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Pengaruh Kualitas Pengajar dan Fasilitas Belajar Terhadap Motivasi Belajar Mahasiswa Desain Komunikasi Visual Hananto, Brian Alvin
de-lite: Journal of Visual Communication Design Study & Practice Vol. 3 No. 1 (2023): July 2023
Publisher : Visual Communication Design Department of Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v3i1.6726

Abstract

Penelitian ini meneliti mengenai pengaruh Kualitas Pengajar dan Fasilitas Belajar terhadap Motivasi Belajar. Sampel penelitian ini merupakan mahasiswa tahun pertama pada Program Studi Desain Komunikasi Visual Universitas Pelita Harapan tahun akademik 2022/2023. Jumlah sampel penelitian ini adalah 58 dari total jumlah mahasiswa tahun pertama sejumlah 66. Instrumen pengumpulan data adalah angket tertutup dengan menggunakan item indikator dari penelitian terdahulu. Analisis data dilakukan dengan menggunakan PLS-SEM. Hasil dari penelitian ini adalah bahwa Kualitas Pengajar memiliki pengaruh signifikan terhadap Motivasi Belajar, sedangkan Fasilitas belajar tidak memiliki pengaruh signifikan. Penelitian ini juga menganalisis lebih lanjut indikator apa saja yang dinilai penting dan memiliki efek dengan menggunakan IPMA. Hasil dari analisis IPMA adalah bahwa pengajar dinilai memiliki kompetensi yang baik, namun masih kurang proaktif dalam memotivasi mahasiswa dalam pembelajaran.
Pengaruh Pengalaman Praktik Magang Terhadap Kesiapan Bekerja (Studi Empiris: Mahasiswa Desain Komunikasi Visual Universitas Pelita Harapan) Hananto, Brian Alvin
de-lite: Journal of Visual Communication Design Study & Practice Vol. 3 No. 2 (2023): December 2023
Publisher : Visual Communication Design Department of Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v3i2.6786

Abstract

Mahasiswa yang selesai menempuh pendidikan tinggi dewasa ini diharapkan dapat siap bekerja dengan baik. Untuk bisa memfasilitasi hal tersebut, banyak institusi pendidikan dan program studi menyelenggarakan program magang untuk menjembatani pendidikan tinggi dan dunia kerja bagi para mahasiswa. Hal ini tidak terkecuali juga untuk Program Studi Desain Komunikasi Visual Universitas Pelita Harapan, yang menyelenggarakan program magang melalui mata kuliah Kerja Praktek pada akhir tahun ketiga perkuliahan. Penulis ingin meneliti pengaruh dari Pengalaman Praktik Magang terhadap Kesiapan Bekerja dari mahasiswa-mahasiswi desain komunikasi visual Universitas Pelita Harapan. Jumlah responden penelitian ini adalah 48, dimana para responden merupakan seluruh mahasiswa yang mengikuti mata kuliah Kerja Praktek pada tahun akademik 2021/2022. Pendekatan penelitian ini adalah penelitian kombinasi, dimana penulis mengumpulkan data kuantitatif dan menganalisis data tersebut dengan analisis jalur dan IPMA, kemudian memperkaya pembahasannya dengan data kualitatif dari wawancara beberapa mahasiswa yang merupakan responden penelitian. Hasil dari penelitian ini adalah Pengalaman Praktek Magang memiliki pengaruh positif terhadap Kesiapan Bekerja.
Pendekatan Desain Partisipatoris dalam Perancangan Board Game Sebagai Media Pembelajaran Bahasa Indonesia Hananto, Brian Alvin; Calista, Helena; Suwandi, Chelsey
Jurnal Strategi Desain dan Inovasi Sosial Vol. 5 No. 2 (2024): Design As Strategy Case Studies - Part 1
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v5i2.7969

Abstract

Artikel ini membahas mengenai proses perancangan board game yang dilakukan dengan pendekatan desain partisipatoris. Melalui kerjasama dengan Sekolah GenIUS, penulis merancang dua board game yang diharapkan dapat berguna sebagai media penunjang pembelajaran dalam mata pelajaran bahasa Indonesia. Melalui tahapan-tahapan discover, define, develop, dan deliver, penulis menjalankan pendekatan partisipatif untuk bisa menggali dan melibatkan Sekolah GenIUS dalam perancangan yang dilakukan. Hasil dari perancangan ini disambut baik dengan antusiasme siswa-siswi Sekolah GenIUS yang dilibatkan dalam proses perancangan ini. Penulis berharap tulisan ini dapat menjadi referensi dari perancangan dengan menggunakan pendekatan desain partisipatoris, khususnya dalam merancang board game.
ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’ Hananto, Brian Alvin; Audiah, Jennifer
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i2.367

Abstract

Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.
REDESAIN VISUAL PERMAINAN KARTU ‘THE ART OF BATIK’ Jennifer Audiah; Hananto, Brian Alvin
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i1.392

Abstract

Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.
EVALUASI METODOLOGI DESAIN DALAM SIMULASI PERANCANGAN ULANG SISTEM TANDA UNTUK PENGGUNA TRANSPORTASI UMUM Hananto, Brian Alvin; Hadi, Jessie Rose Komala; Hernawan, Karina Olivia; Gondo, Natasha Christina
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.585

Abstract

A design methodology is an important aspect of design. In hopes to develop the design methodology’s pedagogy in the Visual Communication Design Department of Universitas Pelita Harapan (VCD UPH), the author conducted a classroom action research to evaluate results of design methodology analysis of final assignment projects in VCD UPH. The project that is featured in this article is a signage system redesign for Transjakarta by Triska, in which several students in the Design Methodology class evaluate the methodology. For the evaluation, Triska’s methodology is framed by the design process model of Robin Landa. The result of the evaluation shows several points that can be added from Triska’s methodology to make it better. From the study, it is shown that design methodology learning can be conducted through analysis and evaluation of a design methodology of a design project. The learning method is possible to be implemented for the bachelor level of design programs. Though the pedagogy demonstrated in this article is still in its preliminary phase, it can later be further developed after more studies and the second cycle of research had been done by the author.
Perancangan Signage & Wayfinding untuK Perpustakaan Nasional Indonesia Calista, Helena; Hananto, Brian Alvin; Wijaya, Ade Maradhona Shantio
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1471

Abstract

Signage and wayfinding is one of the components of Environmental Graphic Design that is used to help people feel safe and comfortable when navigating, particularly for individuals in heavily crowded locations. The Indonesian Nasional Library (Perpustakaan Nasional Republik Indonesia), recognized as the world's tallest library, comprises 24 floors filled with various services and amenities that cater to the community's interests and consistently attract many visitors. Hence, signage and effective wayfinding are indispensable in accommodating users in their library activities. The framework of this design process is established based on the pyramid method by Chris Calori & David Vanden-Eynden, with additional methods by the execution of conceptual designs, mind mapping, and the formulation of keywords. The authors aspire to contribute a signage and wayfinding design proposal that optimizes usability, resolves navigation challenges, and enhances the user experience at The Indonesian National Library.
Visualization of Henry Manampiring’s Filosofi Teras Book Amirah, Charissa Myandra; Melini, Ellis; Indrajaya, Ferdinand; Hananto, Brian Alvin
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.v18i2.4195

Abstract

Generation Z faces significant emotional challenges, including anxiety, stress, and difficulty regulating emotions—issues worsened by social media pressures. While this generation is highly receptive to visual and digital learning, Henry Manampiring's Filosofi Teras offers valuable Stoic principles like acceptance and self-control, yet its textual format is less engaging for younger audiences. This final project aims to visualize Stoic concepts from the book into an audiovisual narrative format through a web-based video series. The methodology for this project draws on Robin Landa's Five Phases of Graphic Design Process theory combined with Compesi's three-step video production model. The analysis phase utilized Ricoeur’s hermeneutics to understand the meaning of the text through an act of appropriation, which then were used in the Conceptual Design phase. The design outcome consists of five 1–2-minute videos that illustrate the application of Stoic principles in daily life, aligning with the book's text. Although some philosophical considerations were used, the main focus is on the visual design experimentation. This project is expected to offer a more relevant and engaging way to convey Stoic values to Generation Z. Future research could explore developing additional episodes covering other topics within Filosofi Teras or creating audiovisual works based on other philosophical texts.   Keywords: Generation Z; Stoicism; Audiovisual narrative; Web series.
How Do Design Students Design Visual Identity & Packaging Design For Innovative Food Products? Results From Four Batches of Design Studio Class Hananto, Brian Alvin
de-lite Vol. 5 No. 1 (2025)
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Visual identity and packaging design are essential parts of a product, especially food products. To teach students of the Universitas Pelita Harapan’s Visual Communication Design Department about packaging design, the author collaborated with Universitas Pelita Harapan’s Food Technology Department to design their innovative food products. After four years of classroom action research, the author attempts to review and evaluate the literature and designs of the 2016-2019 cohort to understand how the students had been designing a visual identity and packaging design. The result of the study is that the students had been drawing inspiration from the product, product’s ingredient, product’s benefit, taste, and sensation, presented image, and culture. The inspirations are then implemented as graphic elements, illustrations, character designs, and typography. The result of this study is a framework that the author hopes can be implemented in the next class’s cohort.
How Do People Analyze Data for Visual Identity Design Projects? A Systematic Literature Review in Indonesian Projects Hananto, Brian Alvin
de-lite Vol. 4 No. 2 (2024): December 2024
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v4i2.9567

Abstract

Over the past five years, numerous visual identity design projects have been carried out in Indonesia, reflecting the growing importance of this field. This systematic literature review aims to identify the data analysis methods commonly used in these design processes. Using Publish or Perish and Google Scholar databases, the review examined articles published in the past five years with the title "perancangan identitas visual." From an initial pool of 582 articles, 36 peer-reviewed publications were selected for analysis, as they were accessible and specifically mentioned data analysis methods used in visual identity design. The review found that the most commonly applied methods include SWOT analysis, creative briefs, and the 5W+1H framework. Based on these findings, it is recommended that designers employ a combination of these methods to enrich their analysis process. Additionally, the review suggests that future research focus on evaluating the effectiveness of these data analysis methods to improve visual identity design practices.