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GRAPHICAL USER INTERFACE DALAM PERSPEKTIF PELINDUNGAN DESAIN INDUSTRI DI INDONESIA Eko Saputro; Drajatno Widi Utomo; Achmad Syarief; Saputro, Eko
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.v6i2.17553

Abstract

GUI has become an integral component in various products and services amidst the rapid development of information and communication technology. Nonetheless, the legal landscape concerning protecting GUI designs, especially their non-physical aspects, is still evolving and may present challenges in ensuring sufficient intellectual property rights for designers. This study aims to explore non-physical design elements within the graphic user interface (GUI) design domain within the context of protecting industrial design in Indonesia. Employing a qualitative research model with a Grounded Theory approach, the researcher employed various systematic procedures to comprehend cases pertaining to GUI protection and how the application of graphical interface design principles can be protected within industrial design frameworks across different jurisdictions. Analyzing the gap (GAP) in the treatment of GUIs in intellectual property protection practices across various jurisdictions is a crucial aspect of the analysis aimed at establishing criteria and determining the novelty value of GUIs as objects of Industrial Design protection in Indonesia.Keywords: GUI, non-physical design, ndustrial design protection in Indonesia GUI telah menjadi komponen integral dari berbagai produk dan layanan ditengah pesatnya perkembangan teknologi informasi dan komunikasi. Namun, kerangka hukum untuk melindungi desain GUI, khususnya aspek non-fisik, masih terus berkembang dan dapat menghadirkan tantangan dalam memastikan hak kekayaan intelektual yang memadai bagi para desainer. Penelitian ini bertujuan untuk mengkaji objek desain non fisik dalam kategori desain antarmuka pengguna grafis (GUI) dalam konteks pelindungan desain industri di Indonesia. Penelitian ini menggunakan modus penelitian kualitatif dengan pendekatan Grounded Theory. Peneliti menggunakan sejumlah prosedur sistematis untuk memahami kasus-kasus yang berkaitan dengan pelindungan GUI (Desain Antarmuka Grafis) dan bagaimana penerapan konsep desain antarmuka grafis dapat dilindungi dalam rezim desain industri diberbagai yurisdiksi. Kesenjangan (GAP) perlakuan GUI dalam praktik pelindungan kekayaan intelelektual diberbagai yurisdiksi menjadi bagian penting yang dianalisis untuk mendapatkan kondisi ideal  dalam menetapkan kriteria dan menentukan nilai kebaruan GUI sebagai objek pelindungan Desain Industri di Indonesia. Kata kunci: GUI, desain non-fisik, pelindungan desain industri di Indonesia
IDENTIFIKASI WARNA PASTEL PADA KEMASAN KOSMETIK REMAJA WANITA Febriyani Yuda Syafitri; Elda Franzia Jasjfi; Achmad Syarief; Yuda Syafitri, Febriyani
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.v6i2.17609

Abstract

The lifestyle of teenage girls tends to have demands to show appearance with their attractiveness, so wearing cosmetics is a necessity that must be done. This resulted in the emergence of many cosmetic products specifically for teenagers in Indonesia. These cosmetic products tend to have bright or pastel colors on their packaging that are attractive to teenage girls. This study aims to identify the pastel colors in cosmetic packaging and relate them to the preferences of teenage girl consumers. The method used in this study is a qualitative research method with data collection techniques through interviews. The data obtained were analyzed descriptively and conclusions were drawn related to the identification of colors on cosmetic packaging by female adolescent consumers. From this study, it was concluded that there are identified pastel color combinations in cosmetic primary packaging such as the lid and body of the package. Teenage girls like pastel color combinations on cosmetic packaging because they suit their individual preferences.Keywords: Pastel Colors, Cosmeteic Packaging, Teenage Girl Gaya hidup remaja wanita cenderung memiliki tuntutan untuk menunjukkan penampilan dengan daya tarik masing – masing, sehingga mengenakan kosmetik menjadi suatu kebutuhan yang harus dilakukan. Hal tersebut mengakibatkan banyaknya kemunculan berbagai produk kosmetik khusus remaja di Indonesia. Produk kosmetik tersebut cenderung memiliki warna yang cerah atau pastel pada kemasannya yang menarik bagi remaja wanita. Penelitian ini bertujuan untuk mengidentifikasi warna pastel yang ada pada kemasan kosmetik tersebut serta menghubungkannya dengan preferensi konsumen remaja wanita. Adapun metode yang digunakan pada penelitian ini yaitu, metode penelitian kualitatif dengan teknik pengumpulan data melalui wawancara. Data yang diperoleh dianalisis secara deskriptif dan ditarik kesimpulan yang berkaitan dengan identifikasi warna pada kemasan kosmetik dengan konsumen remaja wanita. Dari penelitian ini, disimpulkan bahwa terdapat kombinasi warna pastel yang teridentifikasi pada kemasan primer kosmetik seperti bagian tutup dan badan kemasan. Remaja wanita menyukai kombinasi warna pastel pada kemasan kosmetik karena sesuai dengan preferensi masing - masing. Kata kunci: Warna Pastel, Kemasan Kosmetik, Remaja Wanita
PENGEMBANGAN DESAIN FONT DIGITAL BERDASARKAN GAMBAR HURUF KARYA DRS SUYADI Vera Waradya; Elda Franzia Jasjfi; 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.v6i1.18721

Abstract

AbstractDrs Suyadi, known as Pak Raden, a character from the TV series Puppet si Unyil, for more than 60 years has produced various high-quality works of art, one of which is a unique and interesting lettering image, which has received little attention. Making digital fonts based on letter images by Drs Suyadi is one of the efforts to maintain its existence. However, Drs Suyadi’s hand-lettering alphabet is not yet complete. Before the design is developed and digital fonts are made, this alphabet must be completed first. Therefore, this research is to identify the characteristics of the letter image by Drs Suyadi, complete the incomplete character of the letter, develop the design of the typeface and create the digital font, and evaluate the results of the development of the letter design. The research approach is mixed. Qualitative mode with observation, interviews, and design, and qualitative mode with evaluation of the response to the results with a questionnaire. The results are “Pak Raden” typeface, “Pak Raden” digital font, and survey results that show a positive response to 5 questions regarding memory, design suitability, suitability of the name of the typeface, compatibility with Pak Raden’s character, and the ease of recognizing each letter.Keywords: hand-lettering letters, Drs Suyadi, typeface, Pak Raden, typographyAbstrakDrs Suyadi, dikenal sebagai Pak Raden, tokoh dari serial TV Boneka si Unyil, selama lebih dari60 tahun telah menghasilkan berbagai karya seni bermutu tinggi yang salah satunya adalah gambar huruf yang unik dan menarik, tetapi kurang mendapat perhatian. Pembuatan fontdigital berdasarkan gambar huruf karya Drs Suyadi merupakan salah satu upaya untuk mempertahankan keberadaanya. Namun demikian abjad gambar huruf karya Drs Suyadi ini belum lengkap. Sebelum kemudian dikembangkan desainnya dan dibuatkan rupa huruf dan font digitalnya, abjad huruf ini harus dilengkapi dulu. Karenanya penelitian ini adalah mengidentifikasi ciri khas gambar huruf karya Drs Suyadi, melengkapi karakter huruf yang belum lengkap, mengembangkan desain rupa huruf dan membuat font digitalnya, serta melakukan evaluasi dari hasil pengembangan desain huruf. Pendekatan penelitian adalah campuran (mix). Modus kualitatif dengan observasi, wawancara, dan perancangan, serta modus kualitatif dengan evaluasi respon terhadap hasil dengan kuesioner. Hasil rancangan berupa desain rupa huruf “Pak Raden”, font digital “Pak Raden”, dan hasil survey yang menunjukkan respon positif terhadap 5 pertanyaan menyangkut memori, kesesuain desain, kesuaian nama rupa huruf, keseuaian dengan karakter Pak Raden, dan kemudahan mengenali setiap huruf.Kata kunci: gambar huruf, Drs Suyadi, rupa huruf, Pak Raden, tipografi
PENGEMBANGAN DESAIN ANTARMUKA PENGGUNA APLIKASI MOBILE LEARNING BERBASIS MOODLE UNTUK SMARTPHONE (STUDI KASUS: IXCERT.ID) Cindy Permatasari; Achmad Syarief; Wegig Murwonugroho
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.v6i1.18723

Abstract

The pandemic condition has encouraged the increase in online teaching and learning so that e-learning platforms, especially Moodle (Modular Object-Oriented Dynamic Learning Environment) are increasingly being used, one of the Moodle-based e-learning is ixcert.id which was developed by PT. inixindo. Moodle provides a fairly complete feature, one of the main ones is that Moodle is available for free, as open source software (under the GNU Public License). Moodle gives you the freedom to copy, use, and modify it. Although ixcert.id adopts Moodle which has very complete features, in practice, users encounter obstacles when using the platform, one of which is that there are several dashboard menus that confuse users, have a complex UI user interface with many options, and many other problems. So an evaluation is needed to reveal the usability condition of ixcert.id in accordance with good and correct User Experience (UX) principles. Evaluation is carried out to determine the level of success of the UX implemented to meet user needs and satisfaction. The purpose of this study is to find usability problems based on the SUS (System Usability Scale) method as well as to design a solution design based on the suggestions from respondents, and the results of SUS calculations. There are 15 respondents, consisting of 10 students and 5 teaching staff who have used the ixcert.id application. In the initial testing stage, SUS testing was carried out on respondents which resulted in an average score of 48 with a rating of “Awful” and continued with interview and observation sessions to find out firsthand the obstacles faced by users when using the ixcert.id application. this will also be the basic reference for user needs to design a solution design. The result of this study is a comparative analysis between the results of the initial evaluation and the design of the solution which shows that after evaluation and improvement in the user interface ixcert.id produces an average score of 95 with an “Excellent” rating.Keywords: ixcert.id, Learning Management System, Moodle, System Usability Scale (SUS), Usability.   Abstrak Kondisi pandemi mendorong peningkatan belajar mengajar secara daring sehingga platform e-learning khususnya Moodle (Modular Object-Oriented Dynamic Learning Environment) semakin banyak digunakan, salah satu e-learning yang berbasiskan Moodle adalah ixcert.id yang dikembangkan oleh PT. Inixindo. Moodle menyediakan fitur yang cukup lengkap, salah satu yang utama adalah Moodle tersedia secara gratis, sebagai perangkat-lunak open source. Moodle memberikan kebebasan untuk mengkopi, menggunakan, dan memodifikasinya. Meskipun ixcert.id mengadopsi moodle yang memiliki fitur yang sangat lengkap, namun dalam prakteknya muncul permasalahan, pengguna menemukan kendala ketika menggunakan platform tersebut, salah satunya terdapat beberapa menu dashboard membuat bingung pengguna, memiliki antarmuka pengguna UI yang kompleks dengan banyak opsi, dan masih banyak permasalahan lainnya. Sehingga diperlukan evaluasi untuk mengungkap kondisi usabilitas ixcert.id sesuai dengan prinsip User Experience (UX) yang baik dan benar. Evaluasi dilakukan untuk mengetahui tingkat keberhasilan UX yang diterapkan agar memenuhi kebutuhan dan kepuasan pengguna. Tujuan Penelitian ini adalah untuk meningkatkan penilaian usabilitas dan kepuasan penggunaberdasarkan metode SUS (System Usability Scale) sekaligus merancang solusi desain pengembangannya berdasarkan pengalaman dari responden, dan hasil perhitungan SUS. Responden berjumlah 15 orang, yang teridiri dari 10 orang peserta didik dan 5 orang tenaga pengajar yang sudah pernah menggunakan aplikasi ixcert.id. Tahap pengujian awal dilakukan pengujian SUS terhadap responden yang menghasilkan skor sebesar 48 dengan peringkat "Awful" dan dilanjutkan sesi wawancara serta observasi untuk mengetahui secara langsung kendala yang dihadapi pengguna saat menggunakan aplikasi ixcert.id. Hal ini juga yang akan menjadi acuan dasar kebutuhan pengguna untuk merancang solusi desain. Simpulan ditemukan perbandingan antara desain awal dan solusi desain pengembangan menunjukkan bahwa terjadi peningkatan aspek usabilitas yang dirasakan oleh pengguna yaitu yang sebelumnya mendapatkan skor 48 (awful) menjadi skor 95 (excellent). Hal ini menunjukan bahwa proses pengembangan desain yang mempertimbangkan pengalaman pengguna dapat meningkatkan kualitas interaksi antara pengguna dengan sistem (aplikasi ixcert) menjadi lebih baik. Kata Kunci: ixcert.id, Learning Management System, Moodle, System Usability Scale (SUS), Usabilitas
PENGARUH DESAIN LIVERY BUS TERHADAP KEPUASAN KONSUMEN PERUSAHAAN BUS AKAP JURUSAN JAKARTA-WONOSOBO (STUDI KASUS: PO. SINAR JAYA, PO. DAMRI, PO. ROSALIA INDAH, PO. KUPU KUPU AYU): THE INFLUENCE OF BUS LIVERY DESIGN ON CUSTOMER SATISFACTION OF AKAP BUS COMPANY MAJORING IN JAKARTA-WONOSOBO (CASE STUDY: PO. RAY JAYA, PO. DAMRI, PO. ROSALIA INDAH, PO. KUPU KUPU AYU) Widi Reza Prasetya; Drajatno Widi Utomo; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 7 No. 2 (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.v7i2.19493

Abstract

Based on a survey conducted by the Ministry of Transportation's Balitbang in 2022, buses are the mode of public transportation most used by travelers with a total of 14.1 million. Along with the large number of passengers, the number of buses continues to increase every year. The large number of buses means that each company must have its own characteristics, one of which is its livery design. Livery is a pattern or design on the bus body to symbolize the identity of the bus company. To attract interest and create consumer satisfaction. On this basis, this research aims to find out how much influence bus livery design has on customer satisfaction with the AKAP bus company and to identify which bus livery design elements best suit consumer perceptions. This research uses quantitative methods. The results of this research show that livery design has a significant influence on consumer satisfaction, although not dominant (53.5:46.5). Perceptually, this research obtained data that the bus livery design element in the form of color is the element that best suits consumer perceptions.
Wacana Visual Talk Show ‘Mata Najwa’: Melihat Bahasa Tubuh Partisipan sebagai Kekuatan Visual Winny Gunarti W.W.,; Yasraf Amir Piliang; Achmad Syarief
PANGGUNG Vol 23 No 4 (2013): Membaca Tradisi Kreatif, Menelisik Ruang Transendental
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v23i4.149

Abstract

ABSTRACT Ahead of the 2014 election, political and social issues become topics that are often raised on the television talk shows. The existence of a talk show as visual discourse is interesting to study because it can influence public opinion on an issue which involves public figures. In addition to raising the popular issue, the talk show is also designed to perform a professional host and resource person who is in the issue. Mata Najwa talk show on Metro TV is one of the talk shows that features the visual power. By using the studio design as a talk space background, this program focuses on the visual power of Najwa Shihab as the host and resource person appearances where the body of participants become a construction of media to attract the audience’s attention. This study discusses one of epi- sodes of ‘Mendadak Capres’ that presents a public figure Rhoma Irama as resource person. Qualita- tive analysis with Social Semiotic approach puts participants  as part of discourse elements in the production.  The focus of discussion include visual signs which consist of facial expressions, hand gestures and body position of the host and the resource person to build their identity and power in the visual discourse of the conversation. The body language of participants becomes important because it can build the audience perception and support atmosphere for discussion. This study can also be a model  that the power of a talk show lies not only on the topic, but also on the visual power of the participants through their body language. Keywords: visual discourse, body language, and visual power  ABSTRAK Menjelang Pemilu 2014, isu sosial politik menjadi topik yang sering diangkat dalam pro- gram bincang-bincang  (talk show) di televisi. Keberadaan talk show sebagai sebuah wacana visual menarik untuk dikaji karena mampu mempengaruhi opini publik tentang suatu isu yang melibatkan tokoh publik. Selain mengangkat isu populer, tontonan bincang-bincang juga didesain menampilkan pembawa acara profesional serta narasumber yang tengah menjadi isu. Talk show Mata Najwa di Metro TV adalah salah satu tontonan bincang-bincang yang menampilkan kekuatan visual tersebut. Dengan menggunakan latar desain studio se- bagai ruang bincang-bincang, kekuatan visual dipusatkan pada penampilan Najwa Shihab selaku pembawa acara dan narasumber di mana tubuh partisipan menjadi bagian dari kon- struksi media untuk menarik perhatian penonton. Studi ini membahas salah satu episode‘Mendadak Capres’ yang menghadirkan figur publik Rhoma Irama sebagai narasumber. Analisis kualitatif dengan pendekatan Semiotika Sosial menempatkan  paritisipan sebagai bagian dari  elemen wacana di dalam produksi. Fokus pembahasan meliputi tanda-tanda visual yang terdiri dari ekspresi wajah, gerakan tangan serta posisi tubuh pembawa aca- ra dan narasumber untuk membangun identitas dan kekuasaan di dalam wacana visual perbincangan. Bahasa tubuh partisipan menjadi penting karena dapat membangun per- sepsi penonton dan mendukung suasana perbincangan. Studi ini sekaligus dapat menjadi sebuah model bahwa kekuatan tontonan bincang-bincang tidak hanya terletak pada topik, tetapi juga pada kekuatan visual partisipan melalui bahasa tubuh. Kata kunci: wacana visual, bahasa tubuh, dan kekuatan visual
KAJIAN KEEFEKTIFAN KAMPANYE TENTANG MENJAGA KEBERSIHAN LINGKUNGAN UNTUK GENERASI Z STUDI KASUS: GREENPEACE INDONESIA DAN KEMENTRIAN LINGKUNGAN HIDUP DAN KEHUTANAN: ANALYSIS OF THE EFFECTIVENESS OF CAMPAIGNS ABOUT MAINTAINING ENVIRONMENTAL CLEANLINESS FOR GENERATION Z CASE STUDY: GREENPEACE INDONESIA AND THE MINISTRY OF ENVIRONMENT AND FORESTRY Ilham Ari Susanto; Drajatno Widi Utomo; Achmad Syarief
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 1 (2025): 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.v8i1.20694

Abstract

Analysis of The Effectiveness of Campaigns About Maintaining Environmental Cleanliness for Generation Z. Environmental cleanliness is greatly influenced by the behavior of its community members, especially Generation Z, who are now becoming part of society that can take action and influence environmental cleanliness. Digital posters are one of the media favored by Generation Z for obtaining information on how to maintain environmental cleanliness. However, many digital posters aimed at teaching Generation Z about environmental cleanliness fail to capture their interest. Therefore, this study aims to identify the types of digital posters that appeal to Generation Z in campaigns for maintaining environmental cleanliness and to determine what kind of digital posters are effective for Generation Z. The effectiveness of environmental cleanliness campaigns for Generation Z aims to make digital posters more appealing to them by employing the AIDA theory, which focuses on capturing Attention, Interest, Desire, and Action, and analyzing effectiveness for poster creators discussing environmental cleanliness. Among the various creators of digital posters on maintaining environmental cleanliness, two organizations are used for comparison: Greenpeace Indonesia and the Ministry of Environment and Forestry. The conclusion of this research is that Generation Z still enjoys reading digital posters. However, the digital posters preferred by Generation Z are those created by Greenpeace Indonesia. Effective digital posters for Generation Z are those that align with their interest in digital visual works.