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PELATIHAN JURNALISTIK DI LIMA PONDOK PESANTREN KECAMATAN GONDANGLEGI Maulaniam Sholah, Hanif; Khoirul Anwar, Ahmad
Jurnal Aksi Afirmasi Vol. 1 No. 1 (2020)
Publisher : Lembaga Penelitian, Pengembangan dan Pengabdian Kepada Masyarakat (LP3M)

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Abstract

Sebagai bentuk implementasi dari Tri Dharma Perguruan Tinggi, mahasiswa yang merupakan bagian dari UKM LPM Platinum berkolaborasi dengan dosen melakukan sebuah pengabdian masyarakat. Dalam hal ini UKM LPM Platinum bertindak sebagai fasilitator bersama dengan Media Center dan UKM LDK Rafiqil A’la. Sedangkan yang menjadi sasaran dampingan di sini adalah masyarakat yaitu santri-santri di pondok pesantren terdekat sekitar kampus. Bentuk pengabdian berupa pelatihan, dan bimbingan yang fokus pada penulisan berita/ artikel. Pelaksanaan pengabdian dilakukan secara berangsur-angsur sejak bulan September 2019 hingga Januari tahun 2020. Dalam pelaksanaannya kegiatan pengabdian ini dikemas dengan metode PAR mengambil ruang lingkup Hifd al- ‘Aql dengan langkah-langkah: (1) melihat secara langsung di lapangan, (2) Tanya jawab kepada stakeholder, FGD. (3) Pelatihan di dalam forum. Secara umum, kami menilai kegiatan selalu berakhir dengan baik dan mendapatkan banyak dukungan internal khususnya dari pengurus pondok. Dengan demikian, setelah kegiatan tersebut berakhir, diharapkan para santri dapat terus mengembangkan segala potensi yang ada pada dirinya dan mau menggali kemampuan diri.
Desain UI/UX Rakabu Furniture Sebagai Media Promosi Hafiz Sa'id Billah, Ahnaf; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL ASSOSIATIV Vol 3 No 2 (2024): Jurnal Asosiatif
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/asosiatif.v3i2.1554

Abstract

Indonesia has large potential forestry resources. This potential creates higher competition in the furniture industry. One of the local furniture companies is Rakabu Furniture. This company produces furniture and processes wood, which has entered the international market. Besides, Rakabu Furniture only promotes products through exhibitions, so it has not been able to expand its market. The solution to this problem is creating a User Interface (UI) / User Experience (UX) design on the web as an effort to expand the market and design an ordering system that is easier and more efficient. Rakabu Furniture's UI/UX design emphasizes the company's image to produce an attractive design that is in line with the company's vision and mission. The design method used qualitative methods by collecting data and interviewing the informant from Rakabu Furniture. The results show that a UI/UX website design aims to understand the message from Rakabu Furniture as a promotional medium for new companies and is supported by several other media.Keywords: Design, User Interface (UI), User Experience (UX), Rakabu Furniture, PromotionalMedia.
Perancangan UI Cakra Antik Furniture Klaten Sugiman, Dandi Wahyu Saputra; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 14 No. 1 (2024): Jurnal Kemadha Vol. 14 No. 1 April 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i1.1818

Abstract

Industri Furniture di Indonesia memiliki perkembangan yang begitu pesat, semakin hari semakin meningkat di bidang promosi furniture. Banyak yang berlomba-lomba mempromosikan furniture. Seperti hal nya yang dialami Cakra Antik Furniture yang tertinggal di bagian promosi karena belum mempunyai website dan media promosi lainnya. Maka dari itu Cakra Antik Furniture memerlukan perancangan Website untuk mempromosikan perusahaanya, salah satunya dengan merancang desain User Interface pada website dengan metode perancangan gaya simple rounded. Perancangan User Interface ini diharapkan dapat menjadi acuan dan referensi bagi developer dan juga dapat digunakan untuk mencari buyer.
Animasi 2D Sebagai Media Edukasi Tentang Inner Child Untuk Generasi Z Faiz Dwiardha, Diokta; Khoirul Anwar, Ahmad; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1843

Abstract

Generation Z or Gen Z is the generation born between 1997 and 2012. Based on official data from the Indonesian Central Statistics Agency (BPS) in the 2020 population census. With the development of technology, it will greatly affect lifestyle, mindsets, experiences, psychology, and so on. With today's technological developments, it will greatly influence lifestyle patterns and lifestyles, thought patterns, experiences, psychology, and so on in each generation. The reason this happens is because of the parenting style, experiencing trauma and bad events in childhood, experiencing violence, confession, rejection from an environment, penance, TIP and so on. The impact is that a person can have negative childhood trauma and emotional wounds which can then cause a person to experience various mental health disorders, behave like a child, and lack wisdom in dealing with life's problems as an adult. Therefore, an educational video was designed in the form of animation based on the results of psychological interview data and several journal articles as reference material. This design method has 5 stages, namely Development, Pre-Production, Production, Post-Production and Distribution. The result is 2D animation and merchandise. The hope of designing this 2D animation is that it can provide solutions and insight into the inner child which has such an impact on a person's life so that they are mentally healthy and achieve. Keywords: Designer, 2D Animation, Mental Health Disorder, Inner Child, Design Methods, Generation Z.
DESAIN UI/UX WEBSITE SALON TREATMENT ANYA SKINCARE yuniar adi widya astuti; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1857

Abstract

Women can beautify their appearance by making a beauty salon a solution to get a more attractive appearance. One of them is Salon Treatment Anya Skincare. It is one of the beauty businesses in Sukabumi. The type of treatment is only facial treatment. Currently, Salon Treatment Anya Skincare is experiencing problems in arranging treatment schedules. This is due to the limited of workers and only accepting 2-4 customers per day. However, the customers are more than 4 people. The solution is to create media of a User Interface (UI) User Experience (UX) website to make orders through the website such as reservations. On the website, it can also buy available skincare products. The design method is qualitative by collecting data at the location and interviewing informants from the Anya Skincare salon. The results of this design are the UI/UX website as the main media to support the Anya Skincare salon in arranging visiting hours and purchasing skincare products online.
Perancangan Video Promosi Kain Tenun Nusa Tenggara Timur Dan Sebagai Media Edukasi Terhadap Budaya Lokal Suharyono, Fajar; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1871

Abstract

Indonesia adalah negara yang memiliki kekayaan sumber daya alam yang melimpah. Indonesia memiliki kekayaan budaya yang sangat beragam dan unik. Kekayaan budaya Indonesia berasal dari berbagai suku bangsa yang ada di Indonesia. Melihat kenyataan bahwa masyarakat Indonesia saat ini lebih memilih kebudayaan asing yang mereka anggap lebih menarik ataupun lebih unik dan praktis. Kain tenun adalah kain yang dibuat dengan teknik tenun, yaitu dengan menggabungkan benang secara memanjang dan melintang. Kain tenun Nusa Tenggara Timur adalah kain yang dibuat dari proses menenun oleh masyarakat Nusa Tenggara Timur. Penting bagi generasi muda untuk lebih memahami dan menghargai keberagaman budaya Indonesia, salah satunya melalui pengetahuan dan apresiasi terhadap budaya lokal salah satunya kain tenun Nusa Tenggara Timur yang memperkaya identitas dan sejarah bangsa. Seiring perkembangan zaman serta kehidupan yang semakin terkoneksi secara global dan dipengaruhi oleh arus modernisasi, warisan budaya seperti kain tenun Nusa Tenggara Timur ini mungkin kurang mendapatkan perhatian yang layak. Oleh karena itu, diperlukan perancangan video motion graphic sebagai media promosi UMKM kain tenun serta edukasi kepada generasi muda terhadap budaya lokal. Langkah ini diharapkan dapat memupuk rasa kebanggaan terhadap warisan budaya.
PERANCANGAN MOTION COMIC SEBAGAI MEDIA EDUKASI PENCEGAHAN BULLYING TERHADAP SISWA SEKOLAH Muhammad Wahyu Illahi; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1881

Abstract

The use of digital media makes it very easy to find various kinds of information on the internet. The use of the internet can make it easier for people in their daily activities, especially students. However, this convenience makes many students misuse the internet. Many students enjoy watching entertainment content with violent themes. This causes a lot of bullying in the school. Bullying that occurs in the school environment can cause victims to suffer from mental disorders. This can affect the future of students and make it difficult for students to grow both in terms of character and knowledge. Therefore, education is needed to prevent bullying. Motion comics are used as educational media to prevent bullying. The media is chosen because it is able to convey information clearly with a more interesting impression so that it can be well received by the audience. The design method used in this final assignment is the Antelope studio design method. This design method is divided into 5 stages, namely: development, pre-production, production, post-production, and distribution. The design of this motion comic final assignment is intended as educational, as well as useful entertainment content.
Pemanfaatan Teh Daun Kelor Sebagai Pencegah Stress Oksidatif Terhadap Cemaran Pewarna Sintetis Batik & Residu Pestisida Pertanian Di Desa Tlingsing, Cawas, Klaten Noviana Dewi; Tri Susilowati, Indah; Heny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 6 No 1 (2025): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v6i1.1874

Abstract

Program pengabdian masyarakat di Desa Tlingsing bertujuan untuk meningkatkan kesehatan dan pengembangan ekonomi melalui penggunaan teh daun kelor sebagai antioksidan alami serta kesadaran akan penggunaan alat pelindung diri bagi pengrajin batik. Penelitian ini melibatkan survei, perijinan, pemeriksaan kesehatan gratis, pembuatan produk teh daun kelor, dan penerapan strategi digital marketing. Evaluasi dilakukan melalui pre-test dan post-test untuk menilai peningkatan pengetahuan, serta pemeriksaan kadar hemoglobin. Hasil menunjukkan peningkatan signifikan dalam skor rata-rata dari 4.03 pada pre-test menjadi 9.29 pada post-test (p < 0.001). Selain itu, 87.5% peserta memiliki kadar hemoglobin yang normal. Hasil pre-test menunjukkan rendahnya pengetahuan kesehatan, namun post-test menunjukkan peningkatan signifikan setelah program berjalan. Mayoritas peserta memiliki kadar hemoglobin dalam rentang normal setelah mengonsumsi teh daun kelor. Selain itu, program ini juga memberikan dampak positif secara ekonomi. Kepuasan peserta terhadap program ini juga tercatat tinggi. Dengan demikian, kolaborasi dan strategi yang diterapkan diharapkan dapat meningkatkan kesehatan dan kesejahteraan masyarakat Desa Tlingsing secara holistik.
USER INTERFACE DESAIN WEBSITE CV. EKOKAPTI CREATIVE PRODUCTION Farid; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 15 No. 1 (2025): Jurnal Kemadha Vol. 15 No. 1, April 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i1.1984

Abstract

The development of information technology in Indonesia facilitates access to information and communication, both domestically and abroad. The existence of a functional and attractive website is an essential element in the marketing and operational strategies of various companies such as the broadcasting industry and media production. The website functions not only as an information medium but also as a tool to strengthen the brand and build relationships with clients. The creative industry in Surakarta has great potential to develop due to its rich culture and creative human resources. The website design process for Cv. Ekokapti Creative Production is structured through the stages of Idea/Concept, Observation, Brief, Brainstorming, Creative Brief, Design, and Evaluation. The resulting website has a responsive, user- friendly appearance and displays service information clearly and attractively. Design elements such as portfolio galleries, interactive videos, and intuitive navigation are applied to enhance visual appeal and user experience. With an aesthetic and functional concept, this website is not only a means of promotion but also strengthens the brand identity of Cv. Ekokapti Creative Production in the creative industry. Keywords: Design, Website, Branding, Promotion, Creative Industry