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PERANCANGAN WEBCOMIC MENGATASI KECANDUAN GAME ONLINE Ricky Leon Nanda; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110735

Abstract

Nowadays, teenagers in Indonesia are busy following the trend, namely playing online games. This can be seen from the habit of playing gadgets every day. Besides that, the development of online games is now being rapidly developed in the world, including Indonesia. Without realizing it, teenagers have spent a lot of time trying, until they finally become addicted to Online Games. Online Games can also have a negative effect on players if done excessively. One of the main factors is the intensity of playing online games for teenagers, who can be categorized as addicts if they play 3 hours a day or 20 hours a week. By playing online games excessively, of course it can interfere with learning activities, social activities to the health of adolescents themselves.Based on these problems the Webcomic “Level Up!” design was made. Webcomic media was choosen as the main media because Webcomic can easily reach young people who are familiar with gadgets, so that teens can receive information and messages delivered by Webcomic well, effectively and pleasantly, and Webcomic can be an interesting reading and a first step to reduce teenagers in playing excessive online gaming.In deigning the comic, writer used 4D (Definition, Design, Develop, Disseminate) and 5W+1H (What, Where, Who, Why, How) methods. Author analyzes the “Level Up!” Webcomic that has never been made before. As a study in designing Webcomic and supported by supporting media in the form of Flash Applications, Posters, T=Shirts, Sticker Lines, Pins, Mobile Casing, Key Chains, and Website Add Banners that are able to Promote “Level Up!” Webcomic.Keywords : Addicted Online Games, Level Up, Webcomic 
PERANCANGAN MOTION GRAPHIC BAHAYA GAME ONLINE BAGI REMAJA KOTA PADANG liya sari; dini faisal; syafwan syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 1 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i1.112331

Abstract

The purpose of this design is to provide encouragement to teens in overcoming the dangers of playing excessive online games. The design method used is the glass box method which is a rational and logical design, and through several stages that are considered by the designer.Designing interesting and well-conveyed motion graphics, the designer conducts research and data collection by observing, interviewing and studying literature. With this problem the solution to overcome the dangers of online games in adolescents is to socialize audio visual form of motion graphics about the dangers of playing online games for adolescents in the city of Padang. This design is supported by several supporting media such as: Poster, T-shirt, Totebag, Key Chain, Sticker, Notebook, CD Cover and CD Label.Kata Kunci : Motion Graphic, Game Online, ILM, a Teenager, Padang City.
PERANCANGAN BUKU “THE BASIC OF MODERN CALLIGRAPHY WITH BRUSH PEN” Muhacaca Gobenvy; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i3.110321

Abstract

Guidebook of "The Basic of Modern Calligraphy with Brush Pen" is designed with the aim to give a learning media for modern calligraphy enthusiasts to be able to write well starting from basic techniques and give understanding in the scope of modern calligraphy. The method that used in this design is Research and Development (R&D) which begins with data processing, designing a new work system, product testing, and improvement steps. This design will produce a book as the main product and some others media such as: x-banner, poster, guideline notebook, t-shirt, totebag, brush pen pouch, and e-book that have a function as supporting media of the book "The Basic of Modern Calligraphy with Brush Pen".Keywords : Guidebook, Modern Calligraphy, Brush Pen
UI DESIGN APLIKASI MOBILE E-TIKET PT.NPM Yoga Kurnia putra; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 1 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (996.256 KB) | DOI: 10.24036/dekave.v10i1.108124

Abstract

Designing UI Design mobile Application e-ticket PT. NPM aims to increase the promotion, quality and user transportation of the company PT. NPM. This app is expected to assist in carrying out a ticket purchase transaction which can be used by any person anywhere and anytime. The glass box method is a logical and rational thinking method used in designing the UI Design of PT. E-Ticket mobile application. NPM. This NPM Mobile app is designed with a good UI with a nice layout, so users are comfortable and the application is usable when used. The NPM Mobile app has the main content, i.e. ticket messages and supporting content i.e., deals, points, vouchers and refunds. The content is well organized and neatly grouped, so users easily know the information needed. The process of problem solving, SWOT analysis is used (Strenght, Weakness, Opportunity, Threat) to find the solution of the problems encountered. To get information, observe and interview the user's head. Author eligibility tests do to some samples to determine deserving and usable in the application that the author designed. In the results of the first feasibility test almost all samples say less satisfied with the appearance of the application, which related to the layout is still messy, the font size Kuran pas and navigation buttons too small. The author further repairs and performs a second feasibility test. The result of this agility test is satisfactory, the sample says very fond of the entire look of the application. So this NPM Mobile app UI is already decent and useble used. To support major media, made supporting media, motion graphic, x-banner, poster, T-shirt, Totebag, keychains and sticker.Keyword : Mobile application, bis transportation, user interface
PERANCANGAN ARTBOOK VISUAL KARAKTER KABA ANGGUN NAN TONGGA Aulia Rahman; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.829 KB) | DOI: 10.24036/dekave.v10i3.108170

Abstract

The purpose of designing the visual character artbook the saga of Anggun Nan Tongga is for  teenagers to know more about the characterizations in the Anggun Nan Tongga story, as well as cultural promotion so that youth participate in loving their own culture. The lack of media information about Kaba Anggun Nan Tongga makes many teenagers currently not aware of Kaba Anggun Nan Tongga, let alone the character of Anggun Nan Tongga itself.This design uses theories, such as illustration theory, print media (books), visual communication design, layout, color, is the theory used in the visual artbook design of Kaba Anggun Nan Tongga characters. Research and Development (R&D), the research method used to produce the artbook, and test the effectiveness of the Kaba Anggun Nan Tongga artbook itself, using SWOT analysis to obtain data obtained in the design of the artbook.The design output is that artbook which is the main media is also accompanied by supporting media to attract people's attention to the lauching process of Kaba Anggun Nan Tongga's artbook, such as x-banners, t-shirts, stickers, posters, and bookmarks. The design output is also in the form of  articles published in the journal DKV FBS UNP.Kata kunci : saga, artbook, character, media
Perancangan Infografis Zoonosis (Penyakit yang ditularkan Anjing dan Kucing) Febri Ramadoni Putra; hendra afriwan; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 1 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (423.189 KB) | DOI: 10.24036/dekave.v10i1.108157

Abstract

Zoonosis infographic design (a disease transmitted by dogs and cats) using poster media. The purpose of this infographic design is to educate or increase knowledge and to remind the public of dogs and cats that can transmit Zoonosis. This infographic describes a carrier or animal carrier of disease, mode of transmission, symptoms, treatment and prevention.The design method used is the glass box method and includes the collection of data through Non-Participant observation at the Padang City Health Office to obtain valid data about the disease. Secondary data were obtained from manuals and supporting articles available on the internet. The analytical method used in analyzing data that has been collected is believed to use the 5W + 1H data analysis method. The main media for infographics are posters, and using supporting media: stickers, pins, key chains, tissue boxes, mugs, pencil cases, calendars, flyers and glossary bookmarks.Keywords: Infographics, Zoonosis, posters, rabies
PERANCANGAN WEBCOMIC “QUEEN OF BEE” MENGENAI FENOMENA SOCIAL CLIMBER UNTUK REMAJA Mifta fauziah; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110733

Abstract

The behavior of teenagers today is very much influenced by the existence of social media. The desire to appear existent and get recognition makes teenagers like to show off a luxurious lifestyle and hits, even though sometimes that lifestyle is not in accordance with their real life. This is what causes a social climber phenomenon where an individual tries to do certain things in order to increase the degree of his social status. Social climber has many negative impacts on teenagers' lives. Because it requires a media to deliver information that can provide knowledge to adolescents about the social climber phenomenon and its negative impact on adolescents. The media for delivering information that will be used is in the form of webcomics or digital comics.Webcomic is used as the main media because it has an attractive appearance, is not boring and easy to access. By using a character approach that suits young social media users, the target audience will certainly be more interested. This webcomic will be supported by several media that can help promote products such as promotional videos, posters. X banner, T-shirt, key chain and instagram.The design methodology used is the Glassbox design method which consists of 4 stages, preparation, incubation, illumination and verification and the 5W + 2H data analysis method which is used as a basic concept for problem solving, that is what (what), who (who), when (when) , where (where), why (why), how (how) and how much (how much).Keywords: Webcomic, Digital Comic, Webtoon, Social Climber, Pansos, Panjat Sosial.
Card Game Media Belajar Pendidikan Seks Bagi Anak Usia 6 – 8 Audria Gustrisia; Dini Faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 4 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i4.114896

Abstract

Salah satu faktor yang menyebabkan terjadinya kejahatan kekerasan seksual ini adalah karena kurangnya edukasi seksual yang di berikan kepada mereka sehingga tanpa disadari mereka telah menjadi korban pelecehan seksual. Maka dari itu sebaiknya orang tua memberikan pendidikan seks kepada anak mulai sejak dini. Salah satu media yang dapat digunakan untuk memberikan pendidikan seks kepada anak khusus usia 6 – 8 tahun adalah menggunakan card game.Perancangan card game ini mangangkat konsep menjaga diri. Permainan ini juga melibatkan orang tua atau pendamping dalam permainan sebagai moderator.  Sehingga permainan ini dilengkapi dengan parent guide. Tujuan perancangan card game Boleh Gak? ini adalah untuk membantu orang tua atau pendamping dalam memberikan edukasi seksual kepada anak.Metode yang digunakan dalam proses perancangan card game media belajar pendidikan seks bagi anak adalah menggunakan metode glass box serta menggunakan metode analisis data 5W + 1H yaitu what (apa), who (siapa), when (kapan), where (dimana), why (kenapa) dan how (bagaimana). Melalui analisis data ini dapat memberikan solusi dari permasalah yang ada.Card game Boleh Gak? ini diharapkan dapat menjadi media edukasi belajar pendidikan seks yang menarik, menghibur serta interaktif bagi anak. Sehingga melalui card game Boleh Gak? ini dapat membekali anak agar dapat terhindar dari kejahatan pelecehan seksual.
PERANCANGAN USER INTERFACE APLIKASI TOKO ONLINE “MORMO STORE” BERBASIS MOBILE APPLICATION Rahmat Taufiq; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 1 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (725.534 KB) | DOI: 10.24036/dekave.v10i1.108123

Abstract

The design of the user interface page of the mobile application page of the online shop "Mormo  Store" aims to develop and increase sales of Mormo products online so that it can expand the reach of product marketing places outside the city of Padang. Buyers are also made easy to make product purchases without having to come directly to an offline store, so as to save the time and effort of buyers.The glass box method is a method that thinks logically and rationally used in the user interface design of the mobile application page of the online store "Mormo Store". In the process ofsolving problems using 5W + 1H analysis (what, who, where, when, why, how) to find solutions to the problems encountered. In compiling the flow of interactions with the application an observation is made of the user's behavior and desires, then the results of the study and observations are arranged in a layout that is as simple as possible.The main media produced in this design is the user interface application page online store mormo store. To support the main media, supporting media were created, namely motion graphics, x-banners, plastic bags, label packaging, notebooks, tumblers, and acrylic display stands. In order for the resulting design to have good results, a designfeasibility test was carried out on fifteen samples. Design tests conducted include the appearance, convenience, and comfort of the user in using the application. Based on the feasibility test that has been done, it can be concluded that the user interface of the mormo store online store application page is very well judged from the appearance, ease and comfort of the user in operating the application page.Keywords: mobile application, online store, mormo store, user interface
PERANCANGAN KEMASAN GULO- GULO TAREH NINA PAKAN SENAYAN Dede Ilham Syarif; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 1 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (950.486 KB) | DOI: 10.24036/dekave.v10i1.108120

Abstract

The purpose of this design is to make Gulo-Gulo Tareh Nina's packaging attractive and able to convey information to a new target audience and be able to compete in a wider market. This design uses visual communication design theory, packaging, layout, typography and color. Data collection starts with observation, interview and documentation. Furthermore, the data analysis method used is SWOT (Strength, Weakness, Opportunity, Threat). This design produces the main media packaging in the form of standup pouch. And also equipped by several supporting media such as posters, aprons, stickers, x-banners, t-shirts, tote bags, greeting cards.Keywords: Packaging, Attractive, Target Audience, Competing