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PROMOSI CAFE DAMAR SHAKER DALAM MEDIA DESAIN WEB Ririn Emilia; Ady Rosa; Hendra Afriwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 1, No 1 (2012): Seri A
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v1i1.351

Abstract

Absract   The purpose of this research is to design the web promotion  media for Damar Shaker Cafe. It is designed to built up to growth of this cafe with steak and shake as the main menu. The data is got and analyzed by using SWOT method. This method is aimed to explain the strenght, the weakness, the probability, and treath of web media as a promotion vehicle. The design of this media display the following pages: home, profile, menu, gallery, and contact. This media planning is proposed to promote dammar shaker café widely and to elarge the target audience. In addition this is hoped to guide large number of custumer who do not know yet this café to be familiar with is. As a result, instead of being a place to eat, this café can be a recommedended place to hang out with friends. This can be easily reach by such of this media promotion. Kata kunci: web, cafe, damar shaker, promosi
PERANCANGAN MEDIA INTERAKTIF TATA CARA SHALAT UNTUK ANAK USIA DINI Fauzan Aulia; Syafwan .; Hendra Afriwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 1, No 1 (2012): Seri A
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v1i1.339

Abstract

AbsractThe purpose of this design is to optimize and improve the attention and independence of early childhood in identifying and studying the movement of the prayer through interactive media. The required data for this design are gotten from observations, interviews, references and literature study from books and the internet. The method of this design uses SWOT analysis. Strength of interactive media designed, weakness of the media guide prayer graphical, opportunity and threat are viewed from result of observation. The result of this design is packaged in a CD. The information is packaged in the form of ordinances fard prayers, a few short letters, pillars of faith and the pillars of Islam.Kata kunci: perancangan, interaktif, optimal, shalat, dini
Visual Identity Angkringan Mintuo Talawi Lia Gusrianti; Hendra Afriwan
Jurnal Kajian dan Penelitian Umum Vol. 1 No. 5 (2023): Oktober : Jurnal Kajian dan Penelitian Umum
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jkpu-nalanda.v1i5.422

Abstract

Angkringan Mintuo is an angkringan whose identity is still in the form of a simple signboard that just says Angkringan Mintuo. This is a problem so that it does not yet have a visual identity in the form of a logo that can increase attractiveness and represent the image and characteristics of this angkringan. The purpose of making this angkringan visual identity is to have its own characteristics for this angkringan so that it can be easily recognized by the target audience. The creation of this visual identity is in the form of a brand, logotype and tagline. Glass Box is a design method that is being used. Glass Box is a design that is made logically and rationally using information from data collection, interviews, observation, and documentation. The analytical method used is called 5W+1H analysis (what, where, when, why, who, how). The design of the angkringan brand will be featured in the manual book as the main media and supporting media, namely banners, stickers, t-shirts, aprons, packaging, email, business cards, etc. which aim to strengthen the main media.
Analisis Desain Maskot Pomnas XVII Sumatera Barat 2022 Trinanda, Riri; Afriwan, Hendra; Ramadhan, Ary
DEKAVE : Jurnal Desain Komunikasi Visual Vol 14, No 1 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v14i1.129903

Abstract

Perancangan maskot adalah suatu proses kreatif dalam menciptakan karakter atau simbol yang mewakili suatu entitas, seperti perusahaan, acara, atau komunitas. Maskot memiliki peran penting dalam membangun identitas merek, mempromosikan budaya, dan menghubungkan entitas dengan khalayaknya. Artikel ini membahas langkah-langkah dalam perancangan maskot, mulai dari pemahaman tujuan hingga pengembangan karakteristik yang unik. Selain itu, artikel ini juga membahas faktor-faktor seperti warna, bentuk, dan ekspresi wajah yang dapat memengaruhi daya tarik dan daya ingat maskot. Dalam konteks modern, perancangan maskot juga mempertimbangkan adaptasi digital untuk penggunaan dalam media sosial, permainan, dan berbagai platform online. Dengan memahami prinsip-prinsip perancangan maskot, entitas dapat menciptakan ikon yang kuat dan memikat, memperkuat koneksi dengan khalayak, dan mempromosikan identitas merek atau pesan yang diinginkan.
Perkembangan Desain Produk Kerajinan Perak Koto Gadang sebagai Potensi Daerah di Sumatera Barat Yensharti, Yensharti; Afriwan, Hendra
SPACEPRO: Product Design Jurnal Volume 1 Nomor 2, November 2023
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v1i2.4050

Abstract

Silver Koto Gadang is an attempt to descend from their ancestors who have inherited from their parents, prosperity, children, and grandchildren as well as silver craftsmanship skills. The silver crafts owned by Koto Gadang are one of the elements that are incorporated into the customs of the community such as jewelry, curtain clothes, customary clothing and including the weddings of the region. The Koto Gadang community still uses the manual technique because the craftsmen maintain the custody of their products, in addition to preserving the historical value that the technique inherited downwards. This paper focuses more on library research using data analysis and qualitative analysis. Silver Koto Gadang, is an undertaking where all the communities there have skills as silver craftsmen, and one of these Nagari Koto gadang makes silver jewellery as a social culture in social customs. Seeing the potential of silver crafts from Koto Gadang is a great opportunity for Nagari Kato Gadang as the center of art crafts silver that is located in the village of Koto IV, Koto Gadan Kabupatean Agam which is chosen as the centre of silversmiths.Keywords: Silverwork; Koto Gadang; Design: Potensial.
Kerajinan Produk Kaum Wanita Amai Setia Kotogadang sebagai Potensi Daerah di Sumatera Barat Yensharti, Yensharti; Afriwan, Hendra
SPACEPRO: Product Design Jurnal Volume 2 Nomor 1, Mei 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i1.4213

Abstract

Handicrafts in West Sumatra are an integral part of the arts that have developed over a long time. Koto Gadang, a village in the Agam district, is known as a center of potential crafts. This traditional art marks the cultural identity of Koto Gadang. In the past, the people of Koto Gadang used their crafts, primarily silver and songket, mainly for accessories in wedding ceremonies. The population of Koto Gadang has shifted from agriculture to roles as employees and craftsmen, a change that has been ongoing since the Dutch colonial era. In this context, there is a gender-based division in the choice of professions, where men tend to choose to work in gold and silver crafts, while women opt to become weavers, embroiderers, and lace makers. Significant progress in the advancement of women in Koto Gadang has been greatly influenced by Rohana Khudus. Thanks to her educational initiatives, women began to have the opportunity to go to school and develop skills in sewing, terawang, and lace. The distinctive works of Koto Gadang in this field have been widely known to this day under the umbrella of the Amai Setia association. The crafts of Koto Gadang are the fruit of the hands of the women artisans of the Koto Gadang area, which have high sales value and beauty. It is, of course, incumbent upon us as the community of West Sumatra to preserve and maintain the works of our native village as potential in their respective areas, thus making these areas productive and well-known both regionally, locally, nationally, and internationally." 
PPNB SETARA NANGGALO KOLABORASI AGROWISATA DAN SENI PERTUNJUKAN MENUJU DESTINASI WISATA BARU Vivi Efrianova; Nerosti; Delfi Elfiza; Hendra Afriwan
Journal of Community Service Vol 5 No 2 (2023): JCS, December 2023
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jcs.v5i2.152

Abstract

Program Pengembangan Nagari Binaan (PPNB) ini mengkolaborasi 2 bidang yaitu Agrowisata Jeruk dengan Seni Pertunjukan. Kolaborasi ini dilakukan untuk menciptakan destinasi wisata baru di Nagari Setara Nanggalo. Nagari ini sejak dimekarkan pada Tahun 2011 merupakan penyangga destinasi wisata terpadu Mandeh dengan potensi Agrowisata Jeruk. Seiring dengan kehidupan agraris, di Nagari ini terhimpun kesenian tradisional, maka kesenian tersebut dibina sehingga dapat menyangga ekonomi di era industri ini. PPNB yang sudah dilakukan pada Tahun 2023 dengan mitra yaitu: (1) Kelompok Ibu-ibu PKK yang berprofesi sebagai petani. Hasil dari pelaksanaan PPNB yaitu Kelompok Ibu-ibu PKK yang berprofesi sebagai petani mampu menjahit bordir selendang Koto Gadang, Kelompok Ibu-ibu PKK yang berprofesi sebagai petani mampu mempertunjukkan Qasidah Rebana hasil pelatihan PPNB dan juara II pada lomba Qasidah Rebana se Kabupaten Pesisir Selatan pada tanggal 30 Agustus 2023 (2) Kelompok bapak-bapak petani jeruk mampu membuat pot bunga yang terbuat dari handuk bekas. (3) Karang Taruna mampu membangkitkan kembali kesenian tradisional Randai dan Tari, mempertunjukkannya pada pesta perkawinan yang mempunyai nilai jual, telah digunakan oleh masyarakat setempat. Metode yang digunakan adalah Participatory Rural Appraisal (PRA) guna memfasilitasi warga dalam mengembangkan beberapa kegiatan yang bernilai ekonomi untuk mewujudkan destinasi wisata baru. Rencana luaran yang ditargetkan: publish pada jurnal of community service sinta 5, video kegiatan, artikel media eletronik. Peningkatan keberdayaan mitra sesuai permasalahan yang dihadapi merujuk pada RPJM Nagari Setara Nanggalo yang disusun dalam RPJMD tahun 2021-2026 Pemkab Pesisir Selatan, mengunggulkan sektor pariwisata sebagai sumber perekonomian masyarakat. Program yang diajukan ini merupakan salah satu pencapaian dari tujuan strategi Universitas Negeri Padang yang dirumuskan dalam Renstra UNP Tahun 2020-2024, yaitu menghasilkan Pengabdian Kepada Masyarakat yang berkualitas, dapat membantu pemerintah untuk memecahkan persoalan kemasyarakatan.
Perancangan Cerita Bergambar Legenda Objek Wisata Goa Putri Menggunakan Gaya Paper Cut Digital Vergiawan Aldrianto Putra; Hendra Afriwan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): 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.v2i1.1305

Abstract

Books are one of the media that provide various information and knowledge on each page. Picture storybooks are among the most popular media for children because they contain interesting illustrations. Most regions in Indonesia have folklores or legends that contain strong local cultural elements, one of which is the legend of Goa Putri. At this time the legend of Goa Putri is conveyed through the signboard in front of the entrance to the Goa Putri Destination which has faded due to weather factors. In addition, the legend of Goa Putri is still conveyed orally by parents to their children from generation to generation without any supporting media. So the need for visual communication media to convey the legend of Goa Putri in the form of Pictures Book as a medium of information that can increase knowledge about existing local cultures. Therefore, this design is used to get a design concept and create a picture story based on the visualization of the legend of the Goa Putri the Paper Cut Digital style that applies Shading, silhouette style, Perception of depth and detailing. The method used in the design of the Glass Box method and for data analysis using the 5W + 1H method. In this design, in addition to the picture book as the main media, there are supporting media presented in the form of E-Book media, Paper Cut Shadow Box, Poster, Tote Bag, Pouch, Sticker, and Bookmark.
Dissecting Fourth Person Point of View in Game Design Faisal, Dini; Ahdi, San; Afriwan, Hendra
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 5 No. 01 (2019): February 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i01.2165

Abstract

AbstrakPoint of view dalam desain game erat kaitannya dengan karakter, visualisasi, dan kamera. Seperti first person point of view dimana pemain menjadi karakter dalam game dengan penggunaan kamera yang memperlihatkan perspektif dari karakter game yang dimainkan. Third person point of view yaitu pemain mengontrol karakter sehingga penggunaan kamera memperlihatkan karakter yang dikontrol dan interaksinya dengan environment game. Dua point of view itu adalah point of view yang dikenal dalam desain game. Jika pemain bisa menjadi dan mengontrol karakter, bagaimana jika pemain tidak bisa menjadi maupun mengontrol karakter?. Karakteristik ini disebut sebagai fourth person point of view, istilah yang pertama kali digunakan oleh game Pavilion dalam materi promosinya. Adapun tujuan dari penelitian ini adalah untuk membahas karakteristik permainan fourth person point of view, dan perbandingannya dengan point of view lainnya. Penelitian ini merupakan penelitian studi kasus yang membahas mengenai game Pavilion dengan teknik pengumpulan data berupa play-testing game, wawancara dan studi pustaka. Hasil penelitian menunjukkan bahwa point of view dalam game memiliki kaitan dengan genre dan style game. Pada studi kasus game Pavilion karakteristik fourth person point of view dapat digunakan karena game tidak berfokus pada eksplorasi cerita dan karakter. Kata kunci: fourth person point of view, game design, game Pavilion  AbstractPoint of view in game design is closely related to character, visualization, and use of in-game cameras. First person point of view means that the player becomes the character in the game, and the camera only shows the perspective from the character’s eyes. The meaning of the third person point of view is the player controls the character, the camera shows the character entirely so the player can see how the character interacts within the environment. These two points of view are basically known in game design. If a player can become and control a character, what if the player cannot become or control the character? This characteristic is called as the fourth person point of view, the term that was first used by game Pavilion in its promotional material. The purpose of this research is to discuss the characteristics of the fourth person point of view, and the comparison with another point of view. This is a case study research that discusses the Pavilion game with data collection techniques through play-testing the game, interviews, and literature studies. The result of the study shows that the point of view in the game has to do with genre and game style. Moreover, the case study of game Pavilion shows that its characteristic of fourth person point of view is appropriate because the game does not focus on the exploration of story and character. Keywords: fourth person point of view, game design, game Pavilion
Motif Saik Galamai Dalam Bentuk Typeface SAGA Putri Hasanah Sya’bani; Hendra Afriwan
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.89

Abstract

Saik Galamai is a decorative variety originating from West Sumatra, the Saik Galamai motif itself comes from Minangkabau kgas food, namely galamai. Which is cut in the shape of a kite so that this form of the Saik Galamai motif is created. Making Galamai must be done carefully and with great care. It requires high precision and caution. The design of the typeface inspired by the Saik Galamai Minangkabau decoration is a form of cultural preservation. In addition, the application of the saik galamai motif into typeface exploration is a new innovation made to reintroduce local culture to the target audience in the form of typefaces. The method used in this design is the 4D method through 5W+1H data analysis. The results of this design will produce a new typeface which includes uppercase, lowercase, numerals, and punctuation characters which are presented in visual form through media, posters, stickers, X-banners, keychains and tote bags.