Widagdo, Pratama Bayu
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PEMANFAATAN LIMBAH KAIN BATIK UNTUK DIVERSIFIKASI PRODUK UMKM KERAJINAN BLANGKON Prameswari, Nadia Sigi; Mulyanto, Mulyanto; Fiyanto, Arif; Widagdo, Pratama Bayu
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 12 No. 2 (2020)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v12i2.3233

Abstract

Eksistensi UMKM semakin mengkhawatirkan ditengah pesatnya pasar global. Salah satu UMKM yang masih produktif adalah UMKM kerajinan blangkon di Potrojayan, Surakarta. Studi ini bertujuan untuk mengembangkan limbah hasil dari kerajinan blangkon untuk dilakukan daur ulang guna menghasilkan produk masker yang bernilai ekonomi dan sangat dibutuhkan di era pandemi saat ini. Penelitian merupakan penelitian eksploratif. Teknik pengumpulan dilakukan melalui observasi dan wawancara. Tahap pertama, peneliti melakukan observasi dan wawancara terhadap identifikasi hasil limbah kain dan identifikasi kondisi tempat kerja perajin blangkon di Potrojayan, Surakarta. Responden yang dipilih berdasarkan kriteria yaitu sudah memiliki pengalaman kerja minimal 10 tahun sebagai perajin blangkon. Tahap kedua, peneliti membuat rancangan dan pembuatan produk masker hasil limbah kain batik. Draft atau konsep rancangan masker dibuat dengan ukuran panjang mencapai 17 cm dengan lebar 10 cm. Tali pengikatnya dibuat menjadi dua jenis tali, berupa earloop dan headloop. Tali earloop didesain dengan ukuran panjang 35 cm, sedangkan tali headloop didesain dengan ukuran panjang tali konektor 10 cm dan tali tunggal headloop dengan panjang 15 cm. Peneliti memutuskan untuk mengembangkan desain headloop karena sesuai dengan kebutuhan pengguna, dapat digunakan di telinga maupun dapat digunakan dengan cara diikat bagi pengguna berhijab.
USER INTERFACE AND USER EXPERIENCE DESIGN OF A MOBILE APPLICATION FOR HOUSING CLEANING SERVICES IN CAMPUS AREAS WITH DESIGN THINKING Kencana, Ardian Bima; Widagdo, Pratama Bayu
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 9 No. 2 (2025): JUNI
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v9i2.2823

Abstract

Students living in shared accommodation often face difficulties in maintaining the cleanliness of their living spaces due to busy academic schedules, limited time, and ineffective coordination. This situation often leads to shared cleaning schedules being neglected, which in turn affects comfort, health, and productivity. This study aims to design the user interface (UI) and user experience (UX) of a mobile cleaning service application on campus using the Design Thinking approach, which consists of the stages of Empathize, Define, Ideate, Prototype, and Testing. The design process resulted in an interactive prototype with five main features, including group service booking and real-time progress monitoring. Usability testing results showed a high task success rate (average >90%), validating the core functionality. However, challenges in navigation efficiency were identified, as indicated by a misclick rate of 47.6%. Despite this, users' overall perception of the user experience remained highly positive (average score >4.5 out of 5). These findings underscore the importance of applying UI/UX principles in designing responsive digital service platforms tailored to user needs.
DESIGNING THE SHORT FILM “KACAU, AKU RINDU” AS A REPRESENTATION OF THE MENTAL CRISIS OF FINAL SEMESTER STUDENTS Teraguna, Jofran Calfin; Widagdo, Pratama Bayu
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 9 No. 2 (2025): JUNI
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v9i2.2825

Abstract

The short film Kacau, Aku Rindu depicts the mental struggle experienced by students in their final semester, who are often hampered by anxiety related to academic tasks and homesickness. These emotions can interfere with their concentration in completing their final project, which is the culmination of their academic journey. Based on real-life experiences, the film emphasizes the importance of social support from peers in helping students cope with emotional distress and maintain focus on their studies. With a strong narrative and immersive visuals, the film invites viewers to be more sensitive to mental health issues among college students and understand the importance of social support in dealing with them. The thoughtful production, both technically and narratively, aims to raise awareness about the importance of mental health on campus and open up space for further discussion on the issue.
MOBILE APPLICATION USER INTERFACE & USER EXPERIENCE DESIGN WITH GAMIFICATION AS A SOLUTION TO GADGET DEPENDENCY Devi, Rya Sandra; Widagdo, Pratama Bayu
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 9 No. 2 (2025): JUNI
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v9i2.2829

Abstract

Fast technological developments have brought various conveniences to everyday life. However, behind these conveniences, there are serious challenges in the form of increasing dependence on gadgets, especially among teenagers and young adults. Excessive use of devices has a significant impact on psychological, social, and cognitive aspects. This study offers a solution through a visual communication design approach by designing a mobile application with UI/UX design. The design process was carried out using the Design Thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. Gamification was applied as a strategy to increase user motivation, along with the application of the Laws of UX in the creation of the work. This study project produced four UI/UX design pages: home, add activity, statistics, and profile. The app achieved an average success rate of 98.66%, an average missclick rate of 49.8%, and an average time of 41.16 seconds after being tested on 15 users. This study project demonstrates the importance of implementing UI/UX principles in app development.
PEMANFAATAN LIMBAH KAIN BATIK UNTUK DIVERSIFIKASI PRODUK UMKM KERAJINAN BLANGKON Prameswari, Nadia Sigi; Mulyanto, Mulyanto; Fiyanto, Arif; Widagdo, Pratama Bayu
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 12 No. 2 (2020)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v12i2.3233

Abstract

Eksistensi UMKM semakin mengkhawatirkan ditengah pesatnya pasar global. Salah satu UMKM yang masih produktif adalah UMKM kerajinan blangkon di Potrojayan, Surakarta. Studi ini bertujuan untuk mengembangkan limbah hasil dari kerajinan blangkon untuk dilakukan daur ulang guna menghasilkan produk masker yang bernilai ekonomi dan sangat dibutuhkan di era pandemi saat ini. Penelitian merupakan penelitian eksploratif. Teknik pengumpulan dilakukan melalui observasi dan wawancara. Tahap pertama, peneliti melakukan observasi dan wawancara terhadap identifikasi hasil limbah kain dan identifikasi kondisi tempat kerja perajin blangkon di Potrojayan, Surakarta. Responden yang dipilih berdasarkan kriteria yaitu sudah memiliki pengalaman kerja minimal 10 tahun sebagai perajin blangkon. Tahap kedua, peneliti membuat rancangan dan pembuatan produk masker hasil limbah kain batik. Draft atau konsep rancangan masker dibuat dengan ukuran panjang mencapai 17 cm dengan lebar 10 cm. Tali pengikatnya dibuat menjadi dua jenis tali, berupa earloop dan headloop. Tali earloop didesain dengan ukuran panjang 35 cm, sedangkan tali headloop didesain dengan ukuran panjang tali konektor 10 cm dan tali tunggal headloop dengan panjang 15 cm. Peneliti memutuskan untuk mengembangkan desain headloop karena sesuai dengan kebutuhan pengguna, dapat digunakan di telinga maupun dapat digunakan dengan cara diikat bagi pengguna berhijab.
The Interface and User Experience Design of the Mobile Application “TUNEMATE” for Discovering a Music Companion and Attending Concerts Putra, Yudistira; Widagdo, Pratama Bayu
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i2.67780

Abstract

Finding friends with similar musical interests provides benefits for expanding friendship relationships. In addition, music friends also have the opportunity to become friends and watch concerts together. The difficulties faced in finding music friends and concert events require a solution in the form of designing the UI/UX of an application called Tunemate. This research applies a design thinking approach to create products that are oriented to user needs. The data collection method includes observation of music streaming applications, social media, and online ticket purchase platforms. For online questionnaires and user interviews, there are criteria from music streaming fans and concert activists. The data analysis method is by applying a qualitative method whose process follows each stage of the design thinking approach. The final result of the research created a prototype of the UI/UX design that was tested through Maze. The usability score obtained in Maze from the testing stage shows a score of 82 points.  The design of the Tunemate application is suitable for users who want to experience a new way of using music streaming applications combined with social media and concert events. Overall, the appearance and features received positive feedback from the testers, who were very enthusiastic about the prototype. Thus, the design of the UI/UX of the Tunemate application has met the needs of users and is a one-stop solution to finding music friends, searching, as well as buying concert tickets and merchandise.
Visual Strategies in Video Branding to Build a Professional Image: A Case Study of the Video “Pruways” Putra, Firdaus Tara; Widagdo, Pratama Bayu
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i2.67878

Abstract

In a competitive digital era, video has become an important strategy in brand communication to build a professional image. This study analyzes the internal video "PruWays" produced by Prudential Syariah Indonesia with a descriptive qualitative approach to explore how visual elements such as framing, color, lighting, and brand symbols are designed to shape perceptions of professionalism. The key issue was how to communicate sharia values aesthetically and strategically to foster employee ownership. Analysis showed that framing techniques such as rule of thirds and center framing succeeded in building a sense of professionalism, order, and visual authority. The use of a red and teal green color palette incorporates a sense of boldness and spirituality that reinforces the corporate identity. Soft lighting and natural daylight create an inclusive and friendly atmosphere, while visual symbols such as logos, collaborative gestures, and modern layouts reinforce sharia values such as ukhuwah, amanah, and ihsan. The tangible impact is evident from the increased employee participation in post-screening discussion forums, which shows emotional engagement has translated into collective action. This research aims to identify and explain how visual elements in internal videos can be used strategically to shape a professional image and communicate organizational values to employees. The limitations of this research lie in the single object focus and the non-use of quantitative perception measures, so the results are exploratory and require further study for wider validation.
Designing Visual Identity for UMKM Trigel Bakehouse Lisanti, Mey Dhea Dewi Fajar; Widagdo, Pratama Bayu
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i2.68319

Abstract

Culinary UMKM have great potential in the Indonesian economy, but many of them still lack a strong visual identity to build a professional brand image. Trigel Bakehouse, a home-based bakery established by three women in Semarang, faces similar challenges. This research aims to design the visual identity of Trigel Bakehouse using Robin Landa's Graphic Design Process, which consists of five stages: Orientation, Analysis and Strategy, Conceptual Design, Design Development, and Implementation. Thru this approach, a visual identity system was designed that reflects brand values such as warmth, family, and the quality of homemade products. Design elements include the logo, typography, colors, and supporting media such as packaging, social media, and merchandise, all arranged in a minimalist and elegant style. The results of the design process at the Orientation stage, gathered thru interviews and observations, to explore the background, brand values, and business character. At the Analysis and Strategy stage, the visual condition of the brand, target market, and competitors were analyzed to formulate relevant design strategies. The Conceptual Design phase generates creative ideas thru mindmaps, color selection, typography, and logo development that reflect the values of warmth, family, and professionalism. The Design Development phase finalizes the logo, patterns, and logo versatility for consistent use across various media. The Implementation phase applies the visual identity to business cards, menus, social media, merchandise, signage, pamphlets, packaging, and uniforms, ensuring consistent application across all media. This design resulted in a consistent visual identity that strengthened the brand image, increased brand awareness, and enhanced Trigel Bakehouse's competitiveness in the local culinary market.
Design of 2D Animation as an Educational Introduction to Butterfly Species for Children Salsabila, Nada; Widagdo, Pratama Bayu
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i2.68339

Abstract

Animation is essentially a field of study that combines elements of art and technology. In the world of education in the digital era, animation is widely used as a medium or tool for educating learners (children) because it is considered more engaging in delivering information audiovisually compared to media such as books. On the other hand, while knowledge of technology among children continues to increase, their understanding of biodiversity has significantly declined. One example is their awareness of butterfly diversity, even though butterflies play a vital role in the ecosystem. This research aims to design a 2-dimensional (2D) animation that functions as an educational medium to introduce various types of butterflies to children. The animation is expected to present information in an engaging way, thereby capturing children’s interest in learning about biodiversity, especially butterflies. This study uses an animation design method. The project follows a prototype-based development process consisting of design conceptualization and animation production stages. The result of this research is a 2-dimensional (2D) animation titled “Bulan and the Butterflies”, which tells the story of Bulan, a young girl, and a small fairy on a journey to learn about different types of butterflies, particularly those found in Indonesia and rare protected species. The conclusion derived from this study is that this 2D animation can serve as an educational tool capable of broadening children’s knowledge about butterflies and fostering their enthusiasm for environmental conservation. It can also encourage children’s interest in science, insects, and nature from an early age, while strengthening environmental awareness through visual media that is entertaining, educational, enjoyable, and inspiring.
Illustration Book Design to Introduce the Legend of Tuk Jimat Bende in Bumijawa Village Padlun, Nur Zaidah; Widagdo, Pratama Bayu
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa (On Going)
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

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

Abstract

This research aims to introduce the story of the Legend of Tuk Jimat Bende of Bumijawa Village by designing an illustrated book. The design method has two stages: the preparation stage, which includes data collection, data analysis, synthesis, and determination of the design object, and the creation stage, which includes pre-production, production, and post-production. Data was collected using interview instruments, observations, documentation, and questionnaires to support the work process. The data obtained was analyzed using 5W+1H questions, which continued in the synthesis process. The design results at the stage of creating works in the pre-production process are in the form of design concepts that produce keywords to make the design process more manageable. Verbal concepts take the form of text narratives. These have been processed and included in an illustrated book. According to the target audience, the media and visual concept is an A5 illustration book with digital techniques and a semi-realist visual style. The production process involves creating digital sketches and colouring them in warm tones. The editing process combines illustrations and narratives. Post-production related to social media platforms is used as a medium to introduce legendary stories through electronic books or e-books. In terms of technology, it is expected to disseminate information about legendary stories, which helps preserve the region's cultural heritage. Through illustrated books, the legend of Tuk Jimat Bende slowly brought regional traditions to be widely known.