Pradana, Muhammad Zulfikar Arfan (2023) Desain Interior Museum Rumah Air Surabaya Dengan Optimalisasi Interaksi Sebagai Strategi Peningkatan Pengalaman Edukasi Pengunjung. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Kota Surabaya terus melakukan upaya pembangunan dalam meningkatkan kesejahteraan manusia dan lingkungan, salah satunya melalui Tujuan Pembangunan Keberlanjutan (SDGs) nomor 6 yaitu menjamin ketersediaan pengelolaan air bersih dan sanitasi yang berkelanjutan untuk semua. Dalam pengelolaan air Kota Surabaya yang bersumber dari air permukaan, maka menjadi perhatian khusus bagi PDAM Surya Sembada Kota Surabaya mengenai bagaimana kondisi air sebelum dikelola memiliki kontak langsung dengan masyarakat. Ini sejalan dengan poin SDGs nomor 6 target 6.b yaitu mendukung dan memperkuat partisipasi masyarakat lokal dalam meningkatkan pengelolaan air dan sanitasi. Berdasarkan hal tersebut maka pihak PDAM Surya Sembada Kota Surabaya membangun Museum Rumah Air Surabaya sebagai media edukasi pengelolaan air kepada masyarakat sekaligus sebagai media pengabadian benda koleksi. Melalui penelitian ini, peneliti bertujuan untuk menciptakan desain interior Museum Rumah Air Surabaya yang mampu menarik banyak pengunjung dengan tetap mempertahankan proses keberlanjutannya. Tujuan tersebut kemudian diolah melalui metode design thinking. Tahapan yang pertama kali dilakukan adalah proses empathize melalui observasi dan wawancara. Setelah data-data terkumpul maka proses selanjutnya dilakukan proses define melalui analisa dot vote, decision matrix, dan invention point. Selanjutnya setelah data permasalahan dikaji dilakukan perumusan ide pada proses ideate melalui bubble diagram, matrix, dan tree method. Setelah seluruh konsep dirumuskan maka dilakukan proses prototype melalui visualisasi desain perancangan, baik berupa wujud gambar kerja atau wujud 3 dimensi. Pada tahap terakhir adalah dengan melakukan proses test melalui validasi desain kepada pihak pengelola dan calon pengguna objek perancangan. Berdasarkan proses penelitian yang telah dilakukan peneliti terhadap objek desain, maka diperoleh hasil rancangan yang berfokus terhadap optimalisasi interaksi yang akan memberikan perubahan signifikan pada peningkatan minat pengunjung, terutama sarana edukasi melalui media teknologi. Optimalisasi tersebut menggunakan media instalasi sebagai sarana interaksi yang dibagi berdasarkan 3 klasifikasi, yaitu informasi yang diterapkan pada 87 persen jenis instalasi sebagai akses informasi audio visual, gamifikasi yang diterapkan melalui instalasi Jaga Air dan Mengalir, dan Pembangun suasana melalui instalasi Under River dan Limbah Kita. Dalam upaya pada proses keberlanjutan objek desain, maka dibutuhkan berbagai aspek pendukung, yaitu dengan pengadaan fasilitas komersial yang mampu dikelola dan dimanfaatkan secara mandiri
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Surabaya continues to undertake development efforts to promote human and environmental welfare, one of which is through Sustainable Development Goals (SDGs) number 6, guaranteeing the provision of sustainable clean water and sanitation management for all. It is of special significance in the management of water in the city of Surabaya that comes from surface water how the condition of the water before it is controlled have direct contact with the population. This aligns with SDGs derivation point number 6 goal 6.b, which aims to encourage and strengthen local community participation in improving water and sanitation management. Based on this, PDAM Surya Sembada Surabaya established the Museum Rumah Air Surabaya as a means of educating the public as well as a medium for preserving collectibles. The researcher's goal with this research is to build an interior design for the Surabaya Air House Museum that can attract a large number of tourists while remaining sustainable. These goals are subsequently processed using the design thinking method. The first part is the empathise process, which is accomplished by observation and interviews. Following the collection of data, the procedure is defined using dot vote analysis, a decision matrix, and an innovation point. Furthermore, after reviewing the problem data, the ideate process uses bubble diagrams, matrix, and tree approaches to formulate ideas. Following the formulation of all concepts, the prototyping phase is carried out through design visualisation, which might take
the form of working drawings or 3-dimensional shapes. The final stage is to conduct design validation tests on the management and potential users of the design object. Based on the research method that researchers conducted on design objects, the outcomes generated are designs that focus on optimising interactions that will provide major changes in raising visitor interest, particularly educational facilities via technological media. This optimisation employs installation media as a means of interaction, which is classified into three categories: information, which is applied to the majority of installations as access to audiovisual information, gamification, which is implemented through the Jaga Air and Flowing installations, and atmosphere builder, which is implemented through the Under River and Limbah Kita installations. Various supporting components are required in order to contribute to the process of sustainability of design objects, particularly the acquisition of commercial facilities that may be managed and utilised independently
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Edukasi Pengolahan Air, Museum Rumah Air Surabaya, Interaktif, Fasilitas Keberlanjutan; Water Management Education, Rumah Air Surabaya Museum, Interactive, Sustainability Facilities. |
Subjects: | N Fine Arts > NA Architecture > NA6600 Education buildings |
Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Interior Design > 90221-(S1) Undergraduate Thesis |
Depositing User: | Muhammad Zulfikar Arfan Pradana |
Date Deposited: | 03 Aug 2023 03:49 |
Last Modified: | 03 Aug 2023 03:49 |
URI: | http://repository.its.ac.id/id/eprint/101046 |
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