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Packaging Design as Visual Branding for Snack Food Products Produced by KWT Gajah Tani Makmur in Gajahan Village, Colomadu, Karanganyar Wibowo, Yudi; Yulianto, Arif
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 6 No 1 (2025): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v6i1.1893

Abstract

Product packaging is an important for introducing products to the market. Through its packaging, a product can be known and remembered about the product's existence so the brand image is built. Snacks consisting of Fish Crackers and Fish Sticks produced by KWT (Women's Farmers Group) Gajah Tani Makmur do not yet have representative packaging as effective promotional media, because they are only wrapped in plain plastic, so they do not show a strong image about the product being wrapped. The aim of this product packaging design is to create a packaging design for snacks produced by KWT Gajah Tani Makmur so that it has a product image that can encourage strategic product promotion. The packaging design uses a design method with a Design Thinking approach, it means the strategy design focuses on solving problems of producer as design’s client, it is about product promotion problems of KWT Gajah Tani Makmur products. Qualitative data collection was carried out through observation, interviews and literacy studies. Qualitative data analysis is carried out by identifying strengths, weaknesses, opportunities and threats (SWOT). The result is a packaging prototype that shows brand identity that is ready to be used as promotional media. Keywords: Design, Packaging, Visual Branding
Buku Digital Ilustrasi Sebagai Media Pengenalan Kampus Untuk Mahasiswa Disabilitas Tuli Wibowo, Yudi; Yulianto, Arif
JURNAL ASSOSIATIV Vol 4 No 1 (2025): Jurnal Asosiatif
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/asosiatif.v4i1.1978

Abstract

Tujuan dari penelitian ini adalah untuk merancang Buku Digital Ilustrasi sebagai media untuk memperkenalkan kampus untuk mahasiswa penyandang disabilitas tuli. Buku ini dimaksudkan untuk membantu mahasiswa tuli memahami lingkungan kampus dengan cara yang sedikit lebih mudah diakses. Tujuan utama dari desain ini adalah untuk memberikan informasi visual tentang kampus, kegiatan dan kehidupan, dengan ilustrasi yang jelas dan teks pendek yang digunakan sebagai bentuk komunikasi yang efektif untuk mahasiswa penyandang disabilitas tuli. Metode desain yang digunakan adalah metode desain pengguna-sentris yang mencakup penelitian literatur, wawancara dengan mahasiswa penyandang disabilitas tuli, dan pengamatan untuk memahami kebutuhan spesifik mereka. Prototipe Buku Digital Ilustrasi ini dikembangkan menggunakan perangkat lunak desain grafis yang menggabungkan ilustrasi yang mudah dipahami dan menarik perhatian pembaca. Hasil desain ini adalah Buku Digital Ilustrasi yang dapat diakses melalui perangkat elektronik dan berisi berbagai informasi penting tentang kampus, terutama istilah-istilah umum dunia kampus yang biasanya digunakan di dalam keseharian. Buku ini bertujuan untuk memperkaya pengalaman mahasiswa tuli untuk beradaptasi dengan lingkungan kampus dan meningkatkan rasa komitmen mereka terhadap kehidupan di kampus. Kesimpulan dari desain ini adalah bahwa Buku Digital Ilustrasi dapat menjadi perangkat yang efektif untuk inklusif dalam lingkungan kampus, terutama bagi mahasiswa yang mengalami penyandang disabilitas tuli. Media ini membantu mahasiswa tuli mendapatkan informasi dengan cara yang lebih intuitif dan menarik, membuat mereka lebih mudah beradaptasi dengan kehidupan di kampus.Kata kunci: Buku Digital Ilustrasi, pengenalan kampus, mahasiswa disabilitas tuli, inklusivitas, media aksesibilitas, desain berbasis pengguna.
GAMBARAN KESEHATAN WARGA DUSUN BERAN, DESA DIBAL, KECAMATAN NGEMPLAK, KABUPATEN BOYOLALI, JAWA TENGAH Wibowo, Yudi; Listiana, Endah; Anggraini, Fadila
BUGUH: JURNAL PENGABDIAN KEPADA MASYARAKAT Vol. 4 No. 2 (2024): Juni 2024
Publisher : Badan Pelaksana Kuliah Kerja Nyata Universitas Lampung

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

Abstract

Awareness of rural communities in Indonesia to carry out health checks in general is still low, this is widely evidenced by the results of research that has been published in various health journals. The purpose of this service activity is an effort to check health and socialize disease prevention in Desa Dibal, Kecamatan Ngemplak, Kecamatan Boyolali, Central Java province. The health checks are in the form of checking blood pressure, blood sugar, and uric acid. In addition to health checks, residents also receive direct counseling regarding a healthy daily diet to prevent diseases such as hypertension, diabetes, and gout. This health check-up and counseling activity is carried out by visiting events that are being held by residents of Dibal Village RT 04 RW 05, namely during PKK activities for mothers and during posyandu activities in RW 05. Participants in free health check-ups are dominated by women, as many as 50 people with an age range of 25-60 years. The results of blood pressure measurements of participants for free health checks found many people with hypertension.
Visual interpretation of children aged 3–8 toward non-dialogue animated films: A study on the impact on language development and imagination Panjaitan, Angelia; Wibowo, Yudi
Imaji: Jurnal Seni dan Pendidikan Seni Vol. 23 No. 2 (2025): October
Publisher : FBSB UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v23i2.89270

Abstract

The phenomenon of speech delay in early childhood in Indonesia is increasingly prevalent, with estimates ranging from 5% to 8% among preschool-aged children, according to the Indonesian Pediatric Society (IDAI). One environmental factor under scrutiny is children's exposure to non-dialogue animated films, which are widely broadcast on Indonesian television, such as Larva, Shaun the Sheep, and Masha and the Bear. These shows rely heavily on visual storytelling and character expressions without spoken dialogue, raising concerns about their impact on children's language development. This study aims to analyze how children aged 3 to 8 interpret non-dialogue animated films through a visual semiotic lens. Roland Barthes’ semiotic theory is employed to examine the denotative and connotative meanings of visual signs, while Charles Sanders Peirce’s model is used to classify signs into icons, indices, and symbols. Using a qualitative descriptive method, this study analyzes visual texts and observes children's interpretive responses. The findings indicate that although children can grasp basic narrative messages through visual cues, the absence of verbal language input may hinder vocabulary growth and expressive language development, particularly in the absence of adult interaction. This study contributes to a deeper understanding of the relationship between non-verbal media consumption and the risk of speech delay in early childhood in Indonesia.   Abstrak Fenomena keterlambatan bicara pada anak usia dini di Indonesia semakin lazim, dengan perkiraan berkisar antara 5% hingga 8% di antara anak-anak usia prasekolah, menurut Ikatan Dokter Anak Indonesia (IDAI). Salah satu faktor lingkungan yang diteliti adalah paparan anak-anak terhadap film animasi non-dialog, yang disiarkan secara luas di televisi Indonesia, seperti Larva, Shaun the Sheep, dan Masha and the Bear. Acara-acara ini sangat bergantung pada penceritaan visual dan ekspresi karakter tanpa dialog lisan, menimbulkan kekhawatiran tentang dampaknya terhadap perkembangan bahasa anak-anak. Penelitian ini bertujuan untuk menganalisis bagaimana anak-anak berusia 3 hingga 8 tahun menafsirkan film animasi non-dialog melalui perspektif semiotik visual. Teori semiotik Roland Barthes digunakan untuk memeriksa makna denotatif dan konotatif dari tanda-tanda visual, sementara semiotic Charles Sanders Peirce digunakan untuk mengklasifikasikan tanda-tanda menjadi ikon, indeks, dan simbol. Dengan menggunakan metode deskriptif kualitatif, penelitian ini menganalisis teks-teks visual dan mengamati respons interpretatif anak-anak. Temuan ini menunjukkan bahwa meskipun anak-anak dapat memahami pesan naratif dasar melalui isyarat visual, kurangnya bahasa verbal dapat menghambat perkembangan kosakata dan bahasa ekspresif, terutama jika tidak ada interaksi dengan orang dewasa. Studi ini berkontribusi pada pemahaman yang lebih mendalam tentang hubungan antara konsumsi media non-verbal dan risiko keterlambatan bicara pada anak usia dini di Indonesia.
Packaging Design as Visual Branding for Snack Food Products Produced by KWT Gajah Tani Makmur in Gajahan Village, Colomadu, Karanganyar Wibowo, Yudi; Yulianto, Arif
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 6 No 1 (2025): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v6i1.1893

Abstract

Product packaging is an important for introducing products to the market. Through its packaging, a product can be known and remembered about the product's existence so the brand image is built. Snacks consisting of Fish Crackers and Fish Sticks produced by KWT (Women's Farmers Group) Gajah Tani Makmur do not yet have representative packaging as effective promotional media, because they are only wrapped in plain plastic, so they do not show a strong image about the product being wrapped. The aim of this product packaging design is to create a packaging design for snacks produced by KWT Gajah Tani Makmur so that it has a product image that can encourage strategic product promotion. The packaging design uses a design method with a Design Thinking approach, it means the strategy design focuses on solving problems of producer as design’s client, it is about product promotion problems of KWT Gajah Tani Makmur products. Qualitative data collection was carried out through observation, interviews and literacy studies. Qualitative data analysis is carried out by identifying strengths, weaknesses, opportunities and threats (SWOT). The result is a packaging prototype that shows brand identity that is ready to be used as promotional media. Keywords: Design, Packaging, Visual Branding
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.