p-Index From 2021 - 2026
7.222
P-Index
This Author published in this journals
All Journal Gorga : Jurnal Seni Rupa Jurnal Imajinasi Pixel : Jurnal Ilmiah Komputer Grafis Tanra : Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Tesa Arsitektur ANDHARUPA Panggung Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Journal of Education and Instruction (JOEAI) Indonesian Journal of Applied Informatics Jurnal Ilmu Komputer dan Desain Komunikasi Visual Jurnal Pendidikan dan Konseling Besaung : Jurnal Seni Desain dan Budaya VCD : Journal of Visual Communication Design Gestalt : Jurnal Desain Komunikasi Visual Journal of Innovation in Educational and Cultural Research Nusantara Science and Technology Proceedings IKONIK : Jurnal Seni dan Desain Enggang: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Judikatif: Jurnal Desain Komunikasi Kreatif Metta : Jurnal Ilmu Multidisiplin Jurnal Media Informatika Arus Jurnal Sosial dan Humaniora Jurnal Citrakara Jurnal Ilmiah Multidisiplin (JUKIM) Suluh: Jurnal Seni Desain Budaya Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Innovative: Journal Of Social Science Research Jurnal Pengabdian Kepada Masyarakat Seniman: Jurnal Publikasi Desain Komunikasi Visual Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Student Research Journal Aspirasi : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat Jeskovsia (Jurnal Desain Komunikasi Visual Asia) Jurnal Cendekia Ilmiah Jurnal Desain Jurnal Publikasi Ilmu Komputer dan Multimedia
Claim Missing Document
Check
Articles

Desain Karakter Untuk Pencak Silat PSHT Kota Surabaya Muchammad Iqbal; Aris Sutejo; Sri Wulandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v19i1.3492

Abstract

Pencak silat is not only interpreted as a martial art, but also as a medium for character building and life values. The Persaudaraan Setia Hati Terate (PSHT) has teachings about brotherhood, courage, and social responsibility that need to be communicated in a relevant way in today's visual era. This design aims to create a character that represents the identity of PSHT Surabaya through a Research and Development (R&D) method with the stages of Planning, Production, and Evaluation (PPE). As a result, the rooster character was chosen as a symbol because it reflects the philosophy of courage and exemplary behavior. This design is expected to become a communicative visual identity while strengthening the organization's image.
Design of Visual Identity for the Education Campaign “SiSko-Siaga Skolio” as a Scoliosis Prevention Birgita Cornelia Sumarga Putri; Aditya Rahman Yani; Aris Sutejo
Gorga : Jurnal Seni Rupa Vol. 15 No. 1 (2026): 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.v15i1.72922

Abstract

Scoliosis is a spinal disorder characterized by a lateral curvature exceeding 10 degrees and is prevalent among adolescents during growth. Observations and questionnaires indicate that teenagers aged 13–15 continue to engage in habits that pose a risk for scoliosis, such as slouching while seated, utilizing devices with poor posture, and carrying heavy bags on one shoulder. This study seeks to design the educational campaign “SiSko – Scoliosis Alert” as a visual communication tool to raise awareness among Surabaya teenagers regarding the significance of maintaining good posture as a preventive measure against scoliosis. The research methodology employed a qualitative approach through interviews, Focus Group Discussions (FGDs), observations, and questionnaires with teenagers aged 13–15 in Surabaya. The analysis revealed that the majority of teenagers possess an understanding of scoliosis, yet they continue to disregard good posture habits due to comfort and a lack of long-term awareness. Based on these findings, the keyword “Caution That Saves” was formulated as the foundation for developing the verbal and visual concept of the campaign. The campaign design “SiSko – Scoliosis Alert” was realized through visual media such as Instagram feeds, Instagram Stories, posters, and leaflets, employing persuasive and emotional approaches tailored to teenagers’ characteristics.
Desain Karakter Untuk Media Edukasi Skateboard Di Kota Surabaya Ricko Gohans Putra; Aris Sutejo; Aryo Bayu Wibisono
CITRAKARA Vol. 8 No. 2 (2026): JULI 2026
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ctr.v8i2.15947

Abstract

This study aims to design character visuals as a visual medium for an educational skateboarding book for beginners aged 18–21 in Surabaya. The research is motivated by the increasing interest of young people in skateboarding that has not been accompanied by adequate understanding of basic techniques, safety, and playing ethics. Questionnaire data from 264 respondents indicate that most are interested in learning skateboarding and prefer visually based learning media. The method used is Three Dimensional Development, a character development approach that considers physiological, psychological, and sociological aspects to create characters with strong visual and narrative identities. The design results show that the use of illustrative characters can enhance teenagers’ interest in educational books, facilitate material comprehension, and support a more effective and communicative learning process. The design stages include brainstorming, sketching, lining, and coloring toproduce consistent characters aligned with audience preferences. In conclusion, character design is effectively used as an alternative educational medium that is informative, engaging, and relevant to the characteristics of young audiences.
Implementasi Animasi Opacity Map untuk Membuat Ilustrasi Digital Artistic Line Sigied Himawan Yudhanto; Restu Ismoyo Aji; Aris Sutejo
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90032

Abstract

Abstrak : Animasi Opacity map merupakan metode sederhana yang di gunakan oleh aplikasi untuk membuat animasi 3 dimensi (3D) untuk membuat model berbasiskan tekstur. Model yang di buat adalah tekstur (2D) yang proyeksikan. Penelitian ini bertujuan untuk mengembangkan metode baru dalam pembuatan ilustrasi digital berbasis garis (artistic line) dengan memanfaatkan teknik animasi Opacity map. Pendekatan ini diharapkan dapat meningkatkan fleksibilitas dan kompleksitas visual dalam proses ilustrasi digital. Metodologi penelitian menggunakan pendekatan eksperimental, yang di kombinasikan dengan teknik penelitian artistic di mana Opacity map diterapkan untuk mengatur tingkat transparansi pada berbagai elemen garis, sehingga menghasilkan efek visual yang dinamis dan berlapis. Hasil utama penelitian menunjukkan teknik dalam menciptakan dimensi dan kedalaman yang lebih kaya pada ilustrasi 2D, yang sebelumnya sulit dicapai dengan teknik manual konvensional. Kontribusi penelitian ini meliputi pengembangan metode yang dapat diaplikasikan dalam berbagai proyek visual 2D, serta menawarkan pendekatan baru dalam desain grafis dan ilustrasi digital yang memungkinkan penciptaan efek visual yang lebih ekspresif dan menarik. Secara lebih luas, penelitian ini memberikan kontribusi bagi perkembangan ilustrasi digital, khususnya dalam memperkaya teknik visual berbasis garis yang dapat diintegrasikan dalam berbagai media kreatif. Output renderer adalah 3D still image atau format non audio visual. Z Modifier yang digunakan adalah UVW map dengan sedikit perubahan pada modifikasi gizmo dan 7 buah parameter yang terdapat pada UVW map. Mapping Parameter terdiri dari Planar, Cylindrical, Spherical, Shrink Warp, Box, Face, XYZ to UVW, dengan parameter Tile UVW rata-rata 1.0 hingga 1.5 untuk U, berada di angka 1.0 untuk V dan 1.5 untuk W dan koordinat Alignment rata-rata berada di titik X.===============================================Abstract:Opacity map animation is a straightforward method employed by applications to create three-dimensional (3D) animations, specifically for developing texture-based models. The result is a projected 2D texture. This research aims to introduce a new technique for creating line-based digital illustrations, referred to as artistic lines, by utilizing Opacity map animation methods. This approach is anticipated to enhance flexibility and visual complexity in the digital illustration process. The research methodology adopts an experimental approach integrated with artistic research techniques. It involves applying an Opacity map to adjust the transparency levels of various line elements, leading to dynamic and layered visual effects. The main findings of the research illustrate how this technique can produce richer dimensions and depth in 2D illustrations—something that was previously challenging to achieve with conventional manual techniques. The contributions of this research include the development of a method applicable to various 2D visual projects, as well as the introduction of a new approach to graphic design and digital illustration. This enables the creation of more expressive and engaging visual effects. More broadly, the research advances the field of digital illustration, particularly in enhancing line-based visual techniques that can be integrated into diverse creative media. The output of the renderer is a 3D still image or a non-audiovisual format. The Z Modifier utilized in this research is the UVW map, which undergoes slight adjustments in the gizmo modification and includes seven parameters within the UVW map. The mapping parameters encompass Planar, Cylindrical, Spherical, Shrink Warp, Box, Face, and XYZ to UVW conversions. The Tile UVW parameters range from an average of 1.0 to 1.5 for U, with V fixed at 1.0 and W at 1.5, while the alignment coordinates average at the X point.
Desain Karakter pada Buku Interaktif Mengenal Diri Sendiri untuk Anak Usia 9 – 11 Tahun Daniela Fahma Wijaya; Aris Sutejo; Diana Aqidatun Nisa
CITRAKARA Vol. 8 No. 1 (2026): APRIL 2026
Publisher : Universitas Dian Nuswantoro

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

Abstract

Setiap anak memiliki potensi kecerdasan yang unik dan beragam yang dapat dikategorikan dalam konsep Kecerdasan Majemuk (Multiple Intelligences). Namun, konsep Kecerdasan Majemuk ini bersifat abstrak sehingga sulit dipahami oleh anak usia 9 – 11 tahun yang berada di masa perkembangan kognitif operasional konkret Perancangan ini bertujuan untuk memvisualisasikan konsep abstrak teori Kecerdasan Majemuk (Multiple Intelligences) oleh Howard Gardner melalui pembuatan desain karakter yang secara spesifik merepresentasikan delapan kecerdasan majemuk : logis-matematis, kinestetik, visual-spasial, musikal, naturalis, linguistik, intrapersonal, dan interpersonal dalam buku ilustrasi interaktif untuk anak usia 9 – 11 tahun. Perancangan ini menggunakan metode design thinking dengan tahapan emphatize, define, ideate, prototype, dan test. Selain design thinking, dalam proses eksplorasi visual, diterapkan pendekatan aspek pembuatan desain karakter oleh Evelyn Ghozalli dan indikator perilaku Thomas Armstrong. Hasil perancangan berupa delapan desain karakter yang merepresentasikan masing-masing bentuk kecerdasan, yang kemudian divalidasi melalui instrrumen penilaian dengan indikator yang diadaptasi dari aspek karakter visual Evelyn Ghozalli dan dikombinasikan dengan data preferensi target audiens. Hasil validasi kemudian akan dijadikan desain karakter final yang diterapkan pada buku.
Desain Cover Buku Visual Graffiti Autobiografi Writer Kadilsaster : No Time For Love Daniel Andyk Saputro; Aris Sutejo; Aileena Solicitor Costa Rica El Chidtian
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 4: Juni 2026
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/j-ceki.v5i4.16557

Abstract

Perancangan desain cover buku visual graffiti autobiography No Time For Love berangkat dari kebutuhan akan media pengarsipan fisik yang mampu merepresentasikan perjalanan, eksistensi, dan dedikasi seorang graffiti writer di dalam skena urban. Cover buku tidak hanya berfungsi sebagai elemen pelindung, tetapi juga sebagai wajah awal yang menyampaikan identitas, karakter, serta nilai yang terkandung di dalam buku. Metode perancangan yang digunakan dalam penelitian ini bersifat kualitatif dengan pendekatan eksploratif melalui studi literatur, observasi visual, wawancara, serta analisis visual terhadap alternatif desain cover. Fokus perancangan diarahkan pada bagaimana cover mampu merepresentasikan arsip memori dan eksistensi graffiti writer Kadilsaster secara jujur, kontekstual, dan sesuai dengan karakter skena graffiti. Hasil perancangan menunjukkan bahwa pendekatan visual berbasis arsip dokumentasi, tipografi ekspresif, dan komposisi yang padat mampu memperkuat makna judul No Time For Love sebagai bentuk dedikasi terhadap graffiti.
Redesain Logo Wisata Pemandian Alam Sumber Kemado Kabupaten Pasuruan Mohammad Ghifari Hedy Attarizqy; Aris Sutejo; Sri Wulandari
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 4: Juni 2026
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/j-ceki.v5i4.16761

Abstract

Perancangan ini bertujuan untuk meredesain logo Wisata Pemandian Alam Sumber Kemado sebagai upaya meningkatkan identitas visual dan brand awareness di masyarakat. Latar belakang penelitian ini didasarkan pada rendahnya kemampuan logo lama dalam merepresentasikan karakteristik wisata, sehingga kurang efektif dalam mendukung promosi. Metode yang digunakan adalah mix methods dengan pendekatan kualitatif dan kuantitatif, serta menggunakan metode design thinking yang meliputi tahap empathize, define, ideate, prototype, dan test. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, studi literatur, serta kuesioner kepada masyarakat. Hasil penelitian menunjukkan bahwa logo sebelumnya belum memenuhi kriteria sebagai identitas visual yang baik. Redesain logo menghasilkan visual baru dengan elemen gunung, air, daun, dan aktivitas berendam yang mencerminkan karakter wisata alam. Logo terpilih dinilai memenuhi kriteria unik, simpel, dan fleksibel, serta menerapkan prinsip kesederhanaan dari teori Gestalt sehingga mudah dikenali dan diingat. Dengan demikian, redesain logo ini diharapkan dapat memperkuat identitas visual serta meningkatkan efektivitas promosi Wisata Pemandian Alam Sumber Kemado.
Desain Karakter untuk Buku Panduan Kesehatan Gigi dan Mulut Balita Wahyuni Adellia Putri; Aris Sutejo; Sri Wulandari
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 6 No. 2 (2026): JUNI:ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v6i2.13211

Abstract

The introduction and care of teeth and mouth from an early age is very important to do because there are still many children with a high frequency of cavities and a low level of handling. Parents play an important role in guiding, understanding, reminding, and creating conditions that are conducive for children to maintain good oral health. So, it is necessary to have educational media for parents, especially mothers, in the form of guidebooks that discuss the importance of maintaining children's oral health. However, interest in reading is still very low. Because there are still many books whose material is delivered by writing only. That is what causes readers to get tired and bored quickly. Therefore, a character design is needed that functions as a decoration to support the message to be conveyed so that it is interesting to read. The data collection technique used is by conducting interviews, questionnaires, observation, and literacy. And using descriptive qualitative data analysis techniques and TOWS Matrix. The main characters in this design are pediatric dentists and mouth doctors, made so that readers feel like they are talking or listening to information from dentists and mouth doctors directly. In addition to the main character, there are supporting characters, namely mothers and children under five years of age.
Application of the Customer Path 5A Model in Designing Social Media Promotional Content for Gondang Outbound Educational Tourism (WEGO) in Lamongan Fatih Anang Arisyadi; Bayu Setiawan; Aris Sutejo
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 28, No 1 (2026): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPM Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/ekspresi.v28i1.5046

Abstract

Media sosial menjadi sarana penting bagi destinasi wisata untuk menyampaikan informasi, membangun daya tarik, dan mendorong keterlibatan audiens. Penelitian ini bertujuan merancang konten promosi media sosial Wisata Edukasi Gondang Outbound (WEGO) Lamongan menggunakan model Customer Path 5A yang meliputi aware, appeal, ask, act, dan advocate. Penelitian menggunakan metode perancangan dengan pendekatan deskriptif kualitatif. Data diperoleh melalui observasi terhadap kondisi destinasi dan akun Instagram WEGO, dokumentasi, serta kuesioner kepada 44 responden. Data dianalisis secara deskriptif sebagai dasar untuk merumuskan strategi komunikasi dan konsep visual pada setiap tahap Customer Path 5A. Perancangan menghasilkan konten pengenalan destinasi dan penerapan identitas visual pada tahap aware, konten berbasis visual storytelling pada tahap appeal, konten informasi fasilitas dan layanan pada tahap ask, konten dengan call to action dan informasi reservasi pada tahap act, serta konten kolaborasi dan templat user-generated content pada tahap advocate. Konsistensi warna, tipografi, tata letak, dan gaya visual diterapkan untuk membangun keterpaduan antarkonten. Hasil perancangan menunjukkan bahwa Customer Path 5A dapat digunakan sebagai kerangka sistematis dalam menyusun fungsi komunikasi dan luaran visual promosi media sosial wisata edukasi, mulai dari tahap pengenalan hingga rekomendasi
The meaning of religious symbolic signs in children’s clothing as souvenirs from Ampel Village, Surabaya Genduk Ayu Sugma Rahayu; Restu Ismoyo Aji; Aris Sutejo
Jurnal Desain Vol 13 No 3 (2026): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v13i3.3002

Abstract

This study aims to analyze the meaning of religious symbols used in children’s clothing as souvenirs from Ampel, Surabaya. Nearly all of the symbols have undergone a long process of acculturation, through which they have acquired the religious meanings recognized today. The problem addressed in this study is whether these symbols still retain their religious meanings and to what extent their meanings have shifted. This study analyzes children's clothing as the research object and uses Roland Barthes’ visual semiotics framework as the method due to its compatibility in examining symbolic signs at the level of denotation, connotation, and myth. The results of this study demonstrate that the Ampel gate, gold color, and typography function as specific semiotic elements that construct layered meanings related to sacred space, cultural hybridity, and commodification. The symbols remain relevant; however, their meanings have shifted from purely spiritual representations to visual forms shaped by tourism consumption. This study is recommended to serve as the foundation for developing knowledge in tourism souvenir design that represents religious meaning more critically and contextually.
Co-Authors A. Solicitor Abdulrois, M. Amin Aditya Rahman Yani Aditya, Naufal Rasyid Aileena Solicitor Costa Rica El Chidtian Aileena Solicitor Costa Rica El Chidtian Alfareza Ramadhani Nauvval Delmar Alfian Candra Ayuswantana Aliv Fatima Latifah Allifia, Zidni Enggar Arjuna Dimas Maulana Atraba, Harin Aulia Lillah Violita Bayu Setiawan Bayu Wibisono, Aryo Birgita Cornelia Sumarga Putri Daniar, Aninditya Daniel Andyk Saputro Daniela Fahma Wijaya Devinnisa Jehan Siddiqa Fabtian Diana Aqidatun Nisa Didit Widiatmoko Enggar Allifia, Zidni Eulogize Gracia Putri Manullang Eva Elviana Farah Dhiesta Nurushsyifa Fatih Anang Arisyadi Febriyanti Putri Ruspandi Genduk Ayu Sugma Rahayu Ghaza Nur Faiz Hadi, Azrial Brahmantya Nugraha Ikowanda, Kumala Divya Imandina, Kharisa Indra, Diva Irmaliya Irnanda, Danu Zulfan Kanaya Bintang Aulia S Kirana Rizqina Masnuna, Masnuna Maulana, Hendra Melati, Na’ima Dinda Mohammad Ghifari Hedy Attarizqy Muchammad Iqbal Muhammad Hasyim Ardiansyah mukti, haydar Nadya Putri Rahmadina Ni Made Diana Rani, Diana Nuria Lathifatul Qolbi Nurjanti Takarini Pratama, Abyan Dhia Pungky Febi Arifianto Putra Winarno, Athallah Ramadhan Putri, Celsia Aurora Tania putri, zahra nabila Putro, Viki Darono Restu Ismoyo Aji Reza Dwi Anggita Ricko Gohans Putra Rohmatulloh, Mas Ahmad Akbar Romadhona, Mahimma Royyan Surya Arlanda Royyan Surya Arlanda Sa'diyah, Kholifatus Safeyah, Muchlisiniyati Salsabiila Millenia Nabiilah Hadaayaa Sarah Nafila Rosyada Shabrina Aulia Putri Sigied Himawan Yudhanto Situmorang, Finka Yolanda Sri Wulandari Sri Wulandari SRI WULANDARI Sunarmi Sunarmi Tsabitah, Rifdatus Salmaa Virginita Rachma Syafaqoh Wahyuni Adellia Putri Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari, Widyasari Wulandari, Sri Yudhanto, Sigied Himawan Yunisya, Adibah Nurul