BASMI KUSTA bukan orangnya

BASMI KUSTA bukan orangnya
JAVA JAZZ FESTIVAL 2010

Thursday, January 11, 2007

COMMUNITY ARCHITECT


COMMUNITY ARCHITECT

Website ini sangat kaya dengan ungkapan arsitektur komunitas, sangat relevan dengan situasi dan kondisi masyarakat Indonesia yang masih berkembang dan miskin, menurut informasi yang kami dapatkan jumlah penduduk miskin Indonesia sudah mencapai sekitar 40 juta orang, sungguh jumlah yang sangat besar.....


Sketsa Arsitektur Karo Masa Kini

SKETSA ARSITEKTUR KARO MASA KINI
Nuah P. Tarigan

Tulisan ini mungkin tidak cukup dalam menjelaskan situasi dan keadaan Arsitektur Karo masa kini, oleh karena itu saya menambahkan kata sketsa pada judulnya. Sketsa menunjukkan suatu gambaran awal dari suatu bangunan atau arsitektur yang sifatnya private dan public.

Didalam arsitektur, sketsa adalah penumpahan semua ilham dan ide dari seorang arsitek dalam menggambarkan imajinasinya. Akan tetapi tidak cukup hanya sampai sketsa saja, karena perlu dikembangkan lagi dengan apa yang dinamakan Rencana dan Rancangan (Plan dan Design). Arsitektur Karo seharusnya juga punya dinamika yang progresif, tidak berhenti atau mandeg. Ini ditunjukkan dengan makin banyaknya bangunan yang ber’nuansa; Karo, akan tetapi itu tidaklah cukup karena ternyata banyak bangunan yang bertype Karo tersebut hanya bentuk luarnya saja (Form) akan tetapi Ruang (Space) nya tidak sesuai sama sekali.

Arsitektur Karo yang lumayan representative menurut saya saat ini adalah bangunan gereja Katolik yang baru di Brastagi, lokasinya pas ditikungan dan terletak agak tinggi dari bangunan lainnya, dan juga beberapa arsitektur bernuansa Karo lainnya yang ada di Kabupaten Karo dan Deli Serdang. Hanya perlu ditelusuri juga apakah bangunan bangunan yang secara bentuk atau form/ shape nya sudah memenuhi kriteria konsep bangunan Karo. Karena hati atau nyawanya pun harus punya kaitan dengan KeKaroan.

Sangat disayangkan bahwa akhir-akhir ini banyak warga Karo yang tidak peduli lagi dengan Arsitektur bernuansa Karo ini, kebanyakan para eksekutif dan pemilik rumah yang punya uang yang berlebih, mendesign bangunan rumahnya dengan arsitektur minimalis, bali, avant-garde lainnya, atau pendekatan ekletis (campur-campur). Memang ada yang berusaha untuk mendesign bangunan dengan memakai bentuk atap Karo dan atap yang punya empat muka (empat ayo), akan tetapi kebanyakan gagal dalam hasil designya karena hanya menjiplak secara membabi-buta.

Atap bukanlah satu-satunya unsur yang diperhatikan didalam mendesign bangunan Karo, ada banyak hal yang perlu diperhatikan yaitu corak warna, shape, space, mass, unity, tones, dan lain sebagainya. Ini akan bertautan dengan fungsi bangunan, konteksnya dan sumbangannya dalam membuat lingkungan yang asri, bersih dan sehat.

Arsitektur yang asri, bersih, sehat, punya sumbangan dalam sosial kemasyarakatan dan bermartabat. Satu hal yang penting adalah sumbangan kita dalam pembangunan masyarakat yang menyeluruh, bukan hanya untuk kepentingan pribadi dan kepuasan duniawi dan material. Karena ini pada akhirnya akan menyumbangkan peran serta yang luar biasa dalam perencanaan dan perancangan kota. Saya kira ini bisa diasosiakan dengan keluarga yang sehat dan kuat akan membuat Negara kita ini sehat dan kuat juga.

Suatu bangunan yang bermartabat dan punya peran dalam sosial kemasyarakatan adalah bangunan fisik yang tidak super-egois dan tidak sangat individualis. Memang unsur private tidak boleh hilang, akan tetapi seharusnya dia tidak melupakan masyarakat yang memberikan sumbangan yang besar bagi kemaslahatan dirinya.

Adanya hubungan yang organis dan saling mendukung ini akan membuat keluarga dalam satu rumah atau suatu fungsi bangunan itu akan menjadi suatu hubungan simbiosis mutualistis, saling membantu dan membangun. Banyaknya kegagalan yang terjadi dalam masyarakat kita tidak lepas dari ketidak-mampuan kita dalam melihat sisi sisi manusiwai dalam arsitektur, artinya, kita sering hanya memuaskan diri kita sendiri untuk kehebatan dan kepopuleran kita tanpa melihat manfaatnya pada orang lain.

Akhirnya sketsa ini kiranya dapat menjadi bahan perenungan kita dalam melihat sisi sisi arsitektur Karo yang kontekstual dan bersifat kekinian, bukan untuk membuat suatu menara mercu-suar untuk memuaskan diri kita sendiri, kelompok kita sendiri, dan kebanggaan diri kita sendiri.

Mudah-mudahan arsitektur Karo tidak diKudeta oleh Arsitek-arsitek generesi-generasi masa yang akan datang dan bukan dari kalangan kita sendiri. Semoga tidak menjadi tawanan-tawanan dalam pikiran kita sendiri, kesombongan kita dan kenaifan kita.


Bangkok, 24th September 2006

design indonesia


Blog ini khusus dibuat untuk penikmat dan pencipta design, design apa saja, termasuk interior, arsitektur, ragam hias, landscape, community, dlsb

From : Nuah P. Tarigan, Ir, MA



Design, usually considered in the context of the applied arts, engineering, architecture, and other such creative endeavours, is used as both a noun and a verb. "Design(ing)" as a verb refers to the process of originating and developing a plan for a new object (machine, building, product, etc.). As a noun, "design(s)" is used both for the final plan or proposal (a drawing, model, or other description), or the result of implementing that plan or proposal (the object produced).
Designing normally requires considering aesthetic, functional, and many other aspects of an object, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.

Philosophies of design
A design philosophy is a guide to help make choices when designing. An example of design philosophy is “dynamic change” to achieve the elegant or stylish look you need.
Some popular types include:
Use-centered design, which focuses on how it will be used, often involving the end user early on.
User centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact
Task-centered design. The process is structured around specific tasks that the user will want to accomplish with the product or service being developed.
KISS principle, (Keep it Simple, Stupid), which strives to eliminate unnecessary complications
TMTOWTDI (There's More than One Way To Do it), Perl's design philosophy to allow multiple methods of doing the same thing
Form Follows Function
Measure Twice, Cut once (and its IT addendum: Save three times)
Murphy's Law (Everything that can go wrong will, so plan for it before hand)

[edit] Philosophies for the purpose of designs
In philosophy, the abstract noun "design" refers to pattern, or to purpose/purposefulness (or teleology). Design is thus contrasted with purposelessness, randomness, or lack of complexity.

[edit] Philosophies for methods of designing
Main article: Design methods
Design Methods is a broad area that focuses on:
Exploring possibilities and constraints by focusing critical thinking skills to research and define problem spaces for existing products or services—or the creation of new categories; (see also Design thinking)
Redefining the specifications of design solutions which can lead to better guidelines for traditional design activities (graphic, industrial, architectural, etc.);
Managing the process of exploring, defining, creating artifacts continually over time
Prototyping possible scenarios, or solutions that incrementally or significantly improve the inherited situation

[edit] Design as a process
Design as a process can take many forms depending on the object being designed and the individual or individuals participating.

[edit] Defining a design process
According to video game developer Dino Dini in a talk given at the 2005 Game Design and Technology Workshop held by Liverpool JM University, design underpins every form of creation from objects such as chairs to the way we plan and execute our lives. For this reason it is useful to seek out some common structure that can be applied to any kind of design, whether this be for video games, consumer products or one's own personal life.
For such an important concept, the question "What is Design?" appears to yield answers with limited usefulness. Milan is where many people hope their fashion will tour. Dino Dini states that the design process can be defined as "The management of constraints". He identifies two kinds of constraint, negotiable and non-negotiable. The first step in the design process is the identification, classification and selection of constraints. The process of design then proceeds from here by manipulating design variables so as to satisfy the non-negotiable constraints and optimising those which are negotiable. It is possible for a set of non-negotiable constraints to be in conflict resulting in a design with no solution; in this case the non-negotiable constraints must be revised. For example, take the design of a chair. A chair must support a certain weight to be useful, and this is a non-negotiable constraint. The cost of producing the chair might be another. The choice of materials and the aesthetic qualities of the chair might be negotiable.
Dino Dini theorises that poor designs occur as a result of mismanaged constraints, something he claims can be seen in the way the video game industry makes "Must be Fun" a negotiable constraint where he believes it should be non-negotiable.
It should be pointed out that "The Management of Constraints" should not be confused with Constraint Management which is a term used in connection with Theory of Constraints.

[edit] Typical steps
A design process may included a series of steps followed by designers. Depending on the product or service, some of these stages may be irrelevant, ignored in real-world situations in order to save time, reduce cost, or because they may be redundant in the situation.
Typical stages of the design process include:
Pre-production design
Design brief - a statement of design goals
Analysis - analysis of current design goals
Research - investigating similar design solutions in the field or related topics
Specifications - specific requirements of a design solution
Presentation - presenting of a design solutions
Design during production
Development - continuation and improvement a designed solution
Testing - in-situ testing a designed solution
Post-Production design feedback for future designs
Implementation - introducing the designed solution into the environment
Evaluations and conclusions - summary of process and results, including constructive criticism and suggestions for future improvements

[edit] Terminology
The word "design" is often considered ambiguous depending on the application.

[edit] Design versus art

Design is often viewed as a more rigorous form of art, or art with a clearly defined purpose. The distinction is usually made when someone other than the artist is defining the purpose. In graphic arts the distinction is often made between fine art and commercial art.
In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and product design. Design implies a conscious effort to create something that is both functional and aesthetically pleasing. For example, a graphic artist may design an advertisement poster. This person's job is to communicate the advertisement message (functional aspect) and to make it look good (aesthetically pleasing). The distinction between pure and applied arts is not completely clear, but one may consider Jackson Pollock's (often criticized as "splatter") paintings as an example of pure art. One may assume his art does not convey a message based on the obvious differences between an advertisement poster and the mere possibility of an abstract message of a Jackson Pollock painting. One may speculate that Pollock, when painting, worked more intuitively than would a graphic artist consciously designing a poster.

[edit] Design versus engineering

Engineering is often viewed as a more rigorous form of design. Contrary views suggest that design is a component of engineering aside from production and other operations which utilized engineering. A neutral view may suggest that both design and engineering simply overlap, depending on the discipline of design. The American Heritage Dictionary defines design as: "To conceive or fashion in the mind; invent," and "To formulate a plan", and defines engineering as: "The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems." [1][2]. Both are forms of problem-solving with a defined distinction being the application of "scientific and mathematical principles". How much science is a applied in a design is a question of what is considered "science".

[edit] Design versus production

The relationship between design and production is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process. Design involves problem-solving and creativity. In contrast, production involves a routine or pre-planned process. A design may also be a mere plan that does not include a production or an engineering process, although a working knowledge of such processes is usually expected of designers. In some cases, it may be unnecessary and/or impractical to expect a designer with a broad multidisciplinary knowledge required for such designs to also have a detailed knowledge of how to produce the product.
Design and production are intertwined in many creative professional careers, meaning problem-solving is part of execution and the reverse. As the cost of rearrangement increases, the need for separating design from production increases as well. For example, a high-budget project, like a skyscraper, requires separating (design) architecture from (production) construction. A Low-budget project, like a locally printed office party invitation flyer, can be rearranged and printed dozens of times at the low cost of a few sheets of paper, a few drops of ink, and less than one hour's pay of a desktop publisher.
This is not to say that production never involves problem-solving or creativity, nor design always involves creativity. Designs are rarely perfect and are sometimes repetitive. The imperfection of a design may task a production position (e.g. production artist, construction worker) with utilizing creativity or problem-solving skills to compensate for what was overlooked in the design process. Likewise, a design may be a simple repetition (copy) of a known preexisting solution, requiring minimal, if any, creativity or problem-solving skills from the designer.

[edit] See also
Architecture
Automotive design
Business design
Ceramic and glass design
Co-Design
Color design
Combinatorial design[3]
Communication design
Computer-aided design[4]
Content designer
Critical design
Creative industries
Design classic
Design engineer
Design management
Design of experiments
Design research
Environmental designand Green design
Error-tolerant design
European Design Awards
Experience design
Fault tolerant design
Fashion design
Furniture design
Functional design
Game design
Garden design
Graphic design
Inclusive design
Industrial design
Information design
Instructional design
Interaction design[5]
Interior design
Landscape architecture
Motion graphic design
New product development
News design
Open design
Packaging design
Participatory design[6]
Product design
Production design
Reliable system design
Service design
Software design
Software development
Software engineering
Sound design
Sustainable design
System design
Engineering design process
Theatrical design
Typography
Urban design
Universal design
User experience design
User interface design
Visual communication
Web design
Web accessibility
Wicked problems[7]

[edit] Footnotes
^ American Psychological Association (APA): design. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/design
^ American Psychological Association (APA): engineering. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/engineering
^ Concerns the existence and construction of mathematical set systems that have specified numerical properties.
^ Drafting and other forms of modelling.
^ Examines the role of embedded behaviour in human environments.
^ Actively involving users in the design process.
^ Includes economic, environmental and political issues.
Retrieved from "http://en.wikipedia.org/wiki/Design"