department (ED). A multidiscinary group of healthcare professionals and engineers worked together to improve the actual processes. We integrate the simulation modeling in a human-centered design method. We use the simulation technique as a learning and experimentation tool into a design thinking process: the computational descrete event simulation helps explore the possibile scenarios to be prototyped. We used the simulation to create a virtual prototyping environment, to help the group start a safe ideation and prototyping effort. Virtual prototyping injected into the organizational context the possibility of experimenting. It represented a cognitive low-risk environment where professionals could explore possible alternative solutions. Upon those solutions, we developed organizational prototyping tools. Top management and head physicians gained confidence for a more grounded decision making effort and important choices of change management and investments have been made.


2018 ◽  
Vol 11 (2) ◽  
pp. 61-75
Author(s):  
Stephanie Baer

As a teacher educator, I prepare preservice students for regular reflection about teaching and learning by incorporating design-thinking and storytelling. In order to facilitate more interactive reflection on students’ early teaching experiences, I developed the design-debrief—a classroom activity that asked students to story their teaching experience with first-graders using the design-thinking process. I make connections to how design-thinking and storytelling enabled a more complex and systematic way to approach teacher reflection.


Author(s):  
Cynara Lira De Carvalho Souza ◽  
Carla Silva

Mobile learning (m-learning) is a research field that aims to analyze how mobile devices can contribute to learning. The development of software for mobile devices to support learning is essential for an effective implementation of m-learning or mobile learning environments (MLE). Requirements Engineering processes need to include activities that provoke creativity in the stakeholders to conceive MLEs that actually modify and improve the teaching and learning process. In this context, this paper presents a process for requirements elicitation and documentation of mobile learning environments. This process is based on the concepts of the Design Thinking process that provides a methodology to elicit customer needs, producing simple prototypes that eventually converge to innovative solutions. An experiment was conducted to evaluate if the proposed process contributes to create MLEs that present distinctive and interesting characteristics when compared to existing solutions for a specific problem.


Author(s):  
Annisha Muhtadini Fajri Et.al

This study aims to produce video mapping design concept to educate the topic on sea turtle conservation for all levels of Indonesian societies, especially in the Jakarta Aquarium recreation facilities. Indonesia, a tropical country with variety of natural resources and habitat of the endangered sea turtles required a protection on their habitat by the government. There are 6 types of sea turtles spread across the vast 138 different waters in Indonesia. Efforts of preservation as part of the world's ecosystem need to be done by various parties. The Visual Communication Design, as a major whom proficient in the perceptive communication language has a big role in delivering the message and exploring media for public education about the importance of maintaining the balance of the turtle ecosystem. Video mapping or projection art, is a contemporary technique of delivering information through visual images using lighting and projection so as to produce optical illusions on the object being directed. Through visual communication design method, the result is a video mapping design concept to display a provoking animation meant to visualize the grueling condition and survivability of sea turtles in recent years and to gain awareness for preserving and protecting the natural environment. The video mapping design concept can be used for environmental issues learning materials for youth.


2020 ◽  
Vol 3 (2) ◽  
pp. 256-269
Author(s):  
A. A. Diah Indrayani ◽  
I Kadek Widiantana

Over the past few years, the government has given a spesific attention to the character education due to its main purpose to develop good and right behaviour for the students since their early age. To achieve this, one of them is through education. In Bali, according to the concept of its society, education is translated by local values in a simple way, such as learning while travelling, learning while singing, learning while playing a game and so on. The Balinese folklore (Satua) is an implementation of Hindu values which give an understanding on conscience and behaviour to the children since early age. This research is a qualitative research using the hermeneutics method. Bali has many literary heritages which are full of the value of character education, one of them is Satua Bali. Among the many Satua that are available, Satua that will be used is Satua I Nengah Tinggen's with titled Anak Agung di Mesir. He is one of the Balinese literary maestros. The study of this folklore refers to six pillars of character proposed by SD Westwood, covers trustworthiness, respect, responsibility, caring, citizenship, and fairness. It can be concluded that Satua is somewhat effectively used as a character education media because it contains the values ​​of character education needed for the nation's character development and can be taught early with Satua.


IFLA Journal ◽  
2019 ◽  
Vol 45 (3) ◽  
pp. 246-253 ◽  
Author(s):  
Bethany McGowan

Librarians can utilize design-thinking practices to develop instructional materials, in the development of new products and services, and in prototyping novel solutions to problems. This paper will explore the role of design thinking in teaching and learning via the use of the Blended Librarians Adapted Addie Model (BLAAM), and will illustrate how well-designed learning approaches can be used to create inclusive learning environments. It will present a case study showcasing how an academic health sciences librarian utilized a design-thinking process to create a health data literacy instruction service that encourages diverse participation in healthcare hackathons.


2020 ◽  
Vol 51 (1) ◽  
pp. 159-185
Author(s):  
Ju Yeon Park, ◽  
Hye Young Chung, ◽  
Sung Hee Kim, ◽  
Young Mi Lee ◽  
Yoo Kyung Lee ◽  
...  

Author(s):  
Ramnik Kaur

E-governance is a paradigm shift over the traditional approaches in Public Administration which means rendering of government services and information to the public by using electronic means. In the past decades, service quality and responsiveness of the government towards the citizens were least important but with the approach of E-Government the government activities are now well dealt. This paper withdraws experiences from various studies from different countries and projects facing similar challenges which need to be consigned for the successful implementation of e-governance projects. Developing countries like India face poverty and illiteracy as a major obstacle in any form of development which makes it difficult for its government to provide e-services to its people conveniently and fast. It also suggests few suggestions to cope up with the challenges faced while implementing e-projects in India.


Author(s):  
Ramadhayani Fitri Nasution And Busmin Gurning

The objective of this study was to investigate whether the application of Teams-Games-Tournament Technique improve the students achievement in Speaking. This study was an classroom action research. The subject of this study was class XI IPA 3 SMA Muhammadiyah 8 Kisaran which consists of 35 students. The study was conducted in two cycles, cycle I consisted of three meetings and cycle II was consisted of three meetings. The instruments for collecting data were quantitative (oral speaking test) and qualitative data (observation sheet and diary note). Based on speaking scores, students’ score kept improving in every evaluation and based on observation sheet and diary note, it was found that teaching and learning process ran well. Students could enlarge their thinking process. The result of this study showed that Teams-Games-Tournament improved students’ achievement in speaking.


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