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UI/UX design of the PDBI digital art gallery web application using design thinking method Khadijah, Khadijah; NA, Charmiyanti; Choiriyati, Nur; Sanwasih, Mochamad; Pohan, Amir Hamzah; Husna, Rahmatul
Priviet Social Sciences Journal Vol. 3 No. 11 (2023): November 2023
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v3i11.258

Abstract

Documentation of digital artwork is essential for designers, serving as a copyrightable asset that can be included in a student's portfolio. User interface design is chosen as the gateway for developing the PDBI Digital Art Gallery Application. It is anticipated that a well-designed user interface will be part of the feasibility analysis for further development into a comprehensive and beneficial application. The research method employed in this study is design thinking, involving the construction of a user interface and usability testing for the PDBI digital art gallery application using a qualitative approach with a case study research type. Data collection techniques include observation, competitor analysis, and questionnaire distribution to obtain user experience feedback on the application. The introduction of the PDBI Digital Art Gallery application is expected to enable PDBI students to easily archive, showcase, sell, and create digital works, empowering student digital products as intended.
PENGEMBANGAN PROTOTIPE NAVIGASI AUGMENTED REALITY DENGAN FITUR PENGENALAN SUARA MENGGUNAKAN GDLC STUDI KASUS: DI LINGKUNGAN PENDIDIKAN Khadijah, Khadijah; Choiriyati, Nur; Rahayu, Meita Sekar
Jurnal Sistem Informasi dan Informatika (Simika) Vol 8 No 1 (2025): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v8i1.3654

Abstract

The rapid evolution of digital technology is transforming educational practices, enhancing accessibility and interactivity through innovations like augmented reality (AR) and artificial intelligence (AI). This study aims to develop the PDBI Tour application, an AR-based navigation tool integrated with speech recognition, to improve campus accessibility for new students and promote Politeknik Digital Boash Indonesia, a vocational education in Bogor Regency. A Game Development Life Cycle (GDLC) methodology was adopted, comprising initiation, pre-production, production, testing, beta, and release phases. Data were collected through interviews with promotional teams and prospective students, and prototype design was created using Figma, while Unity was used for production with AR Foundation and Whisper API. Functional testing (black box) confirmed reliable navigation features, and usability testing yielded a 65% satisfaction rate from 25 respondents representation of students in PDBI aged 18-20 years who had tried the prototype, highlighting effectiveness in usability, playability, and accessibility. These findings indicate that the PDBI Tour application prototype meets user needs and offers potential as an immersive navigation and promotional tool. This research demonstrates the GDLC approach’s efficacy in enhancing application development through iterative improvements, validating AR navigation as a powerful tool for interactive and accessible campus experiences.
Representation of Cultural Values in Local 2D Animation: An Exploratory Study on Student Works Bawono, Marastika Wicaksono Aji; Aju, Charmiyanti Nurkentjana; Khadijah, Khadijah; Sanwasih, Mochamad; Choiriyati, Nur
Jurnal Ar Ro'is Mandalika (Armada) Vol. 5 No. 1 (2025): JURNAL AR RO'IS MANDALIKA (ARMADA)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59613/armada.v5i1.5369

Abstract

In the evolving landscape of digital media, 2D animation has emerged as a dynamic tool for cultural preservation, particularly among university students who are increasingly engaging in creative practices that reflect their cultural identities. This study explores how cultural values are represented in local 2D animation works produced by Indonesian students. The research is grounded in the context of the rising importance of culturally informed media content as a means of transmitting tradition to younger audiences in the face of globalization. Employing a qualitative exploratory approach through literature study and content analysis, the research draws on primary data in the form of student-produced animations retrieved from digital platforms and portfolios, and secondary data from academic literature. The study focuses on visual and narrative elements such as costumes, symbols, traditional folklore, character design, and storyline themes that are embedded with local values. Findings reveal that while most student works demonstrate high motivation to preserve cultural heritage and communicate moral messages, there exists a significant variance in the depth of cultural representation. Elements like batik patterns, traditional dances, and folklore-based narratives are visually present, but often lack contextual integration or symbolic depth. Despite these limitations, some animations successfully blend tradition with contemporary issues such as environmental awareness and identity politics, reflecting critical engagement. The study underscores the importance of fostering cultural literacy, interdisciplinary collaboration, and curriculum development in art and animation education to enhance cultural authenticity in student works.