Mahatmi, Nadia (2023) Designing Augmented Reality Application about Legendary Paintings in Indonesia for Gen Z. In: https://kc.umn.ac.id/id/eprint/37306/.
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Prosiding_-_Designing_Augmented_Reality.pdf Download (1MB) |
Abstract
Traditional museums that display such paintings are often perceived as boring by most individuals in this generation. However, art education plays a crucial role in shaping identity, critical thinking skills, and creativity. Augmented Reality (AR) technology offers an innovative solution by allowing users to view virtual 2D or 3D objects in the real world, creating a more immersive and inter- active experience compared to traditional website-based information. The target audience for this interactive information media is teenagers aged 17-25 years, considering their high sense of curiosity and exploration. To ensure a compre- hensive research approach, a mixed research method combining quantitative data from questionnaires and qualitative data from interviews and reference studies is employed. The design process of the app used for interactive information on leg- endary Indonesian paintings is discussed, employing the Human-Centered De- sign methodology proposed by Don Norman. Through this research, the aim is to create an immersive media platform that not only makes learning about Indone- sian legendary paintings more enjoyable and intriguing but also contributes to the popularity and awareness of art and design in Indonesia.
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