Limbah botol kaca banyak didapati di sekitar rumah, limbah tersebut dapat berasal dari konsumsi kecap, saus, minuman dan selai. Pertambahan jumlah sampah di lingkungan rumah dapat dikurangi secara signifikan melalui upaya pemanfaatan pengolahan limbah, khususnya botol kaca menjadi benda bernilai guna. Dalam upaya meningkatkan keterlibatan masyarakat dalam mengurangi sampah rumah tangga, maka diselenggarakan
Currently, gardening is one of the popular activities during the COVID-19 pandemic situation to relieve boredom and psychological pressure. The phenomenon that occurs in people's behavior in responding to this trend, especially residents of middle-class housing clusters, is an interesting research subject. Specifically, this qualitative research with a design sociology approach aims to determine the criteria for pot design that people are interested in, as well as to provide recommendations for suitable pot designs for home gardening activities. Residents of the middle-class housing cluster were chosen as the target for obtaining data, based on the limitation of yard that leads to pots usage for planting. The data was collected from 104 respondents through questionnaires, interviews, and field observations. Based on the results of data analysis, the following pot design criteria were obtained: using clay material, minimalist shape, easy to move, come in different sizes, natural color, easy to obtain, and affordable in price. The results of the study in the form of design recommendations were then implemented with reference to these criteria, involving pottery craftsmen from the pottery center of Pundong, Bantul Regency, Special Region of Yogyakarta.
The development and innovation of new information technology are making the Facebook as a phenomenon in virtual world which offer easier ways to access human needs to interact and to socialize with each other.Facebook becomes a virtual communication media, which means unreal or almost become real, where connection among user thrgough features in Facebook becomes almost real condition that provide the ulfillment of needs and attrack the user.The presence and popularity of Facebook as social networking sites in urban community become the acknowledgement of communication transformation system in society. Facebook confirms urban society position as anonym society public space. Facebook becomes a communication culture phenomenon in urban society. A phenomenon invites many pros and contra from its positive and negative impacts,The using of Facebook can effect the accumulation of social capitalusing, and the improvement of technology and gadget innovation become tool and real approve of new pattern in human social relation. AbstrakPerkembangan, penciptaan , dan penemuan teknologi informasi baru, melahirkan fenomena Facebook sebagai salah satu situs di dunia maya yang menawarkan segala kemudahan untuk menjembatani kebutuhan manusia agar dapat tetap berinteraksi dan bersosialisasi dengan orang lain. Facebook menjadi media komuniaksi virtual yang bermakna tidak nyata atau hampir menyerupai , sehingga hubungan yang terjalin antar pengguna melalui fitur-fitur tersebut merupakan kondisi yang mendukung pemenuhan kebutuhan dan menimbulakna keterikatan dan candu bagi penggunanya.Kehadiran dan kepopuelran Facebook sebagai situs jejaring sosial dan sistem komunikasi dalam masyarakat. Facebook menegaskan posisi masyarakat urban sebagai masyarakat anonim, di mana seseorang dikenali dan diakui keberadaannya melalui akun di dunia maya, dalm bentuk ruang publik free society. FAcebook telah menjadi fenomenabudaya komunikasi di masyarakat perkotaan. Sebuah fenomena yang menimbulkan pro dan kontra, dan dampak positif dan negatif yang ditimbulkannya. Penggunaan Facebook dapat emmpengaruhi akumulasi penggunaan kapital sosial, sehingga perkemabnagan teknologi dan inovasi gadget menjadi alat dan bukti nyata dalam membentuk pola-pola baru dalam hubungan sosial manusia
<p><strong>Abstract</strong></p><p>Odong-odong is a middle to low urban society means of play and loved by children in dense urban housing area. Odong-odong formally developed in Jakarta, and spread out to other cities. Odong-odong as a means of play is becoming urban economy commodity as temporary entrepreneur and related to design. This research is upbringing odong-odong trend and the g owth of technology usage that give impact in odong-odong's design development in urban society. The aim of this research is to understand the variety of form and function of odong-odong caused by user demand<br />side and to understand the impact of technology development to odong-odong's design, form, and function. The method of this research is qualitative description with design approach. This research is done by design development analysis and odongodong's technology in relation to urban social cultural and economy. The result of this research is 5 (five) main form of odong-odong which are (1) Komedi Putar form, (2)<br />Kereta Api form, (3) Becak form, (4) Kincir form of Wind Mollen, (5) Jungkat Jungkit form. Odong-odong design formed to fulfilled product functions, which are primary function, secondary function, and tertiary function. Form follows function concept is becoming the base of odong-odong and related to product function and need of the user.</p><p> </p><p><strong>Abstrak</strong><br />Odong-odong merupakan sarana permainan masyarakat urban kalangan<br />menengah ke bawah, dan banyak digemari oleh anak-anak di sekitar<br />lingkungan padat perumahan di perkotaan. Odong-odong yang pada<br />awalnya muncul di kota Jakarta, kemudian dalam perkembangannya meluas ke pinggiran kota dan daerah-daerah lain. Sarana permainan odong-odong menjadi komoditi ekonomi masyarakat urban sebagai wiraswasta musiman serta berelasi dengan desain. Penelitian ini mengangkat perkembangan tren permainan odong-odong dan perkembangan pemanfaatan teknologi yang menyebabkan adanya perubahan desain sarana permainan odong-odong yang digemari masyarakat urban di perkotaan. Tujuannya adalah mengetahui<br />ragam bentuk dan fungsi sarana permainan odong-odong yang dipengaruhi oleh kebutuhan masyarakat urban sebagai penggunanya dan memahami pengaruh teknologi dan pemanfaatannya terhadap perubahan bentuk desain dan fungsi sarana permainan odong-odong. Metode penelitian ini adalah deskriptif kualitatif, dengan pendekatan desain. Dengan pendekatan ini, kajian dilakukan melalui analisis perkembangan desain dan teknologi sarana permainan odong-odong dalam relasinya dengan situasi sosial, budaya, dan ekonomi masyarakat urban. Hasil dari penelitian ini adalah adanya 5 (lima) bentuk utama odong-odong yaitu; (1) Berbentuk komedi putar, (2) Berbentuk kereta api, (3) Berbentuk becak, (4) Berbentuk kincir atau wind mollen, (5) Berbentuk jungkat jungkit. Desain sarana permainan odong-odong dibuat untuk pemenuhan fungsi produk, baik fungsi primer, fungsi sekunder, dan fungsi tersier. Konsep form follows function menjadi dasar desain sarana permainan odong-odong ini, sehingga bentuk berkaitan langsung dengan fungsi dan kegunaan produk untuk mencapai tujuan kegunaan bagi<br />pengguna semaksimal mungkin.</p>
is qualitative m e t h o d w i t h d e s i g n a p p ro a c h . T h e interviewees of this research are tailors who have various form and design of mobile tailors in the research area. The data collecting method is observation and interview with the interviewees. The result of this research is the description of mobile tailor's form and design that has changing as the changing of the needs a n d c o n d i t i o n o f t h e u s e r, a n d u s e r convortability in doing the activities.
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