Achmad Syarief
Biographic Data
| ID | 8804716 |
|---|---|
| NAME | Achmad Syarief |
| GIVEN NAMES | Achmad |
| FAMILY NAME | Syarief |
| SIGNATURE | SYARIEF A |
| AFFILIATIONS | Bandung Institute of Technology |
| ORCID | 0000-0003-0691-9416 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Spatiality of The Balinese Legong Topeng Dance Ritual
This article explores the spatiality of the Balinese Legong Topeng (Ratu Sang Hyang Widyadari) dance ritual through a thematic literature review, focusing on how sacred space is co-produced through ritual performance, cosmological alignment, and embodied movement. Rather than treating space as a passive backdrop, this study adopts a performative and phenomenological lens to examine how space in Balinese ritual is dynamically constructed through t…
The Role of Students and Teachers in The Lifecycle of Classrooms in Primary Schools in Indonesia
Classrooms play a crucial role facilitating learning activities in schools. The elements present in school classrooms, such as furnitures, walls, bulletin boards, posters, attendance schedules, colors, and learning models, provide identity and experiences for students. The arrangement of these elements enables classroom users to identify their functions. The education system in Indonesia allocates students to use the same classroom for approximat…
Digital and Non-Digital Tools in Idea Development Methods of Product Design Process
Rapid development of digital technology has had enormous impact on the design process, including in designing functional products. This study investigates the use of digital and non-digital methods and tools in the functional product design process, especially at the idea development stage. This investigation carried out by distributing online questionnaires to product design practitioners as respondents. In this questionnaire, respondents were a…
Visualisasi Desain Busana berdasarkan Pandangan Masyarakat terhadap Karakteristik Gender Dysphoria
Gender dysphoria memicu ketidaknyamanan dan ketidaksesuaian antara identitas gender dan jenis kelamin biologis, dapat mempengaruhi ekspresi gender seseorang melalui fesyen, dengan potensi menjadi sumber kebanggaan dan ekspresi kreatif dalam lingkungan masyarakat, namun juga dapat menyebabkan frustrasi, ketidaknyamanan fisik, dan kecemasan yang berkelanjutan. Penelitian ini membahas tentang transformasi gender dysphoria menjadi tema dalam koleksi …
Pracimosono as a Place of Intimacy and Spiritual Experience for the Mangkunegaran Princesses in Surakarta, Indonesia
Dalem Keputren Pracimosono known as DKP is an area for women's communal housing in the system of the Palace Mangkunegaran, in Surakarta, Indonesia. The experience of those who live communally can reveal the history and meaning of the power spatiality and manifestations of space and place, especially when they live within the center of power. In this context, this article reveals the transformation of the sense of space into sense of place at DKP.…
Perancangan Aplikasi Mobile tentang Etika Digital pada Pola Asuh Anak Usia Remaja Awal
Pemberlakuan pembatasan kegiatan sosial sebagai akibat pandemi Covid-19 mewajibkan terjadinya peralihan pola belajar-mengajar sekolah, dari yang semula tatapmuka luring menjadi daring (online). Hal tersebut menyebabkan terjadi lonjakan screen time gawai anak khususnya usia remaja awal. Remaja bisa mengkonsumsi konten selain materi edukasi seperti konten hiburan atau sosial media. Sehingga adanya pelanggaran etika digital dalam bentuk cyberbullyin…
Pengalaman Interaksi Tunanetra Pengguna Aplikasi Android Go-Jek Dan Grab
This study on the interactional experience of people who have visual impairments or disabilities in using Go-jek and GrabAndroid applications employs usability testing using mixed approach. It is an explanatory sequential design research;quantitative data were measured in time, number of errors, Single Ease Question (SEQ) questionnaire score and SystemUsability Scale (SUS) score. They were used to evaluate the usability level of the application, …
Shifting of Batik Clothing Style as Response to Fashion Trends in Indonesia
Fashion style refers to the way of wearing certain categories of clothing related to the concept of taste that refers to a personâ€TMs preferences or tendencies towards a particular style. In Indonesia, clothing does not only function as a body covering but also as a personâ€TMs style. One way is to use traditional cloth is by wearing batik.Batik clothing, which initially took the form of non -sewn cloth, such as a long cloth, became a sewn cloth…
Learning From the Past to Prepare for the Future
Recent technological advancement and the betterment of socio-cultural welfare put design knowledge at the forefront of life as its practice develops into more than †̃activity of makingâ€TM. Rapid prototyping, 3D printing, internet-of-things, and wide array of networking channels may ease the burden of producing objects. For the past 20 years, the practice of design has addressed †̃activity of researchâ€TM beyond previous ordinary know-how in maki…
Identifikasi Pengalaman Bermain Game Mobile (Studi Kasus Game Clash of Clans)
Sebagian besar game mobile yang dinikmati orang Indonesia merupakan hasil karya pengembang dari luar negeri. Game lokal belum mampu menarik pemain Indonesia secara maksimal. Dibutuhkan adanya inovasi dalam membangun pengalaman bermain agar game lokal dapat menarik minat pemain-pemaindi Indonesia. Game Clash of Clans merupakan game yang mampu menarik banyak pemain di Indonesia. Hal tersebut menunjukkan pengalaman bermain yang dirancang sesuai deng…
Studi Pengalaman Pengguna Terhadap Ponsel Cerdas Android Berdasarkan Jenis Profesi Di Wilayah Pedesaan
Kebijakan pemerintah Indonesia melalui Kementerian Komunikasi dan Informatika (Kominfo, 2015) terkait Program Desa Broadband Terpadu, bertujuan untuk mengakomodir aktivitas masyarakat di pedesaan dengan bantuan teknologi digital. Program tersebut menyasar pada pengguna tingkat pemula terkait pemahamannya dalam mengoperasikan ponsel cerdas. Di lain pihak, perbedaan tingkat pemahaman yang dipicu oleh kompleksitas fungsi pada ponsel cerdas, memungki…
Gender Dan Place Attachment Pada Coffee Shop Di Bandung
Coffee shop today not only serves as a place to enjoy coffee, but it has become a place to socialize, entertainment and productivity. Some visitors coffee shop has a tendency to move and spend time at the coffee shop on a regular basis, and did not realize that repeated use of space can create emotional attachment to place (place attachment). This study discusses the level of attachment to the space between respondents men and women in the coffee…
Strategi Komunikasi Visual Kegiatan Window Farming Sebagai Alternatif Berkebun Lahan Sempit Pada Hunian Vertikal
Salah satu kondisi negatif yang terjadi di ruang apartemen/hunian vertikal adalah pencemaran udara di dalam ruangan. Hal tersebut perlu mendapat perhatian karena masih banyak masyarakat yang tinggal di apartemen/hunian vertikal tidak mengetahui dampaknya dalam jangka panjang. Salah satu cara untuk mengatasi dampak tersebut adalah dengan window farming atau berkebun di jendela. Seni bertanam di dalam pot dengan penggunaan sistem hidroponik ini coc…
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Strategi Komunikasi Visual Kegiatan Window Farming Sebagai Alternatif Berkebun Lahan Sempit Pada Hunian Vertikal
Salah satu kondisi negatif yang terjadi di ruang apartemen/hunian vertikal adalah pencemaran udara di dalam ruangan. Hal tersebut perlu mendapat perhatian karena masih banyak masyarakat yang tinggal di apartemen/hunian vertikal tidak mengetahui dampaknya dalam jangka panjang. Salah satu cara untuk mengatasi dampak tersebut adalah dengan window farming atau berkebun di jendela. Seni bertanam di dalam pot dengan penggunaan sistem hidroponik ini coc…
Gender Dan Place Attachment Pada Coffee Shop Di Bandung
Coffee shop today not only serves as a place to enjoy coffee, but it has become a place to socialize, entertainment and productivity. Some visitors coffee shop has a tendency to move and spend time at the coffee shop on a regular basis, and did not realize that repeated use of space can create emotional attachment to place (place attachment). This study discusses the level of attachment to the space between respondents men and women in the coffee…
Studi Pengalaman Pengguna Terhadap Ponsel Cerdas Android Berdasarkan Jenis Profesi Di Wilayah Pedesaan
Kebijakan pemerintah Indonesia melalui Kementerian Komunikasi dan Informatika (Kominfo, 2015) terkait Program Desa Broadband Terpadu, bertujuan untuk mengakomodir aktivitas masyarakat di pedesaan dengan bantuan teknologi digital. Program tersebut menyasar pada pengguna tingkat pemula terkait pemahamannya dalam mengoperasikan ponsel cerdas. Di lain pihak, perbedaan tingkat pemahaman yang dipicu oleh kompleksitas fungsi pada ponsel cerdas, memungki…
Identifikasi Pengalaman Bermain Game Mobile (Studi Kasus Game Clash of Clans)
Sebagian besar game mobile yang dinikmati orang Indonesia merupakan hasil karya pengembang dari luar negeri. Game lokal belum mampu menarik pemain Indonesia secara maksimal. Dibutuhkan adanya inovasi dalam membangun pengalaman bermain agar game lokal dapat menarik minat pemain-pemaindi Indonesia. Game Clash of Clans merupakan game yang mampu menarik banyak pemain di Indonesia. Hal tersebut menunjukkan pengalaman bermain yang dirancang sesuai deng…
Learning From the Past to Prepare for the Future
Recent technological advancement and the betterment of socio-cultural welfare put design knowledge at the forefront of life as its practice develops into more than †̃activity of makingâ€TM. Rapid prototyping, 3D printing, internet-of-things, and wide array of networking channels may ease the burden of producing objects. For the past 20 years, the practice of design has addressed †̃activity of researchâ€TM beyond previous ordinary know-how in maki…
Shifting of Batik Clothing Style as Response to Fashion Trends in Indonesia
Fashion style refers to the way of wearing certain categories of clothing related to the concept of taste that refers to a personâ€TMs preferences or tendencies towards a particular style. In Indonesia, clothing does not only function as a body covering but also as a personâ€TMs style. One way is to use traditional cloth is by wearing batik.Batik clothing, which initially took the form of non -sewn cloth, such as a long cloth, became a sewn cloth…
Pengalaman Interaksi Tunanetra Pengguna Aplikasi Android Go-Jek Dan Grab
This study on the interactional experience of people who have visual impairments or disabilities in using Go-jek and GrabAndroid applications employs usability testing using mixed approach. It is an explanatory sequential design research;quantitative data were measured in time, number of errors, Single Ease Question (SEQ) questionnaire score and SystemUsability Scale (SUS) score. They were used to evaluate the usability level of the application, …
Visualisasi Desain Busana berdasarkan Pandangan Masyarakat terhadap Karakteristik Gender Dysphoria
Gender dysphoria memicu ketidaknyamanan dan ketidaksesuaian antara identitas gender dan jenis kelamin biologis, dapat mempengaruhi ekspresi gender seseorang melalui fesyen, dengan potensi menjadi sumber kebanggaan dan ekspresi kreatif dalam lingkungan masyarakat, namun juga dapat menyebabkan frustrasi, ketidaknyamanan fisik, dan kecemasan yang berkelanjutan. Penelitian ini membahas tentang transformasi gender dysphoria menjadi tema dalam koleksi …
Pracimosono as a Place of Intimacy and Spiritual Experience for the Mangkunegaran Princesses in Surakarta, Indonesia
Dalem Keputren Pracimosono known as DKP is an area for women's communal housing in the system of the Palace Mangkunegaran, in Surakarta, Indonesia. The experience of those who live communally can reveal the history and meaning of the power spatiality and manifestations of space and place, especially when they live within the center of power. In this context, this article reveals the transformation of the sense of space into sense of place at DKP.…
Perancangan Aplikasi Mobile tentang Etika Digital pada Pola Asuh Anak Usia Remaja Awal
Pemberlakuan pembatasan kegiatan sosial sebagai akibat pandemi Covid-19 mewajibkan terjadinya peralihan pola belajar-mengajar sekolah, dari yang semula tatapmuka luring menjadi daring (online). Hal tersebut menyebabkan terjadi lonjakan screen time gawai anak khususnya usia remaja awal. Remaja bisa mengkonsumsi konten selain materi edukasi seperti konten hiburan atau sosial media. Sehingga adanya pelanggaran etika digital dalam bentuk cyberbullyin…
The Role of Students and Teachers in The Lifecycle of Classrooms in Primary Schools in Indonesia
Classrooms play a crucial role facilitating learning activities in schools. The elements present in school classrooms, such as furnitures, walls, bulletin boards, posters, attendance schedules, colors, and learning models, provide identity and experiences for students. The arrangement of these elements enables classroom users to identify their functions. The education system in Indonesia allocates students to use the same classroom for approximat…
Digital and Non-Digital Tools in Idea Development Methods of Product Design Process
Rapid development of digital technology has had enormous impact on the design process, including in designing functional products. This study investigates the use of digital and non-digital methods and tools in the functional product design process, especially at the idea development stage. This investigation carried out by distributing online questionnaires to product design practitioners as respondents. In this questionnaire, respondents were a…
Spatiality of The Balinese Legong Topeng Dance Ritual
This article explores the spatiality of the Balinese Legong Topeng (Ratu Sang Hyang Widyadari) dance ritual through a thematic literature review, focusing on how sacred space is co-produced through ritual performance, cosmological alignment, and embodied movement. Rather than treating space as a passive backdrop, this study adopts a performative and phenomenological lens to examine how space in Balinese ritual is dynamically constructed through t…
Art (7 works) · Psychology (7 works) · Computer Science (5 works) · Cultural and Artistic Studies (5 works) · Architectural and Urban Studies (4 works) · Humanities (4 works) · Business (3 works) · Engineering (3 works) · Social Psychology (3 works) · Sociology (3 works)