syafwan syafwan
universitas negeri padang

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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 EDUKASI BAHAYA MAKAN MAKANAN JUNK FOOD UNTUK ANAK ANAK Rahmat Ferdian; hendra afriwan; syafwan syafwan
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 (1611.818 KB) | DOI: 10.24036/dekave.v10i1.108121

Abstract

The purpose of designing an illustrated book on the dangers of junk food for children as an educational and interactive media in the delivery of the dangers of junk food meals so that children reduce to avoid consuming junk food foods and prefer to eat healthy foods, vegetables and fruit that is useful for health and for the development and growth of children. This illustrated book was chosen as one of the educational media for children because it presents stories and illustrations of characters that make children enthusiastic to read it, so learning is more fun.The data analysis method in the 5W + 1H technique is (what, where, who, why and how) to find a solution to the problem at hand. Data collection was carried out using interview and documentation methods. Illustration, typography, and layout are designed using visual communication design theory, child psychology, media, books, illustrations, colors, layouts and typography. In addition to designing illustration books as the main media, this design has supporting media such as posters, x-banners, stickers, coloring books, notebooks, tote bags, and food supply boxes.Keywords: Book, Illustration Education, Junk Food, Children
PERANCANGAN MOTION GRAPHIC PROMOSI WISATA ALAM KOTA PADANG Andhika firsenda; syafwan syafwan
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.v10i3.110825

Abstract

West Sumatera have a great potential in the field of tourism. The potential is very diverse and is not inferior to other regions. One area that has great tourism potential in West Sumatera is Padang City. The city of Padang has a variety of natural beauty such as mountains, rivers, beaches, and hills. Because there are a lot of nature tourism in Padang city and the magnitude of the community for recreation, as well as the wishes of the Departement of Tourism and Culture of Padang, The media needs to be made with the tittle “Designing motion graphic for the promotion of nature tourism in Padang”.The design of motion graphic regarding the promotion of natural tourism in Padang using glass boxes and black boxes method. The Result of motion graphic in the form of H264 or MP4 format video with HD 720P resolution 25fps and promoted on social media. In addition to the main media, this design also uses supporting media in the form of posters, x-banners, t-shirts, mugs, stickers, totebags, dan key chains. The Result of this motion graphic design, in order to promote natural of tourism in the city of Padang. The motion graphic result are also utilized by the departement of tourism and culture of Padang to support the promotion of nature tourism that is more creative and innovative.Keywords : Tourism, Motion Graphic, City of Padang
PERANCANGAN BUKU CERITA BERGAMBAR KISAH ORANG RANTAI DI KOTA SAWAHLUNTO Titiany Titiany; syafwan syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 2 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (814.694 KB) | DOI: 10.24036/dekave.v10i2.108162

Abstract

Sawahlunto City is a tourism city that presents historical tourism of former mining. The city holds a bitter story experienced by prisoners who are employed like slaves called Chain People to dredge coal. The purpose of this design is to produce a design book illustrated by the story of PEOPLE CHAIN in Sawahlunto City as a source of knowledge for high school students and tourists. To create an interesting picture book, the designer uses illustration theory, book design theory, and picture story book theory. The designer conducts research and collects data by observing and studying literature. The data will be used as reference data in making illustrations and text stories. The designer uses the concept of glassbox as a design method.In addition to illustrated story books as the main media, in the design of this final work the authors use supporting media such as e-books, backdrops, posters, bookmarks, notebooks, totebags, brochures and stickers.Keywords : Illustration book, illustration, Orang Rantai , Sawahlunto
DESIGN OF DESCRIPTION STORIES AS EDUCATIONAL MEDIA FOR MUSLIMAH CLOTHES FOR EARLY CHILDREN Nurhalima Nurhalima; syafwan syafwan
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.v10i4.110734

Abstract

In Islamic muslim dress called a hijab serves to cover the body parts that are forbidden to see or other words aurat. In Indonesia there are still adult women wearing muslim clothing that is not true, and also can not distinguish between a hijab and a veil, it also occurs in children of an early age, where parents have not taught dress muslimah (hijab) to her son. Then by it, the purpose of this design is to produce the design illustrated story books as a medium of education muslim clothing for children of early age due to see there are still mature women wearing muslim clothing, which is not true.The method used in this design is descriptive method of qualitative analysis, where this analysis is carried out based on the logic and arguments of a scientific nature, so as to produce the design illustrated story books that can accommodate and nurture the life of will be education and training for the child to recognize how to clothing a muslim in accordance with Islamic teachings.In the process of solving the problem, used the analysis of the 5W+1H (what, who, where, when, why, and how) to determine the design objectives, the target audience, and the method of solving the problem. The design of this picture-story book entitled “ Yuk Berhijab With the Fig and the Umma” by applying the story descriptive approach to convey his message. the visual message consists of a figure of girls named Fig and his mom called the Umma. Illustration and layout done with the rough sketch, and then visualized in a digital form. For supporting the main media, created supporting media, namely, E-Books, Posters, Pins, Banners, X-Banners, Stickers, and Mugs.Keywords: Books, Picture Stories, Education, Muslim Clothing, EarlyChildhood
Perancangan Buku Cerita Bergambar Asal Usul Batu Angkek- Angkek retno setianengsih; Syafwan Syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 3 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i3.114701

Abstract

Indonesia merupakan sebuah negara yang kaya akan kebudayaan di bidang sastra seperti cerita rakyat. Sumatra Barat memiliki banyak cerita rakyat, salah satunya Batu malin kundang yang sudah terkenal dan sudah banyak buku ceritanya dibuat dan diperjualbelikan. Namun tidak semua cerita rakyat di Sumatra Barat bernasib sama seperti Batu malin kundang, salah satunya cerita Asal Usul Batu Angkek-Angkek di Desa Balai Tabuah, Kecamatan Sungayang, Kabupaten Tanah Datar yang sudah mulai terlupakan Tujuan Perancangan adalah menghasilkan buku cerita bergambar Asal Usul Batu Angkek-Angkek untuk menumbuhkan rasa kecintaan terhadap cerita daerah sendiri. Teori-teori yang di jadikan landasan perancangan adalah teori cerita rakyat, ilustrasi, cerita bergambar, warna, tipografi dan teori layout. Metode perancangan yang digunakan adalah glass box, dan untuk analisis data menggunakan metode 5W+1H dengan mempertimbangkan cerita dan target audien, yang akan menjadi target utama dalam Perancangan cerita bergambar. Pada perancangan cerita bergambar ini media utama dalam pembuatan karya penulis adalah buku cerita bergambar dengan Media pendukung karya E-book, Poster, Baju kaos, Mug, Totebag, kalender, Pembatas buku
Kampanye Sosial Quarter-Life Crisis Work Life, Love Life, World View melalui Media Digital Muhamad Iqbal Algifari; Syafwan Syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 2 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i2.113345

Abstract

Fenomena Quarter-Life Crisis merupakan krisis emosi yang dialami oleh dewasa muda di usia 20-an, memunculkan rasa bingung, ragu, takut, akan kegagalan dan dihadapkan pada banyak pilihan yang harus dipilih. Berdasarkan penelusuran jurnal oleh penulis belum ditemukan Kampanye Sosial Quarter-Life Crisis melalui Media Digital. Tujuan perancangan kampanye ini untuk menghasilkan produk Kampanye Sosial Quarter-Life Crisis melalui Media Digital sebagai upaya perubahan pola pikir dalam menjalani Quarter-Life Crisis dengan efektif, efisien dan tepat sasaran dengan pendekatan kreatif yang lebih segar dan relevan dengan situasi terkini. Model pengembangan kampanye yang digunakan dalam perancangan ini adalah Research and Development yang sesuai dengan alur dari 4-D (Four-D Models) terdiri atas empat tahapan, yaitu tahap define (pendefinisian), design (perancangan), develop (pengembangan) dan disseminate (penyebaran). Kampanye ini berjudul Kampanye Sosial Quarter-Life Crisis Work life, Love life, Word view melalui Media Digital yang dirancang menggunakan teori Kampanye Sosial, Media Digital, Media Sosial, Tipografi, Illustrasi, Layout dan Warna. Media Digital Instagram sebagai media utama dalam kampanye ini dan didukung oleh media Twitter, Tiktok, Bumper, Poster, Masker, Spotify, dan Sticker Pack.
Karakter Visual Monkey.D Luffy Dan Tony Tony Chopper Serial Animasi One Piece Episode Arc Drum Island Menggunakan Kajian Semiotika Yunda Oktaviana Sentosa; Syafwan Syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 12, No 1 (2022)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v12i1.115850

Abstract

 Skripsi ini berjudul Karakter Visual Monkey D. Luffy dan Tony-Tony Chopper pada serial animasi One Piece episode Drum Island menggunakan kajian semiotika Roland Barthes (Denotasi dan Konotasi). Teori yang digunakan untuk mengungkap visual Monkey D. Luffy tersebut antara lain teori animasi, teori semiotika, teori psikologi warna, teori karakter. Menggunakan Metode penelitian kualitatif deskriptif yang mana penelitian berfokus pada penjelasan sistemetis tentang fakta-fakta yang diperoleh saat penelitian dilakukan dengan pendekatan kajian Pustaka. dengan memaparkan ulasan data mengenai karakter, gestur, warna Monkey D. Luffy dan Tony-Tony Chopper. Berdasarkan hasil dari penelitian , peneliti dapat menarik kesimpulan bahwa dalam perancangan sebuah karakter animasi, animator mencipatkan desain karakter tidak hanya menarik dari bentuk visual saja, akan tetapi desain karakter yang diciptakan mempunyai makna dari karakter. Peneliti ini mengharapkan memberikan kontribusi dalam perancangan sebuah karakter dunia animasi khususnya pada Desain Komunikasi Visual Universitas Negeri padang.