scholarly journals MENGIKUTI LANGKAH PIKIR ROMO MANGUN : Sebuah Tinjauan Mengenai Metode Perancangan Arsitektur Yusuf Bilyarta Mangunwijaya

2007 ◽  
Vol 35 (1) ◽  
pp. 41-45
Author(s):  
Rony Gunawan Sunaryo

In Indonesian architecture history, Romo Mangun is known as an architect and planner with multi-perspective of knowledge because of his educational and experience background. His architectural artefact is very much affected by his richness of knowledge and experience. The design process of Romo Mangun's artefact consists of philosophy approach, creative approach, technical approach and communication with client and builder. This process is very valuable to be discussed because it includes two different sides work inline; technical side which is mechanical view and non-technical side which is human view. Abstract in Bahasa Indonesia : Dalam wacana arsitektur Indonesia Romo Mangun dikenal sebagai seorang arsitek dan perencana dengan pemikiran yang multiperspektif dikarenakan latar belakang pendidikan dan pengalaman yang multidisiplin. Kekayaan wacana pengetahuan dan pengalaman beliau turut mewarnai artefak arsitektur yang dihasilkan. Perwujudan sebuah artefak arsitektur melalui sebuah rangkaian proses panjang meliputi filosofi, proses kreatif, pelaksanaan hingga komunikasi dengan klien dan pelaksana. Proses ini selalu merupakan topik yang menarik untuk dikupas kembali karena menyingkapkan dua sisi sekaligus, yaitu sisi teknis yang mekanis dan sisi non teknis yang manusiawi. Kata kunci: Romo Mangun, proses perancangan arsitektur.

2009 ◽  
Vol 132 (1) ◽  
Author(s):  
Hikaru Matsumiya ◽  
Ryosuke Ito ◽  
Masafumi Kawakami ◽  
Daisuke Matsushita ◽  
Makoto Iida ◽  
...  

A 1-kW small horizontal-axis wind turbine “Airdolphin,” capable of high wind operation up to 50 m/s without pitch control system, is now under global round robin tests. The present paper reports a series of technical approach including design/analysis, track tests, and field tests conducted in support to the design process. One windy site “Erimo” and one offshore site “Fukushima” were chosen. For example, at “Erimo,” a record of one-day generation was 8.831 kWh on November 13, 2006 (day-averaged wind speed; 11.8 m/s) with 36.8% of capacity factor. An operation data under an attack of typhoon with 50 m/s maximum wind speed demonstrated the technical concepts of high wind operation and safety. A new term “capatureability” as an indicator of WT performance was proposed.


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

2019 ◽  
Vol 5 (2) ◽  
pp. 145
Author(s):  
Sarjan Kase
Keyword(s):  

Abstrak Tujuan penulisan ini adalah untuk mengetahui sejauh mana penerapan semantik dalam pembelajaran bahasa Indonesia di SMA Negeri 3 Gorontalo. Selain itu, penelitian ini juga memberikan gambaran yang spesifik terhadap persoalan pembelajaran semantik di sekolah. Data diambil dari kalimat yang disampaikan oleh seorang guru berkenaan dengan semantik. Sumber data diambil dari buku semantik yang telah ditulis oleh pakar dan wawancara kepada sesama guru bahasa Indonesia di SMA Negeri 3 Gorontalo. Hasil penelitian menunjukkan bahwa ada beberapa makna semantic yang digunakan dalam pembelajaran bahasa Indonesia yaitu, makna afektif, makna denotatif, makna deskriptif, makna emotif, makna kiasan. Selain itu, ditemukan juga beberapa upaya yang dapat dilakukan dalam mengatasi persoalan pembelajaran semantik di sekolah.


2017 ◽  
Vol 12 (1) ◽  
pp. 34-42
Author(s):  
Wawan Wiraatmaja
Keyword(s):  

Penelitian ini bertujuan untuk: (1) mengetahui aktivitas belajar peserta didik kelas V SDN-3 Pahandut Palangkaraya tahun pelajaran 2015/2016 dalam menanggapi suatu persoalan atau peristiwa dengan menggunakan media animasi, (2) untuk mengetahui ada atau tidaknya peningkatan hasil belajar peserta didik dalam menanggapi suatu persoalan atau peristiwa dengan menggunakan media animasi kelas V pada SDN-3 Pahandut Palangkaraya tahun pelajaran 2015/2016. Metode penelitian yang digunakan dalam penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjek penelitian berjumlah 19 orang peserta didik. teknik pengmpulan data berdasarkan pada hasil siklus pada saat proses pembelajaran. Hasil penelitian menunjukan bahwa: (1) aktivitas peserta didik kelas V SDN-3 Pahandut Palangkaraya tahun pelajaran 2015/2016 dalam kemampuan menanggapi suatu persoalan atau peristiwa dengan menggunakan media animasi lebih aktif dengan skor rata-rata siklus I 2,4 dengan kriteria cukup dan siklus II 3,5 dengan kriteria baik. (2) Peningkatan hasil belajar peserta didik kelas V pada SDN-3 Pahandut Palangkaraya tahun pelajaran 2015/2016 dalam menanggapi suatu persoalan atau peristiwa dengan menggunakan media animasi lebih meningkat, dibuktikan dengan hasil Siklus I 67,63 dengan ketuntasan klasikal 52,63% Dan Siklus II 80,52 dengan ketuntasan klasikal 100%. Dari hasil yang diperoleh tersebut ada peningkatan antara hasil siklus I dan siklus II.


Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


2020 ◽  
Vol 13 (2) ◽  
pp. 01-10
Author(s):  
Alpansyah Alpansyah ◽  
Abdul Talib Hasim

The aims of this study were: (1) to identify an increase in students' understanding of the value of mutual cooperation through the use of reader response rules in Indonesian Language Learning (KRPDPBI); (2) identifying the use of the reader response principle in Indonesian Language learning (KRPDPBI) there are differences between male and female students. The design of this study used a quasi-experimental study with two different methods. The results showed that (1) the achievement of the score of understanding the value of mutual cooperation for students taught by KRPDPBI was better than for students taught by regular learning according to the curriculum; (2) the achievement of the understanding of the value of male students' mutual cooperation is no better than that of female students.


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