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PERANCANGAN IDENTITAS VISUAL LAYANAN MOBILE GROOMING HI PETS Lemuela, Jemima Katherine; Chandra, Edy
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.43343

Abstract

Hi Pets was founded in 2020, selling dog and cat equipment. hi pets is also a provider of grooming services. hi pets already has a physical store in the kelapa gading area, north jakarta. in the last 2 years the pet shop business has grown rapidly, thereby increasing competition. this is the background behind the owner of hi pets to create a new business unit, namely mobile grooming services. with this new service, a visual identity is needed that can represent the value of the service. this design was made with the aim of producing a visual identity design for mobile grooming services that displays the value of the service, as well as the application of visual identity in supporting media. the methods used in this design are problem identification, data collection, data analysis, research, creative process, and design execution. in addition, qualitative methods are also used which aim to obtain descriptive and in-depth data. and supported by an analysis of strengths and weaknesses to find out the right strategy to use in this design. the results of designing this visual identity are in the form of a logo, as well as its application in various media in the form of car boxes / van grooming, staff uniforms, apron groomers, name cards, stationery sets, price list designs, invoice designs, loyalty cards, social media content, mini websites, grooming equipment and merchandise.Keywords: mobile grooming, design, visual identity. AbstrakHi Pets berdiri pada tahun 2020, dengan menjual perlengkapan anjing dan kucing. Hi Pets juga merupakan penyedia jasa layanan grooming. Hi Pets telah memiliki toko fisik di Kawasan Kelapa Gading, Jakarta Utara. Dalam 2 tahun terakhir bisnis usaha pet shop berkembang pesat, sehingga meningkatkan persaingan. Hal ini lah yang melatarbelakangi owner dari Hi Pets untuk membuat unit bisnis baru yaitu layanan mobile grooming. Dengan adanya layanan baru tersebut maka diperlukan sebuah identitas visual yang dapat merepresentasikan value layanan tersebut. Perancangan ini dibuat bertujuan untuk menghasilkan rancangan identitas visual layanan mobile grooming yang menampilkan value dari layanan tersebut, serta pengaplikasian identitas visual pada media pendukung. Metode yang digunakan dalam perancangan ini adalah identifikasi masalah, pengumpulan data, analisis data, riset, proses kreatif, dan ekesekusi perancangan desain. Selain itu digunakan juga metode kualitatif yang bertujuan untuk mendapatkan data yang bersifat deskriptif dan mendalam. Serta didukung dengan analisis kelebihan dan kekurangan untuk mengetahui strategi yang tepat untuk digunakan dalam perancangan ini. Hasil dari perancangan identitas visual ini berupa logo, serta pengaplikasiannya di berbagai media berupa Mobil Box / Van Grooming, Seragam staff, Apron groomer, Kartu Nama, Stationery Set, Desain Daftar Harga, Desain Invoice, Loyalty Card, Konten Sosial Media, Mini Website, Peralatan grooming, dan Merchandise.Kata Kunci: mobile grooming, desain, identitas visual. Authors:Jemima Katherine Lemuela : Universitas TarumanagaraEdy Chandra : Universitas Tarumanagara References: Cornellin, E., & Paramita, S. (2019). Komunikasi Pemasaran Brand Lokal Kepada Masyarakat Indonesia (Studi Terhadap Beras Sikoki). Prologia, 3(1), 86“98.Darmawanto, E. (2019). Desain Komunikasi Visual II Perancangan Identitas Visual. Unisnu Press.Hanum, A., Azani, B., Purnomo, E., & Zaim, R. A. (2022). Perancangan Kemasan Rakik Mak Nis. Gorga: Jurnal Seni Rupa, 11(2), 286“379.Karsono, K., Purwanto, P., & Salman, A. M. Bin. (2021). Strategi Branding Dalam Meningkatkan Kepercayaan Masyarakat Terhadap Madrasah Tsanawiyah Negeri. Jurnal Ilmiah Ekonomi Islam, 7(2), 869“880.Landa, R. (2018). Graphic Design Solutions. Cengage Learning.Press, E. (2009). Start Your Own Pet Business and More: Pet Sitting, Dog Walking, Training, Grooming, Food/treats, Upscale Pet Products. Entrepreneur Press.Putra, R. W. (2021). Pengantar Desain Komunikasi Visual dalam Penerapan. Penerbit Andi.Rustan, S. (2021). LOGO 2021. Jakarta: Nulis Buku Jendela Dunia.Sari, D. M., Fitryona, N., & Sandra, Y. (2022). Konsep Kreatif Desain Ikon Bangunan Peta Shelter Mitigasi Universitas Negeri Padang. Gorga: Jurnal Seni Rupa, 11(2), 355“360.Soleh, O., Wuryani, R., & Farizi, R. (2017). OPet™s is Petshop Mobile Application to Meet All The Needs of Pets (Day-Care, Shopping And Grooming): Development And Business. 2017 2nd International Conferences on Information Technology, Information Systems and Electrical Engineering (ICITISEE), 141“146.Wispandono, M. (2012). Penciptaan Entrepreneur Kompetitif Melalui Pengoptimalan Otak Kanan (Studi Kasus Pada Mahasiswa UTM). Prosiding Seminas Competitive Advantage, 1(2).Wrona, K. (2015). Visual Identity and Rebranding. Marketing of Scientific and Research Organizations, 16(2), 91“119.
MEMBANGUN IMAJINASI KEHIDUPAN SOSIAL MELALUI PERANCANGAN KARAKTER PENDUKUNG PROFIL MASKOT KAMPUS FSRD UNTAR Darmo, Budi; Chandra, Edy
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.49534

Abstract

Mascots in their development have become a visual identity tool for a company, for designers must know the main factors needed by users to recognize mascots (Lin et al., 1999). The form of a mascot is generally in the form of representatives in the form of animals and the like. Campus is an educational institution that is equivalent to companies that need mascot figures to build their image. Mascots are fictional figures who are able to build identity in creating and expressing the personality of the brand they represent (Ardi &; Munawarah, 2021). FSRD Untar as an educational institution that seeks to build its visual character through mascot figures in human form which are generally the hallmark of mascots of a company (Chandra, 2022). The form of the mascot designed by FSRD is only limited to the appearance of its visual profile, not yet to an interesting and more complex "storytelling". Ronald McDonald and his colleagues are one example of the success of a storytelling-based visual product campaign. Through the process of creating works that refer to the process of stages of exploration, experimentation and visualization , it becomes a reference solution for the creative process in an effort to build the visual imagination of the supporting characters of the FSRD mascot profile named "Sarang." The hope to be achieved in this design study is the creation of a social group of "Sarang" mascot figures that can liven up the atmosphere of the FSRD mascot community. The atmosphere of life will be a character that is in accordance with the character of educational products at FSRD Untar.Keywords: Visual Character, Nest, Imagination, SocialAbstrakMaskot pada pengembangannya telah menjadi alat identitas visual bagi sebuah perusahaan, bagi desainer wajib mengetahui faktor utama yang dibutuhkan pengguna untuk mengenali maskot (Lin et al., 1999). Wujud maskot pada umumnya berwujud perwakilan dalam bentuk binatang dan sejenisnya. Kampus merupakan sebuah lembaga pendidikan yang disetarakan dengan perusahaan yang membutuhkan figur maskot untuk membangun pencitraannya. Maskot merupakan figur fiksional yang mampu membangun identitas dlam menciptakan dan mengekpresikan personalitas brand yang diwakilinya (Ardi & Munawarah, 2021). FSRD Untar sebagai lembaga pendidikan yang berupaya membangun visual karakternya melalui figur maskot dalam wujud manusia yang umumnya menjadi ciri khas maskot dari sebuah perusahaan (Chandra, 2022). Wujud maskot yang di rancang oleh FSRD hanya sebatas pada kemunculan profil visualnya saja, belum sampai pada sebuah sebuah storytelling yang menarik dan lebih kompleks. Ronald McDonald dan rekan-rekannya merupakan salah satu contoh keberhasilan sebuah kampanye visual produk yang berbasis storytelling. Melalui proses metode penciptaan karya yang mengacu kepada proses tahapan eksplorasi, eksperimen dan visualisasi menjadi solusi rujukan proses kreatif dalam upaya membangun imajinasi visual karakter pendukung profil maskot FSRD yang diberi nama Sarang. Harapan yang akan dicapai dalam studi perancangan ini adalah terciptanya sebuah kelompok sosial dari figur maskot œSarang yang dapat menghidupkan suasana dari masyarakat maskot FSRD. Suasana kehidupan yang hidup akan menjadi sebuah karakter yang sesuai dengan karakter produk pendidikan di FSRD Untar.Kata Kunci: Karakter Visual, Sarang, Imajinasi, Sosial Authors:Budi Darmo : Universitas TarumanegaraEdy Chandra : Universitas Tarumanegara References:Alim, B., & Chandra, E. (n.d.). REBRANDING UMKM MENTAI MELALUI PERANCANGAN IDENTITAS VISUAL. Gorga: Jurnal Seni Rupa, 12(1), 174“181.Allison, A. (2000). A challenge to Hollywood? Japanese character goods hit the US. Japanese Studies, 20(1), 67“88.Ardi, F. P., & Munawarah, P. A. (2021). Kajian Perancangan Karakter Maskot Universitas Pendidikan Mandalika. JTIM: Jurnal Teknologi Informasi Dan Multimedia, 3(1), 46“52.Bouissou, J.-M. (2006). Japan™s growing cultural power. The example of manga in France. Leipziger Universitätverlag.Chandra, E. (2022). Peran Figur Maskot œSarang Sebagai Brand Personality Fsrd Untar Dimata Masyarakat Indonesia. Prosiding SENAPENMAS, 2(1), 1052“1958.Gravett, P. (2004). Manga: Sixty years of Japanese comics. (No Title).Kampfner, J. (2002). Ronald McDonald has a new friend. New Statesman, 131(4611), 14“15.Kern, A. (2020). Manga from the floating world: comicbook culture and the kibyōshi of Edo Japan. Brill.Kern, A. L. (2007). Kibyōshi in the Harvard-Yenching Library: A Guided Tour.Kinsella, S. (2015). Adult manga: Culture and power in contemporary Japanese society. Routledge.Lin, R., Lin, P. C., & Ko, K. J. (1999). A study of cognitive human factors in mascot design. International Journal of Industrial Ergonomics, 23(1“2), 107“122. https://doi.org/https://doi.org/10.1016/S0169-8141(97)00106-6Paberz, C. (2020). Communities of Craftsmen: Reflections on Japanese Manga from South Korean Manhwaga. Mechademia, 12(2), 6“23.Patriani, S. R. (2019). Pembelajaran Menggambar Ilustrasi Gaya Realis. SNHRP, 381“389.Power, N. O. (2009). God of comics: Osamu Tezuka and the creation of post-World War II manga. Univ. Press of Mississippi.Purwatia, A. G. (2017). PENCIPTAAN KARAKTER FANTASI ILUSTRASI GRAFIS MELALUI MANGA STUDIO EX5 YANG SESUAI TIPE KEPRIBADIAN MANUSIA MENURUT ENNEAGRAM.Susanto, M. (2011). Diksi rupa: Kumpulan istilah dan gerakan seni rupa (Edisi revisi). Dicti Art Dan Djagat Art House.Takahashi, R. (2004). InuYasha Ani-Manga, Vol. 1 (1st ed.). VIZ Media LLC. https://www.goodreads.com/book/show/22715.InuYasha_Ani_Manga_Vol_1Widyokusumo, L. (2013). Fungsi Garis pada Desain dan Sketsa. Humaniora, 4(1), 339“347.
INOVASI DESAIN VISUAL DAN BRANDING PRODUK COSPLAY: STUDI POTENSIAL DALAM PROYEK PERANCANGAN TEKNIK DAN SISTEM INDUSTRI Chandra, Edy
Jurnal Ilmiah Teknik Industri Vol. 13 No. 1 (2025): Jurnal Ilmiah Teknik Industri : Jurnal Keilmuan Teknik dan Manajemen Industri
Publisher : Program Studi Teknik Industri, Fakultas Teknik Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jitiuntar.v13i1.35053

Abstract

The creative industry is rapidly evolving, presenting product innovations that originate from visual ideas, one of which is cosplay product design. Currently, cosplay has become a major trend among Generation Z in Indonesia, as reflected in the dynamic growth of cosplay communities and events that stimulate the demand for creative products with strong visual identities. This study aims to analyze the potential for innovation in visual design and branding of cosplay products as a prospective study in engineering and industrial system design projects. A case study is conducted on the development of themed textile products by Cosplay Fabrics by Wyla, which translates creative visual concepts into industrial materials specifically designed for the cosplay community. The research method employs market needs analysis, visual design studies, and identification of branding strategies. The results show that cosplay products developed professionally with strong visual branding can enhance competitiveness, added value, and user loyalty. This study concludes that creative product objects such as cosplay hold significant potential to be adopted in engineering and industrial system design projects as a form of visual design-based innovation that is highly relevant to modern industrial development.
Effectiveness of H5P Interactive Video in Promoting the Development of Science Critical Thinking Skills Chandra, Edy; Kartimi, Kartimi; Sarjana, Moh
Journal of Natural Science and Integration Vol 8, No 2 (2025): Journal of Natural Science and Integration
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/jnsi.v8i2.32493

Abstract

This study was conducted to examine the effectiveness of H5P interactive videos in enhancing students’ critical thinking skills within an online biochemistry learning environment. A true experimental design employing a pretest-posttest control group model was utilized, involving two randomly selected third-semester student classes. The experimental group received instruction through H5P interactive videos, while the control group was taught using conventional methods. The findings revealed that the students who engaged with H5P interactive videos demonstrated significantly greater improvement in critical thinking skills compared to those in the control group. The mean critical thinking score of the experimental group was 80.08, exceeding the control group’s score of 66.08. The incorporation of interactive features such as embedded quizzes and real-time feedback within the H5P videos encouraged more active participation and deeper cognitive engagement, thereby fostering the development of critical thinking. The results of this study confirm that the integration of interactive digital technology into the learning process can substantially improve the quality of education, particularly in online settings. Furthermore, the implementation of H5P supports higher levels of student engagement and enables more personalized and adaptive learning experiences, both of which are essential for cultivating reflective and critical learners.Keywords: interactive video, H5P, critical thinking, science
AI Thumbnails on YouTube for MSME Brands: A Study on GETI Media SME Live Chandra, Edy
IMAGIONARY Vol 4 No 1 (2025): OCTOBER
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/ycham350

Abstract

This study evaluates the effectiveness of AI-generated or AI-assisted thumbnails in enhancing content performance and reinforcing visual branding on the educational YouTube channel "GETI Media – UKM Live." The evaluation focuses on two key YouTube analytics metrics: Impressions Click-Through Rate (CTR), which serves as an indicator of visual appeal and its ability to drive clicks, and Average View Duration (AVD), used as a proxy for viewer engagement and retention. The research design employs an A/B experimental approach involving a minimum of 12 newly published videos over a three-week period. Each video is presented with two thumbnail conditions: Condition A (manually designed by a human designer) and Condition B (AI-generated or assisted using documented prompts). Controls are applied to variables such as video title, description, release time, tags, and duration to ensure consistency across conditions. In addition, a visual content analysis of the thumbnails is conducted to map elements that may moderate performance outcomes. These elements include: presence and expression of faces, clarity of logos or wordmarks, color contrast, information density, presence of visual call-to-action (CTA), brand identity consistency, composition, and gaze direction. Data analysis involves paired t-tests or Wilcoxon signed-rank tests to compare CTR and AVD across conditions, and logistic or linear regression models to assess the influence of AI-generated thumbnails and visual moderators, while controlling for covariates such as topic, video duration, impressions, and release timing. The study aims to provide empirical evidence and practical guidance for MSME (UMKM) practitioners and educational content creators in optimizing thumbnails while maintaining ethical standards and brand identity alignment. The findings are also contextualized within YouTube’s "Test & Compare Thumbnails" feature and the potential for cross-lingual visual localization.
PELATIHAN EKONOMI KREATIF ANAK DALAM PEMBUATAN GELANG MANIK-MANIK DI DUSUN MONTO SEBAGAI SARANA MENUMBUHKAN JIWA WIRAUSAHA Suksestriyani, Ni Ketut; Arcana, I komang; Chandra, Edy; Yasa, I Komang Widya Purnama
Tepak Sirih : Jurnal Pengabdian Masyarakat Madani Vol. 4 No. 2 (2025): Tepak Sirih : Jurnal Pengabdian Kepada Masyarakat Madani
Publisher : LPPM Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/jpmm.v4i2.3858

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk menumbuhkan jiwa wirausaha sejak dini melalui pelatihan ekonomi kreatif bagi anak-anak di Dusun Monto, Desa Kuripan, Kabupaten Lombok Barat. Melalui pendekatan edukatif partisipatif, peserta tidak hanya mempelajari keterampilan teknis pembuatan gelang manik-manik, tetapi juga memahami konsep dasar ekonomi kreatif, literasi keuangan sederhana, serta strategi pemasaran digital melalui media sosial. Program dilaksanakan melalui tiga tahapan utama, yaitu perencanaan, penyampaian materi dan pelatihan praktik, serta evaluasi. Hasil kegiatan menunjukkan bahwa peserta mampu menghasilkan produk dengan desain yang bervariasi dan menarik, memiliki kepercayaan diri yang lebih tinggi, serta minat yang kuat untuk berwirausaha. Program ini memberikan dampak positif terhadap pemberdayaan generasi muda di Dusun Monto dan menjadi fondasi penting bagi pengembangan ekonomi kreatif masyarakat secara berkelanjutan.
Analisa Perkembangan Cosplay Pada Generasi Z Di Indonesia Sebagai Potensi Kurikulum Peminatan DKV : Studi Materi Pembelajaran Cosplay Chandra, Edy; Darmo, Budi; Leony, Cherane; wilona, vira
VISUAL Vol 19 No 2 (2024)
Publisher : FAKULTAS SENI RUPA DAN DESAIN - UNIVERSITAS TARUMANAGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/vis.v19i2.29176

Abstract

Cosplay merupakan sebuah proses bermain dan berkreasi imajinasi dengan sebuah kostum. Cosplay sendiri telah menjadi sebuah bagian dari budaya popular yang berkembang hingga ke pelosok Indonesia. Perkembangan cosplay di Indonesia telah mempengaruhi aspek komunitas, industri kreatif, pariwisata, kreativitas & ekpresi diri, serta media sosial & influencer. Peluang terhadap aspek kreativitas & ekpresi diri telah membuka peluang perkembangan terhadap generasi Z potensi terhadap proses kurikulum materi cosplay. Melalui metode penelitian kualitatif akan ditemukan sebuah fakta dari hasil wawancara kepada beberapa informan, yaitu pembahasan mengenai jenjang dan tahapan cosplay dalam jejaring sosial masyarakat. Jejaring berupa jenjang sebuah proses cosplayer Selain itu gambaran umum secara garis besar kurikulum pembelajaran cosplay secara global. Yang dapat memanfaatkan minat dan kecenderungan siswa terhadap budaya populer untukmeningkatkan keterlibatan dan pembelajaran mereka di kelas
Komunikasi Massa sebagai Penguatan Pakem Berbusana Adat ke Pura Bagi Kaum Milenial di Era Globalisasi Chandra, Edy
Poltanesa Vol 23 No 1 (2022): Juni 2022
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v23i1.1281

Abstract

Penelitian ini bertujuan untuk melakukan kajian terhadap komunikasi massa sebagai penguatan pakem berbusana adat ke pura bagi kaum milenial di era globalisasi. Penelitian ini dirancang dalam jenis penelitian kualitatif dengan model fenomenologi. Berdasarkan hasil penelitian ditemukan temuan penting bahwa globalisasi telah memberikan dampak terhadap aspek kebudayaan masyarakat kaum milenial di Kota Mataram dalam hal berbusana adat ke pura. Dampak globalisasi ini telah mengubah tata cara berbusana dikalangan kaum milenial yang tidak sesuai dengan pakem atau aturan yang berorientasi pada nilai filosofi dan etika kesopanan dalam berbusana adat ke pura. Dinamika dan problematik berbusana adat ke pura yang tidak sesuai pakem di kalangan kaum milenial Hindu di Kota Mataram dewasa ini perlu disikapi dan dihadirkan solusi yang paling efektif guna mengembalikan pakem dalam berbusana adat ke pura. Komunikasi massa dengan media sebagai saluran utamanya dapat dipandang sebagai salah satu solusi yang paling efektif di era globalisasi saat ini. Hal ini dikarenakan media massa dengan karakteristiknya dapat menyebarkan informasi secara cepat dan dapat mempengaruhi khalayak secara luas dapat dimanfaatkan dalam memberikan pemahaman terkait penguatan pakem berbusana adat ke pura dikalangan kaum milenial di Kota Mataram.
APLIKASI MURAL BERTEMA KOLABORASI BUDAYA UNTUK MENINGKATKAN APRESIASI TERHADAP KESENIAN JAKARTA Mariana; Danarto, Agus; Chandra, Edy; Lianto, Fermanto
Jurnal Serina Abdimas Vol 1 No 2 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i2.25798

Abstract

Jakarta consists of various unique cultures from various people from various regions. However, as with other regions that have local culture, Betawi is the culture of Jakarta's original ethnicity. However, in reality, Betawi culture and arts are increasingly being displaced by city culture and international culture which are more loved by its diverse population, especially Millennials. To introduce Betawi culture and arts which are rich and have their own charm, practical efforts are taken, one of which is through optimizing city visuals with mural media. Betawi, especially for the people around the Tomang sub-district and the general public who are active around the mural location. Betawi cultural elements such as ondel-ondel, tari topeng, tanjidor, pencak silat, kerak telor, and other Betawi cultural decorative ornaments will be collaborated harmoniously in the mural sketches that will be applied. The result of this mural PKM activity is a research paper regarding the role of a cultural-themed mural application in increasing public appreciation of Jakarta Arts and Intellectual Property Rights in the design concept implemented on the ex-mayor wall panels of West Jakarta.
ILUSTRASI DIGITAL UNTUK SEMUA: PEMBERDAYAAN KREATIVITAS DAN KEADILAN GENDER DI SEKOLAH DASAR DALAM SEMANGAT SDG Chandra, Edy; Nero Devanca Chandra; Luvena Valencia Ciputra; Naomi Gracia Wijaya; Daisy Alicia
Jurnal Serina Abdimas Vol 3 No 2 (2025): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v3i2.35108

Abstract

This community service program was implemented at SD Sinar Dharma, Jakarta, to address the digital visual literacy gap that has become increasingly urgent in primary education. Conducted from January to April 2025, the program comprised ten training sessions in digital illustration, each lasting ninety minutes, and employed a practice-based participatory learning approach designed to foster active student engagement in the creative process. The thematic curriculum integrated technical competencies—such as the application of layers, digital brushes, coloring, lighting, and composition—with conceptual dimensions of character development, local cultural representation, and narrative construction. Evaluation relied on a rubric encompassing five criteria: originality of ideas, technical accuracy, expressive quality, thematic relevance, and active participation. Data were collected through direct classroom observation, brief interviews, and analysis of student-produced digital works. Results demonstrated significant learning progress: by the fifth session, more than 70 percent of students successfully applied layered coloring techniques and basic lighting effects. Female students constituted 72 percent of participants and, on average, outperformed male students by 12.5 points in originality and technical completion, suggesting that the program fostered a safe and gender-inclusive learning environment. The initiative contributes directly to Sustainable Development Goals 4 (quality and inclusive education) and 5 (gender equality), while offering practical implications for replication across schools, teacher capacity building, thematic curriculum integration, and the establishment of digital galleries to enhance recognition and appreciation of student achievements. ABSTRAK Program Pengabdian kepada Masyarakat ini diselenggarakan di SD Sinar Dharma, Jakarta, dengan tujuan menjembatani kesenjangan literasi visual digital yang semakin relevan dalam ekosistem pendidikan dasar. Kegiatan dilaksanakan pada periode Januari–April 2025 melalui sepuluh sesi pelatihan ilustrasi digital, masing-masing berdurasi 90 menit, menggunakan pendekatan practice-based participatory learning yang menekankan keterlibatan aktif peserta dalam proses kreatif. Kurikulum tematik dirancang secara berlapis, menggabungkan keterampilan teknis—seperti penggunaan layer, kuas digital, pewarnaan, pencahayaan, dan komposisi—dengan keterampilan konseptual berupa pengembangan karakter, pengenalan budaya lokal, serta konstruksi narasi visual. Instrumen evaluasi menggunakan rubrik dengan lima indikator utama: orisinalitas ide, ketepatan teknik, ekspresi visual, relevansi tema, dan tingkat partisipasi. Data diperoleh melalui observasi kelas, wawancara singkat, serta analisis karya digital yang dihasilkan siswa. Hasil menunjukkan peningkatan signifikan: sejak sesi kelima, lebih dari 70% siswa mampu mengaplikasikan teknik pewarnaan berlapis dan pencahayaan sederhana. Tingkat partisipasi perempuan mencapai 72% dengan rerata skor 12,5 poin lebih tinggi pada aspek orisinalitas dibandingkan siswa laki- laki, menunjukkan terciptanya ruang belajar yang aman, setara, dan inklusif. Program ini berkontribusi langsung pada pencapaian SDG 4 (pendidikan berkualitas inklusif) dan SDG 5 (kesetaraan gender), serta membuka peluang replikasi pada sekolah lain melalui penguatan kapasitas guru, integrasi kurikulum tematik, dan pemanfaatan galeri digital sebagai medium apresiasi karya..