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Kajian Korelasi Visual Karakter Desain Ainz Ooal Gown Pada Serial Overlord Dalam Pembentukan Persepsi Audience Bintang Pramudya Putra; Melany Agustina
Jurnal Desain Komunikasi Visual Asia Vol 2 No 2 (2019): Volume 2 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.318

Abstract

Overlord dirilis pada tahun 2012, dengan rating IMDB sebesar 7.8/10. Karakter utama dalam seri tersebut adalah Ainz Ooal Gown sebagai karakter penguasa terkuat berbentuk skeleton, umumnya skeleton diasosiasikan dengan karakter lemah. Apakah dengan penggunaan bentuk tubuh skeleton mampu membentuk persepsi penonton sebagai tokoh yang berkuasa atau tidak. Metode pembedahan karakter Ainz Ooal Gown mengadaptasi konstruksi manga matrix untuk dapat menjabarkan berbagai unsur yang terdapat didalamnya serta komunikasi yang ingin disampaikan oleh perancangnya kepada audiens. Hasil pada proses analisa karakter desain adalah adanya berbagai objek atau atribut pendukung yang mampu meningkatkan citranya sebagai magic caster terkuat. Tubuh tengkorak yang berasosiasi dengan karakter lemah dapat berubah dengan dukungan atribut pendukung lain. Ainz juga memiliki tubuh besar serta jubah berwarna gelap yang dapat meningkatkan efek intimidasi bagi seluruh musuh yang dihadapinya. Berdasarkan studi kasus yang dilakukan maka dapat disimpulkan bahwa karakter desainer dapat memutar balikkan persepsi penonton dengan menambah atau mengurangi atribut visual. Kata Kunci: Karakter Desain, Overlord, Semiotika Overlord was released in 2012, with an IMDB rating of 7.8 / 10. Ainz Ooal Gown is the the strongest character and also the main character in the story, Ainz displayed with a skeleton body at the series, generally skeletons are associated with weak characters. If the story chose to use the skeleton shape to represent the strongest character in the story, then how to switch audiences’ perception. The analysis shows that Ainz Ooal Gown charater adapted by the manga matrix method, first step is to separate various elements on the character and review each element and describe perception behind the visual element. Final result of this research is each visual element on the characters could build audiences’ perception; character designer has capability to switch audiences’ perception, control audiences’ believe, and separate from common image of character design. Keywords: Design Character, Overlord, Semiotic
Perancangan Perancangan 25 Packaging Template Untuk Meningkatkan Peluang Usaha Bagi Pelaku Usaha Makanan Dan Minuman Dengan Metode Tempel Di Kota Malang Bintang Pramudya Putra; Sultan Arif Rahmadianto
Jurnal Desain Komunikasi Visual Asia Vol 5 No 2 (2021): Jeskovsia 5.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v5i2.661

Abstract

Awal tahun 2012 menjadi pembuka populernya online market place di Indonesia, sejak saat itu pola pemasaran sebuah produk berubah, tidak hanya berorientasi pada penjualan toko fisik, melainkan mulai memasarkan produk mereka secara online atau daring pada berbagai platform market place. Sebuah riset dilakukan oleh sebuah perusahaan GoJek di Indonesia yang menunjukkan bahwa 70.4% masyarakat di Indonesia memilih atau membeli sebuah produk berdasarkan presentasi produk yang mereka lihat pada halaman market place. Seorang pemasar dapat menggunakan text, soara, ataupun gambar yang dapat saling menunjang satu unsur dan yang lainnya. Metode perancangan template serta desain kemasan berikut penggunakan metode kulitatif model ADDIE diantaranya: Analysis, Design, Development, Implementation, and Evaluation. Perancangan 25 packaging template berikut bertujuan untuk meningkatkan peluang usaha bagi pelaku usaha makanan dan minuman di kota Malang, dengan menggunakan metode tempel pada kemasan, diharapkan pelaku usaha atau UMKM tidak terbebani dengan beban biaya desain ataupun produksi kemasan yang terlalu tinggi. Kata Kunci: Pemasaran, media sosial, template
PROGRAM KEMITRAAN MASYARAKAT STIMULUS JAJANAN SEHAT PADA TK/PAUD KOSAYU MALANG Triwijayati, Anna; Melany, Melany; Broto, Felik Sad Windu Wisnu; Wilujeng, Lilis Lestari; Nugroho, Didit Prasetyo; Prasetya, Bintang Pramudya Putra
International Journal of Community Service Learning Vol. 4 No. 2 (2020): May 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.898 KB) | DOI: 10.23887/ijcsl.v4i2.20923

Abstract

Konsumen anak mulai aktif membeli jajanan ketika memasuki usia sekolah sehingga bagi Taman Kanak-kanak, penting untuk menanamkan pembelajaran tentang jajanan sehat sebagai bekal ketika masuk sekolah dasar. Permasalahannya adalah sekolah belum memiliki materi jajanan sehat dalam materi ajar dan program edukasi jajanan sehat yang menarik bagi anak. Mitra program adalah sekolah Taman Kanak-kanak Yayasan Kolese St. Yusuf (Kosayu) Malang. Tujuan dari program pengabdian kepada masyarakat ini adalah memberikan pelatihan tentang jajanan, kantin dan lingkungan sekolah yang sehat, konten dan metode pengajaran dalam jajanan sehat, serta alat bantu pengajaran jajanan sekolah yang interaktif dan menarik bagi siswa yakni dengan food model. Hasil pelatihan yang diperoleh adalah bahwa sekolah dan para guru telah memahami pentingnya pembelajaran jajanan sehat dalam kurikulum, mampu membuat materi, metode dan model contoh belajar interaktif untuk siswa. Tindak lanjut dari pembelajaran ini adalah bahwa materi tentang jajanan sehat diadopsi dalam konten belajar/kurikulum sekolah.Kata-kata kunci: Jajanan sehat, Taman Kanak-Kanak, Media belajar interaktif, konsumen anak, sekolah Child consumers start actively buying snacks when entering school age so for kindergartens it is important to instill learning about healthy snacks as provisions when entering elementary school. The problem is that schools do not have healthy snacks in teaching materials and healthy snacks education programs that are attractive to children. The program partners are the Kindergarten College Foundation St. Yusuf (Kosayu) Malang. The purpose of this community service program is to provide training on snacks, canteens and a healthy school environment, content and teaching methods in healthy snacks, as well as interactive and interesting teaching tools for school snacks for students using food model. The training results obtained are that schools and teachers have understood the importance of learning healthy snacks in the curriculum, able to create interactive learning materials, methods and models for students. The follow up of this lesson is that material about healthy snacks is adopted in the learning content / school curriculum. Keywords: Healthy snacks, kindergarten, interactive learning media, child consumers, school
Perancangan Konten Instagram Gerakan “Aku.Anxiety” Sebagai Media Edukasi Gangguan Kecemasan Gen-Z Usia 20-27 Tahun Ivony Angriani; Bintang Pramudya Putra Prasetya; Aditya Nirwana
DEKAVE : Jurnal Desain Komunikasi Visual Vol 14, No 3 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v14i3.130584

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Generasi Z, yang lahir antara tahun 1997 hingga 2012 dan saat ini berusia 12-27 tahun, dikenal sebagai generasi yang melek teknologi karena tumbuh dan berkembang dengan perkembangan pesat teknologi. Ketergantungan mereka terhadap media sosial, khususnya Instagram, sangat tinggi karena pemahaman dan penggunaan mereka terhadap platform ini untuk berbagai tujuan. Instagram menawarkan berbagai fitur untuk mengunggah foto, video, dan berinteraksi di dunia maya. Di Indonesia, terdapat kecenderungan tinggi masyarakat mengalami gangguan kecemasan. Penelitian ini bertujuan untuk memberikan informasi tentang gangguan kecemasan melalui media sosial Instagram dengan pendekatan desain komunikasi visual yang ditujukan pada Generasi Z yang berusia 20-27 tahun, melalui akun Instagram @Aku.Anxiety. Studi ini akan mengeksplorasi bagaimana konten yang dirancang dengan baik dapat meningkatkan kesadaran dan pemahaman tentang gangguan kecemasan di kalangan Generasi Z.
PERANCANGAN COVER DIGIPAK ALBUM FISIK ”SEJAK TAK LAGI BERSAMA” KARYA GUNSALEH BERBASIS AUGMENTED REALITY Rasi, Valentina; Bakti, Amar Ma'ruf Stya; Pramudya, Bintang
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.379

Abstract

The advancement of technology today has driven a significant transformation in the music industry, particularly for independent musicians. One of the challenges faced is the declining interest in physical albums due to the dominance of streaming platforms. This final project aims to create an innovative visual solution by designing a physical album integrated with Augmented Reality (AR), focusing on the album "Sejak Tak Lagi Bersama" by Gunsaleh, an indie musician from Malang. This approach not only serves as a visual communication strategy but also enhances audience engagement through interactive experiences. The design process employs a qualitative method, including literature studies, interviews, and visual observations. The visual concept utilizes the cactus as a representation of emotional resilience reflected in the songs’ narratives, applied through illustrations, layout, color schemes, and interactive elements. The album consists of eight panels, each measuring 15 x 15 cm, which can be scanned using a supporting application to activate AR content, adding both aesthetic and functional value. The main output of this project is an interactive physical album, accompanied by supporting media such as a display box, NFC keychain, journal, and other merchandise. The result is expected to serve as a reference for the development of technology-based visual design for independent musicians in Indonesia, and to offer a new alternative for experiencing physical music in the current era.
PERANCANGAN INSTAGRAM GUIDEBOOK DAN KONTEN PROMOSI BRAND INFINITE APPAREL UNTUK MENJANGKAU TARGET PASAR USIA 17-30 TAHUN DI KOTA MALANG Kurniawan, Michael Nathanael; Pratama, Bintang Pramudya Putra; Nugroho, Didit Prasetyo
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.385

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The rapid growth of social media usage, especially Instagram, has created significant opportunities for local brands to strengthen their identity and expand their market reach. Infinite Apparel, a local clothing brand from Malang with a modern spiritual concept, has yet to develop a directed visual communication strategy, resulting in low brand awareness among the target audience aged 17-30 in Malang City. This study aims to design an Instagram Guidebook and promotional visual content as a strategic solution to build brand identity and enhance audience engagement. The design process follows the Design Thinking framework, which consists of five phases: empathize, define, ideate, prototype, and test. Data collection was carried out using a mixed-method approach (qualitative and quantitative) through interviews with the brand owner, competitor content observation, literature review, and questionnaire distribution to the target audience in Malang. The main outcomes of the design include a comprehensive Instagram Guidebook containing visual and communication style guidelines, as well as promotional content designs for formats like feed, reels, and stories. Additionally, supporting media such as product mockups were also designed. Implementation test results of the guide showed that 80% of the content produced by designers complied with the established visual standards, proving the guidebook's effectiveness in maintaining consistency and strengthening the brand's visual identity on the digital platform.
PERANCANGAN DESAIN USER INTERFACE APLIKASI MOBILE “TINTROPIC” SEBAGAI PANDUAN PERSONAL COLOR DAN PEMILIHAN WARNA KOSMETIK Kristiwi, Kandiya Asoka; Nirwana, Aditya; Prasetya, Bintang Pramudya Putra
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.386

Abstract

Selecting appropriate makeup colors and shades that complement natural features such as skin tone, eye color, and hair color often poses a significant challenge for cosmetic users. One approach to assist in determining suitable colors is Personal Color Analysis (PCA), a method used to identify a personalized color palette. However, PCA services typically require consultation with specialists and remain inaccessible to many due to location and cost constraints. This study focuses on the user interface (UI) design of a mobile-based PCA service, aiming to provide an alternative means for conducting personal color tests and delivering analysis results in the form of customized color palettes and recommendations for locally available cosmetic products. The design process employed the design thinking methodology, and the effectiveness of the interface was evaluated through user testing. Results indicated that the overall UI design successfully conveyed the application’s core functions, although instances of misclicks were observed on certain pages.
PERANCANGAN UI MOBILE APPS “LORA” UNTUK MEMBANTU PROGRAM DIET PENGGUNA REMAJA HINGGA DEWASA DI INDONESIA Jayanti, Hana; Nirwana, Aditya; Prasetya, Bintang Pramudya Putra
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.388

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The prevalence of obesity and overweight in Indonesia continues to rise, particularly among adolescents and adults. Unhealthy lifestyles and a lack of awareness regarding calorie intake management are among the main contributing factors. In response to this issue, this study aims to design the user interface (UI) of a mobile application called LORA, which serves as a supportive tool for diet programs by providing informative, interactive, and user-friendly features. This research adopts a descriptive qualitative method using the Design Thinking approach, which consists of five stages: empathize, define, ideate, prototype, and test. Data were collected through competitor analysis, user questionnaires, and user testing sessions involving an interactive prototype. The testing results indicate that most respondents found the interface easy to understand, visually appealing, and helpful in tracking their daily calorie intake. Based on these findings, it can be concluded that the UI design of the LORA application fulfills both functional and aesthetic user needs and holds potential as a digital solution to promote healthy lifestyle changes among adolescents and adults in Indonesia.
PERANCANGAN VIDEO MUSIK BERJUDUL "SIDE BY SIDE" SEBAGAI MEDIA PROMOSI BAND SLOWRIGHT Rahman, Augie Bahtiar; Pratama, Bintang Pramudya Putra; Nugroho, Didit Prasetyo
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.404

Abstract

The development of the digital music industry has opened up new opportunities for independent musicians like Slowright, a band from Malang with reggae, ska, rap, and hip hop fusion genres, to promote their work. Music videos have become a crucial promotional medium because they can convey the narrative, identity, and aesthetic values of a musical work. Therefore, this research aims to design and produce the "Side by Side" music video for the Slowright band as an effective promotional tool. The method used is descriptive-qualitative with a 5W+1H approach. Data collection was carried out through interviews with band members, observation of music video trends, and documentation of song lyrics and band branding. Data analysis was used to identify visual needs that match the character of the song "Side by Side," understand the band's visual communication style, and recognize the aesthetic preferences of the target audience. The results show that the music video design was successfully implemented, where the main message of the song about loyalty and friendship was visualized with a casual and cinematic concept inspired by 90s hip-hop aesthetics. The production process was carried out at Toko Avia and Eleven Clan Burger in Malang on June 20, 2025. The final music video has a resolution of 4K UHD 3840 x 2160 in H.264 format. This video not only serves as an aesthetic promotional medium but also strengthens the band's image and provides a practical contribution to students.  
PERANCANGAN BUKU FOTOGRAFI KULINER KHAS CHINA DI MALANG SEBAGAI INFORMASI BAGI GENERASI ZOOMERZ (USIA 13-25 TAHUN) Suyono, Kevin Jonathan; Nugroho, Didit Prasetyo; Prasetya, Bintang Pramudya Putra
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.405

Abstract

The city of Malang offers a wide variety of culinary delights. As time progresses and innovation increases, the existence of Chinese culinary culture continues to adapt to the locally available ingredients in Indonesia. Consequently, ingredients are adjusted to distinguish between non-halal and halal options, to suit the preferences of Indonesia’s majority population. This adaptation of ingredients not only supports cultural sensitivity but also enhances the diversity of Indonesia’s culinary heritage. Today’s younger generation is increasingly exploring various types of Chinese cuisine and is actively seeking information about which dishes are halal or non-halal. Chinese cuisine itself includes both vegetarian and non-vegetarian dishes. However, there is still a lack of understanding among some members of the younger generation regarding the difference between vegetarian and non-vegetarian food. Therefore, an informative medium is needed to both introduce Chinese cuisine and provide background on how it came to Indonesia. The design method used in this project is the creative communication design method, which involves collecting data through qualitative research. This photography essay book is designed in a 22 x 18 cm format, printed in full color a total of 95 pages, and features a hardcover with a matte lamination finish. The conclusion of this design project is the creation of a photography essay book that effectively introduces a variety of Chinese dishes through a modern yet authentic visual concept, presented with compelling photography and narrative text. Supporting media includes a brain-teasing card game, keychains, bookmarks, tent cards, t-shirts, posters, stickers, and a tripod banner.