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Journal : Kemadha

Kajian Bentuk Estetis dari Karakter Totto pada Buku Cerita Anak Totto-chan: Gadis Cilik di Jendela Arief Rahman, Jias; Wibowo, Yudi; Yulianto, Arif
JURNAL KEMADHA Vol. 13 No. 1 (2023): Jurnal Kemadha Vol. 13 No. 1 April 2023
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v13i1.1470

Abstract

Novel Totto Chan: Gadis Cilik di Jendela adalah buku yang diangkat dari kisah nyata pengarangnya, Tetsuko Kuroyanagi. Totto-Chan digambarkan sebagai anak yang kurang dalam akademik, namun mendapat pelajaran sosial yang baik karena selaras dengan pendidikan Jepang yang menerapkan nilai-nilai holistic. Nilai keindahan desain karakter Totto di kaji dengan ilmu estetika dengan teori The Liang Gie. Penelitian ini menggunakan metode kualitatif yang menyediakan pembuktian hipotesis berupa data deskriptif dan diharapkan mampu menjelaskan dengan uraian secara komprehensif dan utuh. Dari hasil penelitian, diperoleh bahwa buku Totto-chan memenuhi nilai estetika menurut The Liang Gie, yaitu Nilai Instrumental, Nilai Inheren, Nilai Kontributif, dan Nilai Intrinsik. Namun, karena buku tersebut merupakan novel autobiografi, Tetsuko mengadopsi ilustrasi Chihiro Iwasaki dengan minim pewarnaan, sehingga buku tersebut tidak dipenuhi banyak warna seperti buku anak pada umumnya. Sedangkan tata letak yang digunakan pada cover buku tersebut adalah Picture Window Layout, yaitu jenis desain layout yang digunakan untuk menampilkan gambar atau foto ukuran yang besar dan dominan pada halaman utama. Kata kunci –Estetika; Desain Karakter; Pendidikan; Visual
Desain Booth Tahu Jemprit Surakarta Sebagai Inovasi Media Promosi Saputro, Adhi; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 13 No. 2 (2023): Jurnal Kemadha Vol. 13 No. 2 Oktober 2023
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v13i2.1501

Abstract

Booth is a mini stage inside which is used as an arena for product or service exhibitions. Booths are usually used by companies to display the products that the company sells. Booths in the current era are not only used by companies in exhibitions but also used in selling products directly to consumers. Seeing how important the booth's role is besides being a place to sell as well as promotion development, Tahu Jeprit needs it. The purpose of this design is to create an attractive booth concept in accordance with the vision and image of Tahu Jemprit to increase the interest of potential consumers of Tahu Jemprit Surakarta. The design method used in this design is qualitative by collecting data at the location and interviewing the Tahu Jemprit outlet owner. The result of this design is a booth that is used as a place to sell and also as a promotional media development, in addition to media plans in the form of t-shirts, aprons, posters, menu lists, aprons, food packaging, and x banners. Keywords : Booth, Tofu, Design, Food,
“DESAIN USER INTERFACE PADA SHOFA MOM, KIDS AND BABY SPA MASSAGE” aji, Rahmat Perdana Aji; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 1 (2024): Jurnal Kemadha Vol. 14 No. 1 April 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i1.1834

Abstract

Abstract The development of baby spa in the Indonesian business sector is very large and creates good business opportunities. This is because of the many benefits of a baby spa. One of the baby spas is Shofa Moms and Baby Spa in Sukoharjo. Shofa Moms and Baby Spa provides treatment services such as baby massage with complaints, a baby gym and nursing care. Shofa Moms and Baby Spa has a special treatment using natural oils. The treatment facilities are waiting rooms with air conditioning, the availability of wifi makes customers comfortable waiting and carrying out their treatments. In the development era of businesses being better known to the wider market reach, the use of the internet as a tool for introducing its services to consumers will be more effective and efficient. It is because information needs are easy to obtain. However, the use of the same online media and the many online media owned makes business competition in the online media and ordering services ineffective due to the different online media platforms. Shofa Mom, Kids and Baby Spa Massage also uses the same online media as competitor baby spa in the Sukoharjo area. Therefore, Shofa Mom, Kids and Baby Spa Massage experienced a decline in sales. Shofa Mom, Kids and Baby Spa Massage must have different and effective online media in ordering and promoting its services. Thus, the User Interface design of Shofa Mom, Kids and Baby Spa Massage is made using the visual branding design method with qualitative data collection. The results obtained are the creation of the User Interface design into a new effective online media because the creation of the Shofa Mom, Kids and Baby Spa Massage website is attractive in the ease of finding information and promotions, and makes it easier when ordering services at Shofa Mom, Kids and Baby Spa Massage in one online media platform. Keywords: Spa, Mom, Kids, and Baby Spa Massage, User Interface
Animasi 2D Sebagai Media Edukasi Tentang Inner Child Untuk Generasi Z Faiz Dwiardha, Diokta; Khoirul Anwar, Ahmad; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1843

Abstract

Generation Z or Gen Z is the generation born between 1997 and 2012. Based on official data from the Indonesian Central Statistics Agency (BPS) in the 2020 population census. With the development of technology, it will greatly affect lifestyle, mindsets, experiences, psychology, and so on. With today's technological developments, it will greatly influence lifestyle patterns and lifestyles, thought patterns, experiences, psychology, and so on in each generation. The reason this happens is because of the parenting style, experiencing trauma and bad events in childhood, experiencing violence, confession, rejection from an environment, penance, TIP and so on. The impact is that a person can have negative childhood trauma and emotional wounds which can then cause a person to experience various mental health disorders, behave like a child, and lack wisdom in dealing with life's problems as an adult. Therefore, an educational video was designed in the form of animation based on the results of psychological interview data and several journal articles as reference material. This design method has 5 stages, namely Development, Pre-Production, Production, Post-Production and Distribution. The result is 2D animation and merchandise. The hope of designing this 2D animation is that it can provide solutions and insight into the inner child which has such an impact on a person's life so that they are mentally healthy and achieve. Keywords: Designer, 2D Animation, Mental Health Disorder, Inner Child, Design Methods, Generation Z.
Design Creative Kemasan UMKM ES Coklat Cokot Waduk Cengklik Erang, Oktafiondi Amarza Barigas S; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1927

Abstract

Kemasan merupakan salah satu poin penting dalam membangun emosional suatu brand ke konsumen, agar konsumen dengan mudah mengenali brand tersebut dan untuk menjaga kualitas suatu brand. Terkadang masih banyak brand yang tidak memikirkan desain kemasan yang akan digunakan oleh brandnya contoh seperti brand UMKM Es Coklat Cokot. Pada brand Es Coklat Cokot kemasan yang terdapat pada produk roti yang mereka jual memiliki banyak sekali kelemahan, seperti mereka tidak menggunakan kemasan untuk penyajian rotinya hingga kualitas dari roti akan lambat laun menurun karena disajikan secara terbuka, kemasan roti yang mereka gunakan dalam penyajian hanya plastik bening yang tidak tertutup hingga roti akan cepat berjamur. Maka dari itu dapat kita simpulkan dalam suatu brand sangat diperlukan sekali kemasan yang efektif dan memakan budget yang minim, perancangan creative kemasan ini bertujuan untuk memberikan kesan yang lebih menarik dan juga memberikan ketahanan produk yang dijual kepada konsumen Es Coklat Cokot hingga dapat dinikimati kapan saja. Metode perancangan yang digunakan dalam perancangan creative kemasan ini menggunakan metode kualitatif yang mengumpulkan data secara langsung melalui resiko kerusakan pada produk, melalui wawancara, internet, dan media social. Perancangan ini menghasilkan rancangan desain yang menggunakan konsep minimalist modern dengan menggunakan axial layout, 2 warna pastel, font Lemon Milk, dan line art yang terkesan minimalist. Sehingga perancangan ini meningkatkan nilai beli konsumen dan dapat mempertahankan produk UMKM Es Coklat Cokot Waduk Cengklik.
Desain Ilustrasi Kaos Untuk Oblong Distro ariyani, fajar; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 1 (2024): Jurnal Kemadha Vol. 14 No. 1 April 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i1.1952

Abstract

Industri tekstil mengalami penurunan penjualan yang mengakibatkan banyak pegawai di PHK masal, hal tersebut dikarenakan permendag No. 8 Tahun 2024 yang terlalu meringankan impor pakaian jadi, dan juga banyaknya perdagangan pakaian bekas import yang marak diperjual belikan dengan harga yang murah, hal tersebut membuat UMKM juga terdampak, salah satunya oblong distro sebagai toko baju, karena belum banyak menggunakan desain ilustrasi dalam produknya dan juga kurang dalam promosi. Perancangan ini bertujuan untuk membuat desain ilustrasi kaos untuk oblong distro. Metode perancangan yang akan digunakan yaitu ide, observasi, brief, brainstorming, creative brief, desain, dan evaluasi. Dan hasilnya adalah perancangan desain ilustrasi dengan trend desain yang kekinian sehingga dapat meningkatkan minat pembelian anak muda.
Kajian Bentuk Estetis dari Karakter Totto pada Buku Cerita Anak Totto-chan: Gadis Cilik di Jendela Arief Rahman, Jias; Wibowo, Yudi; Yulianto, Arif
JURNAL KEMADHA Vol. 13 No. 1 (2023): Jurnal Kemadha Vol. 13 No. 1 April 2023
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v13i1.1470

Abstract

Novel Totto Chan: Gadis Cilik di Jendela adalah buku yang diangkat dari kisah nyata pengarangnya, Tetsuko Kuroyanagi. Totto-Chan digambarkan sebagai anak yang kurang dalam akademik, namun mendapat pelajaran sosial yang baik karena selaras dengan pendidikan Jepang yang menerapkan nilai-nilai holistic. Nilai keindahan desain karakter Totto di kaji dengan ilmu estetika dengan teori The Liang Gie. Penelitian ini menggunakan metode kualitatif yang menyediakan pembuktian hipotesis berupa data deskriptif dan diharapkan mampu menjelaskan dengan uraian secara komprehensif dan utuh. Dari hasil penelitian, diperoleh bahwa buku Totto-chan memenuhi nilai estetika menurut The Liang Gie, yaitu Nilai Instrumental, Nilai Inheren, Nilai Kontributif, dan Nilai Intrinsik. Namun, karena buku tersebut merupakan novel autobiografi, Tetsuko mengadopsi ilustrasi Chihiro Iwasaki dengan minim pewarnaan, sehingga buku tersebut tidak dipenuhi banyak warna seperti buku anak pada umumnya. Sedangkan tata letak yang digunakan pada cover buku tersebut adalah Picture Window Layout, yaitu jenis desain layout yang digunakan untuk menampilkan gambar atau foto ukuran yang besar dan dominan pada halaman utama. Kata kunci –Estetika; Desain Karakter; Pendidikan; Visual
Desain Booth Tahu Jemprit Surakarta Sebagai Inovasi Media Promosi Saputro, Adhi; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 13 No. 2 (2023): Jurnal Kemadha Vol. 13 No. 2 Oktober 2023
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v13i2.1501

Abstract

Booth is a mini stage inside which is used as an arena for product or service exhibitions. Booths are usually used by companies to display the products that the company sells. Booths in the current era are not only used by companies in exhibitions but also used in selling products directly to consumers. Seeing how important the booth's role is besides being a place to sell as well as promotion development, Tahu Jeprit needs it. The purpose of this design is to create an attractive booth concept in accordance with the vision and image of Tahu Jemprit to increase the interest of potential consumers of Tahu Jemprit Surakarta. The design method used in this design is qualitative by collecting data at the location and interviewing the Tahu Jemprit outlet owner. The result of this design is a booth that is used as a place to sell and also as a promotional media development, in addition to media plans in the form of t-shirts, aprons, posters, menu lists, aprons, food packaging, and x banners. Keywords : Booth, Tofu, Design, Food,
“DESAIN USER INTERFACE PADA SHOFA MOM, KIDS AND BABY SPA MASSAGE” aji, Rahmat Perdana Aji; Henny Lukitasari, Evelyne; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 1 (2024): Jurnal Kemadha Vol. 14 No. 1 April 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i1.1834

Abstract

Abstract The development of baby spa in the Indonesian business sector is very large and creates good business opportunities. This is because of the many benefits of a baby spa. One of the baby spas is Shofa Moms and Baby Spa in Sukoharjo. Shofa Moms and Baby Spa provides treatment services such as baby massage with complaints, a baby gym and nursing care. Shofa Moms and Baby Spa has a special treatment using natural oils. The treatment facilities are waiting rooms with air conditioning, the availability of wifi makes customers comfortable waiting and carrying out their treatments. In the development era of businesses being better known to the wider market reach, the use of the internet as a tool for introducing its services to consumers will be more effective and efficient. It is because information needs are easy to obtain. However, the use of the same online media and the many online media owned makes business competition in the online media and ordering services ineffective due to the different online media platforms. Shofa Mom, Kids and Baby Spa Massage also uses the same online media as competitor baby spa in the Sukoharjo area. Therefore, Shofa Mom, Kids and Baby Spa Massage experienced a decline in sales. Shofa Mom, Kids and Baby Spa Massage must have different and effective online media in ordering and promoting its services. Thus, the User Interface design of Shofa Mom, Kids and Baby Spa Massage is made using the visual branding design method with qualitative data collection. The results obtained are the creation of the User Interface design into a new effective online media because the creation of the Shofa Mom, Kids and Baby Spa Massage website is attractive in the ease of finding information and promotions, and makes it easier when ordering services at Shofa Mom, Kids and Baby Spa Massage in one online media platform. Keywords: Spa, Mom, Kids, and Baby Spa Massage, User Interface
Animasi 2D Sebagai Media Edukasi Tentang Inner Child Untuk Generasi Z Faiz Dwiardha, Diokta; Khoirul Anwar, Ahmad; Wibowo, Yudi
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1843

Abstract

Generation Z or Gen Z is the generation born between 1997 and 2012. Based on official data from the Indonesian Central Statistics Agency (BPS) in the 2020 population census. With the development of technology, it will greatly affect lifestyle, mindsets, experiences, psychology, and so on. With today's technological developments, it will greatly influence lifestyle patterns and lifestyles, thought patterns, experiences, psychology, and so on in each generation. The reason this happens is because of the parenting style, experiencing trauma and bad events in childhood, experiencing violence, confession, rejection from an environment, penance, TIP and so on. The impact is that a person can have negative childhood trauma and emotional wounds which can then cause a person to experience various mental health disorders, behave like a child, and lack wisdom in dealing with life's problems as an adult. Therefore, an educational video was designed in the form of animation based on the results of psychological interview data and several journal articles as reference material. This design method has 5 stages, namely Development, Pre-Production, Production, Post-Production and Distribution. The result is 2D animation and merchandise. The hope of designing this 2D animation is that it can provide solutions and insight into the inner child which has such an impact on a person's life so that they are mentally healthy and achieve. Keywords: Designer, 2D Animation, Mental Health Disorder, Inner Child, Design Methods, Generation Z.