Claim Missing Document
Check
Articles

Personifikasi Karakter Antibiotik dan Bakteri sebagai Strategi Edukasi Visual dalam Kampanye Sosial “Bijak Berantibiotik” di Puskesmas Wonokromo Renata Aulia Kuncoro; Bayu Setiawan; Aninditya Daniar
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 5 No. 2 (2026): Mei: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v5i2.7009

Abstract

Resistensi antibiotik merupakan ancaman kesehatan global serius yang dipicu oleh rendahnya literasi masyarakat, termasuk di lingkungan Puskesmas Wonokromo. Perilaku swamedikasi tanpa resep (62,7%) dan ketidakpatuhan dosis (44,6%) menjadi masalah utama akibat adanya kesenjangan kognitif pada audiens usia produktif. Penelitian ini bertujuan merancang kampanye sosial "Bijak Berantibiotik" dengan strategi personifikasi karakter untuk mentransformasi informasi medis yang kompleks menjadi narasi visual yang empatik. Menggunakan metode Design Sprint serta pendekatan kualitatif dan kuantitatif, hasil perancangan ini mengusung konsep "Edukasi Visual Penawar Tangguh" dengan gaya flat design. Media yang dihasilkan berupa motion graphic, poster, dan stiker instruksional yang ditempatkan pada titik kontak (touchpoints) strategis alur pasien. Strategi personifikasi ini terbukti efektif menurunkan resistensi psikologis audiens dan berfungsi sebagai instrumen pendukung bagi tenaga kesehatan dalam memberikan edukasi.
Desain Karakter sebagai Media Komunikasi Visual untuk Edukasi Kesehatan Mata Anak terhadap Penggunaan Gadget Amalia Khasanah; Aileena Solicitor Costa Rica El Chidtian; Aninditya Daniar
CITRAKARA Vol. 8 No. 2 (2026): JULI 2026
Publisher : Universitas Dian Nuswantoro

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

Abstract

The habit of staring at gadget screens for long periods can cause eye health problems, such as eye fatigue, dry eyes, and the risk of early myopia. This study aims to design character designs as a visual communication medium in conveying eye health education to early childhood. The method used is a qualitative descriptive approach with data collection techniques, through observation, questionnaires, interviews, and literature studies. The design result in three main character designs, namely Aksi, Ema, and dr. Lensa. This design shows that a visual approach trough character designs that are close to the world of children can help convey educational messages that are interesting, communicative, and easy to understand.
Perancangan Karakter Sura dan Baya sebagai Representasi Ikon Surabaya pada Ondomohen 1896 Nabila Kusuma Wardani; Aninditya Daniar; Diana Aqidatun Nisa
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.
Designing Character Design in the Illustrated Story Book "The Mystery of Ilange Klambi Si Besut" Khalaya Azizah Wibowo; Masnuna; Aninditya Daniar
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 7 No. 1 (2025): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v7i1.247

Abstract

Indonesia is rich in cultural diversity, one of which includes local theatrical arts such as Besutan from Jombang Regency. Besutan is a form of traditional folk drama that became the forerunner of Ludruk, yet it now faces challenges due to the lack of younger generations to carry it on and limited educational media to promote it. Therefore, introducing this art form, especially to elementary school children, is essential through educational, engaging, and easy-to-understand media such as illustrated storybooks. To support this effort, the Besutan performing arts are introduced through an interactive picture book specifically designed for children. In Besutan performing arts, there are four main characters involved. These characters represent cultural values while also being visually appealing due to their distinctive costumes and behaviors. The portrayal of each character is adjusted to match their personality traits and the symbolic meanings embedded in their visual elements.This study aims to develop a visual character design that embodies the cultural traits of Besutan in a way that is attractive to children. The character design process includes observing local culture, conducting interviews with Besutan performers, and studying visual traits of stage characters. The outcome supports the development of an interactive and educational storybook that effectively introduces local performing arts to children.
Perancangan Desain Karakter Nagasesa: Makhluk Mitologi Indonesia Sang Dewa Penyangga Dunia Muhammad Rizal Haris; Aninditya Daniar; Pungky Febi Arifianto
Journal of Animation and Games Studies Vol 12, No 1 (2026): April 2026
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v12i1.19687

Abstract

Nagasesa atau Sanghyang Anantaboga merupakan makhluk mitologi Indonesia yang memiliki peran penting sebagai Dewa Penyangga Dunia dalam kosmologi pewayangan, namun eksistensinya masih kurang dikenal dibandingkan tokoh mitologi lainnya. Perancangan ini bertujuan untuk merancang desain karakter Nagasesa yang relevan dengan audiens masa kini tanpa menghilangkan nilai budaya yang melekat pada tokoh tersebut. Metode penelitian yang digunakan adalah metode campuran (mixed methods) melalui wawancara, observasi, dan kuesioner untuk memperoleh data naratif, visual, serta preferensi audiens. Wawancara dilakukan dengan dalang dan ilustrator, sementara observasi dilaksanakan di Goa Ontoboego sebagai situs yang berkaitan dengan Antaboga. Proses perancangan menggunakan metode Manga Matrix yang meliputi Form Matrix, Costume Matrix, dan Personality Matrix untuk membangun karakter secara sistematis dari aspek bentuk, atribut visual, dan kepribadian. Hasil perancangan berupa karakter Nagasesa bergaya anime chibi dengan dominasi warna hijau dan emas yang merepresentasikan identitas budaya sekaligus pendekatan visual modern. Perancangan ini diharapkan dapat menjadi media pendukung revitalisasi cerita rakyat Indonesia melalui representasi visual yang komunikatif, menarik, dan mudah diingat oleh generasi muda
Desain Karakter dalam Buku Ilustrasi sebagai Edukasi Resiko Overthinking bagi Remaja 18-22 Tahun Dea Salfia Murdiasari; Aninditya Daniar; Diana Aqidatun Nisa
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.v6i2.13122

Abstract

Overthinking is a state where a person thinks about something excessively or spends a lot of time thinking and analyzing something. Overthinking has been known for a long time, but the term "overthinking" has only recently emerged and is being recognized by the public, especially among adolescents. Overthinking is not a mental health disorder, but it is one of the triggers for mental disorders. Overthinking that is continuously experienced by a person will result in various impacts, one of which is anxiety. Previous research states that many of today's Indonesian adolescents aged 16-24 years are prone to anxiety disorders. Another impact of overthinking can cause stress or mild or severe psychological disorders. So that an appropriate media is needed and can be used as a medium for adolescent education, especially for late adolescents aged 18-22 years, which has an impact during the transition from childhood to adulthood, where adolescents have emotions that are still unstable and easily influenced by their surroundings so that they are prone to overthinking. The use of primary and secondary data through qualitative data analysis is used as a reference and support for the design of this book. And with the creation of educational media in the form of illustrated books about the risks of overthinking, it is hoped that it can be an easy educational media to raise awareness of the impact of overthinking that has a negative impact on physical and mental health.
Perancangan Desain Karakter dalam Komik Strip Instagram untuk Edukasi Penyakit Asam Lambung pada Remaja Erica Paramita Rahmadhanty; Aninditya Daniar; Bayu Setiawan
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.v6i2.13143

Abstract

Acid reflux disease is one of the most common diseases experienced by the public, especially in adolescents. The causes of this disease are generally due to psychological conditions, diet, sleep patterns, lifestyle and bacterial infections. However, the high number of cases of this disease is not accompanied by awareness and knowledge of the dangers and changes in a better lifestyle. In order to attract interest in knowing about acid reflux disease and invite to change a better lifestyle, education given in another and interesting form is an option. That's why the design of Instagram comic strips with the aim of education about stomach acid disease is carried out. In a comic, character is an important element needed so that the story and message delivery can be done effectively. This design uses descriptive qualitative and descriptive quantitative research methods to analyze data from interviews, questionnaires and literature. The stage is then continued by making design concepts and design results. From this design, it is hoped that the community, especially teenagers, can be more aware and more effective in conveying messages.
Exploration of Illustration Style Selection in Educational Media for an Encyclopedia Book of Prehistoric Mammals for Children Aged 13–15 Bilqis Putri; Aninditya Daniar; Alfian Candra Ayuswantana
Arty: Jurnal Seni Rupa Vol. 15 No. 2 (2026): Regular Issue
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v15i2.47809

Abstract

This study aims to explore the selection of illustration styles (artstyles) in designing educational media in the form of a pop-up encyclopedia of prehistoric mammals for children aged 13–15 years. A qualitative descriptive method was used through questionnaires (54 respondents) and group interviews (5 students).The results show that the majority of respondents (53.7%) prefer a semi-realistic illustration style. Interviews also indicate a preference for styles that are not rigid but remain clear. Based on these findings, the exploration focused on a semi-realistic style using Elasmotherium as the study object. The results indicate that color and texture techniques influence visual characteristics. A semi-realistic style with a watercolor approach was selected for its natural and engaging appearance while maintaining clarity.In conclusion, appropriate illustration style selection enhances visual appeal and supports learning comprehension.
Co-Authors Ade Hilal Putra Dewanda Aditya Rahman Aditya Rahman Yani Aileena Solicitor Costa Rica El Chidtian Aisya Jasmine Defina Alfian Candra Ayuswantana Amalia Khasanah Andini, Defina Novita Aris Sutejo Athika Dwi Wiji Utami Aziz, Wianda Berliana Bayu Setiawan Bayu Setiawan BAYU SETIAWAN Bilqis Putri Chidtian, Aileena Solicitor Costa Rica El Darmanto, Rafif Virgian Dea Salfia Murdiasari Dewi, Dwi Kusuma Diana Aqidatun Nisa Domenique Issabell Nhatassa Symonsz Effendi, Firaghaida El Chidtian, Aileena Erica Paramita Rahmadhanty Faizah, Alfin Nur Faliq Firashan Febi Arifianto, Pungky Haya Salsabil Darmawan Herwina, Nevlin Cresentia Husnul Khuluq Rifqi Irnanda, Danu Zulfan Khalaya Azizah Wibowo Maheswari, Laras Marsa, Anantya Masnuna Masnuna, Masnuna Muhammad Raihan Iqbal Muhammad Rizal Haris Nabila Kusuma Wardani Nugroho, Indra Febrianto Nuril Kusuma Wardani Pungky Febi Arifianto Pungky Febi Arifianto Putra Uji Deva Satrio Putri, Athaya Rafa Putri, Celsia Aurora Tania Putri, Syafiqah Fatinah Rahmadhanty, Erica Paramita Rahmawati, Ermiana Ramadhan, Yedistya Aulia Renata Aulia Kuncoro Restu Ismoyo Aji Romadhona, Mahimma Sa'diyah, Kholifatus Safeyah, Muchlisiniyati Salsabila, Olivia Savira Nanda Budiafosma Solicitor Costa Rica El Chidtian, Aileena Sonhaji Arif Sri Suryani Yuprapti Winasih Sri Wulandari Wahyu Karno, Anastasia Wardani, Nuril Kusuma Widyasari Widyasari Widyasari, Widyasari Wulandari, Sri Yassinta Fitria Yuningsih, Agustina Putri Zakiyah kharismatuzzahra Zakkiya Fauzia