Ditemukan 6961 dokumen yang sesuai dengan query
Rowe, Peter G.
Cambridge, UK: MIT Press, 1998
729 ROW d
Buku Teks SO Universitas Indonesia Library
Ambrose, Gavin
"Summary
"How do you start a design project? How can you generate ideas and concepts in response to a design brief? How do other designers do it? This book will answer all these questions and more. Now in its second edition, the highly popular Design Thinking for Visual Communication identifies methods and thought processes used by designers in order to start the process that eventually leads to a finished piece of work. Step-by-step guidance for each part of the process is highlighted by real-life case studies, enabling the student to see teaching in practice. This focus on ideas and methods eschews an abstract, academic approach in favour of a useable approach to design as a problem-solving activity.The new edition now includes contributions from a broader international range of design practices and adds depth to existing case studies by looking in greater detail at some of the processes used"-- Provided by publisher.
"An introductory guide to generating creative ideas and concepts for graphic designers"-- Provided by publisher."
New York: Bloomsbury Academic, 2015
741.6 AMB d
Buku Teks SO Universitas Indonesia Library
Kasprisin, Ron
New York: Van Nostrand Reinhold, 1995
720.284 KAS v
Buku Teks SO Universitas Indonesia Library
"This book summarizes the results of the second year in the Design thinking research program, a joint venture of Stanford University in Palo Alto and Hasso Plattner Institute in Potsdam. The authors have taken a closer look at the issue of co-creation from different points-of-view. The concept of co-creation can also be applied to the phase in which new ideas and related thought start to influence companies, the economy, our culture, and society. The perpetual pursuit for inventions, new creations and innovations is inherent in human nature. The concept behind co-creation may sound simple, however, it is both an essential element of design thinking and highly complex. It is about creating positive synergies for all parties involved.;"
Berlin: [Springer-Verlag, Springer-Verlag], 2012
e20396654
eBooks Universitas Indonesia Library
"This book summarizes the results of the third year in the Design Thinking Research Program, a joint venture of Stanford University in Palo Alto and the Hasso Plattner Institute in Potsdam. Understanding the evolution of innovation, and how to measure the performance of the design thinking teams behind innovations, is the central motivation behind the research work presented in this book. Addressing these fundamental concerns, all of the contributions in this volume report on different approaches and research efforts aimed at obtaining deeper insights into and a better understanding of how design thinking transpires. In highly creative ways, different experiments were conceived and undertaken with this goal in mind, and the results achieved were analyzed and discussed to shed new light on the focus areas."
Berlin: Springer-Verlag, 2012
e20396656
eBooks Universitas Indonesia Library
Ahmad Ariq Naufal
"
ABSTRACTPertumbuhan penggunaan gadget mengartikan bahwa gadget telah menjadi barang yang digunakan dalam berbagai aktivitas sehari-hari oleh masyarakat bahkan di kalangan anak-anak. Gadget telah menggeser posisi mainan konvensional sebagai media hiburan utama bagi sebagian besar anak-anak, padahal gadget memiliki berbagai dampak negatif kepada anak-anak. Mainan konvensional, selain digunakan sebagai media hiburan, memiliki fungsi sebagai media penyokong perkembangan anak. Penelitian dilakukan dengan menggunakan pendekatan design thinking untuk mengetahui masalah dan keinginan anak-anak dari sebuah mainan. Responden akan dikelompokkan berdasarkan ketertarikannya terhadap mainan melalui observasi dan tanggapan yang dilakukan pada focus group dan wawancara. Hasil dari penelitian ini adalah sebuah rancangan mainan edukatif yang dapat memenuhi kebutuhan dan keinginan pengguna.
ABSTRACTThe growth of gadget usage means that gadgets have become the tools used in various daily activities by the society even among the children. Gadgets have shifted the position of conventional toys as a major entertainment medium for most children, whereas gadgets have various negative effects on children. Conventional toys, in addition to being used as entertainment media, has a function as a supporter of child development. The research is done by using design thinking approach to know the problem and desire of children from a toy. Respondents will be grouped based on their interest in toys through observation and responses made at focus groups and interviews. The results of this study is an educational toy design that can meet the needs and desires of users. "
2018
S-Pdf
UI - Skripsi Membership Universitas Indonesia Library
Evi Margaretha
"Kesadaran manusia akan pengendalian lingkungan semakin besar akibat keadaan dunia yang semakin mendesak. Tetapi kurangnya pengetahuan akan perilaku keberlanjutan dan konsistensi komitmen mengakibatkan tidak sepenuhnya menjalani gaya hidup yang berkelanjutan. Studi terbaru menunjukkan bahwa smart device ternyata hanya sebagai alat bantu dan tidak selalu mendukung dan membangun perilaku keberlanjutan, terutama jika sistem atau alat tidak banyak berinteraksi dengan pengguna. Penelitian ini bertujuan untuk merancang aplikasi gamifikasi sustainable lifestyle berbasis mobile yang dapat memotivasi dan membangun perilaku keberlanjutan. Studi ini menggunakan kerangka design thinking untuk solusi praktis dan kreatif dengan menekankan pendekatan dari sisi pengguna. Akhirnya desain user interface dengan fitur gamifikasi dinilai dapat meningkatkan user experience yang unik, menyenangkan dan memotivasi karena mengutamakan keterlibatan pengguna dengan memberikan tantangan dan hadiah serta menyadarkan pengguna akan dampak yang besar dari perilaku berkelanjutan. Dari dua rancangan desain akhir, uji usabilitas dan kinerja menyatakan bahwa aplikasi dengan desain light mode dan dark mode mendapatkan nilai yang memuaskan dan dapat direkomendasikan, meskipun nilai pada konsep desain light mode lebih tinggi daripada desain dark mode.
Human awareness of environmental control is getting bigger due to the increasingly urgent world situation. However, the lack of knowledge of sustainability behavior and consistent commitment results in not fully living a sustainable lifestyle. Furthermore, recent studies have shown that smart device is only a tool and does it not always support and build sustainable behavior; especially, if the system or tool does not interact much with the user. The aim of this study is that to design a mobile-based sustainable lifestyle gamification application which can motivate and build sustainable behavior. This study used a design thinking framework for practical and creative solutions by emphasizing a user-side approach. Finally, the user interface design with gamification features is considered to be able to improve a unique, fun and motivating user experience since it prioritizes user involvement by providing challenges and prizes as well as making users aware of the great impact of sustainable behavior. Therefore, from the two final designs, which are usability and performance tests, show that applications with light mode and dark mode designs have satisfactory scores; besides, they are recommended. However, the value in the light mode design concept is higher than the dark mode design."
Depok: Fakultas Teknik Universitas Indonesia, 2022
T-pdf
UI - Tesis Membership Universitas Indonesia Library
Baidilla Anamta Bimasakti
"Indonesia saat ini berada dalam era bonus demografi, di mana jumlah penduduk usia produktif (15-64 tahun) lebih besar daripada penduduk usia nonproduktif. Berdasarkan data dari Badan Pusat Statistik (BPS) tahun 2020, generasi Z dan milenial mencakup lebih dari 50 persen dari total penduduk Indonesia, sedangkan generasi X mencapai 21,88 persen. Kondisi ini memberikan peluang besar bagi pertumbuhan ekonomi Indonesia, didukung oleh peningkatan pendapatan per kapita, tabungan, dan penurunan tingkat kemiskinan. Selain itu, jumlah pekerja di Indonesia terus meningkat, dengan data terbaru menunjukkan 142,18 juta pekerja pada Februari 2024, yang sebagian besar merupakan pekerja penuh waktu di sektor formal. Profesionalisme menjadi aspek penting bagi pekerja di sektor formal, terutama dalam hal penampilan yang mencerminkan identitas dan kredibilitas perusahaan. Namun, penggunaan aksesori seperti tas kantor dan tas selempang dapat berdampak negatif terhadap kesehatan tulang belakang. Penelitian ini bertujuan untuk merancang tas pekerja profesional yang mengindahkan kenyamanan pengguna tanpa mengorbankan aspek estetika. Melalui pendekatan Design Thinking, penelitian ini mengidentifikasi masalah yang dihadapi oleh pekerja dan menghasilkan prototipe tas yang sesuai dengan keinginan pengguna. Penelitian ini dilakukan dengan mengumpulkan data primer dari responden di Indonesia serta data sekunder dari literatur terkait. Hasil penelitian diharapkan dapat memberikan solusi inovatif dalam desain tas pekerja yang mendukung kebutuhan pengguna dan penampilan profesional.
Indonesia is currently experiencing a demographic bonus era, where the number of productive-age population (15-64 years) exceeds the non-productive age population. According to data from the Central Bureau of Statistics (BPS) in 2020, Generation Z and millennials account for over 50 percent of Indonesia's total population, while Generation X constitutes 21.88 percent. This situation presents a significant opportunity for Indonesia's economic growth, supported by increases in per capita income, savings, and reductions in poverty rates. Additionally, the number of workers in Indonesia continues to rise, with the latest data showing 142.18 million workers as of February 2024, most of whom are full-time employees in the formal sector. Professionalism is a crucial aspect for workers in the formal sector, particularly in terms of appearance that reflects the company's identity and credibility. However, the use of accessories such as office bags and shoulder bags can negatively impact spinal health. This research aims to design a professional worker's bag that conforms to workers comfort without compromising aesthetic aspects. Through the Design Thinking approach, this research identifies issues faced by workers and produces a prototype that can fulfill workers needs. This study was conducted by collecting primary data from respondents in Indonesia, as well as secondary data from relevant literature. The results of this research are expected to provide innovative solutions in designing workers' bags that support workers needs and professional appearance. "
Depok: Fakultas Teknik Universitas Indonesia, 2025
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Weinberg, Gerald M.
New York: John Wiley & Sons, 1979
003 WEI o
Buku Teks SO Universitas Indonesia Library
Frisendal, Thomas
"This book undertakes to marry the concepts of concept mapping with a design thinking approach in the context of business analysis. While in the past a lot of attention has been paid to the business process side, this book now focusses information quality and valuation, master data and hierarchy management, business rules automation and business semantics as examples for business innovation opportunities. The book shows how to take Business Concept Maps further as information models for new IT paradigms. In a way this books redefines and extends business analysis towards solutions that can be described as business synthesis or business development. Business modellers, analysts and controllers, as well as enterprise information architects, will benefit from the intuitive modelling and designing approach presented in this book. The pragmatic and agile methods presented can be directly applied to improve the way organizations manage their business concepts and their relationships."
Berlin: Springer, 2012
e20396653
eBooks Universitas Indonesia Library