Proceeding International Conference Dialogue on Art & Design https://proceeding.senirupaikj.ac.id/index.php/ICDAD Institut Kesenian Jakarta en-US Proceeding International Conference Dialogue on Art & Design 2988-5876 Cover and Opening Speech https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/137 <p>The rapid development of technology has given birth to various arts and designs which are forms of history and culture as well as different experiences of humanity. In the end, we no longer question what happens between the two (although that is important but not urgent), but rather how to look at it again more broadly in relation to many aspects of scientific disciplines and life.</p> <p>“Art and Design In New Media” raises a sense of risk inherent in studying the process of change and development of art, design, education, history, and social culture in society/human life to respond to technological developments in various contexts of place and time. Therefore, positive change for new or emerging opportunities in existing art and design has a major impact on technological development. This may involve work and study that exhibits highly refined and individual viewpoints because technological development requires cooperative and collaborative methods. while maintaining a critical view of restrictive boundaries.</p> <p>Crossing boundaries between disciplines of fine arts, design, history, education, social culture, film and performing arts. ‘Art and Design’ is a study that explores changes and developments in line with technological developments.</p> <p>&nbsp;</p> Editor Prosiding Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 1 8 Digital Couture, The Intersection of Technology and Fashion In The Creations of Iris van Herpen https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/120 <p>Technology has impacted almost every aspect of life, including the fashion industry, from design and production to marketing and consumer experience. Fashion design has undergone significant transformation with the development of digital technology, allowing fashion designers to create products that were previously unattainable through traditional methods. This opens up opportunities for experimenting with materials and shapes. The use of technology in the fashion industry continues to grow, creating new opportunities to realize imagination, creativity, and innovation in clothing and accessory design. One such technology, 3D printing, has been used to create unique and innovative garments and accessories, enabling designers to develop more complex designs. 3D printing, combined with computer modeling and design software, allows for the creation of clothing with intricate structures and fine details. Additionally, the development of textiles, such as waterproof and fade-resistant fabrics, as well as fabrics that regulate body temperature, enables the production of more functional and comfortable garments. This research examines several works by Iris van Herpen, renowned for her innovation and experimentation with technology in haute couture fashion. The research utilizes a descriptive qualitative methodology with a design theory approach to explore and understand Iris van Herpen's work.</p> Adlien Fadlia Novi Yuniarti Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 9 22 A.I. Generate Image Attraction For Winning Indonesian Presidential Election 2024 https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/121 <p>National elections are the most important event in the democratic life of Indonesian. The 2024 national election will determine the future of the political and social path. Along with this, artificial intelligence (A.I.) technology has been able to create attractive images, this phenomenon has also entered the democratic party for the President and Vice President election of Indonesia in 2024. This research investigates the attractiveness of images, which are created by artificial intelligence (A.I.) to one of candidates for President and Vice President of Indonesia period 2024 - 2029. This research focuses on how branding practices work through political advertising by using artificial intelligence (A.I.) to create images that influence public perception and opinion; about candidates and political parties using visual and comparative analysis techniques. The method in this research uses descriptive qualitative; by analyzing literary sources, interviewing potential voters, and processing them within the scope of scientific studies of visual communication design. The research results show that images created by artificial intelligence (A.I.) have a strong visual appeal, thereby influencing potential voters in determining a particular candidate or political party. The research is expected to provide new insight into the role of visualization using artificial intelligence (A.I.) technology to attract sympathy politely and ethically, create a beautiful image, and influence the formation of public opinion in determining choices.</p> Andreas James Darmawan Samuel Rihi Hadi Utomo Minhyuk Yoo Lina Kurniawati Gea Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 23 40 Three Psychic Areas of Jacques Lacan in Kimo Stamboel’s Ivanna (2022) https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/122 <p>Jacques Lacan divides the human psychic area or subject into three parts, namely the Real, the Imaginary, and the Symbolic. In Ivanna by Kimo Stamboel, the character Ivanna passes through these three spaces as a ghost who is looking for her head. Ivanna tells about the terror of the ghost of Ivanna, who suffered a tragic death done by Japanese soldiers who killed her. This research uses a qualitative descriptive method that processes selected scenes in the film Ivanna for analysis to find three psychic spaces that Ivanna passes through as a head-seeking ghost. The Real is experienced when Ivanna's ghostly body is destroyed, thrown in a well, and burned. Ivanna experienced The Imaginary when Ambar saw a projection on the wall regarding Ivanna's past. Ambar, who was able to translate the meaning of the projections on the wall, finds Ivanna's demands, in the form of bodily integrity. Meanwhile, Ivanna goes through The Symbolic while hunting for the heads of people living in a nursing home. Ivanna got her wish, but because the head she took did not match her wishes, she continued hunting for new heads.</p> Annisa Rachmatika Sari Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 41 44 The Implementation of Augmented Reality Technology Through Trans-Media Strategies in Interactive Art Creation https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/123 <p>In the contemporary art era, artworks are no longer constrained by media limitations. Technological<br>advancements have become tools that enhance artistic expression. Experiments combining traditional art and<br>technology are employed to capture the attention of modern audiences. This artwork employs a practice-based<br>research method using a transmedia approach. Data collection is conducted through observation and<br>literature review. The results of this artistic creation offer two distinct forms and experiences. The first is a<br>two-dimensional painting that is representational, deformative, and symbolic, created using acrylic on canvas.<br>The second is an interactive experience where the painting is combined with augmented reality (AR)<br>technology, accessible via an Instagram filter. This artwork demonstrates that technological progress is not a<br>threat to the art world; rather, it presents an opportunity. Therefore, it is crucial to respond to technological<br>advancements with creativity, contributing to the evolution of art.</p> Arum Wilis Kartika Ayuningtari M. Dwi Marianto Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 47 52 All You Can Obey: Design as Surveillance at Hodai All-You-Can-Eat Restaurant Yogyakarta https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/124 <p>This research examines how Visual Communication Design acts as a disciplinary and surveillance method for customers at Hodai All You Can Eat restaurant in Yogyakarta. This paper uses Michel Foucault’s concepts of disciplinary and surveillance power. The method used in this research is a qualitative research method with a genealogical approach. Using Foucault's concept, the writer would like to study the combination of disciplinary and surveillance power with visual communication design in product catalogue design, banners, signages, buffet tags, and warnings, which influence the customer experience and behaviour while dining at the restaurant. The writer would like to see how disciplinary and surveillance power manifested through visual communication strategies through copywriting and icon usage. In the end, the writer would like to give a critical reflection on Foucault’s theory on how visual communication design can serves as a panopticon in daily life.</p> Clara Victoria Padmasari Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 53 59 Sustainability Fashion: Exploration of Modular Concepts & Material Recycling https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/125 <p>Public awareness of the sustainability of fashion recycling has become an important concern in the fashion<br>industry in recent years. This is due to the environmental issue of increasing global garment waste due to the<br>"fast fashion" business concept. This awareness encourages artists and designers to continue to develop<br>creativity by considering environmental impacts and aspects of sustainability in their fashion work through,<br>exploration of manufacturing techniques, processing of environmentally friendly raw materials, sustainable<br>production processes, and the resulting economic value. This paper discusses the concept of sustainability<br>through the exploration and creative development of modular techniques and recycled materials in fashion.<br>Modular in fashion is the concept of dividing the system into small parts that can then be changed, combined<br>and adjusted independently. Recycling of materials involves crushing clothing into fibres which are then<br>remade into materials using a felt technique.. Modular techniques have great potential to be further explored<br>in design in collaboration with recycled materials by designers and the fashion industry. This research uses a<br>qualitative methodology carried out by means of library observation, exploration and experimental<br>techniques. The aim of this research is to create sustainable fashion design works which can ultimately<br>increase public awareness of environmental issues, as well as demonstrate creative and innovative techniques<br>in fashion design that minimize the environmental impact of the fashion industry itself. The results of this<br>research are expected to make a valuable contribution to the development of the sustainable fashion industry,<br>as well as increasing public awareness of sustainable fashion products as part of a lifestyle.</p> Eva Zulfa Ivana Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 60 72 Morality Values in The Modified Mother Character in Malin Kundang Folktale Book in Digital Illustrated Form https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/126 <p>This research aims to discuss a representation of the mother figure in the folktale of Malin Kundang from Minangkabau, West Sumatra through a happy ending in the form of a picture storybook. The design process uses the General Visual Communication Design 2 method, which consists of research, analysis, synthesis, themes, communication strategies, added value, media selection, visualization, and production. In this modified story, the mother is presented as a forgiving figure compared to the original version of the story through the storyline, camera angles, player interactions, gestures, typography, and story visuals. This book, which was designed to target children aged 7 years old, received a positive response from respondents who received the message about a forgiving mother figure.</p> Krena Prayoga Athika Dwi Wiji Utami Ragil Noviyanti Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 73 85 Shifting of Visual Communication Design Criticism in Digital Medium Interaction https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/127 <p>This preliminary research aimed to initiate the process of identifying the shifting of Indonesian Visual<br>Communication Design (VCD) Criticism. By identifying the shifting through observation and literature review<br>that becomes a reference in VCD Criticism education, this research objective is to comprehend the shifting<br>and the problems in the development of VCD Criticism. Shifting in VCD Criticism related to the shifting<br>dominantly to digital design medium, public conceptions about the medium, the affordability access of<br>production tools, the behaviour of the designers and the users as the ecosystem changed, the variety of<br>criticism terminology itself, efforts of pushing the design field into cross-discipline with other disciplines,<br>tastes, to the negative myths about criticism itself. The dominant authorities within VCD Criticism showed<br>how the shifts and the stagnancies through the digital medium, then how they affect VCD criticism practice.<br>VCD Criticism is still needed and is still carried out but is often not recorded as co-learning to create novelty<br>value in design, but still discussed as daily interaction in the digital medium.</p> Moelyono Rahardjo Nyoman Dewi Pebriyani Copyright (c) 2024 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 86 99 The Use of Plastic Materials in Alexander Mcqueen's Fashion Work: An Analysis of Innovation and Its Influence on The Fashion Industry https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/128 <p>This research aims to analyse the use of plastic materials in Alexander McQueen's fashion work, with a<br>particular focus on how these innovative materials affect the aesthetics and overall concept of his designs.<br>Through a qualitative approach, this research examines key collections such as ‘Plato's Atlantis’<br>(Spring/Summer 2010) and ‘What a Merry-Go-Round’ (Autumn/Winter 2001), which are known for their<br>extensive use of plastic and synthetic materials.The main objective of this research is to understand the<br>aesthetic and conceptual impact of the use of plastic in McQueen's work, as well as how this reflects the<br>application to technology and the future of fashion.MethodologyThis research utilises case study methods,<br>visual analysis, and literature review. Data sources include documentation of McQueen's collections,<br>interviews with fashion experts, and analysis of relevant academic literature.The results show that McQueen's<br>use of plastic is not only technically innovative, but also serves to reinforce conceptual themes such as<br>transformation, evolution, and critique of consumerism. In the ‘Plato's Atlantis’ collection, for example,<br>plastic is used to create textures and shapes that depict underwater life and future human evolution. While in<br>‘What a Merry-Go-Round’, plastic and other synthetic materials are used to create dramatic and sculptural<br>visual effects. Conclusion The use of plastic materials in Alexander McQueen's work successfully redefines<br>the boundaries of fashion and art. Through this material, McQueen not only creates innovative and<br>aesthetically pleasing designs, but also conveys a strong message about the relationship between man,<br>technology and nature. This research confirms that non-traditional materials such as plastic have an<br>important place in the fashion industry, especially in the context of experimental and conceptual design.</p> Novi Yuniarti Adlien Fadlia Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 100 117 Study of Art Gallery Museum Interior Elements Based on Inclusive Design in The Vitra Campus Area, Germany https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/129 <p>Travelers with disabilities require accessible public facilities to ensure equitable participation in tourist<br>activities and receive necessary accommodations. This study examines three prominent buildings on the Vitra<br>Campus in Weil am Rhein, Germany-VitraHaus, the Vitra Design Museum, and the Vitra Fire Station—for<br>their inclusive and accessible interior architecture. These buildings serve as examples of how art galleries or<br>museums can integrate inclusive design to cater to visitors with disabilities. The research aims to assess the<br>extent to which these structures provide inclusive environments, focusing on their achievements in offering<br>accessible amenities. A qualitative research method was applied, using a formal evaluation approach<br>grounded in a literature review, field observations, and comparative analysis. The evaluation framework<br>draws upon PUPR Ministerial Regulation No. 14/PRT/M/2017 and principles of inclusive design, which<br>incorporate accessible, sensory, deaf space, and universal design elements into a cohesive approach. The<br>findings reveal that while the buildings implement some inclusive design features, certain areas and services<br>remain inaccessible to visitors with disabilities.</p> Rachmita Maun Harahap Doti Windajani Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 118 127 Educational Board Game to Increase Elementary School Students’ Interest in Learning Javanese Script https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/130 <p>Javanese is one of the languages in Indonesia. In Surabaya, Javanese is taught from elementary school.<br>Currently, children are more interested in foreign languages, so they become less interested in learning<br>Javanese script, especially because Javanese script has a high level of complexity. One way to increase<br>elementary school students' interest in learning Javanese script is by designing educational games about<br>Javanese script. The design of educational games aims to increase children's interest in learning Javanese<br>script. Data collection regarding the Javanese language curriculum, educational games, Javanese script, board<br>games, visual communication design theory and other theories was carried out by conducting interviews with<br>the Head of Elementary School Curriculum, elementary school regional language teachers and in-depth<br>searches via the internet, books and journals. This game is designed using a number of methods such as looking<br>for ideas, determining the age of the players, the goal of the game, how the players win, and writing down the<br>basic rules. This design produces media in the form of the educational game Raja Aji Saka, which is a board<br>game that includes Javanese script material, namely nglegena script, sandhangan, and pair script, which can<br>be played in stages. This game is adapted from the legendary story of Aji Saka, which is the origin of the<br>creation of Javanese script.</p> Restu Hendriyani Magh’firoh Angga Hendrawan Alex Nyotokusumo Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 128 138 Pleated Aesthetic Analysis of Issey Miyake's 'Beyond' Collection https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/131 <p>Fashion has undergone dynamic changes since ancient civilizations, giving rise to various experiments in clothing until the modern era. Today's fashion has developed due to the creativity of designers. This creativity is rooted in concepts that can come from various fields including historical figures. Historical figures themselves are an attraction in designing a design because they have certain characteristics. Fashion designer Issey Miyake has an identity in his work where his work will become a fashion legacy from time to time. His designs are always inspired by experiments and innovations have transformed. The aesthetics created in fashion are details in fashion, namely Pleats or folds. Designing a collection is not just about researching the latest trends and styles, and making sketches of fashionable designs. fashion collections. Conclusions technology and culture cannot be separated in fashion.</p> Retno Andri Pramudyarini Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 139 151 Study of the Form Transformation of the Theater Jakarta Interior Building at Taman Ismail Marzuki https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/132 <p>The Theater Jakarta interior building at Taman Ismail Marzuki is a multidisciplinary arts center that hosts<br>contemporary music, literature, visual arts, and cultural events. It was built to host artists' performances and<br>encourage the public to develop and display the work of young Indonesians. However, the transformation<br>became necessary due to shifts in societal requirements and the advent of technology in the millennial era.<br>The presence of diverse spatial functionalities fosters creativity in the architectural design of performance<br>venues, enabling the incorporation of contemporary architectural principles during the era of modernization.<br>Considering this context, the aim of this research is to explore contemporary architectural within Interior<br>building performance structures by incorporating the notion of indigenous knowledge. The research method<br>used qualitative descriptive research, encompassing on-site investigations data, document analysis, and<br>literature review. The study will focus on examining Theater Jakarta at Taman Ismail Marzuki, a substantial<br>architectural structure, for its futuristic façade design influenced by Neo Vernacular Architecture, which<br>maintains a significant connection to tradition and the local context. Additionally, the transformation of the<br>building aims to meet international design standards, enabling local artists to compete on a global scale<br>alongside their foreign counterparts.</p> Rr. Chandrarezky P Ika Yuni Purnama Mira Zulia Suriastuti Angga Dwi Astuti Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 152 162 Creative Compound Space as a Strategy to Implement Adaptive Reuse Concept in Post Bloc Buildings https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/133 <p>Urban communities are established due to the shared interest of the people who come from rural areas to big cities. They develop a strong relationship despite the fact that such relationship is of momentary and sporadic in nature. This condition requires a place for all the shared needs such as a gathering place, a form of communal space to accommodate aspirations and needs for expression in public spaces or social spaces both physically and non-physically for urban communities as suggested by Lefebvre (2000) regarding the meaning of space. In his view, space has various dimensions. The adaptive reuse system is used as the method to renovate the government-owned historic buildings. This kind of building has become the objects of the implementation of efforts to achieve economic capital. This is in accordance with Bourdieu's theory of Habitus dynamics, which is in line with the demands of the industrial revolution 4.0, which is collaboration between capitals involving digital technology in advancing the cultural industry. This research uses Creswell's (2016) descriptive analysis method, which aims to find out the various elements involved in efforts to grow economic capital as well as the application of the adaptive reuse system as a design renovation method mentioned in Bourdieu's theory which is used in discussing the problem of various factors where space is an arena of production contested by various interests.</p> Sri Riswanti `` Muhammad Farhan Yazid Ozara Himmatana Lintar Samurai Alam Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 163 169 Youtube Thumbnail Design Style in The Bondowoso Youtuber Village Community To Attract Audience Attention https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/134 <p>This research aims to investigate the influence of YouTube thumbnail design style on viewers' decision to watch<br>a video, with a case study focusing on the Kampung Youtuber Bondowoso community. The research method<br>used descriptive qualitative data collected through in-depth interviews with content creators and content<br>analysis on the "Ikhtiar Langit" YouTube channel. The findings show that the use of design elements, such as<br>high color contrast, engaging text, and variations in wording between titles and thumbnails, significantly<br>increase the visual appeal and click-through rate (CTR) of videos. The results also emphasize the importance<br>of vital visual elements and relevance between thumbnails and video content to increase audience satisfaction<br>and engagement. Thumbnails that feature the expression of positive emotions in the text and the use of bright<br>colors tend to get a better response from viewers, increasing the number of impressions. This study provides<br>practical insights for content creators in Kampung Youtuber Bondowoso and similar communities on best<br>practices in thumbnail design, which can be used to improve video performance on YouTube.</p> Subadi Yazid Muflih Hamman Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 170 181 Art Governance Technology Model Based on Visual Art Reality https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/135 <p>The development of visual arts is currently undergoing significant disruption, with extraordinary leaps in<br>technology and digital space. The world of visual arts is now at a crossroads between technological<br>advancements and digital space, creating an awareness of two dimensions of human life: the reality space and<br>the virtual space. However, it is important to remember that there is a space within humans—the soul—that<br>can drive and renew computer algorithms. To support the capabilities and development of visual arts, a visual<br>art governance technology is needed to enhance performance through the creation, utilization, and<br>management of appropriate technological processes and resources. This research uses a qualitative method<br>through comparative studies, literature reviews, and reflections from fine arts education in higher education<br>institutions. The analysis shows that visual art governance technology is a fundamental need, in line with the<br>rapid development of visual arts. Visual art governance technology encompasses the study of visual art reality<br>as well as the practice of design, development, utilization, management, and evaluation of processes and<br>resources in art governance.</p> Tri Aru Wiratno Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 182 187 Illustration Book Design As a Media for Introduction to Traditional Snacks East Java for Children https://proceeding.senirupaikj.ac.id/index.php/ICDAD/article/view/136 <p>This research focuses on the design of an illustrated book titled "Let's Get to Know Traditional East Java<br>Snacks," aimed at children aged 7-12 years. Traditional snacks are a significant cultural product of a region,<br>yet, over time, younger generations have become less familiar with traditional East Javanese snacks. The<br>purpose of this study is to create an engaging and informative book that introduces these traditional snacks to<br>children. A qualitative approach was employed, with data sourced from interviews, literature reviews, and<br>content analysis. The design process involved conceptualization, illustration creation, and layout design. The<br>book features information about 10 traditional East Javanese snacks, presented in a visually appealing and<br>easily understandable format. Bright colors and simple visuals were used to captivate the target audience.<br>This book aims to preserve cultural heritage and spark children's interest in local culinary traditions. The<br>findings contribute to the field of children's literature and provide a valuable resource for parents, educators,<br>and children seeking to learn more about traditional East Javanese snacks.</p> Zulfan Al Akhyar Sonhaji Arif Trias Widha Andari Copyright (c) 2025 Prosiding Seminar Internasional - ICDAD (International Conference Dialogue on Art and Design) 2024-08-20 2024-08-20 2 1 188 195