scholarly journals Kedinamisan dalam Kearifan Lokal: Perancangan Identitas Visual Galeri Sulam Pinjaik Patah

2021 ◽  
Vol 7 (2) ◽  
pp. 224-239
Author(s):  
Erni Masdupi ◽  
Tri Kurniawati ◽  
Halkadri Fitra ◽  
Dini Faisal

AbstrakGaleri Sulam Pinjaik Patah sebagai usaha kolektif warga Nagari Panampuang memiliki potensi menjadi salah satu ikon produk sulam di Sumatra Barat. Namun, dari sisi desain grafisnya belum memiliki solusi desain yang baik. Logo yang dimiliki belum dapat memperkenalkan karakter, kepribadian, dan ciri khas Sulam Pinjaik Patah. Identitas visual merupakan jawaban bagi permasalahan Galeri Sulam Pinjaik Patah karena penggunaan identitas visual yang sistematis, terstruktur dan konsisten akan mampu membangun brand awareness. Identitas visual dirancang dengan menggunakan metode research and development (R&D) yang terdiri dari tahapan mengenali potensi dan masalah, merancang desain produk, validasi dan uji coba. Hasil rancangan identitas visual memiliki elemen yang dinamis, aplikasi yang fleksibel sehingga memberi ruang bagi entitas untuk mengembangkan elemen dari identitas visual. Kata kunci: galeri sulam, identitas visual, kearifan lokal, pinjaik patah AbstractGaleri Sulam Pinjaik Patah has the potential of becoming one of the icons of embroidery products in West Sumatra. However, the gallery does not have a better graphic design solution. Its current logo does not introduce the character, personality, and characteristics of the origin of the name Pinjaik Patah embroidery. The problem is gallery needs more recognition to create brand awareness. It demands a systematic and consistent use of visual identity, not just a logo. The research and development (R&D) method is used to design the visual identity. The stages are identifying potentials and problems, designing product designs, validating, and testing. The final design of Galeri Sulam Pinjaik Patah’s visual identity has dynamic elements and flexible applications that allowed the gallery to improve and develop its visual identity. Keywords: embroidery gallery, local wisdom, pinjaik patah, visual identity

Author(s):  
Özen Okat ◽  
Bahadır Burak Solak

One of the most important areas where visual communication is prominent today is marketing. Brands try to adopt to the visual world of today in order to make their communication with their target audience more meaningful and effective. This way, organizations, and therefore brands, take significant steps for differentiation from their competitors by forming their visual identity. Additionally, considering the current advertisements of brands, it is seen that visual narratives are highly abundant. In this context, brands which are starting to use visual communication effectively are gaining a broader place in the memories of their target audience by increasing brand awareness. As a result, it is believed that the significance of visual communication and identity is increasingly higher in terms of influencing existing and potential masses by being integrated into the visual world of today.


Author(s):  
F. Levi ◽  
M. Gobbi ◽  
M. Farina ◽  
G. Mastinu

In the paper, the problem of choosing a single final design solution among a large set of Pareto-optimal solutions is addressed. Two methods, the k-optimality approach and the more general k-ε-optimality method will be introduced. These two methods theoretically justify and mathematically define the designer’s tendency to choose solutions which are “in the middle” of the Pareto-optimal set. These two methods have been applied to the solution of a relatively simple engineering problem, i.e. the selection of the stiffness and damping of a passively suspended vehicle in order to get the best compromise between discomfort, road holding and working space. The final design solution, found by means of the k-ε-optimality approach seems consistent with the solution selected by skilled suspensions specialists. Finally the k-optimality method has proved to be very effective also when applied to complex engineering problems. The optimization of the tyre/suspension system of a sports car has been formulated as a design problem with 18 objective functions. A large set of Pareto-optimal solutions have been computed. Again, the k-optimality approach has proved to be a useful tool for the selection of a fully satisfactory final design solution.


2018 ◽  
Vol 199 ◽  
pp. 10007
Author(s):  
Andrew Rowan ◽  
Les Thomson

The Olifants River Bridge B3611 carries the N11 over the Olifants River, just North of the Loskop Dam. This structure was originally built in 1979 and was recently widened as part of the South African Roads Agency Limited (SANRAL)’s upgrade to the N11. At the time of design, very little was known about the bridge as no ‘As Built' drawings were available. Due to the remote locality of the structure, exploratory investigations were reserved until the construction phase. The final design solution was therefore amended during the construction phase in order to account for the reinforcement found within the structure. In addition to the heavier dead weight of the new widened deck, the bridge would be required to carry higher loads under modern loading codes. Widening works included new widened cantilevers with new reinforced concrete balustrades, tying into existing reinforcement. Strengthening for bending was provided to the main deck beams by means of longitudinal FRP plates epoxied to the soffit. Transverse pierhead strengthening using DYWIDAG bars was installed to counter increased moments, and pier strengthening using a reinforced concrete jacket was implemented to strengthen the piers. Durability concrete was specified in accordance with current SANRAL regulations and the durability performance of the concrete, even in this remote location was excellent. This paper summarises the work that was completed as part of this project.


Author(s):  
Bo T. Christensen

AbstractTwo studies tested whether introducing images to designers during the design process lead to more useful design solutions as evaluated by the end users’ willingness to use the final design. It was hypothesized based on theories in cognitive science and design that there were at least two paths from images to usefulness. One path concerns analogically transferring within-domain properties to the design solution. The other path concerns mentally simulating end-user characteristics and preferences and inclusion of the user in the resulting design. Study 1 supported that random images led to increased outcome usefulness, and supported both hypothesized paths, by using within-domain products and end-user images as input. Study 2 showed that the image categories competed for attention, and that the within-domain product stimuli attracted the most attention and was considered the most inspirational to the designers. The practical use of the technique may lead to only marginally original products perhaps limiting its applicability to incremental innovation.


1984 ◽  
Vol 106 (3) ◽  
pp. 279-285
Author(s):  
F. R. Weiner

This paper describes the analysis and design of the five kinds of heat exchangers used in the thermal storage subsystem of the 10 MWe Solar Central Receiver Pilot Plant, now becoming more known as “Solar One.” The paper discusses the practices and standards used in the designs of the heat exchangers, lists the heat exchanger design requirements, and discusses the process conditions. The design assumptions and constraints, the geometrical considerations, and the tradeoff studies that were conducted to optimize the designs are also discussed. A description of each heat exchanger reveals the final design solution. Novel and unique features of a power plant that must operate on a daily sun-cycle are identified.


2018 ◽  
Author(s):  
Okki Trinanda

The purpose of this research was to analyze the effect of brand image and brand awareness on the 1999’s re-branding of Institut Keguruan dan Ilmu Pendidikan Padang (IKIP Padang) to Universitas Negeri Padang (UNP) towards West Sumatera’s highscool student’s enrollment interest. The population of this research are the West Sumatera’s highschool students. To determine the sample, this research uses random sampling method. Based on BPS data (Indonesia’s Central Beaureau fo Statistics), the number of high school students in West Sumatra amounted to 34.701 students, and by using "Krejcie table", the sample found to be of 380 students. Whereas for data analysis, multiple regression with descriptive analysis and inductive analysis was used.The result showed that (1) UNP’s brand awareness has a positively significant influence towards highscool student’s enrollment interest, (2) UNP’s brand image has a positively significant influence towards highscool student’s enrollment interest, (3) both UNP’s bramd awareness and brand image has a positively significant influence towards highscool student’s enrollment interest. Based on this research, the top management of Universitas Negeri Padang is advised to: (1) Increase the UNP’s brand awareness and brand image in the minds of prospective students, especially with it’s motto “Alam Takambang Manjadi Guru”, (2) Introduce and disseminate the information about UNP’s official website fe.unp.ac.id to prospective students, and (3) Provides information about the difference between IKIP Padang and UNP to the prospective students.


2021 ◽  
Vol 9 (2) ◽  
pp. 256-267
Author(s):  
Randy Febri Tauba ◽  
Bafirman HB

Penelitian ini bertujuan untuk membuat prototipe instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino yang terhubung dengan aplikasi android. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Subjek penelitian adalah Pemain Futsal SMA N 1, 2 dan 9 Sijunjung, Kecamatan Sijunjung, Kabupaten Sijunjung, Sumatera Barat. Untuk Validasi alat oleh tiga orang ahli yaitu ahli Evaluasi dan Tes Pengukuran, Ahli Futsal, dan Ahli IT. Pengembangan instrumen tes dribbling futsal ini dilakukan dengan uji kelompok kecil dengan sampel 15 orang putra dan uji kelompok besar dengan sampel 45 orang putra. Metode yang digunakan adalah metode validitas ahli dengan penilaian menggunakan instrumen angket dan metode test dan retest untuk uji reliabilitas alat yang dianalisis dengan menggunakan rumus r korelasional. Hasil dari penelitian ini Hasil dari penelitian ini didapatkan nilai validitas sebesar 91,33%, kategori “Sangat Baik/layak” dan uji reliabilitas kelompok kecil sebesar 0.986, dengan kategori “Tinggi” dan kelompok besar sebesar 0.947, dengan kategori “Tinggi”. Kemudian didapatkan nilai praktisitas sebesar 94% dan nilai efektivitas sebesar 90%, maka disimpulkan bahwa instrumen tes dribbling futsal menggunakan teknologi mikrokontroler arduino efektif  digunakan sebagai alat ukur untuk mengukur kecepatan dribbling futsal. Development of dribbling test instruments in futsal games using arduino microcontroller technology AbstractThis study aims to make a prototype of the futsal dribbling test instrument using Arduino microcontroller technology that is connected to an Android application. This research is a research and development (Research and Development). The research subjects were Futsal Players SMA N 1, 2 and 9 Sijunjung, Sijunjung District, Sijunjung Regency, West Sumatra. For tool validation by three experts, namely Evaluation and Measurement Tests, Futsal Experts, and IT Experts. The development of the futsal dribbling test instrument was carried out with a small group test with a sample of 15 men and a large group test with a sample of 45 men. The method used is the expert validity method with an assessment using a questionnaire instrument and the test and retest method to test the reliability of the tools analyzed using the correlation r formula. The results of this study obtained a validity value of 91.33%, the category "Very Good / feasible" and the small group reliability test was 0.986, with the "High" category and the large group was 0.947, with the "High" category. Then obtained a practical value of 94% and an effectiveness value of 90%. Thus, it can be concluded that the futsal dribbling test instrument using arduino microcontroller technology is good for use as a measuring tool to measure the speed of futsal dribbling.


Author(s):  
I Made Dwipayana . ◽  
I Made Putrama, S.T., M.Tech . ◽  
Nyoman Sugihartini, S.Pd., M.Pd. .

Tujuan penelitian ini (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja, (2) Untuk mengetahui respon guru dan siswa terhadap pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja. Model pembelajaran yang diterapkan dalam pengembangan modul elektronik ini adalah model pembelajaran project based learning. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Multimedia di SMK Ti Bali Global Singaraja tahun ajaran 2017/2018. Untuk mengetahui respon guru dan siswa terhadap e-modul desain grafis bitmap diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbantuan media CAI yang telah dikembangkan pada mata pelajaran Desain Grafis Bittmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 39, jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori positif. Sedangkan untuk respon siswa terhadap pengembangan emodul didapatkan rata-rata skor respon sebesar 69,38, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori positif. Kata Kunci : Kata Kunci: ADDIE, E-Modul, Desain Grafis Bitmap, Project Based Learning The purpose of this research (1) To produce the design and implement the design result of CAI media-assisted e-module development in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia In Smk Ti Bali Global Singaraja, (2) To know teacher and student response to the development of CAI media-aided e-module on the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja. The learning model applied in the development of this electronic module is a model of learning based learning. The type of research used in this study is research and development (Research and Development) with the model of ADDIE development. The subjects of this study are students of class X Multimedia at SMK Ti Bali Global Singaraja academic year 2017/2018. To find out teach and student response to e-module of bitmap graphic design obtained by using questionnaire method. The results showed that: (1) Results of design and implementation of CAI media-aided e-modules developed in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja declared successfully applied based on several tests conducted. (2) The result of data analysis teacher response showed that got the average score of response equal to 39, if converted into table classification of response then included in positives category. As for the student response to the development of e-module obtained average response score of 69.38, if converted into the table classification of student responses included in the positive category. keyword : Keywords—ADDIE, E-Module Grafic Bimap desigm, Project Based Learning.


2020 ◽  
Vol 1 (2) ◽  
pp. 158-174
Author(s):  
Ipung Kurniawan Yunianto

Dusun Dalem, Widodomartani, is one of the tourist villages in Sleman district of Propinsi Daerah Istimewa Yogyakarta. Dusun Dalem preserves a tourism potential in the form of a bright blue water source in the middle of the hamlet (dusun) shaded by bamboo forest with beautiful nuances. This potential gives a charm for every visitor that makes Dusun Dalem became the belle of new tourist destination in Sleman district. The result of the research showed that although Dusun Dalem in well known, it does not have a representative visual identity yet to increase its value and visitors' awareness. Therefore, the design of destination branding is expected to increase visitors' familiarity and also to add brand awareness of Dusun Dalem.


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