John John
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Strategi Peningkatan Profit Pada Rumah Makan Patinku Melalui Re-Design Packaging John John; Desipriani Desipriani
DeKaVe Vol 13, No 2 (2020): Jurnal DeKaVe Vol. 13 No. 2 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i2.4870

Abstract

PERANCANGAN INDOOR MODULAR BOOTH DISPLAY UNTUK PRODUK PAKAIAN ARDHINA BATIK GORGA Rani Hermita; John John; Wahyuni Latifah
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.v1i1.755

Abstract

The growing development of shopping centers in the city of Medan creates business opportunities, starting from creating innovations in business opportunities. Currently, there are many kinds of markets emerging to accommodate business people, both new and old. So that many design problems have arisen in the display booth, the selection of appropriate materials and construction systems so as to answer the need for displays that have many functions (multifunctional), namely as accommodation for clothing display needs that are easy to disassemble (knockdown). In addition, to market their products, this market activity is an alternative to promote their brand, so that it can be known by the wider community. The method used in this design starts from the empathize and define stages starting from data collection, direct observation and interviews, both to tenants and pop-up market organizers. After the data collection stage is complete, the existing data is then analyzed. Then proceed to the ideate stage, through the process of brainstorming ideas, solving a problem, and determining the values ​​of the design. After the ideate stage, proceed to the prototype stage, where the process of visualizing ideas to get the desired results to the manufacturing stage is realized in the form of a prototype with a scale of 1:1. After the prototype is finished, a test is carried out to get feedback from users and refined through the implementation stage to perfect the product. The result of this design is that products that have been designed are oriented to be transformed into various models from the same material, with functions that can accommodate the needs of clothing displays that are still fulfilled in each module. The application of the modular concept is applied with a knockdown system, using a stalbuis pipe consisting of 3 sizes, namely, 40 cm, 21.2 cm, and 20 cm. To connect the stalbuis pipe using uno joker connections, nuts and bolts connections, and inner connections. As a flat cross section using canvas tarpaulin which consists of 2 sizes, namely, 13 cm x 51 cm and 4 cm x 51 cm.
Perancangan Game Interaktif Android Belajar Huruf Hijaiyah Al-Dhaki Berbasis Apk Dengan Adobe CC Animate 2018 John John; Ria Eka Sari; Joko Rahmat
Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya Vol. 2 No. 1 (2025): Februari : Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/filosofi.v2i1.509

Abstract

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.
Perancangan Logo sebagai Upaya Meningkatkan Identitas Visual Kecamatan Medan Marelan Joko Bintarto; John John; Al Erris Gasya Rasu
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): 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.v4i1.5540

Abstract

Marelan is one of the 21 districts in the city of Medan. It is widely recognized as a highly visited area and is also the second most densely populated district in the city. Due to the high level of activity and population density, there is a need to enhance the visual identity of Medan Marelan District through the design of a logo. In the logo design process, the author employs both primary and secondary research methods, with a particular emphasis on the 5W+1H and SWOT analysis techniques to generate creative ideas for the logo. Given the numerous potentials that Marelan possesses, the logo is expected to reflect the unique characteristics of the district. With the new logo, it is hoped that Medan Marelan District will have a strong and recognizable visual identity for both residents and visitors, and will continue to support the economic growth of the local government and surrounding communities.
Perancangan Sign System Pada Masjid Al-Huda di Kelumpang Dusun VII John John; Melvin Mirsal; Ibni Aura; Dendy Tri Novarizal; Dian Khalisyah Fazri
Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain Vol. 1 No. 3 (2024): Mei : Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/abstrak.v1i3.126

Abstract

Mosques are one of the important elements in the structure of Islamic society. For Muslims, mosques have great significance in life, both physically and spiritually. The word Masjid itself comes from the word sajada yasjudu-masjidan which means place of prostration. Every Muslim may pray in any area except over graves, in unclean places and places that according to Islamic law are not suitable for prayer. Sign system is a series of visual representations that aim as a medium of human interaction in public space. Al-Huda Mosque is a public facility used by the community around Dusun VII Kelurahan Kelumpang, but also used by the general public who pass through the area. But Al-Huda Mosque does not have an adequate sign system so that sometimes the general public who cross the area to just ride prayers are sometimes confused to know the facilities contained in the mosque. This study uses 5W + 1H data analysis techniques with the aim that the community around the mosque or the general public who pass through the area know the facilities contained in the mosque. The design results are in the form of stickers and acrylic boards that will be displayed in certain places in Al-Huda Mosque.