Birmanti Setya Utami
Universitas Kristen Satya Wacana

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Perancangan Corporate Identity Kampoeng Banyumili di Desa Gedangan Dimas Prastowo Aji; Peni Pratiwi; Birmanti Setya Utami
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 4 No 1 (2019): Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS)
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

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Abstract

Kampoeng Banyumili is one of many new tourist attraction located in Jl. Raya Muncul-Salatiga KM.5 Desa Gedangan, Kabupaten Semarang, Central Java that haven't implemented a consistent corporate identity. There are 3 different logos that are being used stimultaneously in Kampoeng Banyumili. Corporate identity is important to bring out company's certain image. Deep reaserach on client is a must when designing Corporate identity to match the image a company desired and making it easier to combine logos, colors, typographys, and graphic elements so it will matched the concept. Based on SWOT analysis and target audience on designing Kampoeng Banyumili corporate identity, the concept of shape, color, typography, and graphic elements is to give a natural image, simple, elegant, and togetherness. The design result are logos and graphic elements as an identity and supporting media to help Kampoeng Banyumili introduced the new image and identity to public that is easy to remember and to gain public's trust. Key Words : Kampoeng Banyumili, Corporate Identity, Logo, Graphic Element
Perancangan Game Android Tentang Kebersihan Sungai untuk Anak Usia 7-12 Tahun di kudus Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami
Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual Vol. 2 No. 4 (2025): Desember: Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/misterius.v2i4.962

Abstract

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.