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Lokakarya Desain Grafis untuk Siswa Panti Asuhan Eben Haezer Ministry Bandar Lampung Medelyn Aurellia; Brian Alvin Hananto
Jurnal Sinergitas PKM & CSR Vol. 7 No. 2 (2023): February
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/jspc.v7i2.6188

Abstract

Eben Haezer Ministry Bandar Lampung is an orphanage with students close to productive age. In hopes of introducing and enriching the students, the author conducted a workshop to learn to use Canva and understand graphic design. The workshop was conducted offline in two days. The workshop results are that the students can use Canva and practice graphic design to create a simple poster. The pretest and post-test results found that the students had become more understanding, interested, and able to do graphic design. The author hopes that through the workshop, the students will have the capacity and the opportunity to learn graphic design.abstract in bahasaPanti asuhan Eben Haezer Ministry Bandar Lampung memiliki siswa-siswi yang mendekati usia produktif. Guna memperkenalkan dan juga memperkaya wawasan para siswa-siswi, penulis menginisiasi lokakarya desain grafis dan Canva kepada para siswa-siswi Eben Haezer Ministry Bandar Lampung. Lokakarya dilaksanakan secara luring selama dua hari. Hasil dari lokakarya ini adalah para siswa-siswi mampu menggunakan Canva secara mendasar dan membuat desain poster sederhana. Dari data pretest dan post test ditemukan bahwa melalui lokakarya ini, para peserta menjadi lebih paham, tertarik, dan merasa mampu mempraktekkan desain grafis. Penulis berharap melalui kegiatan ini para peserta lokakarya dapat memiliki kemampuan dan juga kesempatan untuk bisa mempelajari desain grafis lebih lanjut.
Designing Interactive Illustrated Fable Storybook About Anger Management for Children Aged 6-8 Years Faye Alicia; Ellis Melini; Brian Alvin Hananto; Eston Kamelang Mauleti
Jurnal Desain Komunikasi Visual Nirmana Vol. 26 No. 2 (2026): JULY 2026
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.26.2.104-113

Abstract

Childhood is an important period where parents have the opportunity to teach many things, one of which is anger management for the development of a child's emotional intelligence. However, the limited media available for parents to teach this independently at home presents its own challenges. In child counseling practice, counselors use various non-digital physical tools to maximize children's sensory involvement through images, colors, and interactivity. This approach can also be applied to a more familiar medium, such as an interactive fable illustration storybook equipped with parental guidance. The design process was carried out using the Design Thinking method and involved collaboration with a child counselor to ensure the project’s relevance and effectiveness. Prototype testing with the target audience showed that children gained a better understanding of how to manage and express anger, while parents found the book relevant and useful as a tool to open discussions with their children. This project demonstrates that the topic of anger management can be introduced in an enjoyable way through interactive visual media that supports involvement from both children and parents.
How Do Design Students Design Visual Identity & Packaging Design For Innovative Food Products? Results From Four Batches of Design Studio Class Brian Alvin Hananto
de-lite Vol. 5 No. 1 (2025): July 2025
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v5i1.7970

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 Brian Alvin Hananto
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.
Reimagining the Way of the Cross: A Contemporary Multilayered Visualization Based on The Passion Brian Alvin Hananto; Sharon Hardjono; Winoto Usman
de-lite Vol. 5 No. 2 (2025): December 2025
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v5i2.9997

Abstract

The Way of the Cross is a central devotional practice in Catholicism, yet its traditional visual representations often fail to resonate with younger generations. This study explores how contemporary art, specifically a multilayered visual approach, can revitalize engagement with the Via Dolorosa. Based on a devotional book, “The Passion” by James Traynor, which presents each station from a character’s perspective, this design project transforms textual testimonies into layered visual interpretations. The study applies Bandura’s Social Cognitive Theory to analyze character motivations and structure visual storytelling. The design methodology follows an exploratory model consisting of pre-design research, conceptual development, and final production. The design offers a new way to experience the Way of the Cross, encouraging personal reflection through layered visuals and character-based storytelling.
Pengembangan Sistem Informasi Alumni Terintegrasi Menggunakan Teknologi Artificial Intelligence (AI) di Institusi Pendidikan Tinggi William Evan Bunyamin; Calandra Alencia Haryani; Andree E. Widjaja; Ferry Vincentius Ferdinand; Brian Alvin Hananto; Hery
Jurnal Ilmiah Teknik Informatika (TEKINFO) Vol. 27 No. 1 (2026): TEKINFO Vol 27 No 1 April 2026
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

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

Abstract

Currently, the Universitas Pelita Harapan Alumni Association (IKA UPH) faces data integration challenges dueto the absence of a centralized system. This study aims to design and develop an integrated alumni informationsystem using artificial intelligence (AI) technology in a higher education institution. The system developmentprocess utilizes the Rapid Application Development (RAD) methodology, leveraging the Laravel framework,MySQL database, and the integration of the Google Gemini 2.0 Flash API to support an AI chatbot feature. Thisinformation system features several core functionalities, including a job vacancy portal, event management,membership tracking, news updates, and an AI-based virtual assistant. To ensure system validity, testing wasconducted using the black-box method, the results of which indicate that all functional requirements for varioususer roles have been successfully met. Through the implementation of this platform, it is expected that alumnidata governance will become more structured, synergy and collaboration among alumni will enhance, andaccess to professional career opportunities will be wider for all community members.
Exploring ChatGPT Usage Intention Among First-Year Visual Communication Design Students Brian Alvin Hananto; Tiara Kiatama
de-lite Vol. 6 No. 1 (2026): July 2026
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v6i1.11388

Abstract

The growing adoption of Generative Artificial Intelligence (Generative AI) has increased the relevance of tools such as ChatGPT within design education. Despite its growing use among students, limited research has examined the factors influencing students’ intention to use ChatGPT in design-related activities. This study aims to explore the relationships among Intrinsic Motivation, Performance Expectancy, and Behavioral Intention to Use ChatGPT among first-year Visual Communication Design students.