Download as pdf or txt
Download as pdf or txt
You are on page 1of 31

2ND CREARD'S

MULTIDISCIPLINARY
RESEARCH CLINIC
CONCEPTUALIZING CONTEMPORARY
ARTS AND DESIGN MEDIA PRACTICES
30th October 2023
TABLE OF CONTENT

» Welcome Speech
» Introduction
» Objectives
» Theme of 2nd CREARD’s
Multidisciplinary Research
Clinic
» Organizing Committee
» Event Rundown
» Presentation Session 1
» Presentation Session 2
» Abstract Session 1
» Abstract Session 2
» Research Poster Session 1
» Research Poster Session 2
FOREWORD INTRODUCTION

In the realm of creativity, where individuals, brought together In the essence of creativity, the Centre for Creative Arts
innovation meets imagination, the by a shared passion for creative Research and Design (CREARD) put forth a CREARD's
Centre for Creative Arts Research research. It is an opportunity Multidisciplinary Research Clinic, an engaging research
and Design (CREARD) stands as to spark connections, inspire platform supported by academics and students
a beacon of inspiration. It is with profound discussions, and harness from the Faculty of Communication and Creative
great pleasure that I welcome you the collective wisdom of our Industries (FCCI). In the creation and growth of
to the CREARD Multidisciplinary creative research community. knowledge, the aim of CREARD is to ignite interest and
Research Clinic, a platform that passion in the area of creative research to promote
is the culmination of tireless We hope this event will offer you a ideas worth sharing. The goal is to highlight roles of
dedication and enthusiasm from unique opportunity to delve into creative media in education and society throughout
the academic community at the the world of creative research, various practices of today’s creative industries.
Faculty of Communication and to share your discoveries,
Creative Industries (FCCI) at experiences, and creative This season CREARD multidisciplinary research clinic is
Tunku Abdul Rahman University interpretations. Alongside these, themed with "CONCEPTUALIZING CONTEMPORARY
of Management and Technology you will find a vibrant display of ARTS AND DESIGN MEDIA PRACTICES". This event
(TAR UMT), Kuala Lumpur. research posters that promise offers academics and students a unique opportunity
to push the boundaries of to share research discoveries, experience, and
We are thrilled to present the creativity and contribute to the creative interpretations on multiple aspects
CREARD Multidisciplinary Research advancement of our field. presented alongside with research posters to
Clinic with the captivating bring advancement in the field of creativity.
theme, “CONCEPTUALIZING I extend my deepest gratitude to the
CONTEMPORARY ARTS AND dedicated team behind CREARD for The Centre for Creative Arts Research and Design
DESIGN MEDIA PRACTICES.” This their unwavering commitment to (CREARD) is held and hosted by a research team from
theme not only reflects the current making this event a reality. I also the Department of Creative Industries (DCIN), Faculty of
state of the creative industry thank all the academics, students, Communication and Creative Industries (FCCI), Tunku
but also serves as a catalyst for and participants who have Abdul Rahman University of Management and Technology
exploration and innovation. It is embraced the spirit of creativity (TAR UMT), Kuala Lumpur, an academic-based research
an invitation to engage in a rich and contributed to this endeavor. conference event that bring like-minded people together,
tapestry of ideas and perspectives, in light of sharing creative research experience to spark
Thank you. connection, to inspire deep discussions, to converge
to discover the intricate threads
that weave together contemporary and leverage creative research thoughts together.
arts and design media practices.

This event is a testament to the By Ms. Dearna Kee June Chen


collaborative spirit that thrives Dean,
within the Department of Creative Faculty of Communication and
Creative Industries (FCCI),
Industries (DCIN) and FCCI. It CREARD Advisor
is a gathering of like-minded
OBJECTIVES THEME OF 2ND CREARD'S
MULTIDISCIPLINARY
RESEARCH CLINIC

The objectives of CREARD is: Main Theme >>>

To emphasise on strengthening academic CONCEPTUALIZING CONTEMPORARY


community through roles of research ARTS AND DESIGN MEDIA PRACTICES
contributions in which advances the
development of creative media within education,
industry, and society. Sub-Theme >>> CONTEMPORARY ARTS

To provide educators and students unique (Education, Arts, Culture, Heritage, Photography,
opportunity to exchange knowledge and share Performing Art, Music, Product Design,
research experiences through a forum which Illustration Book, Fashion Design, Textile
Fashion, Industrial Design, etc.)
supports various context and disciplines of the
creative industries' practises, technology, and
infrastructure. Sub-Theme >>> DESIGN MEDIA

To foster educators and students in the field (Multimedia, Game Design, Animation, Video,
of professional academic research that allows Film, Screen Studies, Video Mapping, Graphic
explorative of new ideas, skills and development Design, Visual Communication, etc.)
needed for future academic careers.
ORGANIZING
COMMITTEE

Advisor
Ms. Dearna Kee June Chen

Centre Chair Moderation Team


Dr. Kendy Mitot Ms. Nurul Hazliana Binti Noridin - Sub-Theme: CONTEMPORARY
ARTS (Education, Arts, Culture, Heritage, Photography,
Co-Centre Chair Performing Art, Music, Product Design, Illustration Book,
Dr. Maithreyi Subramaniam Fashion Design, Textile Fashion, Industrial Design, etc.)

Editorial Team
Mr. Yong Fen Yu, Ms. Tan Yar Shi, Mr. Oliver Chu Choong Mr. Yong Cheng Fei - Sub-Theme: DESIGN MEDIA (Multimedia,
Hoe, Ms. Nurul Hazliana Binti Noridin Game Design, Animation, Video, Film, Screen Studies, Video
Mapping, Graphic Design, Visual Communication, etc.)
Design Team
Emcee/Moderator of the Event
Ts. Teng Sok Hooi, Mr. Edwin Chien Min Kee, Ms. Phoon
Gar Chi, Mr. Tham Chen Tong, Ms. Ooi Siew Fong Ms. Tan Yar Shi

Publicity Team Administration


Mr. Yong Cheng Fei, Mr. Jamalruddin Zamahuri Ms. Soong Su Ping

Event Management Team Special Task


Mr. Mohamad Shahrizan Mohamad Sidik, Ms. Siti Nurul Hidayah Hassannudin Department of Creative Industries Lecturers, FCCI & CREARD Team

Reviewer Team
Dr. Kendy Mitot, Dr. Maithreyi Subramaniam, Mr. Yong Cheng Fei, Ms. Tan Yar
Shi, Mr. Jamalruddin Zamahuri, Ts. Teng Sok Hooi, Mr. Edwin Chien Min Kee,
Mr. Don Tham Chen Tong, Mr. Yong Fen Yu, Ms. Phoon Gar Chi, Mr. Oliver
Chu Choong Hoe, Mr. Mohamad Shahrizan Mohamad Sidik, Ms. Siti Nurul
Hidayah Hassannudin, Ms. Nurul Hazliana Binti Noridin, Ms. Ooi Siew Fong
EVENT
RUNDOWN

TIME + ACTIVITIES
» Date: 30th October 2023
08:55 am — 09:00 am
» Day: Monday Registration

» Time: 9 am – 1 pm 09:00 am — 09:05 am


Opening by Emcee + Short Teaser Recap on 1st
» Venue: Google Meet with Online CREARD’s Multidisciplinary Research Clinic

09:05 am — 09:10 am
Platform (Google Meet) with Panel Welcome Speech by Dean of Faculty of Communication and
Creative Industries, Ms. Dearna Kee June Chen
Discussion 09:10 am — 11:00 am
Presentation Session 1 (Google Meet Sharing Room):
Research Poster Presentation (5 Participants)

11:00 am — 11:10 am
Break (10 minutes)

11:10 am — 12:40 pm
Presentation Session 2 (Google Meet Sharing Room):
Research Poster Presentation (4 Participants)

12:40 pm — 01:00 pm
Networking Session + Closing by Emcee and End of Programme
PRESENTATION
SESSION 1 09:10 am — 09:30 am Presenter: Mr. Lim Yong Jia*

Paper Title >>> Cross-Fade: Reflecting on Remote-Collaboration


Betwween Composers and Performers Amidst the COVID-19 Pandemic
INSTITUTION >>> Tunku Abdul Rahman University of
Management and Technology, Kuala Lumpur, Malaysia
Activities Description:
09:30 am — 09:50 am Presenter: Dr. Maithreyi Subramaniam*
Presenters will send in a “Video Recording Presentation” of not more
than 15 minutes on their research expertise. Video recordings of Paper Title >>> Teaching for Art Appreciation in Visual
each presenter will be played on a well-timed virtual conference. Communication Subject: A Study on First Year Graphic and
After each video, the Q & A (Question & Answer) session shall be Multimedia Program Students at A Private University
open to virtual responses where presenters are given 5 minutes INSTITUTION >>> Tunku Abdul Rahman University of
to attend questions. Sequence of the activity as follow: Management and Technology, Kuala Lumpur, Malaysia

1. Poster Presentation inclusive within *Video Recording 09:50 am — 10:10 am Presenter: Ms. Wan Norazreen Binti Wan
Presentation (Presenters are allowed 15 minutes Mohd Zamree*
Presentation, and 5 Minutes of Q & A)
Paper Title >>> Converting Textile Waste Materials: Exploration of
2. Each presenter will share their research poster according Fashion Upcycling for Women’s Casual Wear Design in Malaysia
to the topics: Background and Problem Statement,
INSTITUTION >>> Tunku Abdul Rahman University of
Objectives, Methods, Results or/and Discussion,
Management and Technology, Kuala Lumpur, Malaysia
Conclusions or/and Recommendation and References.
Ending with a Q & A session after the presentation.
10:10 am — 10:30 am Presenter: Dr. Agus Budi Setyawan*

Sub-Theme:
Paper Title >>> Implementation of The Visual Identity of Gandrung Dance
CONTEMPORARY ARTS (Education, Arts, Culture, Heritage, in Branding Activities, Banyuwangi Regency, East Java, Indonesia
Photography, Performing Art, Music, Product Design, Illustration INSTITUTION >>> Universitas Mercu Buana, Jakarta, Indonesia
Book, Fashion Design, Textile Fashion, Industrial Design, etc.)

10:30 am — 10:50 am Presenter: (1) Ms. Niken Savitri Anggraeni*


(2) Mr. Joachim David Magetanapuang
Moderator:
Ms. Nurul Hazliana Binti Noridin Paper Title >>> Indonesia’s Endemic Animals as A Source of
Inspiration for Contemporary Batik Design for Millenials
INSTITUTION >>> (1) Universitas Ciputra, Makassar, Indonesia
(2) Universitas Persada Indonesia YAI, Jakarta, Indonesia
PRESENTATION
SESSION 2
Presenter: Associate Professor Dr. Christian
Activities Description: 11:10 am — 11:30 am Anggrianto*

Paper Title >>> Guerilla Marketing Evolution and


Presenters will send in a “Video Recording Presentation” of not more Innovation in the New Media and Technology Age: A
than 15 minutes on their research expertise. Video recordings of Case Study of Marvel’s “Secret Invasion” Campaign
each presenter will be played on a well-timed virtual conference. INSTITUTION >>> Universitas Ciputra, Surabaya, Indonesia
After each video, the Q & A (Question & Answer) session shall be
open to virtual responses where presenters are given 5 minutes
to attend questions. Sequence of the activity as follow: 11:30 am — 11:50 am Presenter: (1) Mr. Ahmad Ade Nugraha*
(2) Dr. Alvanov Zpalanzani Mansoor
1. Poster Presentation inclusive within *Video Recording
Presentation (Presenters are allowed 15 minutes Paper Title >>> Designing Lontara script flashcard Board Game for
Presentation, and 5 Minutes of Q & A) Children of the Bugis Tribe Through DDE Framework Approach
INSTITUTION >>> (1) Universitas Ciputra, Surabaya, Indonesia
2. Each presenter will share their research poster according
to the topics: Background and Problem Statement, (2) Institut Teknologi Bandung, Indonesia
Objectives, Methods, Results or/and Discussion,
Conclusions or/and Recommendation and References.
Ending with a Q & A session after the presentation. 11:50 am — 12:10 pm Presenter: Mr. Quina Reivaldi Limantara*

Paper Title >>> Design Thinking for Srimulat: Introduction


to Indonesia’s Intangible Cultural Heritage
Sub-Theme:
INSTITUTION >>> Universitas Ciputra, Surabaya, Indonesia
DESIGN MEDIA (Multimedia, Game Design, Animation, Video, Film, Screen
Studies, Video Mapping, Graphic Design, Visual Communication, etc.)
12:10 pm — 12:30 pm Presenter: Mr. Bilyan Putra Sari*

Paper Title >>> Augmented Reality Information Media for


Moderator: Revitalization Bantimurung Maros Butterfly Museum
Mr. Yong Cheng Fei INSTITUTION >>> Universitas Ciputra, Surabaya, Indonesia
ABSTRACT SESSION Sub-Theme

CONTEMPORARY
ARTS
(Education, Arts, Culture,
Heritage, Photography,
Performing Art, Music, Product
Design, Illustration Book, Fashion
Design, Textile Fashion, Industrial
Design, etc.)

1
1.1

“Cross-Fade: Reflecting
on Remote-Collaboration Abstract
Between Composers and Many studies explore the emergence of creativity collaboration deal with

Performers Amidst the the relationship between musicians, the traditional composer-performer
relationship in classical music practice is so distinct that a classical music
performance often lacks collaborative emergence, this is due to the constant
COVID-19 Pandemic” input and the tradition of “obeying” the music score of the composer. This
paper looks into the collaborative process and discusses the phenomena of
collaborative emergence, and reflects on a commissioned composition from
a collaborative project that was initiated during the COVID-19 pandemic
– “Duo with Odyssey Trio”. The commissioned composer Chow Jun Yan
was residing in Singapore and was unable to travel due to the pandemic
Lim Yong Jia [1]* restrictions, so as the traditional methods of real-time interaction were
[1] Department of Creative Industries, Faculty of Communication and disrupted, musicians are to rely on their own expertise and interpretive skills
Creative Industries, Tunku Abdul Rahman University of Management while collaborating with the composer remotely. This led to an exploration
and Technology, Jalan Genting Kelang, 53300 Kuala Lumpur, Malaysia of possible emergent results. In this study, a semi-structured interview was
conducted to reflect on the project and discuss the collaborative process.
*Corresponding Author: limyj@tarc.edu.my Through the interview, the composer showed an understanding of the
Co-Author(s): - difficulty of the collaboration and how he utilises his understanding and
practice of improvisation in the piece itself to allow musicians the space for
interpretation and creative emergence; musicians also discusses how the tight
deadline of a project paired with remote-collaboration affects some decision
making during the rehearsal and recording of the work. Through the semi-
structured interview, we acquire valuable insights into both the collaborative
process and the dynamics inherent to the composer-performer relationship,
all viewed from the lens of navigating through an unprecedented challenge.

Keywords

Creativity Collaboration, Classical Music Practice, Collaborative Emergence,


Remote Collaboration, Composer-Performer Dynamics
1.2

“Teaching for Art


Appreciation in Visual Abstract

Communication Subject: A This study was developed by combining several art education theories
to build a conceptual framework to teach art appreciation to 35 (n=35)

Study on First Year Graphic students enrolled in a visual communication program, a unit from the
graphic design and multimedia program in the first year. In this study, a
quantitative research design and methodologies were used. To analyze a
and Multimedia Program group of students’ achievements, the researcher employed experimental
research--a quasi-experimental design that is a single-group interrupted

Students at A Private time series design. The data was gathered using two instruments: a tertiary
level visual communication module and five sets of test questions. Means,
standard deviations, and percentages were used in the descriptive statistics
University” to determine the students’ achievements. The repeated measure inferential
statistics ANOVA was used to investigate changes in mean scores over five
times period for both five sets of test questions mean scores and lessons
(studio art production) mean scores. The findings revealed that the module
influenced the quality of students’ development of a variety of skills in visual
Maithreyi Subramaniam (Ph.D.) [1]* perception and artistic response, historical, cultural, and social context
[1] Department of Creative Industries, Faculty of Communication and investigations, engaging students in the art-making process and enhancing
Creative Industries, Tunku Abdul Rahman University of Management their critical and aesthetic inquiry for a better understanding, aesthetic
and Technology, Jalan Genting Kelang, 53300 Kuala Lumpur, Malaysia appreciation, and an increase in self-expression. The effectiveness of the
module using conceptual framework demonstrated students’ improved
*Corresponding Author: maithreyi@tarc.edu.my understanding and fostered proficiency in implementing thinking in their
Co-Author(s): - five sets of test questions and lessons (studio art production). To conclude,
the emphasis on cognitive skills has already been preserved as one of the
blueprint important prerequisites set by the Ministry of Education (MOE)
Malaysia for the undergraduate programs in both public and private
institutions for each of the art and design programs.

Keywords
Teaching, Art Appreciation, Visual Communication, Graphic and
Multimedia Program
1.3
Abstract

“Converting Textile Waste Upcycling is one of the sustainable techniques for fashion designer to
upcycle any type of textiles and materials, whether using pre-consumer or
Materials: Exploration post-consumer waste into fashion. Sustainability is a one of staple diet in
fashion industries. Sustainability is involving the use of natural products and

of Fashion Upcycling for


energy in a way that does not harm the environment. Malaysia is one of the
developing countries that also generating waste products, but awareness and
education of “upcycle or upcycling” are deficiencies among Malaysia citizens.
Women’s Casual Wear Upcycling is one of the most sustainable possessions people can execute in
fashion. Moreover, upcycling is the process of converting waste materials or

Design in Malaysia”
useless products into new materials or products of better and higher quality
or for better environmental value. However, in comparison with recycling,
research has consistently showed deficiencies understanding of fashion
upcycle awareness among Malaysian citizens. This study is important to
identify the types of textiles waste materials that can be applied on fashion
design. This study explored the relevant features of design characters and
appearances of fashion upcycling and to offer appropriate upcycled fashion
Wan Norazreen Binti Wan Mohd Zamree [1]* design samples for casual wear design among women in Malaysia. This
[1] Department of Creative Industries, Faculty of Communication and research was conducted through interview, observation, visual analysis,
Creative Industries, Tunku Abdul Rahman University of Management text research and survey. Hence, this analysis is based on sample from
and Technology, Jalan Genting Kelang, 53300 Kuala Lumpur, Malaysia renowned and uprising fashion designer around the world who applied and
practicing upcycling. Interview was made to cast around for opinions by
*Corresponding Author: wannorazreen@tarc.edu.my senior fashion designer and academicians related to fashion industry. In this
Co-Author(s): - study, the sample of the design appearances were identified. Furthermore,
the characteristics that represented upcycled fashion are classified through
the other existing upcycled model from different countries. Information
and guideline from findings can be use as a reference for Malaysian fashion
designer and fashion enthusiast in fashion industry in the future. This study
proves to be significant in providing a guideline focusing on the fashion
industry in Malaysia complete with project samples of outfits. This in turn
will benefit the local fashion scene to consider their working ethics and other
applicable textile and materials that emphasizes environmentally friendly.

Keywords
Upcycling, Fashion, Sustainability, Design, Character, Environment, Malaysia
1.4

“Implementation of The
Visual Identity of Gandrung Abstract

Dance in Branding Activities, Globalization presents a situation of competition between local


governments in attracting tourists and investors. Until the end of 2022, of

Banyuwangi Regency, East the 514 districts and cities in Indonesia, only 113 places have carried out
branding. Characteristics and local identity in arts and culture, the natural
environment, agricultural commodities, marine flora, endemic animals,
Java, Indonesia” services and trade, architecture, and history are often used as inspiration.
Banyuwangi is one of the districts that utilizes the potential of dance as a
source of ideas in its branding activities. Utilizing dance to shape the image
of a city is not an easy process, bearing in mind that many other places still
have similar potential but have not been well articulated. This study aims to
reveal how the creative process transforms the Gandrung dance as a dynamic
Agus Budi Setyawan (P.h.D) [1]* performing art form into a static visual identity and how it is implemented
[1] Faculty of Design and Creative Arts, Universitas Mercu Buana, in branding communication activities. This study uses a qualitative
Jakarta, Indonesia. paradigm with a case study approach. Data was collected through in-depth
interviews, participant observation, and document tracing. All collected
*Corresponding Author: budi.setyawan@mercubuana.ac.id data were analyzed interactively using the transformation theory approach
Co-Author(s): - proposed by Darmono and image communication theory by Kavaratzis. The
results showed that the Gandrung dance art was transformed into a visual
branding identity for Banyuwangi Regency using photography, illustration,
and sculpture techniques. The Gandrung visual identity, as a result of the
transformation, is implemented in Banyuwangi branding communication
media by using a flexible pattern to adjust the contents of the communication
message and the intended target. The results of this research are useful as a
reference for the creative process of forming district and city images based on
local identity characteristics in the form of dance.

Keywords
Visual Identity, City Branding, Creative Process, Gandrung, Banyuwangi
1.5

“Indonesia’s Endemic
Animals as A Source
of Inspiration for
Contemporary Batik Design Abstract

for Millenials” Indonesia has great biodiversity, which contributes to its high level of
endemism in comparison to other Southeast Asian countries. Indonesia
is thought to have 165 endemic mammals, 397 endemic birds, more than
150 endemic reptiles, and more than 100 endemic amphibians. Some of
them have been designated as critically endangered. Because most of these
creatures are on the verge of extinction due to continued illegal hunting and
forest exploitation, the younger generation in Indonesia must be educated
Niken Savitri Anggraeni [1]* Joachim David Magetanapuang [2]
about the need to protect and care for these indigenous animals. As a result,
[1] School of Creative Industry, Universitas Ciputra, Makassar,
media in the form of motifs on current batik is required to communicate the
Indonesia
existence and care for these endangered species. It is hoped that this would
[2] Joachim David Magetanapuang, Faculty of Communication,
increase public awareness of the presence of these species and attempts to
Universitas Persada Indonesia YAI, Jakarta, Indonesia
protect them in Indonesia. The use of Indonesian endemic animals as batik
motifs would broaden the repertory of modern Indonesian batik patterns
*Corresponding Author: niken.savitri@ciputra.ac.id
and is expected to promote the Indonesian creative industry in making and
Co-Author(s): davejo62@gmail.com
marketing these things. The technique used was to conduct a literature search
on endemic species, followed by a Focus Group Discussion on batik theme
patterns popular with millennial customers. The shapes of the creatures
are stylized in order to explore ideas. Following the finding of the shape,
it is used in a colorful pattern design based on the interests of millennial
consumers.

Keywords
Endemic Animals, Inspirations, Contemporary, Batik, Millennials
ABSTRACT SESSION Sub-Theme

DESIGN MEDIA
(Multimedia, Game Design,
Animation, Video, Film, Screen
Studies, Video Mapping, Graphic
Design, Visual Communication,
etc.)

2
2.1

“Guerilla Marketing
Evolution and Innovation
in the New Media and
Technology Age: A Case Abstract

Study of Marvel’s “Invasion” Guerrilla marketing is a cutting-edge, original, non-traditional marketing


strategy that keeps up with new media and technical advancements. This
article demonstrates how guerrilla marketing is still valuable for driving
Campaign” significant consumer involvement despite those critics who claim it has lost
its appeal. The emergence of new media and technology has altered how
marketers communicate with customers. Guerilla marketing has adopted
an approach emphasizing in-person interactions and uses social media,
digital technology, and mobile devices to keep up with this progress. The
most recent instance of guerrilla marketing that has raised consumer
Christian Anggrianto (P.h.D., Associate Professor) [1]* expectations and interest is the promotional effort for Marvel’s TV series
[1] Department of Visual Communication Design, School of Creative “Secret Invasion.” The promotion generated excitement among fans by using
Industry, Universitas Ciputra, Surabaya, Indonesia social media and enigmatic teases, maintaining their attention before the
series’ formal premiere. This research discusses how guerrilla marketing
*Corresponding Author: christ.ang@ciputra.ac.id ideas incorporating new media and technology can foster significant
Co-Author(s): - consumer engagement. Increased brand recognition, consumer loyalty, and
a favorable effect on marketing outcomes overall are the outcomes. Guerrilla
marketing is continually changing and becoming crucial in a fluid marketing
environment.

Keywords
Guerilla marketing, Innovative, Secret Invasion, Consumer engagement,
Media and technology developments
2.2

“Designing Lontara script


flashcard Board Game for
Children of the Bugis Tribe
Through DDE Framework
Approach”
Abstract

Commonly used in the South Sulawesi province, the Lontara script is


one of the scripts found in Indonesia. This script began to be taught at
Ahmad Ade Nugraha [1]* Alvanov Zpalanzani Mansoor [2] the elementary school level although in the circumstances not all schools
[1] Department of Visual Communication Design, School of Creative could teach the subject due to the limited number of expert teachers and
Industry, Universitas Ciputra, Surabaya, Indonesia the current lack of learning media. At the elementary school level, board
[2] Desain Komunikasi Visual, Fakultas Seni dan Desain, Institut games are one of the choice mediums for learning Lontara script. The DDE
Teknologi Bandung, Indonesia Framework was used in this design process with the result of a flashcard
board game containing Lontara script which can be used as a traditional
*Corresponding Author: ahmad.nugraha@ciputra.ac.id script recognition medium at the elementary school level for Bugis children.
Co-Author(s): alvanov.mansoor@itb.ac.id The digital game translation is done by giving board game features making
the value of the board game unique.

Keywords

Lontara, Script, Boardgame, DDE framework, Learning Media


2.3

“Design Thinking for


Srimulat: Introduction Abstract

to Indonesia’s Intangible Srimulat is a legendary Indonesia’s local human wayang that has been around
since the 1950s. Founded in Surakarta by Raden Ayu Srimulat and Teguh

Cultural Heritage” Slamet Raharjo, Srimulat exists to entertain the public through performances
that combine comedy, music and social criticism. The Srimulat stage began
to disappear in 1989. Srimulat has several times tried to be active again in the
entertainment world but has not been very successful. Introducing Srimulat
to the younger generation is challenging yet crucial for its existence but it is
an opportunity in preserving Indonesia’s intangible cultural heritage. Using
design thinking methodologies, this paper aims to explore effective ways
Quina Reivaldi Limantara [1]* to exhibit Srimulat memorabilia for studies. The result is a high resolution
[1] Department of Visual Communication Design, School of Creative 3-dimensional (3D) augmented reality (AR) exhibition that can be viewed
Industry, Universitas Ciputra, Surabaya, Indonesia on an internet-based application. Several digitized collections of Museum
Gubug Wayang can be panned, rotated, and moved freely on different
*Corresponding Author: reivaldi.limantara@ciputra.ac.id planes and viewed from different angles on the phone. These models can
Co-Author(s): - be considered a powerful teaching tool. People worldwide can easily avail
of these models on digital platforms. In recent years, there has been an
increasing interest in applying AR to create unique experiences and have
immensely added a new dimension to art and culture education. In 2020,
LiDAR sensor technology was released, which effectively placed a low-cost
laser scanner in mobile devices. This study demonstrated that right now
artifacts from the museum can be transformed easily and viewed digitally on
AR platforms. For the next study the author suggests exploring how effective
this AR technology is in triggering Indonesian young generations to learn
more about cultural heritage.

Keywords

Design Thinking, Augmented Reality, Light Detection and Ranging,


Srimulat, Exhibition
2.4

“Augmented Reality
Information Media for Abstract
Revitalization Bantimurung Museums have great potential as a source of education and entertainment,

Maros Butterfly Museum” but often face challenges in maintaining visitor interest, especially for
museums that are synonymous with a scary atmosphere and the presentation
of exhibition objects and information presented is less attractive. This
study aims to explore the use of augmented reality technology in efforts to
revitalize information media at the Bantimurung Maros Butterfly Museum.
The museum is one of the important cultural and natural destinations
in Indonesia, but it faces challenges in maintaining its attractiveness and
Bilyan Putra Sari’ [1]* maintaining the integrity of the information that visitors get. Through a
[1] Department of Visual Communication Design, School of Creative qualitative approach, this study will analyze how the implementation of
Industry, Universitas Ciputra, Surabaya, Indonesia augmented reality information media can enrich the visitor experience,
increase understanding of butterflies, and support biodiversity conservation
*Corresponding Author: bilyan.putra@ciputra.ac.id efforts. The research methodology involved a visitor survey, interviews with
Co-Author(s): - museum managers, and the development of augmented reality applications
adapted to the context of the Kwa Bantimurung Maros Butterfly Museum.
It is hoped that the results of this research will provide valuable insights
into the potential of augmented reality in increasing the attractiveness of
museums and efforts to preserve the environment. The practical implications
of this research can assist museum managers and related parties in designing
more effective strategies for revitalizing the Kwa Bantimurung Maros
Butterfly Museum and encouraging the development of similar technologies
in the context of culture and tourism in Indonesia.

Keywords
Augmented Reality, Museum, Butterfly, Interactive Media
RESEARCH POSTER Sub-Theme

CONTEMPORARY
ARTS
(Education, Arts, Culture,
Heritage, Photography,
Performing Art, Music, Product
Design, Illustration Book, Fashion
SESSION

Design, Textile Fashion, Industrial


Design, etc.)

1
1.1
1.2
1.3 CONVERTING TEXTILE WASTE MATERIALS:
EXPLORATION OF FASHION UPCYCLING FOR
WOMEN’S CASUAL WEAR DESIGN IN MALAYSIA
Wan Norazreen Wan Mohd Zamree
Department of Creative Industries, Faculty of Communication and Creative Industries,
Tunku Abdul Rahman University of Management and Technology

INTRODUC TION OBJEC TIVE


Upcycling is the process of converting waste materials or useless products into new materials or products of better quality or for To identify the type of textile waste materials that can be apply to the women’s casual wear design
better environmental value (Kay,1994). Upcycling is one of the sustainable approaches that prolonging the life of waste textiles
through creativity. (Redress, 2007) To identify the relevant design character and appearance on upcycled women’s casual wear design fashion

Malaysia is one of the developing countries that are also generating waste products, however, the words “upcycle or upcycling” is To propose the appropriate upcycled fashion design samples for women’s casual wear design in Malaysia
not synonym with Malaysia citizen. (Zur, 2016)

Pre-consumer and post-consumer waste are commonly used in creating an upcycled fashion. Besides upcyling, zero waste and
reconstruction are oneof the technique approaches in fashion upcycling (Redress,2007)

METHOD
PHASE 1 (Table 1)
Qualitative :- Semi-structured interview, Observation
Quantitative :- Pilot survey

(Table 1) (Table 2)

PHASE 2 (Table 2)
Design process based on the Pre-test & Post test
(Table 4):Upcycled design analysis of Orsula De Castro (2012)

(Table 3):Upcycled design analysis of Orsula De Castro (2012)

FINDING AND DISCUSSION Through observation of existed design sample (visual) from practitioner in Table 3 and Table 4, upcycled design characteristic,
appearance, design element and materials used were identified. This qualitative research was significant as a guidance to create
appropriate design for women’s casual wear in Malaysia.
Summary of interview:
There are a few organizations that supporting and organizing a few event and competitions of sustainable or green fashion, to
educate Malaysian citizens especially young generations.In terms of the application of waste materials, leather and any other
unconventional goods such as blankets, bed sheets and any other materials to be seen as potential materials to be applied in
upcycle garments..
Summary of pilot survey:
95 respondents participated in the survey. 67% of the respondents agreed that fashion upcycling should be
applied in Malaysia fashion industries. As for the favourite fabric materials that they prefer the most to be
applied on upcycled fashion outfit are mixing any fabrics that mentioned in the survey. The most pulled out
fabrics are denim and cotton, followed by PVC/leather and wool.

Design 1 and Design 2 have been illustrated and


the materials chosen were based on Pilot Survey
in earlier stage. At this stage, 2 types of material (Figure 1)
which were leather jacket and 100% wool jacket
were used. In Figiure 4, Design 1 was made of
100% wool trench coat, (post-consumer waste)
(Figure 3):Respondents discussion
and Design 2 was made by neoprene end-roll
at Pilot Survey, Pre-test and Post-test fabric (pre-consumer waste). The laser cut detail on
stage
Design 2 was made by leather jacket.
Design 1 Design 2
(Figure 4):Final design of Pre-test stage

Design 3 and Design 4 post-test in Figure 5 were amended from pre-test survey.
The designs equivalent with the trend of Summer Spring 2016 forecast emphasize
the sculpted feminine, laid-back and simplicity. The findings were gathered from
65 respondents. Although the general results from respondent are satisfying, there
a few numbers of respondents that are disagreed with this final two outfits. It
makes sense since the fashion preference and taste of each respondent are
different to one another. In overall, Design 3 based on the improvement made by
the response gathered which was based on the criteria of casual wear design in (Figure 2)

terms of appearance and characteristic. Finally, respondents were agreed that the
Design 3 Design 4
awareness of fashion upcycling as it one of- a- kind of look and out of the ordinary. Pre-test (Figure 1) and post-test designs (Figure 2) are the Phase 2 design process that used to associate participant groups and
(Figure 5):Final design of Post-test stage
In addition, the pre-test and post test design analysis can be use as a guideline measure the quantity of change occurring as a result of actions or interventions.
useful guideline for fashion designers or practitioners and non-expert.

CONCLUSION
In conclusion, the awareness of fashion upcycling were deficiency among Malaysia citizen. There were a few techniques of (Table 5 )
sustainable fashion can be approach to create sustainable fashion and to pro-long the life of a cloth. Based on the visual analysis of Table 5 shows the significant flow of pre-test and post test to create designs that meets the research objective

upcycled fashion by sustainable fashion practitioner, pre-consumer and post-consumer waste were the popular materials that were
used.

The visual guideline in pre-test and post-test from this study gives an impact to this country as it educates society in how to upcycle
textile waste materials, whether they are professional or non-professional.
REFERENCES
With this study,it was hope that the knowledge and awareness of fashion upcycling spread to the larger scale. This study looks at
emerging ideas and brings forward many ideas for future study. Ekström, K. M., & Salomonson, N. (2012). Looking into the kaleidoscope-different views on reuse and recycling of clothes.
Baerlecken, D., Reitz, J., & Duncan, D. (2012) Reuse of waste materials.
Upcoming future designers need to consider how to apply and practising this sustainable technique while piecing together fabrics
Ali, N. S., Khairuddin, N. F., & Zainal Abidin, S. (2013). Upcycling: re-use and recreate functional interior space using waste materials. In DS 76: Proceedings of
of the past to create new life and impactful fashion. E&PDE 2013, the 15th International Conference on Engineering and Product Design Education, Dublin, Ireland, 05-06.09. 2013.

Poland, P., & Skłodowskiej, M. C. Exploration of Consumers’behaviours Connected With Product Reuse.

Torstensson, R. (2011). A new player in the accelerating textile industry-upcycled textile products.

Gwilt, A. (2014). A practical guide to sustainable fashion.A&C Black.

Hjelmgren, D., Salomonson, N., & Ekström, K. M. (2014). UPCYCLING OF PRE- CONSUMER WASTE. Waste Management and Sustainable Consumption:
Reflections on Consumer Waste, 187.
1.4
1.5
RESEARCH POSTER Sub-Theme

DESIGN MEDIA
(Multimedia, Game Design,
Animation, Video, Film, Screen
Studies, Video Mapping, Graphic
Design, Visual Communication,
etc.)
SESSION

2
2.1
2.2
2.3
2.4
CREARD © 2023. All Rights Reserved.
Booklet Designed by Ooi Siew Fong

You might also like