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Desain Ui/Ux Layanan Persewaan Alat Gunung “We Adventure” Surakarta Putra Budi Nugroho; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
JURNAL ASSOSIATIV Vol 5 No 1 (2026): Jurnal Asosiatif
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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Abstract

Tugas akhir ini mengangkat tema desain User Interface (UI) dan User Experience (UX) layanan persewaan alat gunung We Adventure Surakarta. Sistem pemesanan konvensional We Adventure saat ini menghadapi kendala berupa ketidakpuasan pelanggan akibat keterbatasan informasi ketersediaan barang dan antrian panjang. Hal tersebut menimbulkan urgensi untuk membuat menu digital berbasis UI/UX yang dapat diakses dimana saja dan kapan saja. Tujuan dari tugas akhir ini adalah menciptakan desain UI/UX yang tepat untuk layanan persewaan alat pendakian gunung We Adventure. Desain ini dirancang sebagai acuan bagi We Adventure dalam pemrosesan pemesanan, serta mendukung keberlanjutan dan daya saing We Adventure di pasar yang kompetitif. Desain UI/UX We Adventure dibuat dengan metode design thinking yang meliputi tahap empati, definisi masalah, ideasi, dan pembuatan prototipe. Hasil dari desain UI/UX layanan persewaan alat gunung We Adventure Surakarta diharapkan dapat meningkatkan kualitas layanan We Adventure dan menawarkan desain yang ramah pengguna serta memperkuat branding.
Animasi 2D Motion Graphic sebagai Media Edukasi tentang Dampak Kesepian di Era Digital terhadap Kesehatan Mental: Media Edukasi tentang Dampak Kesepian di Era Digital terhadap Kesehatan Mental Muh Nur Fauzan Fauzan; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
JURNAL ASSOSIATIV Vol 5 No 02 (2026): Jurnal Asosiatif Vol. 5 No. 2 (2026)
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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Abstract

Mental health is a state of individual psychological well-being that influences how they think, feel, behave, and interact with their social environment, particularly in the context of digital technology developments. Loneliness among adolescents in the digital age, driven by social media and other digital platforms, affects their social and emotional well-being. The primary medium for this design is 2D motion graphic animation as an educational tool. Based on observations and a literature review, it was found that the high use of digital media by adolescents and the lack of education about loneliness in the digital age exacerbate the situation. Information that tends to be textual and informative becomes less engaging and harder for adolescents to understand. The increasing incidence of loneliness among adolescents has the potential to impact adolescent mental health, and public awareness of the issue of loneliness in the digital age remains relatively low. The objective of this design is to create a 2D motion graphic animation that conveys an educational message about the negative impacts of loneliness in the digital age, using a visual approach relevant to adolescents' lives. This design offers 2D motion graphic animation media that uses visuals, colors, and movement that are more closely aligned with adolescent consumption habits and can build empathy visually and emotionally. This design utilizes the Design Thinking method, which encompasses the main stages of empathize, define, ideate, and prototype. The resulting design is a 2D motion graphic animation that presents the impact of loneliness in the digital age on the emotional well-being of adolescents. This design is expected to educate the public about loneliness
Color Deficiency Activity Book sebagai Deteksi Dini Buta Warna pada Anak TK Tatha Putri Kinanthi; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
JURNAL ASSOSIATIV Vol 5 No 02 (2026): Jurnal Asosiatif Vol. 5 No. 2 (2026)
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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Abstract

Color blindness (CVD) is a condition in which the eye cannot distinguish certain color wavelengths or cannot distinguish colors at all. This condition can be detected with several tests, including the Ishihara Method or the Farnsworth Munsell Method. Both of these tests are not suitable for kindergarten children because the numbers used in the Ishihara Method do not match the child's cognitive level, and the repetitive color chip ordering method in the Farnsworth Munsell Method tends to make children bored. This contradicts expert opinion that recommends eye health tests be carried out as early as possible, or at the age of 3-5 years. Therefore, there is an urgent need for early-detection media for color blindness in kindergarten children that are appropriate to the child's cognitive level and interests. This research aims to design a prototype activity book as a medium for early detection of color blindness in kindergarten children, focusing on adapting the color hues of the Farnsworth Munsell color blindness test method into several interactive activities and reducing the use of large nominal numbers in the Ishihara test method. This design uses Design Thinking methods, reaching the prototype stage, to produce an initial visualization of an interactive activity book for early detection of color blindness in kindergarten children.