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Perancangan Desain Karakter Buku Interaktif Bahaya Makanan Instan untuk Anak 9–12 Tahun Budiafosma, Savira Nanda; Daniar, Aninditya; Masnuna, Masnuna
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): 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.v18i2.3218

Abstract

Tingginya konsumsi makanan instan di kalangan anak-anak sekolah dasar telah menjadi perhatian penting karena potensi risiko kesehatan jangka panjangnya. Penelitian ini bertujuan untuk merancang karakter buku cerita bergambar interaktif sebagai media edukasi bagi anak-anak usia 9–12 tahun untuk memahami bahaya makanan instan dan mengembangkan kebiasaan makan yang sehat. Penelitian ini menggunakan pendekatan metode campuran yang dikombinasikan dengan metodologi desain, termasuk tinjauan pustaka, wawancara dengan guru, ahli gizi, dan ilustrator, dan kuesioner yang disebarkan kepada 114 responden untuk mengidentifikasi kebutuhan pendidikan anak-anak dan preferensi visual. Proses desain melibatkan identifikasi masalah, pengembangan konsep, pembuatan prototipe, dan validasi melalui jajak pendapat audiens. Desain ini menampilkan karakter utama Lala, Lita, Ibu, dan Maskot Perut, dengan ilustrasi kartun digital berwarna cerah. Hasil validasi menunjukkan bahwa karakter dan desain visual selaras dengan minat dan kebutuhan audiens target, menjadikan media ini efektif dalam menyampaikan pesan edukasi dengan cara yang menarik sekaligus memotivasi anak-anak untuk memahami risiko makanan instan.
Character Design for the Illustrated Book “Tukang Pos Pembawa Mimpi” Ramadhani, Brilliant Firdaus; Daniar, Aninditya; Masnuna, Masnuna
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.v14i2.65122

Abstract

Character design is a crucial visual element in media, particularly illustrated books. “Tukang Pos Pembawa Mimpi” is an illustrated book that explores themes of dreams and aspirations for teenagers aged 16-18. The story follows a postman who guides readers on a journey of self-discovery to help them find their dreams. This study aims to develop a character design for a 16-year-old postman to be utilized in an illustrated book. The research methodology employed is a descriptive qualitative approach, utilizing observation, analysis, and interviews. The resulting character design possesses high visual appeal and effectively caters to the target audience’s age, thereby fostering their interest in reading the book’s content. The character adopts a cartoonish style and exudes a friendly demeanor.
Perancangan Desain Karakter Wisatawan dalam Buku Ilustrasi Wisata Trenggalek untuk Usia 18-25 Tahun Faliq Firashan; Aninditya Daniar; Alfian Candra Ayuswantana
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.8616

Abstract

Trenggalek Regency is one of the regencies located in the southern part of East Java that has high potential for natural tourism, such as caves, waterfalls, and beaches. However, this potential is not yet widely known by people from outside the region, especially the younger generation. The low level of awareness among people outside the region is influenced by limited access to information about Trenggalek’s tourism. Therefore, an effective medium that can attract the attention of young people is needed, such as an illustrated book. Based on the questionnaire results, the majority of respondents show a high interest in illustrated books. In an illustrated book, an engaging character is needed to convey messages so that readers do not feel bored. The method used in this study is a mixed-method approach with a descriptive analyze. This approach is applied to analyze data obtained from observations, interviews, literature studies, and questionnaires, as well as to develop design concepts and outcomes. This research aims to increase awareness and knowledge of people outside Trenggalek about Trenggalek’s tourism. By highlighting the topic of character design in the illustrated tourism book of Trenggalek, it is expected that readers can easily absorb and understand the content of the book.
Perancangan Karakter Sura dan Baya sebagai Representasi Ikon Surabaya pada Ondomohen 1896 Kusuma Wardani, Nabila; Daniar, Aninditya; Aqidatun Nisa, Diana
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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

Abstract

Character design plays a significant role in strengthening visual identity, particularly for local brands rooted in cultural values. This study aims to design reinterpretative characters of Surabaya’s Sura and Baya to reinforce the identity of Ondomohen 1896 and connect it with Generation Z. The research employs a mixed methods approach using the Double Diamond framework, with data collected through interviews, questionnaires, and literature review. Findings show that 63.9% of respondents value unique local-themed design, while expressive and high-contrast visuals are preferred by young audiences. Based on these insights, contemporary characters were developed to combine local identity with a modern visual approach. The results indicate that character design can effectively strengthen local brand identity while remaining relevant to current visual trends.