http://114.7.153.31/index.php/srjd/issue/feedSerat Rupa: Journal of Design2026-07-31T15:20:23+00:00Dr. Yunita Setyoningrum, M.Ds.srjd@maranatha.eduOpen Journal Systems<p style="text-align: justify;"><span style="color: black;">SRJD (Serat Rupa: Journal of Design) is an official <strong>open-access journal</strong> published under the Maranatha Christian University. The open-access policy refers to the free public-access to read an article. SRJD is intended to accommodate any research publication in areas of Visual Communication Design, Interior Design & Architecture, Fashion Design. SRJD wishes to provide a forum for the exchange of ideas and new research findings in the field of design and culture. </span></p> <p style="text-align: justify;"><span style="color: black;">SRJD is affiliated with HDII West Java Chapter (Himpunan Desainer Interior Cabang Jawa Barat) & ADGI (Asosiasi Desainer Grafis Indonesia) in the editorial matter. </span><span style="color: black;">SRJD encourages manuscript written by the academician, also from professional designers who need to publish their design process ideas with interesting concepts that could be valuable for the field of design and culture. Publication in SRJD is <strong>free of charge</strong> (for the review and online publication process). </span></p> <p style="text-align: justify;"><span style="color: black;">SRJD accept articles written in Indonesian (main language) and English. SRJD is published twice a year, in <strong>January</strong> and <strong>July</strong>. SRJD has been indexed by GARUDA, Google Scholar, Crossref, WorldCat, BASE.</span></p> <p style="text-align: justify;"><strong>e-ISSN: <a title="e-ISSN" href="https://portal.issn.org/resource/ISSN/2477-586X" target="_blank" rel="noopener">2477-586X</a></strong><strong> | DOI: <a title="prefix DOI" href="https://doi.org/10.28932/srjd">https://doi.org/10.28932/srjd</a></strong></p> <p style="text-align: justify;"><strong><span style="color: black;">TO SUBMIT YOUR PAPER, PLEASE DOWNLOAD OUR TEMPLATE</span></strong><strong>: </strong></p> <p style="text-align: justify;"><a title="Template 2023" href="https://docs.google.com/document/d/17v3VBjcnio0Rb-75UYzuTLtEyofaw0H5/edit?usp=share_link&ouid=117482449689328663833&rtpof=true&sd=true"><strong>Manuscript Template 2023</strong></a></p>http://114.7.153.31/index.php/srjd/article/view/17014Front Matter2026-07-31T15:13:54+00:00Yunita Setyoningrumyunita.setyoningrum@art.maranatha.edu2026-07-31T00:00:00+00:00Copyright (c) 2026 Editorhttp://114.7.153.31/index.php/srjd/article/view/11630Analysis of Family-Type Board Games Using the MDA Framework for the Design of a Product Design Introduction Media2025-11-17T12:44:25+00:00Claritza Nathania Setiadiclaritzans08@gmail.comGuguh Sujatmikoguguh.sujatmiko@staff.ubaya.ac.idHedi Cintyahediabc@staff.ubaya.ac.id<p><em>The product designer profession plays an important role in the creative industry; however, interest among younger generations remains relatively low. An engaging and accessible medium is needed to introduce the complexity of this profession to high school students. This study analyzes family-type board games using the MDA (Mechanics, Dynamics, Aesthetics) framework as a foundation for designing an introductory educational medium for product design. A qualitative approach was employed through observational analysis of occupation-themed board games. The study identifies mechanics, dynamics, and aesthetic during gameplay. The findings indicate that resource management and progressive development mechanics effectively simulate real-world work processes. Dynamics such as action planning and resource counting foster strategic decision-making, while strong thematic integration enhances immersion and supports understanding of the represented profession. These findings provide a conceptual basis for designing board games as educational media to introduce the product designer profession to high school students.</em></p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Claritza Nathania Setiadi, Guguh Sujatmiko, Hedi Cintyahttp://114.7.153.31/index.php/srjd/article/view/12052Character Design as an Advocacy Tool for Inclusivity: A Character Design Study of “Concord” Game2026-02-09T05:52:45+00:00Alvanov Zpalanzani Mansooralvanov.mansoor@gmail.comAhnaf Setya Erlanggaahnafashari@gmail.com<p><em>With the rapid growth of the global gaming industry, the practice of conveying progressive values such as DEI (Diversity, Equity, and Inclusivity) through video games has become increasingly widespread. One such example is the emergence of the game “Concord” which has been identified as promoting a wokeness (critical awareness on Issues of social, racial, and discriminatory injustices) towards agenda and has triggered resistance among players. This study aims to examine the role of character design in video games as a medium for advocating inclusive values, focusing on the case study of two characters, IT-Z and Bazz. This research is a qualitative, descriptive, and interpretative study using Roland Barthes’ visual semiotic analysis, which explores the relation between the signifier and the signified about symbolic and mythological meanings within a contemporary social context. The analysis reveals that the character designs in “Concord” represent an explicit effort to present inclusive and racial narratives. However, the reception of this effort is perceived as inorganic, overly artificial, and forced within the context of the video game medium</em>.</p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Alvanov Zpalanzani Mansoor, A.S. Erlanggahttp://114.7.153.31/index.php/srjd/article/view/15221Design of Visual Teaching Aids for Sunday School for Children Under Three Years Old in Bandung City2026-04-21T22:37:47+00:00Naniwati Sulaimannansulaiman26@gmail.com<p><em>This study aims to design visual aids for Sunday School classes for toddlers. Toddlers have their own limitations in concentration and visual perception. Therefore, designing visual aids for toddlers is a challenge in itself. As a reference, Bible stories from the Suara Sekolah minggu curriculum for toddlers are used. The process of designing visual aids begins with analyzing the story material to be delivered in class, the age characteristics of toddlers, and the context of their use in the classroom by the teacher. The results of the analysis are used to determine the selection of materials and visual expression techniques used in the visual aids. The research method used is the iterative design method, a design methodology based on a cyclic process of prototyping, testing, analysis, and product refinement. Based on the results of the latest iteration of a design, changes and refinements are made. The ultimate goal of this process is to improve the quality and functionality of a design. The results of this study are expected to serve as guidelines for designing age-friendly visual aids for toddlers, as well as broaden Sunday school teachers' horizons in selecting appropriate visual aids for their students</em>.</p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Naniwati Sulaimanhttp://114.7.153.31/index.php/srjd/article/view/15002Visual Analysis of The “Plastic Album Sins” Campaign by Kpop4Planet2026-05-04T15:37:31+00:00Fadhilah Nur Raudhah Gandidifadhilah.nur@mhs.itenas.ac.idGanis Resmisariganis@itenas.ac.id<p><em><span style="font-weight: 400;">This study analyzes the visual strategies employed in the digital campaign Plastic Album Sins by Kpop4Planet as a critique of plastic-based production and marketing practices in the K-pop physical album industry. The research focuses on visual elements such as color, metaphor, typography, and framing in the campaign materials. A qualitative descriptive method was applied using visual semiotic and framing analysis to examine posters and official social media content published by the campaign.</span></em></p> <p><em><span style="font-weight: 400;">The findings indicate that the campaign consistently frames plastic waste as a structural issue within the industry rather than merely a consequence of individual fan consumption. The dominant use of red as a marker of crisis, metaphors of stacked albums, and the “red flag” symbol in fancall raffles construct a critique of exploitative marketing strategies that encourage excessive consumption. Thus, the campaign visuals function not only as informational media but also as instruments of advocacy that shift moral responsibility from individual consumers to the broader entertainment industry system.</span></em></p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Fadhilah N Raudhah Gandidi, Ganis Resmisarihttp://114.7.153.31/index.php/srjd/article/view/16472Natural and Artificial Lighting Analysis on Visitor Visual Comfort at Kame Bakehouse Bandung2026-07-16T08:13:09+00:00Jecinta Abigailjecintaabigail@gmail.comCarina Tjandradipuractjandradipura.interiorukm@gmail.comYunita Setyoningrumyunita.setyoningrum@art.maranatha.edu<p><em>The development of flexible working patterns has encouraged bakehouses to function as multi-activity spaces for dining, working, and social interaction, thereby requiring visual comfort through lighting that can support activities without causing glare or eye fatigue. This study aims to analyze the implementation of natural and artificial lighting in the interior of Kame Bakehouse Bandung and its relationship to visitors’ visual comfort. This research employed a descriptive approach supported by quantitative data through lighting intensity measurements using a lux meter at eight spatial zones. Data were collected through field observations, visitor questionnaires, and visual documentation. The measurement results were compared with the lighting standards of SNI 6197:2020 and correlated with visitors’ perceptions of visual comfort. The findings indicate a significant discrepancy in several areas where lighting intensity has not fully met the standards and where glare potential occurs due to the dominance of natural lighting. Nevertheless, questionnaire results revealed that visitors still reported a high level of visual comfort. The study demonstrates that visual comfort in commercial spaces is not solely determined by technical standards, but also influenced by ambience and user activities. This research concludes that a more flexible lighting integration strategy is necessary to improve the interior design quality of bakehouses without neglecting the psychological aspects of spatial users.</em></p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Jecinta Abigailhttp://114.7.153.31/index.php/srjd/article/view/15961Implementing 3D Printing Technology in Creating Innovative Fashion Accessories2026-07-06T02:51:27+00:00Kristanti Kristantikristanti@unw.ac.idNoor Laila Ramadhaninoorlailaramadhani@unw.ac.idBulan Karima Nuranibulankarimanurani@unw.ac.id<table width="580"> <tbody> <tr> <td width="391"> <p><em style="-webkit-text-size-adjust: 100%;">3D printing technology offers new opportunities in the fashion world, particularly in accessory production. This method allows designers to create complex, detailed, and unique shapes that are difficult to achieve with conventional techniques. The materials used vary, from plastic and resin to environmentally friendly bio-based filaments. The main advantages of 3D printing are design flexibility, production efficiency, and the ability to personalize products according to consumer needs. This allows for the creation of fashion accessories that are not only aesthetic but also functional, such as jewelry, bags, glasses, and decorative elements for clothing. Furthermore, 3D printing supports the principles of sustainable fashion, as it can reduce production waste by only printing what is needed. Overall, the application of 3D printing in fashion accessories paves the way for innovation, sustainability, and individuality, while expanding the boundaries of designer creativity in the fashion industry. Objective Research: aims to explore 3D printing technology in creating fashion accessories. and the sustainability of aesthetic value, functionality, and innovation of 3D printing-based fashion accessory products. Thus, this research will provide important insights for industry players in designing business strategies that are not only profitable, but also reduce production waste, which is expected to increase competitiveness and long-term sustainability. The research method uses a systematic approach to problem-solving that focuses on a deep understanding of user needs and experiences. This method combines creativity and analysis to produce innovative and effective solutions. These findings are expected to make a significant contribution to the development of 3D printing-based fashion accessory products and offer strategic solutions for fashion industry players paving the way towards innovation, sustainability and individuality, while expanding the boundaries of designer creativity in the fashion industry.</em><span style="-webkit-text-size-adjust: 100%;"> </span></p> <p> </p> </td> </tr> </tbody> </table>2026-07-31T00:00:00+00:00Copyright (c) 2026 Kristanti Kristantihttp://114.7.153.31/index.php/srjd/article/view/14498A Study on The Role of Emotional Branding in the Resurrection of Local F&B MSME after The BDS Movement 2026-03-10T06:30:28+00:00Rafi Rahman Fauzirafi.rahman@mhs.itenas.ac.idWiwi Isnainiwiwi@itenas.ac.id<p><em>The boycott of several global brands after 2023 has triggered changes in consumption patterns, particularly among Generation Z, known as digital-native consumers. This study aims to analyze how Generation Z responded to the boycott and its impact on consumption preferences for global versus local brands in the food and beverage (F&B) sector. Furthermore, this study investigates Generation Z's response to a visual campaign themed "local products" as an element of post-boycott brand communication. The method used was quantitative, with a survey involving 102 Generation Z respondents, supplemented by qualitative data from their open-ended responses. The results indicate that most respondents adjusted their consumption behavior in response to the boycott issue, accompanied by increased exploration and consumption of local brands. Local brands were seen as a viable alternative based on initial experience, product quality, and affordability, although the extent of loyalty remains situational. Other findings indicate that Generation Z responds positively to locally themed visual campaigns, but this interest is acoustic and influenced by visual quality, conceptual clarity, and the relevance of the presented identity. Local visual campaigns have the potential to strengthen consumer emotional bonds if they can be translated authentically and contextually through consistent and distinctive visual communication design</em>.</p>2026-07-31T00:00:00+00:00Copyright (c) 2026 wiwi isnainihttp://114.7.153.31/index.php/srjd/article/view/14960Environment Design as a Mediator for Players Interaction in Point-and-Click games: A Case Study of Return to Monkey Island2026-07-02T05:24:37+00:00Aliyyah Nurfitrialiyyahnurfitri@gmail.comAditya Januarsaadityajanuarsa@itenas.ac.id<p><em>Point-and-click game genre had experienced a decline in popularity due to its mismatch with the preferences of modern players and the potential cognitive burden caused by environmental design and puzzle mechanics that can lead to frustration. This issue warrants further investigation through a case study of “Return to Monkey Island” to understand how the composition of in-game objects influences player experience and their overall perception of the point-and-click genre. Using a controlled playthrough method, environmental objects in Return to Monkey Island were classified into three categories: interactive, animated, and interactive-animated. The findings reveal that interactive objects dominate the game environment, accounting for an average of 60.25%, followed by animated objects at 29.39%, while interactive-animated objects comprise only 10.36%. These results suggest that the genre's classic design approach, which encourages active exploration, may also create control ambiguity due to the lack of explicit visual affordances, leading players to rely on trial-and-error exploration. This study is expected to contribute conceptually to game studies and serve as a reference for game developers in designing balanced interactions between player actions and consistent feedback</em>.</p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Aliyyah Nurfitri, Aditya Januarsahttp://114.7.153.31/index.php/srjd/article/view/13924Strategic Emotional Resonance in the Construction of Authentic Digital Personas Among Models2026-02-27T17:14:20+00:00Aileen kurniawanaangelina01@student.ciputra.ac.idChristian AnggriantoChrist.ang@ciputra.ac.id<p style="font-weight: 400;"><em>The self-image of a digital worker—particularly a model—is largely shaped through social media, which serves as an interactive medium between the figure and the audience (Iswanto et al., 2020). The distinguishing factor among models lies in their personal branding, however, social media algorithms tend to favor trending content. This results in micro/nano models struggling to form a strong personal brand, either showcasing their distinctive traits, or follow mainstream trends but losing their authenticity. This study aims to explore effective strategies and solutions for models to develop their personal branding through aesthetic curation, tone of communication, parasocial relationships, and trend adaptation without compromising their identity. Using a descriptive qualitative approach, data were collected from journal analyses, as well as surveys involving 30 creative industry professionals and 33 active social media users. The results show that 63.3% of industry professionals prefer models who also act as content creators and demonstrate high engagement to strengthen brand objectives. From the audience’s perspective, 63.3% respondents that content that showcases personality and daily life are more appealing, as they seek to apply what they see on social media as inspiration in their own lives. Thus, both journal findings and survey results indicate that models who combine visually curated aesthetics with a humanized portrayal of their personality and life tend to be more engaging and in demand.</em></p>2026-07-31T00:00:00+00:00Copyright (c) 2026 Aileen kurniawan, Christian Anggrianto