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KERAJINAN KREATIF SEBAGAI MEDIA PERANCANGAN KAMPANYE SOSIAL PEMANFAATAN LIMBAH ESPRESSO DI PALEMBANG Muhammad Hidayah; Iswandi, Heri; Halim, Bobby
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.413

Abstract

Abstract: Epresso is a beverage produced from finely ground coffee beans, which are then pressed using a manual tool or an espresso machine filled with water to extract the liquid, resulting in what is known as espresso. Once the espresso is prepared, there is waste generated by coffee makers, leading to accumulated garbage. This is the reason why the author has created a social campaign design to promote the utilization of espresso waste in Palembang city.
Boardgame Sebagai Media Edukasi Bagi Orang Tua Terhadap Perkembangan Motorik Anak Penyandang Autisme di Kota Palembang Asnia; Halim, Bobby; Patriansah, Mukhsin
Besaung : Jurnal Seni Desain dan Budaya Vol. 9 No. 2 (2024): Besaung
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v9i2.4582

Abstract

Autism is a developmental disorder that affects communication, social interaction, behavior and learning ability. Autism is caused by a combination of genetic and environmental factors. Autism symptoms generally begin to appear at the age of 1.5 to 3 years, with obvious physical and mental decline compared to individuals who do not have autism. In this case, the main problem is parental guidance which is very influential, such as the lack of knowledge or understanding of parents about how to improve the development or ability of their children. This has a very bad impact, because it only makes autistic children feel not understood and accepted as they are. To overcome the problems in the developmental disorders of autistic children, a solution was found, namely the therapy given to each child with autism will indeed be more effective if it involves the active role of parents. Therefore, it is necessary to design a Visual Communication Social Campaign on the Role of Parents towards the Motoric Development of Children with Autism in Palembang City. In the process of designing media, the design thinking method is used which includes empathize, define, ideate, prototype, and test. With this design, it is expected to be an educational platform, especially the role of parents that can improve the motoric development of children with autism in Palembang City.
Kampanye Sosial Khasiat Daun Bidara Untuk Kesehatan Kulit Bagi Remaja Perempuan Usia 14-19 Tahun DI Kota Palembang Marlina, Putri; Halim, Bobby; Patriansah, Mukhsin
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v2i2.780

Abstract

Abstrak : Tanaman (Bidara) yang berpotensi, dijadikan khasiat menyembuhkan untuk penyakit (kulit), bagi remaja perempuan sebagai kecantikan (Yulianto, 2017). Pada perancangan ini menggunakan metode kualitatif dengan pendekatan AISAS yang mempunyai 5 tahapan yaitu Attention, Interest, Search, Action, dan Share. Proses pengumpulan data,observasi, wawancara dan dokumentasi, data. Perancangan kampanye sosial khasiat daun Bidara untuk kesehatan kulit bagi remaja perempuan usia 14-19 tahun di kota palembang, sebagai media komunikasi visual pada pembahasan perancangan kampanye ini. Perancang bertujuan untuk mengenalkan kepada masyarakat terutama kepada remaja perempuan khasiat daun Bidara yang dapat dimanfaatkan sebagai clay mask Bidara untuk kesehatan kulit wajah. Pada perancangan ini menggunakan media-media seperti, motion graphics, poster, x-banner, brosur, feed instagram, totebag, cermin, gantungan kunci, t-shirt, packaing clay mask, pouch.
Pot Tanaman Sebagai Media Komunikasi Visual Kampanye Edukasi Manfaat Tanaman Kumis Kucing Bagi Usia 17-25 Tahun Di Kota Palembang Febriansyah, Luki; Yulius, Yosef; Halim, Bobby
Besaung : Jurnal Seni Desain dan Budaya Vol. 9 No. 1 (2024): Besaung
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v9i1.3740

Abstract

ABSTRACTTraditional medicine is a combination of science, belief and community tradition which aims tomaintain health, namely the Cat's Whisker plant. The leaves of the cat's whisker plant containactive compounds such as flavonoids, saponins and tannins. However, currently the Cat'sWhisker Plant is not being introduced to the public, especially teenagers, in the introduction ofthe Cat's Whisker plant, there are not many campaigns and promotions and there is no existingpromotional media related to the introduction of the Cat's Whisker plant. It is hoped that thisdesign can attract the interest of the people in Palembang City, especially teenagers, byintroducing and educating the cat's Whisker plant, designed through plant pots with interestingillustrations and interactives that can teach how to consume and process the cat's Whiskerplant. The works created are categorized into three media, namely the main media, plant pots,issue media including posters, banners, motion graphics and supporting media including tshirts, tumblers, tote bags, mascots, packaging.Keywords : Campaign, Plants, Cat's Whiskers, Teenagers, Palembang.
Papan Permainan Sebagai Media Komunikasi Visual Mencegah Hipertensi Dengan Pisang Ambon Kuning Bagi Remaja 17-25 tahun di Kota Palembang Adelia Pratiwi, Elza; Halim, Bobby; Patriansah, Mukhsin
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4616

Abstract

Hypertension is a condition where blood pressure increases in the body, a person is declared hypertensive if the blood pressure is above 120/80mmHg. Factors that cause hypertension are unhealthy eating patterns and bad lifestyle habits. Most teenagers have bad lifestyle habits and eating patterns, such as smoking, alcohol consumption, excess caffeine and salt, making them susceptible to hypertension. One fruit that contains potassium which is good for preventing hypertension is the Yellow Ambon Banana. The main problem in this design is the lack of knowledge among teenagers regarding the benefits of consuming yellow Ambon bananas which can prevent hypertension. The main aim of this design is to provide important information about hypertension which can be prevented by consuming yellow Ambon bananas for the target audience, namely teenagers 17-25 years. In the media design process, the method used is design thinking which consists of 5 stages, namely Empathize, Define, Ideate, Prototype, and Test. The main media used are the Game Board and Tensimeter. Through this design, it is hoped that teenagers will be able to find out information related to preventing hypertension with yellow Ambon bananas and can prevent the occurrence of hypertension from adolescence
Ricoeur’s Hermeneutic Study on Anti-Corruption Campaign Posters in Mengwitani Village Halim, Bobby; Arimbawa, I Made Gede; Kurniawan, Herdy; Hakim, Muhammad Rivan
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.64580

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The history of Mengwitani Village provides a context for understanding corruption in Bali. Despite progress, corruption persists due to power struggles, lack of transparency, and low accountability. The case of the former Village Head who was caught in a Village Fund corruption scandal illustrates how violations can occur even at the local government level, undermining public trust. Corruption, rooted in historical vulnerabilities, has become a means to maintain power and wealth at the expense of the community. In response, the Mengwitani Village Head created Anti-Corruption posters that were published on the village's official website. The purpose of hermeneutical research on the anti-corruption campaign posters in Mengwitani Village is to interpret the meaning contained in the posters, reveal the anti-corruption messages they want to convey, and understand how anti-corruption values are communicated visually to the people of Mengwitani Village. Analyzing this campaign using Paul Ricoeur's hermeneutic approach provides a comprehensive perspective. The method used is a qualitative descriptive research method. Examining the visual structure reveals symbolic elements, such as the depiction of evil figures, which are used to emphasize violations of law and ethics. The hermeneutic approach helps reveal the deeper message of the posters: changing public perception to prevent corruption. The main targets are the community and the State Civil Apparatus (ASN), whose responses shape the effectiveness of the campaign. Understanding the industrial context highlights the advertisement as a complex cultural artifact with significant social and political implications. Ricoeur's analysis not only deciphers the poster's message but also explores its broader meaning in the socio-political landscape of Mengwitani Village.
Workshop Desain Grafis Media Publikasi Komunitas di BPK PKK Kas Berbasis Kecerdasan Buatan. Yulius, Yosef; Halim, Bobby; Lubis, Hestia Rachmat Nunciata; Fernanda, Yohanes Reno; Verdianto, Valentinus
Reswara: Jurnal Pengabdian Kepada Masyarakat Vol 6, No 2 (2025)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v6i2.6472

Abstract

Kemajuan teknologi kecerdasan buatan (Artificial Intelligence/AI) membuka peluang baru dalam pengembangan desain komunikasi visual yang lebih efisien dan inovatif, khususnya dalam konteks pemberdayaan komunitas. Kegiatan ini dilatarbelakangi oleh permasalahan kurangnya literasi desain digital di kalangan anggota Badan Pelayanan Keuskupan Pembaruan Karismatik Katolik–Keuskupan Agung Semarang (BPK PKK KAS), yang memiliki kebutuhan tinggi akan media publikasi religius, namun terbatas dalam penguasaan perangkat desain dan teknologi AI. Tujuan dari kegiatan pengabdian ini adalah untuk meningkatkan literasi desain komunikasi visual serta kemampuan pemanfaatan teknologi AI di kalangan anggota komunitas, agar mereka mampu menghasilkan materi publikasi yang kreatif, komunikatif, dan relevan dengan perkembangan digital. Sebagai solusi, kegiatan ini dirancang dalam bentuk workshop interaktif dengan pendekatan Design Thinking, yang melibatkan lima tahap utama: Empathize, Define, Ideate, Prototype, dan Test. Peserta dibekali dengan dasar-dasar desain grafis berbasis vektor, diperkenalkan pada pemanfaatan AI seperti ChatGPT dan Bing Image Creator, serta diberi kesempatan praktik langsung dalam merancang materi publikasi digital komunitas. Hasil evaluasi menunjukkan peningkatan signifikan pada tiga aspek utama: pemahaman konsep desain grafis, penguasaan perangkat lunak desain, dan kemampuan mengintegrasikan teknologi AI dalam proses kreatif. Program ini tidak hanya meningkatkan keterampilan teknis peserta, tetapi juga membangun kepercayaan diri dan motivasi mereka dalam menghasilkan konten visual yang komunikatif dan kontekstual. Dengan demikian, pelatihan ini terbukti efektif dalam memberdayakan komunitas religius melalui peningkatan kompetensi desain digital yang adaptif terhadap perkembangan teknologi.
Museum Pahlawan Nasional MAYJEN.TNI (Purn) dr.AK.Gani: Revitalisasi dan Promosi Halim, Bobby; Yosef Yulius
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 1 (2024): Vol. 6 (2024) No. 1
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i1.169

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Penulis mendapatkan data mengenai kondisi Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani yang masih sepi pengunjung, sehingga diperlukan upaya untuk pemulihan tingkat kunjungan ke museum untuk tujuan wisata maupun edukasi sejarah perjuangan pahlawan Nasional. Bentuk Revitalisasi dari Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani ini yaitu perancangan sign system berupa plang / papan nama baik di pinggir jalan utama maupun di area parkir kendaraan. Selain plang, penulis juga merancang brosur sebagai media Promosi Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani. Revitalisasi dan Promosi Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani menggunakan Metode Penelitian Kualitatif. Penelitian kualitatif merupakan jenis penelitian yang temuan-temuannya tidak diperoleh melalui prosedur statistik atau bentuk hitungan lainnya. Kesimpulan dari penelitian juga perancangan Revitalisasi dan Promosi Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani ini bahwa desain sangat mempengaruhi tingkat kunjungan masyarakat ke Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani. Yang kedua yaitu pentingnya media yang tepat agar museum terasa segar dalam arti museum ini menyesuaikan kemajuan jaman, dan media brosur agar masyarakat dapat mengetahui poin-poin penting dari sisi sejarah hingga koleksi dari Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani. Ketiga sekaligus yang terakhir, penelitian mengenai Museum Pahlawan Nasional Mayjen.TNI (Purn) dr.AK.Gani perlu terus dilakukan di kemudian hari agar museum ini tetap terus bertahan di masa depan.
Analisis Semiotika Barthes Dan Pierce Pada Iklan Promag "Amarah Bagaikan Korek Api" Halim, Bobby; Hestia Lubis
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.220

Abstract

Iklan tidak selalu live action, ada juga yang full animasi bahkan campuran antara live action dan animasi. Iklan Promag “Amarah Bagaikan Korek Api” menarik perhatian penulis, dari sisi visual sebenarnya tidak terlalu memukau tapi alur ceritanya yang menarik dan ada tanda-tanda visual yang dipakai untuk memperkuat pesan-pesan yang ingin disampaikan. Penelitian ini bertujuan untuk mengetahui makna-makna yang terdapat pada iklan Promag “Amarah Bagaikan Korek Api” melalui kajian semiotika. Penelitian ini menerapkan metodologi kualitatif dengan mengumpulkan data langsung dari sumbernya melalui observasi. Penulis menggunakan 2 semiotika pada penelitian ini, yaitu semiotika Roland Barthes dan semiotika Charles Sanders Pierce. Dari penelitian ini ditemukan kesimpulan: (1) iklan Promag "Amarah Bagaikan Korek Api" menggunakan Personifikasi dalam konsep pembuatannya. (2) penggunaan kajian semiotika gabungan antara Barthes dan Pierce menghasilkan temuan-temuan yang kuat di setiap adegan iklan yang dikajji. (3) penempatan produk beserta kemasan yang tersusun rapih dalam sebuah adegan video menjelaskan bahwa produk tersebut bonafide.
TRAINING ON EXPERTISE OF DESIGNING GRAPHIC DESIGN PROGRAM IN CLAY PHOTO AND CINEMA Halim, Bobby; Viatra, Aji Windu
Batoboh Vol 4, No 1 (2019): BATOBOH : JURNAL PENGABDIAN PADA MASYARAKAT
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/bt.v4i1.963

Abstract

The training to improve the expertise in designing graphic design by utilizing Adobe Photoshop, Illustrator and Premiere programs aims to provide skills in making attractive graphic designs. The mastery of the ability to design electronic advertising media with social media applications (social media) controlled by human resources graphic design programs by graphic designers is expected to spark interest in more eager to develop capabilities, and ultimately improve the quality of overall digital graphic design. The method applied in this activity is the method of presentation regarding the introduction of software, its usefulness, and its application in making interactive learning media, the workshop / demonstration method regarding the operationalization of the program and the practical method of making technical tips and tricks directly for participants in accordance with their respective sub-work each with the use of Adobe programs. Evaluation method by observing differences in the ability of designers before and after training. The results achieved an increase in creative and artistic abilities. Evaluation of the results seen from the assessment of practical tasks that illustrate the success of the material that has been presented. Besides that, the participants' performance and participation were observed.