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2024 | Buch

Sustainability in Creative Industries

Sustainable Entrepreneurship and Creative Innovations—Volume 1

herausgegeben von: Muhammad Nawaz Tunio, Angeles Sánchez, Yasmin Moanis Latif Hatem, Ayman M. Zakaria

Verlag: Springer Nature Switzerland

Buchreihe : Advances in Science, Technology & Innovation

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Über dieses Buch

This book discusses a compelling array of topics at the intersection of entrepreneurship, education, and technological innovation within the creative industries. It delves into a captivating exploration of sustainable entrepreneurship in Part 1, where key characteristics of sustainable entrepreneurs and factors influencing entrepreneurial intention are dissected. By unearthing the nexus between entrepreneurial alertness, networking capability, and venture performance, it provides intriguing insights into sustaining traditional crafts and brands amid the COVID-19 pandemic. The following parts not only unveil current innovative pedagogical strategies in creative design education but propels you into the future, exploring the harmonious fusion of academia and industry in sustainability-driven programs.

Designed for educators, students, researchers, and practitioners in entrepreneurship, design, and technology fields, this book offers a transformative journey into sustainable practices, innovative pedagogies, and cutting-edge advancements. Engaging, informative, and thought-provoking, it is a must-read for those seeking to shape the future of creative industries through entrepreneurship, education, and innovation.

Inhaltsverzeichnis

Frontmatter

Sustainable Entrepreneurship: Characterization, Analysis, and Impacts

Frontmatter
The Key Characteristics of Sustainable Entrepreneurs
Abstract
Sustainable entrepreneurs play an essential role in solving environmental degradation and social problems that continuously threaten our livelihood. They destroy existing traditional production methods, products, market structures and consumption patterns, and replace them with products and services that are environmentally friendly and ethically produced. Sustainable entrepreneurs promote environmental regeneration, responsible resources management, and practice good governance. However, little is known about the characteristics that shape sustainable entrepreneurs. Based on entrepreneurship characteristics theory, the study aims to explore and uncover the personal traits and skills that shape sustainable entrepreneurs. Our paper shows that six key characteristics of sustainable entrepreneurs are altruistic, innovativeness, the ability to balance values, economic motives, and perceived capabilities, probity, self-compassion, and holistic. The study contributes to a better understanding of the inherent characteristics that promote sustainable entrepreneurship. The findings of the study can be used to develop a sustainable entrepreneurship program in higher education.
Devanny Gumulya
Analysis of Factors Affecting Entrepreneurial Intention Among Undergraduates
Abstract
Learning about entrepreneurship is very widespread in the world of education, one of which is at the level of higher education, especially in Indonesia. This can be seen from the existence of one of the Independent Learning Campus (MBKM) programs initiated by the Ministry of Education and Culture (Mendikbud) regarding entrepreneurship. This program encourages campuses to integrate entrepreneurship courses into their curricula. During the process of forming this curriculum, campuses need to know the factors that encourage the desire to be entrepreneurial. This study aims to find out what factors encourage entrepreneurial intentions in undergraduate students. The number of respondents in the study amounted to 30 undergraduate students from province of South Sulawesi and East Java, Indonesia. This research method is a quantitative approach which is analyzed using PLS. Results of this study show that perceived desirability, locus of control, self-efficacy, and entrepreneurial education (universities courses support) are factors affecting entrepreneurial intention among undergraduates from province of South Sulawesi and East Java, Indonesia.
Justin Wijaya, Carolina Novi Mustikarini
The Influence of Entrepreneurial Alertness on New Venture Performance with Networking Capability as a Moderator at Start-Up in Surabaya
Abstract
Entrepreneurial alertness is important for start-ups to have in improving new venture performance (Adomako et al., 2018). One of the factors that can influence the success of a start-up is networking capability. Start-ups that can empower the network, and they have the opportunity to compete one step ahead compared to their competitors (Anwar et al. in Int J Emerg Markets 13:998–1025, 2018). This study aims to examine the effect of entrepreneurial alertness on new venture performance and examine the effect of moderating networking capability on the effect of entrepreneurial alertness on new venture performance at start-up in Surabaya, by replicating and modifying research by Adomako et al. (2018). This research is quantitative research. Respondents in this study were 70 respondents. Respondents in this study are start-up owners who are registered in the Tokopedia marketplace. This study uses data analysis namely Partial Least Square (PLS). The results showed a significant influence between entrepreneurial alertness on new venture performance, where the moderating variable networking capability acts as a predictor of moderation.
Carolina Novi Mustikarini, Putu Arisintha Putri Pratiwi
Fashionpreneur: Sustaining Traditional Batik Craft Through Entrepreneurship Activity Among Students at Universiti Malaysia Kelantan (UMK)
Abstract
Local craft such as batik is on a regressive trend in Malaysia. Statistic showing the decline of batik makers during the past 10 years is worrying. Most artisans are veterans in the craft business and often have problems passing down their legacy due to the lack of interest among youngsters. The labour-intensive work of batik-making and the competitive market may discourage them from venturing into the batik business. Therefore, the ‘Fashionpreneur’ project was introduced. The word ‘Fashionpreneur’ is a combination of fashion and entrepreneurship disciplines. The project was targeted to combine craft and entrepreneurship, targeting younger generations to venture into local batik business. The project was done during the 2020/21 COVID-19 pandemic, which aimed to stimulate interest in batik among the final-year students at Universiti Malaysia Kelantan (UMK), in the state of Kelantan, Malaysia. The overall project took about 14 weeks to finish, from designing toile until producing the final prototypes. As this project was done during the period of semi-lockdown, half of the semester was done at the Faculty’s premise whilst the remaining weeks were done at a local batik workshop. The project's objective is to track how many students from this project venture into the batik or fashion business after graduating. Previous literature shows that those who had family business in batik have higher chances of venturing into similar business. Prior research also suggested that lack of experience or support from family plus lack in funding were the contributing factors to the setback. A set of survey was given to all eight students involved in the project. Seemingly, the theories regarding batik business are more sustainable when it is run by family with proper funding are justified. After a year of graduating, none of the sampled students ventured into batik or fashion-related business. Even though, the project was unsuccessful in achieving its target to produce younger entrepreneurs in fashion/batik, it has initiated a new strategy to do similar projects in future. Targeting students from batik-related families in future may have a higher chance of producing batik ‘fashionpreneur’. Sustaining the craft must start at an early stage so that the interest and passion in batik can be developed later in the future.
Hanisa Hassan, Norhasliyana Hazlin Zainal Amri, Mohd Zaimmudin Mohd Zain, Nurulahda Sulaiman
Mascot and Brand Sustainability in Pandemic Era: Systematic Literature Review
Abstract
Nowadays, Mascot is widely used for various purposes, such as brand identity and promotion. Japan can be considered the most prosperous country in creating many iconic mascots that have proven to be popular and influential in place branding. The utilization of mascots for place branding is regarded as a common practice in Japan, to the point that its prefectures and provincial policies have their own mascots. Furthermore, several cities in Indonesia, such as Surabaya, Balikpapan, and Malang, have also created city mascots that act as city icons and representatives. In addition to place branding, mascots can be used for communication or events such as the Asian Games 2018, in which the mascot acts as its event branding and represents the eastern, central, and western regions of Indonesia. Are mascots still relevant in this pandemic era? The significance of the mascot’s impact on brand sustainability in this pandemic era deserves to be questioned due to the drastic changes that the pandemic has brought to all aspects of life. With the “new normal,” most things have shifted online instead of offline to avoid any physical interaction that can trigger the spread of the virus. Moreover, user-friendly websites and applications are now more in demand than ever, and some are using mascots as intermediaries between the website and the user. Therefore, up-to-date research is needed to identify the connection between mascots and brand sustainability. The proposed study aims to summarize the literature on the development of the use of mascots for the past three years during the covid-19 pandemic era from 2020 to 2022. This research utilized the Systematic Literature Review method by assembling two research questions (RQ), (1) Are there any shift in the use and benefits of mascots to brand sustainability during the pandemic era? (2) How has mascot research developed to date? Journals were collected based on journals indexed by Google Scholar, and the keywords used were mascot, brand, and pandemic. The final result of the study answered the two RQs.
Hedi Amelia Bella Cintya

Innovative Approaches to Teaching and Pedagogy in Creative Design Education

Frontmatter
Explorative Learning Space for Developing Motoric Skills in the Early Childhood Stage
Abstract
The digital world has dominated and taken over the modern generation, including children. Activities of socializing that used to be done in the past such as playing in the park and reading books in the library are getting replaced by the fun activities that gadgets and social media offer. Children’s motor development is equally as important as other aspects of development because a child’s inability to carry out physical activities will impact their life negatively onward (Mursid in Pengembangan Pembelajaran PAUD, 2015). Therefore, one solution that could be done is to integrate both activities of playing and learning in one space to encourage the spirit of learning in children. In response to this issue, we aim to create a design that incorporates modular shapes of wood for the construction that forms a space that can accommodate both playing and learning activities. These modules are arranged in a way that provides space for flexible movements of learning and supporting objects such as a bookshelf for storage. Following the Vitruvius design principles, this design has the three important elements of firmitas, utilitas, and venustas. The structure is rigid and strong enough for users to stand on which is supported by the wood material that is used. It is also functional and provides space for children to both play and learn. All the while maintaining an esthetic that could attract children’s attention and invite them to use the space. This exploration results in a multi-function space designated for children to support the growth and development of their motoric skills.
Emanuel A. Wicaksono, Sharon Aurielle
Utilizing Virtual Reality to Support Teaching the Design Principles of the Life-Safety System
Abstract
The design studio is a fundamental component of architectural education, providing students with a platform to apply their theoretical knowledge to practical studio projects. Designing fire safety is mainly required to make significant architectural spatial adjustments to meet the safety standards. The current learning method of passive fire protection system design is primarily theoretical. Recent advancements in immersive technologies, such as virtual reality (VR), have made it more accessible and adaptable for integration into the architectural learning process. This research explored the potential of using VR to enhance the understanding of the core design principles of passive fire protection systems among architecture students. Using Sketch-Up and Enscape Walkthrough Render, passive fire protection design was identified with second-year architecture students with a case study of low-rise buildings with pre-test and post-test methods to identify trends in the changing levels of understanding. The results showed that VR complemented the traditional use of engineered drawings and aided in comprehending life-safety system design principles. It was perceived as an exciting visualization medium and positively contributed to the ease of learning. However, the implementation of VR in architectural education presented challenges, such as dizziness for first-time users and the limited availability of compatible devices.
Mutiara Cininta, K. Khaerunnisa
Virtual Personal Branding Education Workshop for GenIUS School Students Using Framework for Innovation Participatory Design Method
Abstract
Generasi Indonesia Jaya Untuk Semua (GenIUS) School is a private school located in Binong, Karawaci, Indonesia. It is a scholarship-based school for disadvantaged region students from East Indonesia (Sekolah GenIUS in Latar Belakang Sekolah GenIUS, 2021a; Sekolah GenIUS in Program Sekolah GenIUS, 2021b). As part of a collaboration between GenIUS School and UPH’s Visual Communication Design, the university lecturers and students were to conduct a personal branding education workshop for select GenIUS students. The design problem was how to design and execute the workshop through participatory design approach in a virtual setting as the covid-19 pandemic enforced social distancing between the two parties. The Framework for Innovation’s evolved Double Diamond design methodology was chosen to develop the workshop, as its participatory model is clear and comprehensive enough for the students to discover the problem and find the best medium to deliver the workshop in innovative ways (Design Council in Framework for Innovation: design council’s evolved double diamond, 2019). The research method was quantitative–qualitative. Data were gathered and analyzed through questionnaire with students, interviews with experts, and literature (discover and define step). After that, design solutions were developed through iteration (develop step) before the workshop was conducted as the design solution (deliver step). The digital workshop itself was delivered through three sequences of mini-workshops that were led by separate teams of students: introduction to personal branding workshop, personal branding in social media workshop, and designing a logo for personal branding workshop. Each group developed the best solution for their workshop and came up with innovative digital platforms to deliver the workshops. The result was a comprehensive digital personal branding education workshop conducted in four weeks that solved the geographical problem through integrated digital platforms based on participatory research.
Alfiansyah Zulkarnain, Ellis Melini, Brian Alvin Hananto, Kartika Magdalena Suwanto, Caroline Heliawanto, Stefanny Kusuma, Daffa Andrian
The Impact of a Connectivist Learning Environment on Indonesian Design Students’ Learning Experiences Through MOOC
Abstract
This study sought to investigate the impact of Connectivism on design education; specifically for Project Managerial Class for undergraduate design students in Indonesia. Research has shown that design students need to have critical thinking skills and graduate with useful life skill sets, which can increase their employability, especially in post-pandemic situations. As such, this study used a mixed-method research design to investigate the development of effective learning content guided by Connectivism and assessed using the Revised Community of Inquiry (RCOI) theoretical framework. Forty-nine design students in an Indonesian University took part in this study. A 7-point Likert scale questionnaire was administered to them to gauge their attitudes and perceptions toward four elements of the RCOI, namely Cognitive Presence, Social Presence, Teaching Presence, and Learner Presence. This study also investigated to what extent Connectivism can be applied to the design learning process and how it can be explored to create an engaging learning experience for design students. Findings from the study show that students were very positive toward these four elements of the RCOI within a Connectivist learning environment. These results strongly encourage the use of Connectivism’s social characteristics in the design learning process during the rapidly emerging digital era.
Lisa Indriati, Neo Mai
Competences, Capabilities, and Skills in Teaching and Learning Fashion Design for Sustainability
Abstract
Today, education continues to be seen as a central part of the solutions for sustainability. There is a tendency in the educational literature to underline the importance of defining the proper competencies to design and teach successfully. These competencies provide a clear and collective agenda for creating different and identifiable profiles of the educational field, the schools, graduates, the professionals, and so forth. The following paper deals with a radical vision of education for sustainability, which informs the need for a concrete transformation of the educational processes and objectives that specifically outline the knowledge, competencies, and skills required for designers who intend to work at various levels in the field of sustainability. In order to define the relationship between learning goals/results and trace the evolution of the curriculum itself, the work systematizes the main taxonomies about processes and objectives related to the field of education (Bloom BS, Krathwohl DR in Taxonomy of educational objectives: The classification of educational goals. Cognitive domain. Longman, London, 2020), education for Sustainability (Wiek et al. in Sustainability Science 6:203–218, 2011), and the theories about the Education for Sustainable development pedagogical levels of transformation (Sterling in JLTHE 2011:17–33, 2010). The result of this process illustrates the definition of Competencies, Capabilities, and Acquired Skills in teaching and learning fashion design for sustainability through a holistic approach based on the sustainability pillars: Environment, Economy, Society, and Culture.
Erminia D’Itria, Federica Vacca
Project-Based Learning (PBL): Student Creativities in the Upcycling Projects
Abstract
Fashion waste has become a global issue because it is the second-largest contributor to waste after oil and gas. Thus, every sector in the fashion industry, especially the education sector, has begun to think about a zero-waste learning curriculum that can form the competence of fashion designers who can be creative wisely without producing any waste. However, Fashion waste in fabric trashes and used clothes today requires serious handling. Designers’ expertise is needed to turn this waste into a unique, exclusive, useful product. Fabric waste upcycling needs a wide variety of competencies, such as sorting fabric trash and choosing the proper technique according to the type of fiber. The most important thing is finding the right market for the product. A community service program (PKM) has seen an opportunity to develop various upcycled products according to market needs, namely a guest house that needs multiple upcycled products ranging from bed linings to home décor. Students are also involved in the Project-Based Learning (PBL) through this community service program (PKM). This project-based learning (PBL) study aims to increase student’s creativity in project upcycling for fabric waste. This research used qualitative methods with descriptive analysis, the data collection methods used observation techniques, and the interviews of students in textile manipulation courses—data analysis used the theory of Project-based Learning (PBL). The study’s results showed that PBL had produced variations in student creativity in the products made, originality in describing problems, and creativity in finding solutions. The upcycling project carried out by students in PBL has become a solution for two institutions related to the waste problem. The first institution is the classroom, which will always produce fabric waste from course projects every semester. The second institution is a partner in the study. Student creativity in the form of upcycling products such as bed linings and home décor contributes creative ideas for Ketapanrame tourism villages so that they can improve the creative economy in the town.
Ninik Juniati, Viofelita Gunawan, Aluisius Hery Pratono, Veny Megawati, Hari Hananto, Njoto Benarkah
Upcycling the Abandoned Students Artwork with Bateson’s Type of Learning in Entrepreneurship Course
Abstract
Many final artworks were ignored among many design courses offered in higher education. Each final state of the assignment can be spelled out through the design process, thereby placing valuable thoughts from the insights of students and teachers. Unfortunately, the end state stops developing once the final point was set, and students started from scratch to come up with new ideas all the time. This study recruits junior students from the Entrepreneurship course, majoring in visual communication design at a private university in West Java, Indonesia. They reuse and recycle previous assets from their colleagues or themselves and explore the possibility of making them suitable for certain targets using Gutman’s Means-End theory. The educational method used is the Bateson Learning type. This research will determine whether the educational process can be understood by students or they are just learning to pass. It’s a shame that even though the design students are working on it, upcycling the abandoned design art to make it more valuable and have a selling value has not been maximized, it is still affected by the effectiveness of the assignment, so the products being sold have not yet reached the ‘desirable of existence’. Working in groups in the Entrepreneurship course has weaknesses, namely the understanding of the material is uneven and not comprehensive for each group member, especially for students who do not try to learn this material; it can be said that the stereotype of students belonging to Bateson’s Learning type 0. Entrepreneurship courses at the undergraduate level for visual communication design students have not made them interested in becoming new entrepreneurs. The real project-based course in this learning is only limited to providing new experiences in learning things related to entrepreneurship, this applies to stereotypes of students belonging to Bateson’s Learning type 0–2.
Monica Hartanti, Elizabeth Wianto, Miki Tjandra
Student Perception and Behavioral Changes in Blended Learning Implementation
Abstract
In this paper, we investigate students’ behavior and attitude toward blended learning by comparing first-time and second-time users. A sample of 202 first-time users and 60 experienced users has been analyzed. As derived from the data analysis, there are significant differences on students’ perceptions and attitudes toward blended learning usage when comparing novice and experienced users. Moreover, we identify that the three external variables multimedia instruction, content quality, and learning management system (LMS) self-efficacy have a positive effect on perceived usefulness and ease of use for the first-time users, meanwhile for experienced users, perceived usefulness is affected only by content quality and LMS self-efficacy, and content quality and multimedia instructions affect ease of use.
Rezart Prifti, Ana Shkreta

Technological Advancements and Sustainability-Based Innovations in Creative Industries

Frontmatter
The Collaboration Between Academic and Industry in Creative Industry and Sustainability-Based Programs: The Academic Perspective
Abstract
This research aimed to examine various aspects affecting the collaboration between academics and industries, specifically creative industries as well as sustainability-based programs in Indonesia. It explored collaboration motives, activities, processes, main actors, issues, benefits, and expected results. The research also primarily emphasized sustainability-based activities, that is, how to be financially sustainable and efficient for the environment as well as the community, specifically in the realm of creative industries. Data were collected through various qualitative research methods, such as the literature, observation, and focus group. The research participants were a total of 11 deans who led creative industries-based learning programs and owned sustainability-based programs, as well as seven industry partners in Indonesia. The results showed that collaboration motives, such as academic development, students and teaching competence, as well as the awareness of industries, were the focus and existence of the participants. The projects or activities performed included design workshops and competitions, employment, on-site opportunities for students and faculty, corporate research, professional conferences, corporate grants, philanthropic donation, as well as an advisory board. The collaboration process generally involved face-to-face dialog, trust building, commitment, shared understanding, as well as seeking the public’s target and local actor. This relationship could provide great benefits for both academics and industries. The urgency of this research was to develop Indonesian education based on real experience and creative industry actors.
Astrid Kusumowidagdo, Marini Yunita Tanzil
Sound Visualization Based on Font Modification Using the Sound of Angklung
Abstract
This paper describes how typography is explored as a medium to adapt the intangible musical characteristic of angklung into font modifications to preserve the value of angklung as the cultural identity of Sundanese people in Indonesia. Capturing the intangible form of sound of angklung and translated it using the theory of association and semiotics as a catalyst to depict a visual form of sound visualization, the sound of angklung can be developed as base for elements of design. Typography is one of the core elements of visual communication design, which can be interpreted verbally, visually, to be heard, and to be deciphered by a sound. Font as a product of typography is widely used as the visual supporting format in computer system and text and comes as a suitable instrument in design sector to develop alternative context and design element based on themes which are required by designers or end users. This method is expected to open the possibilities to translate any other traditional musical instruments into visual forms and embody the intangible form of culture into the daily lives of people.
Citra Fadillah, Annisa Luthfiasari, Laurensius William Julio Hartono
The Implementation of Deep Learning Technique in Mobile Application as a Preservation and Learning Media of Javanese Letter
Abstract
Indonesia as the largest archipelagic country in the world has many local heritages. One of the valuable heritages is local language, which is 718 local languages in total from 37 provinces in Indonesia. Javanese language is a local language used by many people in Java Island, the most crowded mainland in Indonesia. This language has specific form of letter, differ from Latin alphabet. Because of that, nowadays people rarely learn how to write Javanese letter because of its difficulty. In this research, mobile application is developed using deep learning technique with VGG-16 convolutional neural network (CNN) architecture, as the cutting-edge method of artificial intelligence, to recognize Javanese letter and convert it into Latin alphabet. By using this application, younger generation can learn Javanese letter easily and in attractive way. Three main features are provided, i.e., scanning the letter, writing the letter, and converting the letter. Users are able to learn how to read and write Javanese letter, also receive feedback score from the system. This application is aimed as a preservation and learning media for those who want to learn Javanese letter using information technology. Based on testing result, this application has 89% of accuracy to recognize Javanese letter.
Raymond Sutjiadi, Timothy John Pattiasina, Peter Santoso
Web-Based Human Resource Information System Design AT PT. Cakra Mandala Sakti Surabaya
Abstract
Human resources are defined as people who are ready, willing, and able to contribute to the achievement of organizational goals. Every organization has different goals; therefore, the required human resource capabilities will be different for each company. The recording and archiving process at this company is still carried out semi-manually using spreadsheet processing applications such as Excel so that errors are very susceptible to errors both during input and calculations. Judging from the level of urgency of these problems, the company will develop a Web-based human resource information system (HRIS) to optimize the operational management process, especially the management of records and personnel data. This Web site was developed using HTML and PHP scripting with a database using MySQL 5.7, while the development method will use the waterfall method. The results obtained are that by using a Web-based HRIS, employees at the company are very helpful and easy in managing employee data such as the recruitment process, permits, attendance, and KPI assessments.
Alexander Wirapraja, Rizky Basatha, Viky Yoviantono
User Experience Toward Sustainable Choice: Case Study ZALORA Indonesia
Abstract
In 2020, ZALORA launched a new initiative called “ZALORA Earth Edit,” as one of its sustainability strategies for the next five years. It enables customers to have choices of items that fit into several criteria as sustainable products. However, despite its good objectives, the appearance of this feature seems to be rather unnoticeable and passive, thus less encouraging for the customers to utilize. A quick survey was conducted with a few ZALORA Indonesia users, and the result shows that more than half of them were not aware of this function, while only a few of the rest have ever tried it. This could be a sign for ZALORA to make some changes in the way customers interact with the platform. By mapping the user flow and using a sustainable-oriented marketing framework, named SHIFT framework, this research aims to analyze and identify the intervention needed on the user experience aspect that could encourage a more conscious shopping through ZALORA Earth Edit. On a bigger picture, it provides a recommendation of methods to improve digital user experience that could influence sustainable consumer behaviors.
Sheena Y. Liman, Geoffrey Tjakra
Metadaten
Titel
Sustainability in Creative Industries
herausgegeben von
Muhammad Nawaz Tunio
Angeles Sánchez
Yasmin Moanis Latif Hatem
Ayman M. Zakaria
Copyright-Jahr
2024
Electronic ISBN
978-3-031-48453-7
Print ISBN
978-3-031-48452-0
DOI
https://doi.org/10.1007/978-3-031-48453-7