Sentani, Elizabeth Jessica
Universitas Multimedia Nusantara

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Perancangan Buku Cerita Pop-Up Petualangan Lentera Kunang-Kunang Elizabeth Jessica Sentani
ULTIMART Jurnal Komunikasi Visual Vol 8 No 1 (2015): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1486.905 KB) | DOI: 10.31937/ultimart.v8i1.461

Abstract

This research enables the design of a pop-up storybook about cooperating while learning and about social skills. This pop-up storybook is made to remind the importance of cooperation for children age 4-6. The research is made because of the decline in cooperation among children which is the result of lack of social interaction, development in technology, and parenting issues. The research covers data collected about children age 4-6, interviews with child psychologists, literature study, dan direct observation. Data results were then processed to build story, visual, and paper engineering techniques. Keywords: storybook, pop-up, social skills, cooperation, children
Re-Desain Tata Letak Perpustakaan Universitas Internasional Jakarta Satianegara, Antonia Christmagda; Sentani, Elizabeth Jessica; Darmawan, Andreas James
Cipta Vol 3, No 3 (2025): Cipta
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/cipta.v3i3.3913

Abstract

Perpustakaan merupakan fasilitas esensial di dalam lingkungan akademik yang dapat mendukung kegiatan belajar mahasiswa. Namun, tata letak perpustakaan Universitas Internasional Jakarta (UIJ) masih menghadapi berbagai kendala dari sudut pandang para pengguna, seperti kurangnya ketersediaan tempat duduk, keterbatasan akses ke soket listrik, serta sirkulasi ruang yang kurang optimal untuk bernavigasi. Oleh karena itu, penelitian ini dibuat dengan tujuan untuk merancang ulang tata letak perpustakaan UIJ guna meningkatkan kenyamanan dan efisiensi penggunaan ruang. Penelitian ini dibuat menggunakan metode desain iteratif, dimulai dengan identifikasi berbagai kebutuhan pengguna melalui observasi dan survei, penyusunan desain awal, evaluasi dari pengguna, revisi desain, hingga pembuatan prototipe akhir. Hasil penelitian ini menunjukkan bahwa tata letak baru yang mengakomodasi ruang baca individual, area baca santai, dan meja yang disertai dengan soket listrik dapat meningkatkan kenyamanan dan produktivitas mahasiswa dalam kegiatan belajar mereka. Dan juga, pengaturan ulang rak buku serta jalur pergerakan untuk pengguna juga berkontribusi pada efisiensi ruang yang lebih baik. Dampak dari penelitian ini adalah terciptanya ide rancangan tata letak perpustakaan yang lebih ergonomis, memudahkan navigasi, dan sesuai dengan berbagai kebutuhan pengguna. Model desain ini juga dapat menjadi referensi bagi perpustakaan di universitas lain yang memiliki kondisi serupa untuk meningkatkan kualitas layanan mereka kepada para pengguna.
Exploration of Experience and Perception in Using Gradient Map for Digital Coloring Sentani, Elizabeth Jessica; Yoo, Min-Hyuk; Sitinjak, Eunike Yolanda Zefanya; Kolombuto, Laura Gebrimova; Siahaan, Abigail Tamba; Susanto, Giovani
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4448

Abstract

This study explores the experience and perception of using Gradient Map (GM) compared to the Direct Coloring (DC) method for digital coloring, particularly among learners. The research addresses whether GM provides benefits in four areas, learning curve, speed, ease of use, and satisfaction for users, and compared with the DC method. The research employed a mixed-methods approach involving comparative experiments using a within-subjects design and a post-experiment survey among 19 participants with varying experience. The experiment required participants to color an image using both GM and DC methods. Results show a near-even split in preference (52.6% for GM, 47.4% for DC), with the majority (84.2%) agreeing that GM is useful. However, the DC method scored slightly better on average for perceived learning curve and speed, and significantly higher for user satisfaction. The GM method was only marginally better in ease of use. GM's benefits include non-destructive editing and fast color experimentation, but its perceived drawbacks relate to the technicality, the multi-step process (value-first), and the need for pre-existing knowledge of value and color theory. In conclusion, GM is a powerful, efficient tool for color editing and experimentation, but its full benefit is realized when users already understand value and color theory. DC offers greater satisfaction and perceived ease of learning due to its directness. Future research should involve a larger, more diverse sample, and incorporate quantitative usability tests focusing on user experience.   Keywords: gradient map; digital painting; digital colorization; direct coloring; user experience.