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LINO PRINTING DALAM ILUSTRASI CERITA RAKYAT SABAI NAN ALUIH LINO PRINTING IN THE SABAI NAN ALUH FOLKTALE ILLUSTRATIONS Rhomina Hestiningtyas; Achmad Syarief; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 4 No. 1 (2021): Jurnal Seni & Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (836.555 KB) | DOI: 10.25105/jsrr.v4i1.9972

Abstract

AbstractLino Printing is one of the manual printing techniques that belongs to the High printing technique which is part of the graphic arts. In the history of the development of graphic arts in Indonesia, it has been able to become a means of publishing news of Indonesian independence, but the nature of this printing technique that can be duplicated makes graphic art not develop because it is considered not exclusive and its originality is doubtful However, the interesting characteristic became the inspiration to use this technique in illustration work based on the narrative in the story of Sabai nan Aluih. This research uses practice lead research method. This method is used so that the work process can be done more freely. The story of sabai nan Aluih was chosen as a form of concern for Indonesian folklore.Keywords: lino-printing, illustration, Indonesian folklore, Sabai nan Aluih.  AbstrakLino Printing adalah salah satu teknik cetak manual yang termasuk dari teknik cetak Tinggi yang merupakan bagian dari seni grafis. Dalam sejarah perkembangan seni grafis di Indonesia mampu menjadi sarana publikasi berita kemerdekaan indonesia, namun sifat teknik cetak ini yang dapat di duplikasi membuat seni grafis tidak berkembang karena dianggap tidak eksklusif dan diragukan originalitasnya. Tetapi ciri khas yang menarik menjadi inspirasi untuk menggunakan teknik ini dalam karya ilustrasi yang berdasarkan narasi dalam cerita Sabai nan Aluih. Penelitian ini menggunakan metode practice lead research. metode ini digunaka agar proses berkarya dapat di lakukan dengan lebih leluasa. Cerita sabai nan Aluih di pilih sebagai wujud kepedulian terhadap cerita rakyat Indonesia.Kata kunci: lino-printing, ilustrasi, cerita rakyat Indonesia, Sabai nan Aluih.
KONSEP PAKAIAN GENDER-FLUID BERDASARKAN PANDANGAN MASYARAKAT URBAN Elis Savitri; Achmad Syarief; Sangayu Ketut Laksemi
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 4 No. 2 (2022): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2551.753 KB)

Abstract

Abstract Through gender fluid fashion, a person can form self-representations that are free from stereotyping to bring out self-confidence and express it according to their wishes without being viewed negatively. Especially for men who are more repressive towards stereotypes than women. However, in reality the majority of urban men still hold strong social norms and view the taboo of men who wear feminine clothing. This quantitative study uses a questionnaire to determine how urban society perceives men who wear gender fluid clothing. This journal provides a description of the masculinity construction in the Indonesian urban society. Keywords: inclusive design, gender, gender fluid, fashion, clothing, gender stereotype. Abstrak Melalui pakaian gender fluid, seseorang dapat membentuk representasi diri yang terbebas dari pembentukan stereotip sehingga dapat menemukan rasa percaya diri dan mengekspresikannya sesuai keinginan mereka tanpa dipandang negatif. Terutama pada kaum pria yang lebih represif terhadap stereotip berpakaian dibandingkan wanita. Pada, kenyataannya mayoritas masyarakat urban Indonesia masih kuat memegang norma sosial dan memandang tabu pria yang mengenakan pakaian dengan unsur feminin. Studi kuantitatif ini menentukan bagaimana masyarakat urban melihat pria yang mengenakan pakaian gender fluid. Jurnal ini memberikan deskripsi terhadap konstruksi maskulinitas yang ada di dalam masyarakat urban Indonesia. Kata kunci: Inklusif desain, gender, gender fluid, pakaian, stereotip gender.
PERANCANGAN ANIMASI PENDEK BISINDO UNTUK ANAK TULI DESIGN OF BISINDO LEARNING SHORT ANIMATION FOR DEAF CHILDREN Arie Arfandi Andjar; Elda Franzia; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 1 (2022): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1107.622 KB) | DOI: 10.25105/jsrr.v5i1.15280

Abstract

Abstract Animation that can function as informal learning media have been widely available in the internet, however animations containing BISINDO learning, where the animated characters perform sign language are still very rare. Like normal children, deaf children also have the right to get animate shows that can be used as informal learning medium. This research aims to produce an animation that contain BISINDO learning elements in it. In conducting the research, an exploratory sequential mixed method approach was used which went through three stages. The first stage is data collection which result in identification of visual content an teaching concepts of BISINDO. The second stage is making the animation process, in which the animation result are shown to deaf children to be evaluated how the comprehension and interest of deaf children towards the animation. From the evaluation, it can be concluded that deaf children are interested in the animation’s visual and understand the sign language conveyed in it.Keywords: deaf, BISINDO, animation, informal learning medium Abstrak Animasi yang dapat berfungsi sebagai media pembelajaran informal telah banyak beredar dijejaring, akan tetapi animasi yang membuat pembelajaran BISINDO dimana karakter dari animasi tersebut melakukan gerakan bahasa isyarat masih jarang. Sebagaimana anak dengar, anak Tuli juga berhak untuk mendapatkan tontonan animasi yang bisa menjadi media pembelajaran informal. Penelitian bertujuan untuk menghasilkan animasi yang terdapat unsur pembelajaran BISINDO di dalamnya. Dalam melakukan penelitian digunakan metode penelitian sekuensial campuran yang melalui tiga tahapan. Tahap pertama adalah pengumpulan data yang menghasilkan identifikasi konten visual dan konsep pengajaran BISINDO. Tahap kedua adalah pembuatan animasi, yang mana hasil animasi diperlihatkan pada anak Tuli untuk dievaluasi pemahaman dan ketertarikan terhadap animasi. Dari evaluasi terlihat bahwa anak tuli tertarik dengan visual animasi dan paham akan konten bahasa isyarat yang disampaikan. Kata kunci: tuli, BISINDO, animasi, media pembelajaran informal
Commodification of Mobile Banking Interface Design for Elderly Users Ginanjar Hamid Wiryawan; Achmad Syarief; Wegig Murwonugroho
Mudra Jurnal Seni Budaya Vol 37 No 4 (2022)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v37i4.2035

Abstract

The design planning of the Mobile Banking Interface Design for Elderly Users aims to redesign the mobile banking application interface to be more effective and easier for elderly users. This research uses a mixed-method of explanatory sequential, which sequentially uses quantitative and qualitative modes. The quantitative model uses questionnaires and bodystorming simulations to obtain data on the needs and behavior of the elderly. The qualitative model is based on the User-Centered Design (UCD) design process. The research resulted in the following: (1) data on the needs of elderly users when using mobile banking applications (2) data on the behavior of elderly users to better understand the interface of the mobile banking application. Based on these data, a mobile banking interface was developed to suit the needs of elderly users, which includes a more simplified display, enlarged text size, enlarged button size and additional spacing, adjusted icon shape to the understanding of elderly users, and display layout arrangements that are very concerned for making the interaction process more comfortable. Evaluation of the interface design results on mobile banking applications for elderly users shows that the application is more acceptable, more understandable, and easier for elderly use.
PERANCANGAN KONTEN PROMOSI ONLINE WISATA EDUKASI LEARNING FARM ECOPARK, ANCOL Dicky Permana Putra; Drajatno Widi Utomo; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v5i2.16812

Abstract

AbstractThe condition of the Covid-19 pandemic has made changes in various fields, one of which is the Learning Farm educational tour located in Ancol, Jakarta due to changes in educational and promotion procedures which are required to be carried out without direct contact and not causing crowds. These demands are an obstacle for Learning Farm tourism who are accustomed to conveying visuals through conventional media and must adapt to pandemic conditions, namely through online media to increase public awareness about the tour. Based on these problems, an online promotion of Learning Farm educational tours was designed. The design process uses a mixed method consisting of data search, design, and evaluation with the target audience of children to pre-adolescents. The results of designing Learning Farm educational tourism content were predominantly favored by respondents as promotional content. This suggests that displaying visual assets illustratively can increase the interest in interaction and visiting.AbstrakKondisi pandemik Covid-19 membuat perubahan dalam berbagai bidang salah satunya yaitu wisata edukasi Learning Farm yang berada di Ancol, Jakarta dikarenakan adanya perubahan prosedur edukasi dan promosi yang dituntut dilakukan tanpa adanya kontak langsung dan tidak menimbulkan kerumunan. Tuntutan inilah yang menjadi hambatan bagi wisata Learning Farm yang terbiasa menyampaikan visual melalui media konvensional dan harus beradaptasi dengan kondisi pandemik yaitu dengan melalui media online untuk meningkatkan awareness masyarakat mengenai wisata tersebut. Berdasarkan permasalahan tersebut maka dilakukan perancangan promosi online wisata edukasi Learning Farm. Proses perancangan menggunakan metode campuran yang terdiri dari pencarian data, perancangan, dan evaluasi dengan target audiens anak-anak sampai pra-remaja. Hasil perancangan konten wisata edukasi Learning Farm secara dominan disukai oleh responden sebagai konten promosi. Hal tersebut menujukan menampilkan aset visual secara ilustratif dapat meningkatkan minat interaksi dan berkunjung
PENGARUH ANTARMUKA PENGGUNA (UI) DAN INTERAKSI PADA GAME SHOPEE TANAM TERHADAP PENGALAMAN PENGGUNA (UX) Lie Fika Firlianty; Elda Franzia Jasjfi; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v5i2.16814

Abstract

Abstract In online business, gamification is one of the strategies used to increase engagement between products and their users. By applying the concepts and ideas of game into non-game context. Shopee, which is the most popular market place application in 2020 in Indonesia (Husaini, 2020) has successfully implemented gamification through Shopee Tanam game features. This study aims to identify the design of the user interface/UI and game interaction of Shopee Tanam and their influence on user experience/UX. The study was conducted using mixed method with exploratory sequential model, which began with qualitative methods including observation and literature review, the results were items used for making questionnaires in quantitative research so that user interface/UI factors were produced that correlated with user experience/ UX. The results showed that there was a strong correlation between the layout settings of graphic elements on the screen (screen space & spacing) and typography with two factors of user experience/UX, namely Learnability and Environment Condition. So it can be concluded that the ease and practicality of playing and learning the Shopee Tanam game is due to the appropriate graphic element layout and typography setting factors. Abstrak Dalam bisnis daring gamifikasi merupakan salah satu strategi yang digunakan untuk meningkatkan engagement antara produk dengan penggunanya. Yaitu menerapkan konsep dan ide permainan kedalam konteks bukan permainan. Shopee yang merupakan aplikasi market place terfavorit pada tahun 2020 di Indonesia (Husaini, 2020) telah berhasil menerapkan gamifikasi melalui salah satu fitur permainannya yaitu Shopee Tanam. Penelitian ini bertujuan mengidentifikasi desain antarmuka pengguna dan interaksi permainan Shopee Tanam dan pengaruhnya terhadap pengalaman pengguna. Penelitian dilakukan menggunakanmixed method dengan model exploratory sequential, diawali dengan metode kualitatif meliputi observasi dan kajian pustaka kemudian hasilnya berupa item yang digunakan untuk pembuatan kuesioner dalam penelitian kuantitatif sehingga dihasilkan faktor-faktor antarmuka pengguna yang berkorelasi dengan pengalaman pengguna. Hasil Penelitian menunjukan bahwa terdapat korelasi yang kuat antara pengaturan tata letak elemen grafis pada layar (screen space & spacing) dan Tipografi terhadap dua faktor pengalaman pengguna yaitu Learnability dan Environment Condition. Sehingga dapat disimpulkan bahwa kemudahan dan kepraktisan dalam bermain dan mempelajari permainan Shopee Tanam dikarenakan faktor pengaturan tata letak elemen grafis dan tipografi yang sesuai.
STRATEGI RANCANGAN DESAIN PROMOSI LAYANAN PANGGILAN DARURAT 112 INDONESIA Ramadhianto Tri Handoko; Drajatno Widi Utomo; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 6 No. 1 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v6i1.16353

Abstract

AbstractPromotional Design Strategy Of 112 Indonesia Emergency Call Service. Case Study: Design Scenario For The Introduction And Promotion Of Indonesia's 112 Emergency Calling Service To Generation Z. The 112 Emergency Call Service Program, which is an integrated service, has been running since 2016 in Indonesia. From 40 random respondents, it was found that only 52.5% of the people knew about the Emergency Call Service (Call Center) 112. In fact, according to the results of interviews with the Ministry of Communications and Informatics, Kominfo hopes that the level of public understanding is at least 80%. The reason is that every region in Indonesia has not been fully integrated. The problems that occur are: (a) there is no proper design to become a means of introducing and promoting the 112 Emergency Call Service To Generation Z, and (b) there is still a lack of a design promotion strategy for the 112 Emergency Call Service To Generation Z. The objectives of the research are: (1) drafting a document on the awareness dissemination strategy or the introduction of the Emergency Call Service 112 To Generation Z, (2) producing a design that is in accordance with the awareness dissemination strategy or the introduction of the Emergency Call Service 112 To Generation Z. The research method used is qualitative with focused interviews. The design method for the campaign is the Design Thinking method with 5 stages namely; (i) Emphasize, (ii) Define, (3i) Ideate, (iv) Prototype, and (v) Test. From the results of this study, 3 content pillars can be created, namely: (1) Educative Content, (2) Reels Instagram Video, and (3) Awareness Content. Each pillar content has its own purpose to the audience. This research process is still the first strategy that will be suggested to the Indonesian 112 Emergency Call Service, so it is necessary to carry out A/B testing to see which strategy is effective for implementing the introduction promotion strategy. When the research strategy was tested, the respondents’ results were tested whether they were inline with expectations or not. If most of them answered no, this research process would be repeated to get the appropriate results.Keywords: emergency call service 112, emergency call 112, call center 112, design thinking
PERANCANGAN KONTEN PROMOSI ONLINE WISATA EDUKASI LEARNING FARM ECOPARK, ANCOL Dicky Permana Putra; Drajatno Widi Utomo; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v5i2.16812

Abstract

AbstractThe condition of the Covid-19 pandemic has made changes in various fields, one of which is the Learning Farm educational tour located in Ancol, Jakarta due to changes in educational and promotion procedures which are required to be carried out without direct contact and not causing crowds. These demands are an obstacle for Learning Farm tourism who are accustomed to conveying visuals through conventional media and must adapt to pandemic conditions, namely through online media to increase public awareness about the tour. Based on these problems, an online promotion of Learning Farm educational tours was designed. The design process uses a mixed method consisting of data search, design, and evaluation with the target audience of children to pre-adolescents. The results of designing Learning Farm educational tourism content were predominantly favored by respondents as promotional content. This suggests that displaying visual assets illustratively can increase the interest in interaction and visiting.AbstrakKondisi pandemik Covid-19 membuat perubahan dalam berbagai bidang salah satunya yaitu wisata edukasi Learning Farm yang berada di Ancol, Jakarta dikarenakan adanya perubahan prosedur edukasi dan promosi yang dituntut dilakukan tanpa adanya kontak langsung dan tidak menimbulkan kerumunan. Tuntutan inilah yang menjadi hambatan bagi wisata Learning Farm yang terbiasa menyampaikan visual melalui media konvensional dan harus beradaptasi dengan kondisi pandemik yaitu dengan melalui media online untuk meningkatkan awareness masyarakat mengenai wisata tersebut. Berdasarkan permasalahan tersebut maka dilakukan perancangan promosi online wisata edukasi Learning Farm. Proses perancangan menggunakan metode campuran yang terdiri dari pencarian data, perancangan, dan evaluasi dengan target audiens anak-anak sampai pra-remaja. Hasil perancangan konten wisata edukasi Learning Farm secara dominan disukai oleh responden sebagai konten promosi. Hal tersebut menujukan menampilkan aset visual secara ilustratif dapat meningkatkan minat interaksi dan berkunjung
PERKEMBANGAN ART TOYS PADA MASYARAKAT URBAN DI INDONESIA: SEBUAH TINJAUAN LITERATUR: DEVELOPMENT OF ART TOYS IN URBAN COMMUNITIES IN INDONESIA: A LITERATURE REVIEW Muhammad Ghifari Prima Asli; Sangayu Ketut Laksemi Nilotama; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 7 No. 1 (2024): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v7i1.16946

Abstract

The presence of adults in urban communities who like toys slowly shifts the notion that toys are always associated with children. Various types of toys on the market, one of them is art toys, toys that have artistic value. In its growth, art toys, which are part of popular culture, also have an influence on the art and toy industries. This study aims to analyze the rise and growth of art toys in the world and Indonesia, as well as to discuss the growht of the art toys scene as works of art, industrial products and part of popular culture.  The method used in this research is qualitative with a descriptive approach by collecting and studying information from various sources. It is known that art toys are toys that have artistic value, as well as works of art in the form of toys that are heavily influenced by popular cultural products from other industries such as films, video games, comics, series, cartoons, music and others. Art toys also have their own market segmentation in the art and toy industries, even other industries such as fashion. This research is expected to be a reference and knowledge related to art toys as art objects.  
MENELAAH KRITERIA DESAIN INDUSTRI SET/SEPERANGKAT DALAM PERMOHONAN PELINDUNGAN DESAIN INDUSTRI DI INDONESIA Wiliayu; Sangayu Ketut Laksemi Nilotama; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 6 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v6i2.17120

Abstract

To protect Industrial Designs owned in Indonesia from being copied by other parties, the public submits applications for Industrial Designs through the office of the Directorate General of Intellectual Property (DJKI). Industrial Design Applications consist of 2 (two) types, namely one Industrial Design and one set of Industrial Designs. However, there are still many people who do not understand the criteria for a set of Industrial Design. To help the public determine the type of Industrial Design, a criterion for Industrial Design is formulated from the applicable legal regulations in Indonesia. This study uses a qualitative descriptive approach by collecting and identifying data originating from empirical cases, namely the application for a set of Industrial Design registered at the DJKI office with the set of Industrial Design rules that apply in Indonesia as well as evaluation of the actual conditions of several experts through interview sessions. From the identification and interview results, 4 (four) set of Industrial Design criteria were obtained which could be useful in helping the applicant understand how the set of Industrial Design criteria apply in Indonesia. Keywords: criteria, industrial design set/set, industrial design protection Untuk melindungi Desain Industri yang dimiliki di Indonesia agar tidak ditiru oleh pihak lain, masyarakat mengajukan permohonan Desain Industri melalui kantor Direktorat Jenderal Kekayaan Intelektual (DJKI). Permohonan Desain Industri terdiri dari 2 (dua) jenis yaitu satu Desain Industri dan Desain Industri set/seperangkat. Namun masih banyak masyarakat yang belum memahami kriteria Desain Industri set/seperangkat. Untuk membantu masyarakat menentukan jenis Desain Industri maka dirumuskan suatu kriteria Desain Industri dari aturan hukum yang berlaku di Indonesia. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan mengumpulkan dan mengidentifikasi data yang berasal dari kasus empirik yaitu permohonan Desain Industri set/seperangkat yang tercatat pada kantor DJKI dengan aturan Desain Industri set/seperangkat yang berlaku di Indonesia serta evaluasi kondisi aktual dari beberapa pakar melalui sesi wawancara. Dari hasil identifikasi dan wawancara diperoleh 4 (empat) kriteria Desain Industri set/seperangkat yang dapat bermanfaat membantu pemohon memahami bagaimana kriteria Desain Industri set/seperangkat yang berlaku di Indonesia.Kata kunci: kriteria, desain industri set/seperangkat, pelindungan desain industri