Lampung has many traditional and distinct motifs, one of which is “Pucuk Rebung” and “Kapal”. Both of these motifs are visual elements that we can find on Lampung's weaving, Tapis. As time goes by, these traditional motifs had undergone a shift in terms of production technique, application, and public perception of the motifs. This traditional motif has been developed by creative industries such as several distro in Lampung and applied to fashion products, ranging from accessories, t-shirts, and so on. Research shows a change in traditional motifs (Pucuk Rebung and Kapal), especially on composition and application of motifs, and not on the main visual elements itself. This certainly shifts the visual perceptions of Lampung youth towards the traditional motifs. Research on Lampung youths visual perceptions of traditional motifs will help designers to innovate, especially in utilizing Lampung's distinctive motifs. Research shows that traditional motifs score slightly higher than the new motifs. traditional motifs (both Pucuk Rebung and Kapal) are considered more dynamic, more elegant, (giving) more (sense of) proud, more meaningful, and better.
The research and design of the Kaganga Script Revisualization as Lampung Identity or Had Lampung is an attempt to provide aesthetic value to the conventional letter system. The aesthetic aspects that were given derived from Lampung cultural traditions, icons, and other visual idioms, such as ornaments on tapis cloth, carvings, traditional clothing accessories, and the stylization of Lampung's unique flora and fauna. The research method of the Kaganga script re-visualization is using Creative Thinking Process approach of Bryan Lawson, who applies steps in solving visual communication problems through several stages; (1) initial understanding (2) preparation (3) incubation (4) information (5) verification. Data analysis is done by considering several aesthetics factors; legibility, readability and unity. From several design or prototype alternatives that have been tested, the new Kaganga script using the Jungian (ship) motif was selected. This design uses Lampung traditional idioms to stylize the original script, which are the stylization of the Jung / Ship motif and the motif of Gold Thread Embroidery. Furthermore, this design can be continued on to the public testing and introduce it to Lampung public after it has been digitized.
Disaster education for children as part of disaster mitigation needs to be done from an early age. This process can be done in different ways and with different mediums, one of which is educational games. Through this medium, information on geological characteristics, disaster effects, and other complex disaster-related information can be condensed so children can understand it easily. Also, the use of game-based learning media can improve the quality of learning experience to make it more enjoyable. One potential solution is to revitalize traditional game designs. Traditional games have been used to pass on certain skills, knowledge, and values to children. Hypothetically, this revitalization has several advantages; 1) traditional games have a simple play system so that they are easy for children to learn and can also be easily modified by designers; 2) have cultural and sentimental values for parents; 3) use of local identities can help distinguish Geosite Krakatau from others in a national or global context; 4) Indonesia has many traditional games that can be developed into a variety of new and contextual designs rooted on locality. This research aims to revitalize traditional games as a disaster-related educational medium for children, especially those related to the Anak Krakatau. So far, the research process conducted in 2 stages, 1) Data collection (recent studies on the Krakatau and various types of traditional games in the Lampung area); 2) Design process (using the ATUMICS tradition revitalization method) and making mock-ups. The design proposed is proof of concept that the use of the traditional game in disaster-related education can be both beneficial in terms of education and cultural preservation.
Part of the coffee plant as a whole from the roots until the fruit can produce dye pigment, the coffee plant that is made sample is Robusta coffee plant (Coffee Robusta). The absence of natural color calcification uses one whole plant. So it is made from coffee plants typical of Lampung as a local identity. The mordanting process of the extract results in the parts of the coffee plant on the French cotton fabric, producing pigments that can be used as dyes for textiles. This method is easy to classify the pigment from the parts of the coffee plant. Classifications of colors obtained from warm, soft, and cold color ranges (casual, beautiful, Natural, beautiful, romantic, elegant, classic, clear and cool casual). This research was conducted to classify various colors of Robusta coffee plants, roots, wood, bark, ranting, wet leaves, dried leaves, wet skin, wet bark, dry hard skin, wet seeds, dried seeds, and grain powders with The mordanting process is transferred on the cloth. From the results of the experiment, excellent color absorption resulted from wet fruit skin with a tendency towards warm colors and applied to the mask as an example of the product by means of a brush so that not much wasted color content. way in brushes and applications on this mask is an effort to respond to environmental issues and new normal.
This study aims to determine the pattern of internet use as a source of inspiration for design students in the early stages of the design process. In the design process, words and images are factors that greatly influence creativity, and the internet makes it easy for students to access these data. The research conducted through distributing questionnaires to undergraduate product design students to determine their internet usage tendency in finding design inspiration. By knowing the pattern of internet usage and what sites they usually visit, we can find out the input quality that students get independently when looking for inspiration. This is an important aspect to avoid design fixation. The result shows that in the process of searching for inspiration through the internet, students tend to use sites that are general and have more visual data (such as Pinterest) in the first place, then followed by searching more about linguistic data (design explanations, features, functions, etc.) (such as Behance), and then the usage tend to be more diverse depending on each students' style and preference. The use of search keywords is still dominated by references that are near and even exactly the same as the design categories they are developing (exp. searching car designs reference when designing cars). This enhances the possibility of design fixation. To enhance the quality of input obtained by students will be better and reduce the possibility of design fixation, higher education institution could make the finding inspiration process in a more structured system such as lectures or other formal method.
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