UPI campus is an educational environment which accommodates a variety of academic activities that are organized and arranged according to the hierarchy and activity needs. Activities on campus increased, as does the intensity of a movement which is not fit with the availability of compelling and informative signage within the campus. These research proses are started with an observation and collecting data about the quality of signage in the UPI campus area. The data then compared with the basic principles of signage design as part of the wayfinding process and the suitability of the design to the aesthetic value of the signage as part of environmental graphic design. This research is expected to bring benefits in the science of Environmental Graphic Design, which is an incision between architecture and graphic design science field. This research also expected to be contributed for the UPI campus development, and also provide an alternative design in campus spatial planning policy that improves the quality of campuses landscape.Keywords: Signage; Wayfinding; campus. Abstrak: Kampus Universitas Pendidikan indonesia (UPI) merupakan kawasan kampus Induk UPI yang menampung berbagai macam aktivitas perkuliahan dan aktivitas akademik yang tertata dan tersusun berdasarkan hierarki dan kebutuhan ruang. Aktivitas di dalam kampus terus meningkat, begitu juga intensitas pergerakan di dalam kawasan kampus yang tidak diimbangi dengan pengadaaan fasilitas sistem penanda (signage) di dalam lingkungan kampus yang efektif dan informatif. Metode penelitian yang digunakan dalam proses pengamatan, pengumpulan informasi, dan penyajian analisis menggunakan pendekatan Kualitatif. Studi ini menggunakan metode observasi di lapangan terhadap kualitas penanda identitas di dalam kawasan kampus UPI. Bentuk evaluasi yang dilakukan adalah dengan melakukan komparasi antara penanda identitas di dalam kawasan kampus UPI dengan prinsip prinsip dasar desain penanda sebagai bagian dari proses wayfinding, dan kesesuaian desain terhadap nilai estetis penanda sebagai bagian dari desain grafis lingkungan (Environmental Graphic Design). Penelitian ini diharapkan dapat membawa manfaat dalam pengembangan ilmu arsitektur dan ilmu desain grafis, khususnya bidang ilmu Environemntal Graphic Desain yang menjadi jembatan antara dua rumpun ilmu. Selain itu, dapat Memberikan kontribusi terhadap pengembangan masterplan kampus UPI dan memberi masukan terhadap kebijakan tata ruang kampus guna memperbaiki kualitas ruang luar secara menyeluruh.Kata Kunci: Penanda; signage; wayfinding, kampus.
Abstract. This paper investigates the changes of buildings and the patterns of spatial use in the eastern corridor of Jl. Ir. H. Juanda Bandung. The aim is to what extent the regulations related to floor-area ratio are implemented and how the space and building looks are designed. Historically, the corridor of Jl. Ir. H. Juanda as part of Dago area is designed for colonial residences, but the development of commercial activities in the city of Bandung has resulted in many changes to the area, making it a commercial area. This study used a descriptive qualitative method by conducting field observations to identify buildings located on the eastern corridor which was divided into three segments of the road. The results show that quantitatively the buildings along the eastern corridor are still in compliance with the floor-area ratio. There is only a small portion in the segment of between Jl. Cikapayang and Jl. RE Martadinata that exceeds the ratio limit. However, the ration is not the only reference to achieve the harmony in visual and the characters of the city. The characters of the corridor are determined by several parameters, such as building height, building scale and comparison visibility. These parameters should be put into consideration. Thus, more detailed regulations regarding the changes in the shape, the pattern of use of space, and the concept of contextual design are highly required.
Lack of variation in implementing learning method makes students do not participate actively and are bored within teaching and learning process, thus there should be a new teaching model that is intended to improve students’ active participation. This research investigated on how carefully cooperative learning model by applying Teams Games Tournament, which is to find out whether the model can improve students’ level of activity in mechanical technique subject of modelling and information design department in SMKN 1 Sumedang. The research was classroom action research conducted in two cycles. Furthermore, observation report, students’ active participation, field notes and tests as the instruments. The sample of this study was thirty five of tenth grade of DPIB 4 students who were taking mechanical technique class. The findings revealed that there is a significant improvement in students’ active participation and students’ learning outcomes. The writer saw that if students are engaged in the teaching and learning process, there will be an improvement in their learning outcomes. In addition, students’ level of activity improves in the following aspects: visual activities, oral activities, listening activities, writing activities, motor activities, mental activities, and emotional activities. The study concludes that cooperative learning model, by applying TGT model, can be recommended as one of alternative learning models which can improve students’ level of activity and students’ learning outcomes.
Lots of museums in Indonesia have very low visits. Considering their function as sources of knowledge to accommodate studies, education, and recreation purposes at the same time, museums should be fun and educating. This article aims to explore the concepts of a playful museum design to attract more visitors. The study employed qualitative approach using survey and case study. It proposes the use of the unusual and non-everyday building and spatial forms, the sequential flow, and scale arrangement to animate visitors' emotional tensions through flowing and dynamic circulations, bright and contrast colors, and spatial spontaneity. The museum brings in reality into display to allow visitors' hands-on experience and the display into reality to let visitors capture the feeling of what and how it took place in the real world. The playful design breaks museums' monotonicity.
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