The8thBi annualI nt er nat i onalConf er enc e
Ar t ePol i s82020
Redi f i ni ngSpaceI nt heDi gi t alEr a
BOOKOFABSTRACTS
Architecture of inheritance: The sense of belongingness through shared community spaces Zenat Islam1, Sharif Tousif Hossain2, Anika Tasnim Ananna3 1World University of Bangladesh; 2Stamford University Bangladesh; 3University of Asia Pacific;
Abstract: The first purpose of architecture is to create habitat that fulfill the needs of society or individuals for places to work and live. It is a manifestation and expression of cultural values of the society with which it interacts. Over the years Architectural Design and perception have changed dramatically, transcending through the passage of time, absorbing and reflecting the changing trends in human behavior brought about by technological advances and modernization. The entire spectrum from space to urban planning needs to follow a direction that amalgamates tradition and technology capturing the psyche of the society. The rapid urbanization of Dhaka city has resulted in the fast growth of its population and this growth of population results the expansion of the city. Various push pull factors accelerate this process of migration of Dhaka city. In designing any housing project the most important thing is not the production of housing units, but the building of a community, and the organization of the social life of the space. The feeling of being part of a community is most important to see values in life and to cope with intensely painful emotions. In the modern urban communities, we lack this sense of belongingness due the lack of experience of social spaces among the community people. This paper aims to investigate the necessity of community bonding through interaction within the shared social spaces which reflects sense of belongingness among the peoples of the housing community. In depth the paper will compare the social life and spaces of vernacular housing of Bangladesh and modern housing of Dhaka city. The paper therefore attempts to advocate for a perspective to revive the sense of belongingness to these migrated community in urban areas and simultaneously show some inclusive design approaches. Keywords: Inheritance, sense of belongingness, vernacular, social values, shared community space
Four Functions of Ujung Berung Square Based on Visitor Activity, Duration and Motivation Amanda Rahmalia Syafitri1, Yemima Sahmura Vividia2, Hanson E. Kusuma3 1Jurusan Arsitektur Riset, Sekolah Arsitektur, Perencanaan dan Pengembangan Kebijakan, Institut Teknologi Bandung, Indonesia; 2Jurusan Arsitektur Riset, Sekolah Arsitektur, Perencanaan dan Pengembangan Kebijakan, Institut Teknologi Bandung, Indonesia; 3Kelompok Keahlian Perancangan Arsitektur, Sekolah Arsitektur, Perencanaan dan Pengembangan Kebijakan, Institut Teknologi Bandung, Indonesia
Abstract: Town square as a public open space of a city in Indonesia also accommodates a recreational area for residents. At the same time, a lot of town squares are developed and managed to meet the needs of a rapidly growing urban population. The Ujung Berung Square, which was revitalized in 2014, is interesting to study because it has been used as a place for interaction activity by residents. The development of the digital era that can change a person's behavior in interacting does not make the Ujung Berung square empty of visitors, so the function of this square needs to be revealed. This qualitative study uses grounded theory to discuss the background of a phenomenon through respondent data. The data were collected by distributing online questionnaires. The Correspondence between visitor activities with motivation and time duration gives the findings of the four functions of the Ujung Berung Square, namely the recreational function, community function, explorative function, and athletic function. Recreational functions to accommodate recreational activities with a duration of less than one hour. Explorative function accommodates culinary activities with a duration of one to two hours. Athletic functions accommodate sports activities with a duration of two to three hours. The function of the association accommodates social interaction activities with a duration of more than three hours. This hypothesis findings form the basis of designing the development of Ujung Berung Square that it can be optimized in its activities and fulfill people’s need. Keywords: Town Square, Ujung Berung, activity, motivation, duration
The Role of Traditional Settlement Branding as a Part of Design Process and Place-Making Approach in Adaptable Future Cities, with Case Study: Wana Village Mariza Barbora Prameswari, Dini Hardilla, Panji Kurniawan University of Lampung, Indonesia
Abstract: Indonesia has a variety of history that is rich in cultural values, including architecture. The beauty of heritage architectural can be seen, studied, even still can be used today and it is interesting to be reviewed further. Because all of these architecture are built to meet an expression the ways of living developed by a community and passed on from generation to generation, including customs, practices, places, objects, artistic expressions and values. When compared with other countries that do not consider traditional elements in development, social problems usually will arise. For this reason, it is very important to pay attention to traditional elements in development. One of the traditional settlements that can be found today is Wana Village, which is part of Melinting Kingdom and is located in East Lampung. The settlement still maintains its traditional values, although it has undergone time, transmigration, and other factors that lead to a number of different types of settlement. This paper investigate paradigm the role of Traditional Settlement Branding in design process, and become an important approach in develop innovation of place-making. With this paper, we proposes the first step of an innovative methodological approach to develop an information system, and to stimulate identification of “neighbourhood characteristic such as socio economic factor, residential pattern, social value, and stressful life events and insufficient resources� which can be constructed by knowing elements of the constituent settlement branding in order to adapt the development, without loss of identity. So, it becomes a unique attraction that has a more value with its traditional identities and able to maintain normative developmental task that occur at various stage of live in adaptable future cities. Keywords: Traditional Settlement Branding, Design Process, Place-Making Approach, Adaptable Future Cities, Wana Village
Visual Environment for Learning in the Digital Era: A Review Rizky Amalia Achsani, Surjamanto Wonorahardjo, Sugeng Triyadi Bandung Institute of Technology, Indonesia
Abstract: Technology is being widely applied and disrupt our daily life, especially in the learning environment. The visual environment is one of the indoor environmental quality that influences the teaching and learning process. Technological developments will affect the existing visual environment and, in turn, the teaching and learning process. This paper aims to examine the problem and opportunities arising from the use of technology in the visual environment for learning. This study uses a literature review method. The review results grouped into two main topics: technology problems and opportunities in the classroom visual environment. The literature review results revealed several problems and opportunities arising from the use of technology in the visual environment for learning such as glare, visual fatigue, visual engagement, visibility and non-image forming effect. Teachers and pupils must be able to minimize problems and take advantage of the opportunity from technology to get a better visual environment for learning. The visual environment in the digital era will change the interactions that occur in the classroom physical settings and user’s activities. The policy is needed to make a better visual environment for learning. Multidisciplinary research can help understand the visual environment holistically in supporting a dynamic teaching and learning process. Keywords: Lighting Technology; Digital Technology; Visual Environment; Learning Environment
Participation and Role of the Digital Media in the Sigay Waterfall and Kampong Development Naimah Putri Kamila1,2, Ramalis Sobandi1 1Tunas Nusa Foundation, Indonesia; 2Master Program in Urban and Regional Planning, School of Architecture, Planning and Policy Development, Bandung Institute of Technology
Abstract: Bandung City Government through the Bandung City Public Works office has taken the initiative to revitalize the Sigay Waterfall in Cibeureum river as part of water system revitalization in Bandung City. Sigay Waterfall is located at Isola Sub-district, next to West Bandung Regency. The complex characteristics of the Sigay lead to an agreement among stakeholders for an experiment of the development approach integrating the physical – social – economic development as one of the urban tourism destinations. This paper will compare the online communication represent by WhatsApp as the newest digital media of communication used by different layers of actors and offline communication during workshop, training, and planting. WhatsApp communication analysis shows its effectivity to incorporate actors, rising sensitive issues, and guiding the process to its objectives and the agreed frame time. The WhatsApp dynamics have been analyzed to get the pattern, subject, structure of relation in correspondence to the development process in 2.5 months, while the offline activities discussed qualitatively in terms of its impact on the spatial claiming back through children’s activities. The Pilar Tunas Nusa Lestari Foundation at the Sigay development process becomes stimulator, facilitator, and initiator. The three layers’ prism model uses to maps the characteristics of Sigay. The participatory action theory uses to comprehend the effectivity of 2.5 months facilitation. Effectiveness and impact analysis of communication will be carried out in relation to each of stages, linking findings at the micro-level, the City, and the Bandung Basin. The paper will conclude by differentiating the contribution of online and offline communication across layers and actors to the realization of plans that lead to the changes in the environment as well as in the community. This experiment also shows the importance of actors’ vision as a contribution to the changes that cannot be substituted by any technology. Keywords: Sigay Waterfall & Kampong, participation, digital media, development process.
Sense of Place in Digital Place-making Mila Andria Savitri Bina Nusantara University Bandung, Indonesia
Abstract: VR and AR are technological tools used in presenting the environment that cannot be seen and felt directly. VR is the full immersion in a digital created environment (Guttentag, 2010). Guerra et al. (2015, p. 50) suggested that the “difference between augmented reality and virtual reality is that the first digital information is added to images and real-life contexts, while the second offers the user a new world in which he is immersed allowing, for example, to fly over a city without taking his feet off the ground. Sense of place can be defined as concept that consists of comprehensive aspects such as feeling the places, percepting the places and attaching the meaning of places to somebody’s mind. In terms of shaping the sense of place, human and the environment are the main formers subject. In general, there are three dimensions in interaction between humans and places, they are cognitive, behavioral and emotional. Cognitive aspect of the interaction are led to spatial perception and during that people know the environmental elements and use them to navigate their way. Behaviour aspect of the interaction are mentioned to activities and functional relationship between people and environment. Emotional aspect of interaction points to satisfaction and attachment to place (Altman and Low, 1992). Can VR and AR bring those aspect to fulfil the complete sense of place process in people’s mind in digital place-making? Through the comparation method in criterias of building the real versus the virtual sense of place, and also optimalizing senses of human, such as visual-auditory-olfactory-somatosensoryvestibular-gustatory system, hopefully this research can describe connection between human and environment in shaping sense of place or place attachment in digital era place-making. Keywords: sense of place, place attachment, virtual reality, augmented reality, digital place-making
A Contemporary Yangzhou Clubhouse: A model for sustainable and critical regionalism design Audrey Juliana Podomoro University, Indonesia
Abstract: Globalization, while successful in improving people’s life around the globe, has brought a serious threat to the architectural world, risking the loss of regionalism, losing design identity and affecting production of space in this digital era. All around the world, we could see many historical traditions being left behind and replaced by new homogenous modern designs that look similar from region to region. This exact problem is happening in China, which has rapidly merged itself into the global economy and society. Many new structures in China are designed and built merely for its modern physical impressions. As a result, these new structures are unable to relate to surrounding environment they belong to. Keywords: Critical Regionalism, Contemporary Design, Modern and Traditional Hybridism, Sustainability, Landscape and Architecture Integration
Vlogger Preference in Choosing Creative Space Debby Seftyarizki, Dwi Oktavallyan Saputri, Fitrianty Wardhani Universitas Bengkulu, Indonesia
Abstract: Vlogger is a new group of people that getting more recognize recently. This group of people share their journal with video through concepting, recording, and editing process. All of these activities are related to space and place. This study tries to find vlogger preference in choosing space that suite for their activity in producing videos. Research was conducted with giving out open-end questionnaire to 10 vloggers in Indonesia without limitation of age, region, and content specialization. Then, the data will be analysed with cross-sectional study along with data interpretation. Result of the study showed that most of vlogger respondent chose home as a comfortable place for doing vlog. Tourism and event place also got some mentioned by vlogger respondent. It is happened because a lot of the content created by vlogger respondents are reality type vlog. Some other consideration when choosing place for their vlog activity is interesting place, as well as calm and quiet place. Comfort and image are the placemaking issue that matched with vlogging activity. It means that finding of the study can also be a consideration for a place or public space that created for vlogger as one of their users. Keywords: creative process, digital architecture, intuitive design, missing link, space
Embarking The Missing Link: The Phenomenon of Architectural Students in Composing Space Fairuz Mutia, Azkia Avenzoar, Wiwik Dwi Susanti, Eva Elviana Universitas Pembangunan Nasional "Veteran" Jawa Timur, Indonesia
Abstract: The era of disruption caused old thought patterns and ecosystems to change. The design process in the world of architecture specifically shifts students' paradigm. With some of the ease of software and design applications, students of architecture choose to process designs and get ideas using existing tools. The use of maquette has been carried out as one stage of the visualization tasks only, but not again insight design process. Changes that turn this into several possible rules remove some of the planners needed by students, so what is meant by a complete design. This study aims to identify whether there is a creative process left behind from the process of making space without going through real space. This research is qualitative research with a phenomenology approach by a comparative studies style. The results show that there are several transitional process shifting in each generations. There is a shortening process which results in the duration of the decline in cognitive and affective aspects that occurs in the younger generation, especially creative and intuitive processes left behind from the design method. Design methods that emphasize the subtlety of feelings and cohesive observation processes can not be done, because this design process is more directed at pragmatic designs that are more inclined to the process of trial and error. The design results are more focused on designs that are subtle and feel less able to be contained. Keywords: creative process, digital architecture, intuitive design, missing link, space
How to think like an artisan Riva Tomasowa1, Himasari Hanan2, Aswin Indraprastha2 1Institut Teknologi Bandung, Bina Nusantara University, Indonesia; 2Institut Teknologi Bandung, Indonesia
Abstract: Studying designers have been carried out on subjects with a formal educational background for investigating ideas and design activities. On the other hand, the design thinking of unselfconscious artisan has not received much attention, even though his ability to design has a unique approach. This research examined the design cognition of an artisan who thrives under a non-drawing culture—a protocol analysis utilized to expose the content and process of the cognition effort. Noticeable deposition on several cognition state spaces indicated the remarkable competencies of the artisan. The deposition contents and their traits are discussed. Keywords: design cognition, unselfconscious, Bali Aga, traditional craftmanship, fbs
Multisensorial Perceptual Qualities in Historic Urban Areas. A study of understanding human perception in planning and design. Widjaja Martokusumo, Feysa Poetry, Anugrah Sudarsono Institut Teknologi Bandung, Indonesia
Abstract: Experiencing built environment has deviated since the age of internet, when the quality of a place is heavily reduced to its visual aspects only, judged by the photographs circulating online. This phenomenon has caused a trend of ‘beautification’ in our urban areas. Meanwhile, human perception is made of perceived multisensorial qualities. This becomes an important concern, especially in historic built environment, for cultural heritage cannot be described and appreciated using mono-sensory exclusively based on visuals. Additionally, ‘soundscape’ has been listed as an intangible cultural heritage and its approach is now a common alternative to improve, not only acoustic, but overall quality of an urban area. The new paradigm calls for a multisensorial analysis study to better understand the public perception of certain built environment— specifically in this research, a historic district in Bandung with a high rate of engagement. Choosing two groups consisted of participants with different educational backgrounds (i.e. group 1 are architecture/urban design students; group 2 are acoustic engineering students), this research aims to examine how the two perceive visual, audial, thermal, and olfactory qualities. Methodologically, the data is collected through soundwalk which implements web-based questionnaire. By looking into how public’s design/non-design backgrounds affect the way they experience the same built environment, it will give suggestions of what aspects should be high in priorities for architects/planners to consider. It will also assess if whether visual aspects are indeed the dominant one, reflecting on existing visual-based approach design in Bandung’s historic district. This jointly organised research by Architectural Design and Building Physics Research Groups of ITB will contribute to a more humane and holistic heritage conservation strategy by considering multisensory aspects. Keywords: Multisensory approach, soundwalk, cultural heritage, conservation strategy, Bandung
The implementation of soundscape simulator to identify the improvement of historic area in Bandung Anugrah Sabdono Sudarsono, Ranti Dwi Tassia, Sugeng Joko Sarwono, Widjaja Martokusumo, Feysa Poetry Institut Teknologi Bandung;
Abstract: In the field of built environment, soundscape analysis has become a well-known tool to improve the acoustic quality of an urban area and to find out the expectation of people who use it. The analysis uses multidisciplinary approach to understand how people experience an acoustic environment. Specifically, in historic areas, considering using this approach to generate suggestions for physical improvement is even more critical, since soundscape itself has been listed as a form of intangible cultural heritage. New computational technology supports such laboratory experiments to simulate the acoustic environment of an urban area using advance audio system. The implementation of this methods allows the generation of perception model according to people’s expectation. In this study, sound sources of Bandung’s urban area were recorded and used to simulate the acoustic environment in real-time. Furthermore, the implementation of ambisonic technology allows the reproduction of the sound environment in threedimensional which is similar to the real acoustic environment. New computational technology supports such laboratory experiments to simulate the acoustic environment of an urban area using advance audio system. The implementation of this methods allows the generation of perception model according to people’s expectation. In this study, sound sources of Bandung’s urban area were recorded and used to simulate the acoustic environment in real-time. Furthermore, the implementation of ambisonic technology allows the reproduction of the sound environment in three-dimensional which is similar to the real acoustic environment. In this experiment, respondents were asked to composed three historic areas in Bandung — Alun-Alun, Braga Corridor, and Municipality Park. The participants of this experiment were requested to simulate the existing acoustic environment. Afterwards, they were asked to compose the ideal acoustic environment of the three historic areas. The selection and the sound level of sound sources used in the composition from two conditions (existing and ideal) were then analysed to give information on how to enhance the acoustic quality of these areas and therefore could suggest related physical improvement. Keywords: Soundscape, soundscape simulator, acoustic quality, historic area, Bandung
Land Change Modelling: Design Cognition and Machine Learning Medria Shekar Rani, Wiwik Dwi Pratiwi Institut Teknologi Bandung;
Abstract: Landscape is constantly changing due to natural disturbances and anthropogenic activities. The alteration can be assessed and simulated using models, which are continuously being developed with different approaches, such as Machine learning and Cellular. This paper explores the use of Multi-layer perceptron (MLP) integrated with the Cellular Automata-Markov (CA-Markov) model to simulate the future land cover change based on development planning scenarios. An example of model applications and the potential elaboration using free online spatial datasets in Jakarta is also presented. The paper shows how different spatial policies and guidelines can be incorporated into the modelling process, allowing users to assign areas where new developments can occur in the future. It is argued that the generation of spatial plan alternatives and the possibility to include sketching as a tool in the activity are similar to the aspects of design cognition. Keywords: land change modelling, Machine learning, design cognition
Coffee culture and urban settings: Locating third place in the digital era. The cases of About Life Coffee Brewers, Tokyo and Kopi Tuku, Jakarta. Anastasia Widyaningsih1, Putri Kusumawardhani2, Diana Zerlina1 1Independent researcher, Indonesia; 2KOTALOGUE! urban think tank and media platform, Indonesia
Abstract: By moving online to digital platforms, the idea of third place is blurred and therefore, undergoing significant restructuring as the physical proximity and spaces for social interactions become less relevant. Historically, coffee shops have been a significant third place in many cultures and societies. Their meanings and roles evolve according to the changing of social norms and needs for flexible space, as well as the urban quality in their respective context. This study aims to illustrate such transformation by particularly looking into the impacts of digital technologies on the emergence and existence of local coffee shops in two Asian cities, Tokyo and Jakarta, through spatial and unobtrusive observation analyses. Besides the influence of physical urban setting factors, throughout this study, we reveal that the Information and Communication Technologies (ICT) adoption brought critical changes to the coffee culture and coffee shop presence as the third place. In less organized urban settings as in Jakarta, digital platforms generate massive online food and beverage (including coffee) delivery services; whilst in a well-maintained urban quality such as Tokyo, a certain degree of digital adoption helps promote coffee culture to a wider group of consumers and create community. With this new phenomenon, Oldenburg’s concept of third place deserves a revisit. Moreover, our study also concludes with some spatial recommendations for coffee shops to realize its place-making potential and thrive as a third place in the digital era. Keywords: third place, coffee culture, digital technologies, Jakarta, Tokyo
Determining The Suitable Placement of OnlineBased Public Transportation Shelter By Urban Network Analysis (Case Study: Bundaran HI Transit Development Area) Diah Fitria Ardani, Hadi Ilhami Imanullah Center of Urban Design Studies, Indonesia
Abstract: A shelter has a big role to become a connection between provider of public transportation and the user. Nowadays, the usage of online-based public transportation is rapidly growing while the urban spaces did not prepare to provide those online-based user mobility needs, such as pick-up point, the driver waiting space, and others. Because of that phenomenon, the specialized shelter needed to be made and planned to be placed properly to avoid the disruptive effect for urban space. This paper aims to objectively determine the suitable placement of shelters for online-based transportation in the case study of Bundaran HI. The methods of this study will be divided into three phases, started from analytical phase, synthesis phase, and lastly simulation phase. First, the analysis phase will be carried with literature review related to urban design theory, particularly about transit space and will be supported by observations related to the context of the case study selected region. Second, the synthesis phase will use Multi Criteria Analysis as a method to quantify the results from analysis phase become criteria weighting score which that score will affect the placement of shelter. Third, the criteria weighting score from synthesis phase will be processed through Urban Network Analysis and Weighted Overlay Simulation by ArcGIS software. The result of the simulation will show the priority and recommendation areas for the shelter placement so the shelter will be affordable to reach and effective to use. It helps to consider many choices and constraints in the area become objective decision. The methods of this study could be applied to the other transit area and also could be used as a reference to other study related to transit space in urban context. Keywords: Online public transport shelter; Transit space; Multi Criteria Analysis; Urban Network Analysis; Weighted Overlay
Effects of Digital Ecommerce to the Spatial Placemaking of Tourist Lodgings in Lembang Mutia Ayu Cahyaningtyas School of Architecture, Planning and Policy Development, Bandung Institute of Technology, Indonesia
Abstract: The emergence of the 4.0 industry revolution which marked by rapid internet development affects various global sectors, including tourism. Unlimited access provided by the latest digital technology is known as tourism booster in the travel and accommodation sector. Tourist accommodation is a business of marketing and providing lodging accommodations such as villas and hotels in destination areas. This phenomenon not only impacts on a business level but especially on a spatial level. The rapid growth of tourist lodgings transforms the spatial in destined areas. Lembang is an area with a high potential establishment of e-commerce accommodation which covers 25.64% of tourist attractions in West Bandung Regency. This research aims to determine the trend and characteristics of spatial growth of tourist lodgings in Lembang through observation on digital platforms. Data obtained by classifying tourist lodgings based on road class and proximity to the tourist attraction as well as years joined on the digital e-commerce platform. A descriptive and qualitative method is used in this research by conducting indirect observation and literature studies. The research shows that digital e-commerce significantly affect the location of road classes of tourist lodgings but not significantly affects its distance to the tourist attraction area. Keywords: digital, e-commerce, spatial, tourist lodgings, Lembang
Architectural Design Process Combined with Social Media Technology A Case Study on Urban Creativity and Placemaking Strategy in Taiwan Yuling Tsai, Bart Dewancker The University of Kitakyushu, Japan
Abstract: Social media is been part of a human’s daily life that usually becomes one of the communication tools in this social environment. Due to social media has changed the way of the traditional architectural design process, people will know, hear, and learn from online technology. Nowadays, a design project cannot just focus on the spatial relationship, to execution the architectural design project is important to connect the place and people’s minds. To reinforce the idea of urban creativity and place-making strategy, it is expected to strengthen the link between architectural design and all kinds of social media in the digital era. In Taiwan, put into practice of participatory place-making strategy, this research mainly focused on applying Facebook, YouTube, and website with the design process. The social media technology is designed to develop the architectural project process that has been seen and communicated to the public; through this platform, people can brainstorm the idea easily and adjust comments quickly. Furthermore, it will indirectly tie up the connection between the place and people, effective communication, teamwork, self-learning, and environmental design to implement the social practice. Also, place-making is established based on the idea of a CO-UP Studio within the architectural design group by combine the professional skill and operate the social media together. All results indicate that the CO-UP studio is attracted by people with initiative, leadership, and execution characteristics to operate a real project in an urban area as a design topic independently according to the specific objectives in Taiwan. Keywords: Design process; Placemaking; Social media; CO-UP Studio
Walkability Design Study Using Urban Network Analysis in Tanah Abang Station Area Jakarta Aline Nourma Iksanti Institut Teknologi Bandung, Indonesia
Abstract: In recent years, new urban design regarding walkability has become a major focus of urban planning. Developments in transit areas have generally included walkability as a regional development concept where a walkable design encourages people to walk and switch from using motorized vehicles. Walking is very compatible with the mixed land use profile in Jakarta with compact blocks that can be easily accessed by pedestrians. This design study aims to determine the most affected walkability criteria of the existing Tanah Abang transit area based on the RDTR (Detailed Urban Space Management Program) using Urban Network Analysis and make design intervention to increase the ridership. The methodology on this design study used UNA simulation as quantitative analysis tool to determine design interventions in the walkability efficiency criteria in the Tanah Abang transit area. The connectivity and accessibility of pedestrian path are the major problem. The results of the UNA simulation are used to analyse problems in urban design elements. Reach index affect land use, building mass intensity, and parcel blocks. Straightness and closeness index affect connectivity. Betweenness index affect placement of open space. Gravity index affects parking area. Keywords: Walkability, Urban Network Analysis, Connectivity, Transit
People’s Movement in The Making of Pilgrimage Place Cynthia Puspitasari1, Himasari Hanan2 1Architecture Doctoral Program, Institute of Technology Bandung, Indonesia; 2School of Architecture, Planning, and Policy Development, Institute of Technology Bandung, Indonesia;
Abstract: The city of Tuban is well-known as the place of great Islamic scholars (Bumi Wali) and visited by pilgrims coming from all over the country. Visitors to the tomb of Sunan Bonang come relentlessly in large numbers throughout the day. The city center where the tomb is located becomes the focal point of the city life and the city’s economy. This paper would like to show how numerous people going back and forth and in and out to the tomb area has generated the making of an attractive place characterized by strong socio-cultural traits. The study scrutinized the pattern of people’s movement with the space syntax method, by which the global movement and local movement of various points in the tomb area and other functions in its surroundings was identified and measured. The analyses were carried out for the tradition and characteristic of visitors and pilgrims in recognizing spatial value and form and socio-cultural values being involved in their movements and behavior in space. At last, the paper will indicate the interplay of socio-cultural factors, belief systems, and touristic activities in the creative process of placemaking. Keywords: pilgrimage, space syntax, people’s movement, Tuban, placemaking
Sense of Place as a Tool in Assessing Data From Digital Images On Instagram, Case Study: Bandung on Instagram Dena Andromeda, Sonny Yuliar, Andhika Riyadi Institut Teknologi Bandung, Indonesia
Abstract: The impact of Instagram as social media to city planning has continuously been studied. Researchers tried to see a pattern formed by the data they collected from either the Instagram geotagging/like/follow feature or user experience from using Instagram. Among this research, it seemed that how to filter data from an image posted by Instagram users are understudied. The Sense of Place as an analytical concept is an indispensable tool when considering city planning activity. By using the concept of sense of place as an analytical tool to filter data from digital images posted on Instagram, this paper attempt to be able to aid planners in their effort to plan the city better. Keywords: digital, design, space, place
Analysis on Public Space of Museum MACAN as an Art Museum in Digital Era Ira Adriati, Irma Damajanti, Almira Belinda Institut Teknologi Bandung, Indonesia
Abstract: The Museum of Modern and Contemporary Art in Nusantara (Museum MACAN) is an art museum in Jakarta, established in 2018. This study aims to find out how the MACAN Museum strategy makes the museum as an actual public space in the digital era so that it can become a tourist destination in Jakarta. This research uses qualitative methods of art world theory from Hans van Maanen, relating to the implementation of aesthetic events, with data collection techniques through observation, literature review, and interviews. The results of this study are that the MACAN Museum has planned exhibitions on a specific theme associated with the development of world and national art history, displaying interesting works as if visitors entered a space with a variety of stories that ended with important works as epilogues. The MACAN Museum has selectively selected artists who are known nationally and internationally as well as choosing quality works that can be understood by ordinary people. In addition, the curator chooses works that are visually unique in terms of media and workmanship techniques, so as to meet the needs of the millennial generation to display them on social media. This makes people want to visit and observe art directly. An attractive layout changes the impression of an old museum into a modern public space. Keywords: museum, art, public space
Leveraging the Power of Parametric Analysis in Designing Connectivity in Transit-Oriented Development Ardzuna Sinaga, Ferry Fernando, M Regy Septian Urban+ Institute, Indonesia
Abstract: A sound transit system and its subsidiaries are the backbones of a thriving metropolitan. Despite its importance, many are clueless on how to transplant them into a complex, organically grown, sometimes-unorganized cities, Jakarta included. In cases like Jakarta, designing transit is mainly an arduous task since the development of the estates and properties precedes the transit systems, leaving it as a complementary residual function. Designing transit in this situation requires delicate thinking on how to integrate the new systems into the existing urban fabric and how the said urban fabric will be affected. It begs the question of where and how the transit systems should be placed and developed to serve the needs of the city dwellers best? How should the surroundings evolve to serve the needs of the transit? What are the expected facilities that must follow this development? Technology advancements show a prospect in elevating the journey to answering these dilemmas by bringing forth quantitative data crunching, spatial assessments, and many other tools. Attempting the test how far these techs can bring, this paper uses the case study of designing Transit Hub along with the surrounding development in Senen, Jakarta. The role of the computational method in this study is to analyze and provide insights on deciding the most prominent point for future MRT Station and formulating parameters on developing connectivity. Future MRT Station and connectivity systems are decided by incorporating graph theory and centrality assessment in the analysis model. The outcome of this study provides a design analysis that is more quantitatively responsible and more reliable decision making that minimize arbitrary decision making. This study shows that the computational method can dramatically elevate the quality or urban analysis. Keywords: Parametric Betweenness Analysis.
Analysis,
Connectivity,
Transit-Oriented
Development,
Reading Public Life in Wahid Hasyim Corridor, Jakarta Vallin Tsarina1, Ferry Fernando1, Gabrielle Extensia Widhiajeng1, Julia Dahlan1, Chris Kelly2 1URBAN+ Institute, Indonesia; 2Rame Rame Jakarta
Abstract: Have we designed cities for people? How can we better design cities' vital public infrastructure? How can we accommodate a growing urban population with attractive public spaces? Studying the life of the city and understanding the elements and factors that play a part in space utilization are the keys to designing enjoyable space in the city. We adapted the "Gehl-Institute Public Life Tools" and modified its set of metrics by considering the pattern of life and culture of the Indonesian people. This tool measures how people utilize public spaces and help us to understand better the relationship between spaces and the public life that takes place in them. To measure public life on Wahid Hasyim street in Jakarta, we used a video-recording method by walking a twokilometer route that's divided into four sub-routes. The data was collected in a whole week to represent the habitual pattern of public life.Wahid Hasyim has a vibrant atmosphere on each time. By identifying people by their gender and age, we also categorized their attributes into two groups; 'posture' -position of how people's body occupies the space; and 'activity' they are doing. Therefore, we recorded videos five times each day for a week, in the range from 2AM – 10PM. Through this research, we aim to issue an interactive digital map that contains various metrics of spatial utilization to comprehend life in public space. This map can also establish a standard format of such data collection in Indonesia cities. With data that is close to accurate both in numbers and locations, as well as the behavior patterns of the people of Indonesia especially Jakarta, the research will provide factual insights to the stakeholders in the city; policymakers, public space designers, and citizens, and can become the minimum standard in data-driven policymaking in the future. Keywords: Public Life, Digital Mapping, Data-Analytics
Spatial Experience for Third Places in the Digital Era Fath Nadizti1, Himasari Hanan2, Indra Budiman Syamwil3 Institut Teknologi Bandung, Indonesia
Abstract: The term third place was coined by Ray Oldenburg through his magnum opus book, The Great Good Place, published in 1989. The third place supposed to be accessible for social interaction and knowledge sharing. It is a social space outside the home and works, and it takes a variety of forms such as cafes, coffee shops, bars, bookstores, hair salons, and other hangout places. Conversation is the main activity and attraction in third place. Thirty years after the term was introduced, third places in Bandung are far from the original meaning. It appears to be more oriented towards accommodating the digital lifestyle of young people. This paper is written based on the study at the most popular third places among young people in Bandung. Undertaken in two cafes, which are organized under the same management, this study aims to identify strategy and tactics in creating an atmosphere for social interactions to occur in the third place. Field observation and semi-structured interviews catered to the data collection on users' activities and preferences in third places during weekdays and weekends. The result of the study indicates that the attractiveness of a third place is designed to the users' interest in favor of digital devices. The third place is able to hold on the users through spatial experiences that stimulate the senses in addition to affordable goods and services. The management of the cafes is fully aware that a third place should be selling memories rather than products. The cafes put high effort on the attractive interior design and spatial program. Keywords:
Generation Z: Correlation of Gender, Information Source, and Visit Frequency to Egress Wayfinding Strategy Dessy Syarlianti1, Himasari Hanan2, Hanson E Kusuma2, Lily Tambunan2 1Student of Architecture Doctoral Programs, School of Architecture, Planning and Policy Development, Bandung Institute of Technology, Jl. Ganesha 10 Bandung 40132, Indonesia; 2School of Architecture, Planning and Policy Development, Bandung Institute of Technology
Abstract: A shopping mall is one of the most favorite places to hang-out for the young generation, especially Generation Z. Generation Z has its characteristic of shopping behavior due to the development of digital technology. It affects their perception of their environment, therefore influence their way of choosing information from building to solve some specific task. This paper aims to investigate the relationship of gender, information source, and visit frequency of Generation Z to their egress wayfinding in the real-world scenario. Their shopping experience preferences have an essential role in constructing the egress decision-making process's attributes. The method uses a qualitative approach by conducting a semi-structured interview with 70 students-consumers in a shopping mall located around school and housing estates in the Southern Bandung. Participants were asked about their preferences and perception of the building. Then they performed their egress wayfinding in evacuation scenarios and answered questions about the reason for route choice and aids from the environment. The findings show that there is a strong correspondence between characteristic of Generation Z and their evacuation egress strategy. The study emphasizes the importance of understanding Generation Z's shopping behavior as a reference for designing shopping experiences that help visitors to orient themselves in the building, especially in an evacuation situation Keywords: Generation Z, wayfinding, the evacuation route, shopping mall, movement's behavior.
Rationality as the driver of the creative process in architectural designs Tulus Widiarso1, Himasari Hanan2, Baskoro Tedjo2 1Bandung Institute of Technology, Trisakti University; 2Bandung Institute of Technology
Abstract: Abstract. This is a purely interview-based qualitative study. The research idea was triggered by a theoretical difference that was diametric in seeing the relationship between rationality and creativity. On the one side there are theories that suggest rationality inhibits creativity, on the other side there are theories that suggest the opposite, rationality encourages creativity. These perspectives were examined through their applications by two Indonesian architects’ process of designing architecture in their professional practice. The study was conducted to discover the rationality that works in the design process and the dimensions of rationality that drive the creativity of architects. The design process is limited to the conceptual design stage because creativity at this stage determines the design work the most. Two Indonesian architects receiving awards for their work creativities were researched using an exploratory case study. Data were collected through in-depths interviews about participants’ attitudes, approaches and creative operations. The creative processes would be linked to the dimensions of rationality utilised by the architects. Findings related to the dimensions of rationality that drive the creativity of architects are discussed in relation to Schipper’s creative-rationality theory. Keywords: creative rationality, conceptual design, creative attitude, creative approach, creative operation
The Story of Adaptive Reuse in Jakarta's Old Building under the 'Instagrammable' Era Rizki Dwika Aprilian, Indah Widiastuti Institut Teknologi Bandung, Indonesia
Abstract: Cities are manifestations that record every development and change in society which occurred very rapidly. Even though it keeps changing time by time, it often leaves a corner or area that still kept memories from the past. Sometimes the preservation of old buildings itself facing several issues that turn them into empty buildings in the middle of the cityscape due to the maintenance cost. Lately, these buildings are seen as potential spaces by the capital to be utilized. This remodelling process is commonly known as adaptive reuse: a work to revive old buildings by alternating space programs and display features so that they are bit different from the original or the previous one. The capitals not only restoring the form of the buildings but also give the new features which are adapted from today's city lifestyle. This process also provides a possibility for the designers or the owners to curate several new visual looks or styles to the buildings that inspired by social media, especially Instagram. Therefore, these buildings would become up as the new spot in the cities because of their instagrammable looks, a term that represents an attractive or photogenic scene to being posted on Instagram. This paper aims to highlight the adaptive reuse practice in Jakarta and find out how visual trend that bloomed on social media influences the capital while redesigning the old buildings into restaurants or cafĂŠ. Through the observation method, it can be inferred that the current practices of adaptive reuse in Jakarta are not only done under the spirit of preservation but also driven by economic motives. To invite more crowds, the owners would remodel their building assets into the new looks which could earn money as much as possible, one of the approaches is making instagrammable spots. Keywords: Adaptive reuse, conservation, old buildings, Instagram, Jakarta
Architecture for living: Do we design architecture for human? Diah Asih Purwaningrum1, Amalinda Savirani2 1Department of Architecture, Institut Teknologi Bandung, Indonesia; 2Department of Politics and Government, Universitas Gadjah Mada, Indonesia
Abstract: Since Bruce Archer and Nigel Cross proposed a new culture of ‘Design with a capital D’ in the ’80s to stand along with the previously established culture of Science and Humanity, the development of design has been very profound. The recent rapid expansion of construction and technology, however, has stretched the design process to a more pragmatic activity, since cultural, social, political and historical aspects of the city and the people have been largely ignored. Architecture becomes a tool to make an impression rather than a place to accommodate people’s activity, especially with the hegemony of visual attribute that dominates how a building is appreciated, and the spread of digitalism that champions efficiency as the main success measure. The significance of human living tradition as the ultimate shaper of architecture has been excluded, to give rooms for a utopian vision of the architects and the authority that, most of the time, insensitive to the real-life problem of the people. This paper poses a critique of a commonly sterilised design process in which the human aspects are, most of the time, pushed aside. Architecture becomes an intellectual exercise of the experts and is treated as scientific, logical and can be imposed in a template top-down scheme. Jakarta’s housing problem, which involves the informal settlements’ evictions and relocations to the Rusunawa, exhibits how architecture has become a power-assertion tool to impose the government’s ambition, not only to create a modern city but also to control and discipline the urban poor. Yet, looking at the case studies on Kampung Pulo and Kampung Akuarium, it is evidence that some activists have moved to a new, and more inclusive, method that is considered as a starting point to challenge the orientation and the purpose of architecture towards an end goal of ‘humanising human’. Keywords: Architectural design, social design, humanising design, architecture and power, informal settlement
Place Making in the Digital Era, case study of M Bloc Space-Jakarta Woerjantari Soedarsono1, Erika Yuni Astuti1, Angela Upitya Paramitasari1, Nova Asriana2, Delima Putri1, Arsyil Zahra1 1Institut Teknologi Bandung, Indonesia; 2Universitas Langlangbuana
Abstract: Nowadays, place making activities have been enhanced by social media, namely Instagram, Twitter, and Facebook, followed by prior media support such as Kompas press. This paper examines M-Bloc Space, a complex of creative spaces which exemplifies a multi-functional hub for the millennial community. Formerly, it was known as a complex of housing for the workers and a warehouse of Indonesian Government owned by PT Perum PERURI (Perusahaan Umum Percetakan Uang Republik Indonesia). After an adaptive reuse process had been completed, M-Bloc was introduced recently September 2019, which soon attracted potential creative fields. The complex located in a strategic area, merely 100 meters away from the famous Melawai, and next to Blok M Station and Blok A Station. However, without the attracting force of social media, this would not be an astounding success. In order to attract young artists and millennials, various tenants and activities are introduced and accommodated in the creative space, including local culinary cuisine, music, film, animation, art, craft, coworking space, lounge, amphitheatre tenant and venue to support music concerts and art performances as temporary activities. Furthermore, M Bloc Space accommodates not only musicians, but also other creative talents, such as architects, artists, stand-up comedians, and coffee lovers. This research aims to examine the place-making process by community, activities, and user segmented level by using social media. Mixed methods will be utilized as an analytical tool to identify the visual image representation of M-Bloc, as well as a qualitative experiment to reveal and distribute picture or images which showed up on hashtags in social media. This research revealed that market-segmented of M-Bloc, dominated by a young adult, is successfully captured. These fields included photographs for indoor activities, and outdoor activities, such as in front of the mural spots. Keywords: social media, M Bloc space, place making, adaptive reuse, industrial heritage
Kota Lama Semarang Revitalization and Early Signs of Digital Place Making through Instagram Marisa Sugangga, Angela Upitya Paramitasari, Widjaja Martokusumo, Arif Sarwo Wibowo Architecture, School of Architecture, Planning and Policy Development, Institut Teknologi Bandung;
Abstract: Kota Lama Semarang has just been revitalized in 2019 by the Kota Lama Management Agency or BPK2L (Badan Pengelola Kawasan Kota Lama). Nowadays, Kota Lama Semarang is much more crowded after the revitalization has finished. The projects carried out improvements in terms of the area fabrics, both building revitalization and addition of street furniture. The addition of this architectural elements has enhanced the visual attraction for tourists, especially for selfies and taking pictures. The photos uploaded to social media and were attracting local and international tourists. Some corridors or spots often appear when searching for keywords about Kota Lama Semarang on social media. This research wants to discover how people perceived the visual representation of Kota Lama Semarang in social media era, particularly on Instagram. Furthermore, this is the early step to go towards digital placemaking concept. Using photo mapping method, the photos are collected through social media using Kota Lama Semarang hashtag, and then overlay them into Kota Lama Semarang map. The result gives visual perspectives from instagrammers related to spots and architectural elements representing Kota Lama Semarang. These popular spots should have further attentions, for the sake of the sustainability of Kota Lama tourism and its precinct’s visual quality, while take authenticity and integrity into consideration. Keywords: Revitalization, Heritage, Social Media, Kota Lama Semarang
From Quote to Another World : Imagined Spaces Through Quote in Public Space Wibisono Tegar Guna Putra, Diani Apsari TELKOM UNIVERSITY, Indonesia
Abstract: “God Created Bumi Pasundan (West Java) When He Was Smiling� A line of quote displayed on a building not far from the epicenter of the City of Bandung, near the alun-alun (Bandung City Square) surrounded with historical buildings. Therefore, it can be said, the location of the quotes, has become one of the iconic places for the historical development of this city. However, this quote that become visual elements of a public space that being mentioned earlier, was built much later than other heritage buildings that become its predecessor, but suddenly grown its appeal like a magnet for travelers. For the time being, photo and video sharing in digital social networking platform also helped raise the popularity of this public space quote. The quote became one of the matters that later agreed upon by many people, as if legitimating also representing their perception about West Java (Bandung) as a beautiful space. But we've had to discover if its true in this research. In this case, the text cannot be separated from the context, nor can the complexity of reality be reduced. The relationship of texts as visual elements between imagined spaces that existed after is what this paper seeks to explain further. By using methods of visual anthropology through the discourse analysis, this discussion will answer how quotes, as visual elements, are reproduced as points of interest through social media that would otherwise create "another world" as imaginary spaces. Keywords: Wall Phrase, Social Media, Public Art, Multimodal Ethnography, Imagined Space
“An Act of (Digital) Kindness Goes a Long Way� An overview of the involvement of digital devices in the enactment of space and places Aji Noor Muhammad1, Andhika Riyadi2, Wulan Sari2 1University of Indonesia; 2Institut Technology Bandung, Indonesia
Abstract: Lefebvre’s view on space is explained as three modes of existence: Spatial Practices, Representation of Space, and Representational Space. These modes leave the question about how can we observe these different modes of space when conducting empirical studies? Drawing from works of John Law on material semiotics, we argued that these modes, although stand as conceptual and perceptional, are enacted by material entities. Although the enactments are strictly material, these enactments are able to “create” changes through material, social, even mental aspects of humans by affecting the performativity done related to these enactments. We observe how these material enactments were arranged, performed, and established in Ciliwung River Community, Depok. This community is able to transform the Ciliwung River area that previously categorized as critical land and abandoned by nearby locals – which is consisted of the newcomer, contractors, and foreign business owners – into a place where education and entertainment were encouraged beside the riverbanks and under the bridge. Communities like such are initiated the idea of river restoration but only gained wider attention after the recent social media boom. The ideas of restoring Ciliwung River extend through digital spaces, most notably Instagram and Facebook, creating a new perception of the river and spread it through social media. Drawing from Ciliwung River Community’s case, we argued that “creative” and “space” are enacted concepts stemmed out from various human and non-human arrangements and those concepts are not static but a performativity concept that can change relative to the arrangements. Above all, digital technology gave the human a new ability related to the sign – a representation – that can be circulated, while keeping the idea intact. Keywords: Production of Space, Material Semiotics, Creative Space, Ciliwung River, Performativity
Creative planning in place identity and local distinctiveness and social media: Cultural tourism destination of Setu Babakan, Jakarta Wiwik Dwi Pratiwi, Bramanti Bramanti, Samsirina Samsirina Institut Teknologi Bandung (ITB), Indonesia
Abstract: This article aims to elucidate the creative planning in place identity and local distinctiveness in Setu Babakan cultural area, which moderately affected by socio-culture context of Betawi culture. Setu Babakan is one of the notorious areas for Betawi Cultural Center (BCC), which developed to become a representative for Betawi societies and also a cultural preservation site for Betawi ethnicity commencing. As the modernization in Jakarta Greater Area is slowly taken place, local cultures of Betawi are likely disappearing and being forgotten. Opportunely, the local officers and many stakeholders later realized this problem and preserved BCC Setu Babakan through planning and several public policies. The attempt was successfully attracting general public nearby Jakarta Greater area. With social media, the important technology as the mass communication platform, the visitors of BCC Setu Babakan can easily send their reviews and stories about their activities; which helpfully invites the future visitors and keep the place sustainable. The discussion aims to describe the implementation of the place identity and local distinctiveness in BCC Setu Babakan; and how current visitors perceived this application via social media via User-Generated content (UGC). This article applies qualitative approach with case study as a research strategy, and content analysis as research method. The results show the BCC Setu Babakan creative planning could engaging the visitors to give some reviews and rating concerning place identity and local distinctiveness, with plenty numbers of review on Google Review platform and less numbers on Trip Advisor Keywords: cultural village, dwelling transformation, creative design, tourism
Relationship Mapping of Brand Sensuality Factors and Interior Design Characters of Popular Coffee Shop : in Z gens perception Ardina Susanti, Putu Surya Triana Dewi, I Wayan Yogik Adnyana Putra Sekolah Tinggi Desain Bali, Interior Design Department
Abstract: Drinking coffee is one of Indonesian ancient culture as a morning habit before daily activities, this culture has been transformed into a new culture, where drinking coffee at coffee shop imaged a trend and a social status. Therefore, this is a new challenge for coffee shop brand development in industry 4.0 era. In order to developing a brand, beside prioritizing the product and its fads, there is one factor that has an important role, that is lovemark factors. This factor not only increase brand attractiveness, but also it can increase consumer loyalty to the brand. Lovemark consist of brand love and brand respects factor. Brand love indicate by brand mystery, brand sensuality, and brand intimacy. Brand sensuality is an experience from many sensation that built from consumers sensory experiences by their five senses when they consume a certain product, and it very related to place making mainly in interior design that aim to create a certain ambience and spatial experiences. Hence, this article aim to do a relationship mapping of popular coffee shop interior design to those brand sensuality grades. Z generation (Z gens) in Bali, will be a focus group in this article with consideration of that group will be dominate the global economy until next decade. Research data will collected by online questionnaire to focus group. Questionnaire arranged with questions about their most favorite coffee shop in Denpasar, and questions about their visual, olfactory, auditory, and tactile sensations when they in that certain coffee shop. All datas about coffee shop interior design characters will be categorized and analyzed by correlational analysis methods to that coffee shop brand sensuality grades, so that this article aims to give a formula about interior design elements that has potential to increase the coffee shop brand sensuality Keywords: brand, design, interior, sensuality
Spatial and Temporal Pattern of Internet Engagement of Campus Community, in Relation to Internet Reliability at ITB Campus of Jatinangor Taufik Taufikurahman1, Woerjantari Kartidjo2 1School of Life Sciences and Technology, ITB; 2School of Architecture and Regional Planning, ITB
Abstract: Since the beginning of its operation in 2011, number of study programs in ITB Jatinangor as well as number of its students, lecturers and administrative personnel being employed increased significantly. Currently, number of students is around 2500 people. To serve the community digitally, the management of ITB Jatinangor campus, in coordination with Directorate of Information Systems and Technology of ITB, has significantly increased number of internet access points within the campus, from only 10 access points in 2011 to 144 access points in 2019. In this study, we analyzed traffic of internet network usage, especially WIFI networks, spatially and temporally, by measuring bandwidth at 25 buildings which covers 65 access points as samples, during day and nighttime. The data is then compared to the traffic history in the management system and access control points. In addition, an online survey was also conducted. In general, we found that internet reliability at Jatinangor campus is fairly good as respondents gives a score of 3 on a scale of 5. Interference with internet connectivity at Jatinangor campus is still often occurs due to unavoidable external factors. Respondents generally (60%) access the internet more than 5 hours every day, especially between 5.00 pm to 9.00 pm. Students access Wi Fi from several places such as student dormitory, lectures rooms, studentâ&#x20AC;&#x2122;s associationâ&#x20AC;&#x2122;s rooms, library and canteen. They used the internet mostly (40%) to browse and download material related to lectures, while the rest is mostly for social media, watching movies or keeping abreast of news. Beside the number of access points, the speed of internet access depends on number of users who are connected to the internet, allocation of available bandwidth, and the level of bandwidth consumption. Proper bandwidth management is needed to face bandwidth limitations, including by limiting access to websites which require large bandwidth.</ Keywords: Internet reliability, ITB Jatinangor
Virtual Tour- An Alternative to Responsible Heritage Tourism? Case Study: Lasem Old Town Feysa Poetry Institut Teknologi Bandung, Indonesia
Abstract: Virtual tour has become a new form of tourism that recently came to fame due to pandemicâ&#x20AC;&#x2122;s travel restriction. It takes advantage of numerous digital platforms that are rapidly growing their users owing to the circumstances by mainly using visual-based media: 360-panoramic photographs and walk-through videos, completed with zoom-in, pop-up, or direction click-based features to represent real life spatial experience. This zeitgeist was immediately caught, not only by museum and cultural institutions, but also by independent travel agents/operators in Indonesia's tourist destinations-- including Lasem. Being promoted as heritage tourism destination, Lasem is gaining popularity among tourists. However, the role of tourism in heritage sites have always had two sides of coin: as a driver for both local economic gain and unsustainable development. The later could be minimized by applying "responsible tourism" concept which goal is to make visitors more socially and culturally mindful of the site's significance. This paper will investigate two virtual tours undergone in Lasem Old Town using a framework of responsible heritage tourism and evaluate whether this new form of tourism is worth considering as an alternative to visiting our heritage sites. Keywords: virtual tour, virtual spatial experience, heritage tourism, responsible tourism, Lasem Old Town