Claim Missing Document
Check
Articles

Found 11 Documents
Search

Perancangan Casual Edugame Mitigasi Bencana Gempa Bumi bagi Remaja Di Bandung Dini Faisal; Irfansyah Irfansyah; Hilwadi Hindersah
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (838.11 KB) | DOI: 10.5614/jkvw.2013.5.2.3

Abstract

In general, Indonesian society is still don't understand the high level risk of earthquake hazard threat in their own region. Ignorance of this information can be very fatal for the society. City with developing infrastructure and high population density has higher risk of earthquake disasters. These two are the factors of vulnerability that make Bandung as a high risk city of earthquake disasters. The society needs to know about earthquake mitigation in order to minimize the risk of earthquake disasters. One way of informing and introducing earthquake mitigation is through mobile devices such as tablet. As we know, tablet provides entertainment such as casual games. Casual game about earthquake mitigation in tablet devices can be an educational tool packed in the form of entertainment. Society and teenagers in particular can obtain such information and knowledge in order to reduce the risk of accidents during the earthquake. Designing casual edugame of earthquake mitigation includes two phases, (a) identification and data analysis on earthquake mitigation and its stages and (b) designing the visual of the game. The identification and data analysis obtained through books, journals, theses, and previous news (print and electronic). Reviewing and studying similar games contribute in game's design process. The game has two stages where players will gain information about earthquake mitigation. Three main informations are: (a) conducting earthquake-proof facility, (b) preparing survival kit and (c) practicing "drop, cover and hold" responses. The game's story, characters and setting is the representation of everyday life in earthquake potential city. This game aims for teens awareness of their vulnerability and to prepare them for earthquake disaster risk. That way, this game will be able to introduce positive attitude towards their vulnerable environments.
Buku Ilustrasi Tenun Pandai Sikek Untuk Melestarikan Budaya Minangkabau Fajar Afif Putra; Dini Faisal
Jurnal Kajian dan Penelitian Umum Vol. 1 No. 4 (2023): Agustus : Jurnal Kajian dan Penelitian Umum
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jkpu-nalanda.v1i4.415

Abstract

Songket from Pandai Sikek is one of the most famous Minangkabau woven products. Because of its beautiful motifs and colors, Pandai Sikek's songket weaving has many fans, both at home and abroad. The motifs used are motifs that have been owned for a long time and are hereditary motifs, but there are some motifs that have been lost due to the development of globalization. The flow of globalization and the rapid development of technology have shifted people's attention, especially the younger generation, to care about culture which has resulted in the waning of public interest and knowledge of Pandai Sikek weaving. Therefore a solution is needed by designing a media specifically for teenagers in the form of an illustrated book so that it can provide information and add insight about Pandai Sikek weaving. The design of this work uses the glassbox method with the design stages of preparation, incubation, lumination, and verification. In collecting data obtained from field observations, interviews reviewing literature obtained from various sources. From the results of writing, it is obtained that the media used in the design is in the form of illustrated books with supporting media tote bags, t-shirts, x-banners, pins, stickers, posters and key chains.
Analysis Of Consumer Purchase Decision Towards Collaborative Packaging Design Products Of Dear Me Beauty And KFC Siti Masrika; Dini Faisal
Jurnal Kajian dan Penelitian Umum Vol. 1 No. 5 (2023): Oktober : Jurnal Kajian dan Penelitian Umum
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jkpu-nalanda.v1i5.420

Abstract

This research aims to determine the influence of packaging design variables from the collaboration between Dear Me Beauty and KFC on consumer purchasing decisions. Respondents for this study were selected using purposive sampling technique, where the respondents were consumers who purchased and used products resulting from the collaboration between Dear Me Beauty and KFC. A total of 84 respondents were included in the research sample. The data collection method employed in this study involved using a Likert-scale questionnaire. The variables studied in this research are collaborative packaging design (as variable X) and purchasing decisions (as variable Y). This study adopts a quantitative approach, and the questionnaire data are analyzed using descriptive statistics." The results of the study with 84 respondents indicate that the highest percentage for the collaborative packaging design variable (variable X) falls under the 'agree' classification, with a frequency score of 131 and a percentage of 31.19%. This suggests that respondents are attracted to the visual appeal and practicality of the design, leading them to decide to purchase products resulting from the cross-disciplinary collaboration between Dear Me Beauty and KFC. Additionally, for the purchasing decision variable (variable Y), the highest percentage also falls under the 'agree' classification, with a frequency score of 76 and a percentage of 30.16%. This demonstrates that respondents make purchases based on packaging factors and their need for the product."
Perancangan Typeface Eksperimental Motif Aka Cino Minangkabau Raiyanuwaldi Raiyanuwaldi; Dini Faisal
Jurnal Mahasiswa Kreatif Vol. 1 No. 6 (2023): November : Jurnal Mahasiswa Kreatif
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jmk-widyakarya.v1i6.1523

Abstract

Experimental typeface design of Aka cino Minangkabau motif. This design is motivated by the lack of knowledge of Minangkabau people about this carving motif. The purpose of this design is to explore the aka cino motif into the design of letters so that it can elevate local culture into contemporary works so that people, especially Minangkabau, can appreciate and preserve local culture. This design uses the 4-D model design method (Four D Models). There are four phases in this model, namely: Defining, Designing, Developing, and Deploying. The data collection method uses literature study, internet and online questionnaire distribution. The result of this design is that this typeface has represented the impression of the aka cino motif and is intended as a text headline with very good readibility and legibility.
Animasi 2D Brand “Sate Manangkabau” Di Kota Padang Rifqy Malvian Hamzah; Dini Faisal
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : 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.v1i2.1088

Abstract

Sate Manangkabau is a brand engaged in the culinary field in the city of Padang, West Sumatra. This brand was created in August 2018. In the current era of global competition, rapidly growing market increases, increasing technology, as well as the challenges of competition for each brand require each brand to innovate and be creative in developing appropriate promotional strategies. The purpose of this work is to present a 2d animated promotional advertisement for the Sate Manangkabau brand in order to maintain the existence of the brand that has been formed and as a unique and innovative promotional medium that can attract the attention of consumers. The design method for the 2D Animation Brand "Sate Manangkabau" in Padang City uses the define, design, development, and dissemenate method. The data analysis method uses the SWOT method, namely strength, weakness, opportunity, threats. The resulting design is a 2D Animation Brand "Sate Manangkabau" in Padang City. It also produces supporting media such as posters, Instagram ads, x banners, key chains, motion menus, stickers and sate frozen.
Color Storytelling Sebagai Visual Narrative Pada Film Animasi The Red Turtle Zahra Salsabila; Dini Faisal
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : 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.v1i2.1095

Abstract

The Red Turtle is an animated film released in 2016. It was directed by Dutch-British animator Michall Dudok de Wit. The film is a co-production between Wild Bunch and Studio Ghibli. The Red Turtle tells of the struggle of a man stranded on an uninhabited island to survive until he finally finds new happiness on the island. The film "The Red Turtle" lacks dialogue on its storyline, making color the main visual element of the film's narrative. This attracted researchers to study the film The Red Turtle from the color storytelling aspect that played a narrative visual on the development of the story. The purpose of this study to explain color storytelling can play a narrative visual in the film "The Red Turtle". This study used a qualitative descriptive approach. It uses Albert Munsell's color theory studies, with data collection using observations, documentation and Library studies, and with interactive model data analysis techniques. The results of this study show that color visual elements, color storytelling, are as important and as important as narrative, suggesting that color storytelling can play a narrative visual role in the animated film "The Red Turtle".
Website Wrapped By Gea Jual Beli Thrift Dan Preloved Nur Hafizha; Dini Faisal
Misterius : Publikasi Ilmu Seni dan Desain Komunikasi Visual. Vol. 1 No. 1 (2024): Maret : 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.v1i1.43

Abstract

The purpose of designing the Wrapped by Gea Website is to create a media that is more informative, effective in promotion and increases consumer trust and also to reach a wider market but also makes it easier for owners to convey information on marketed goods to prospective buyers and provide an attractive website page display. The Glass Box method is the method used in this study where this method always tries to determine the facts and the factual causes or reasons that underlie the design of the Wrapped By Gea website. In the process of data analysis in the design of the Wrapped By Gea website using 5W + 1H analysis which aims to determine and solve the problems encountered and find solutions to these problems. In the process of designing the user experience website, observations have been made on the habits and desires of the users, as well as the results of observations and studies are compiled and made with a simple layout that is easy to understand. The design that is made produces a main media for web design Wrapped by Gea. This web design is designed in a simple way with a simple, good, and easy to understand layout and flow, so that users do not find it difficult when running the website. In addition to the main media for the Wrapped by Gea web design, a supporting media was also created to support the main media, namely Promotional Videos, Social Media, Paper Bags, Stickers, X-Banners, Posters, and Lanyards.
Video Lirik Berbasis Animasi Pada Lagu “Bad Habbit From Habbit” Band Wakas Kota Padang Muhammad Khalif; Dini Faisal
Misterius : Publikasi Ilmu Seni dan Desain Komunikasi Visual. Vol. 1 No. 2 (2024): Juni : 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.v1i2.129

Abstract

The objective of designing an animated music video for Wakas Kota Padang's "Bad Habit from Habit" song is to provide a medium of communication for the song's story, meaning, and message to its audience. The design process employs the 4-D Model, which consists of four stages: define, design, develop, and disseminate. Data analysis uses the SWOT method to gather necessary data according to the design requirements. The main medium for the video is animation, supported by additional media such as posters, Instagram reels, Instagram feed, zines, t-shirts, and stickers. The results of the video's usability test on "Bad Habit from Habit" by Wakas Kota Padang, conducted among 10 participants consisting of 2 animators, 3 students of visual communication, and 5 target audience members aged 17-30, received overwhelmingly positive responses, appreciation, and audience interest. Therefore, it can be concluded that the usability of the animated music video for "Bad Habit from Habit" by Wakas Kota Padang is suitable and worthy of publication.
Media Promosi "L'ILE CHOCOLATE" Jodi Rahmadi Putra; Dini Faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 14, No 1 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v14i1.120403

Abstract

Perancangan ini ditujukan untuk menghasilkan sebuah media alternatif bagi pelanggan ataupun konsumen dari L’ile Chocolate untuk mengetahui produk apa saja yang dijual dan fasilitas apa saja yang disediakan oleh L’ile Chocolate yang dapat diakses dan di baca dimana saja. Masalah yang diidentifikasi adalah banyaknya pengunjung ataupun pelanggan yang tidak mengetahui adanya fasilitas seperti museum, cafe yang disediakan oleh L’ile Chocolate. Untuk menemukan jalan keluar dari masalah diatas, digunakan metode 4D yang memiliki beberapa tahapan, yaitu Definition, Design, Develop, dan Disseminate. Metode ini diawali dengan mencari dan memahami permasalahan yang dialami berdasarkan data, kemudian di lanjutkan dengan merancang media dari hasil analisa data sebelumnya, kemudian pengembangan atau perancangan dari rancangan awal, dan hasil perancangan yang sudah final disebarkan melalui beberapa platform digital atau print out. Perancangan ini akan menghasilkan sebuah output yaitu media E-Catalog sebagai media untuk menyampaikan informasi terkait produk dan fasilitas yang ditawarkan oleh L’ile Chocolate. Pembuatan media E-Catalog ini terbukti efektif untuk meningkatkan awareness dan kepercayaan pelanggan untuk membeli produk L’ile Chocolate. Hal ini terbukti dari uji kelayakan yang dimana pesan yang disampaikan dalam media E-Catalog mudah dipahami oleh target audience. Dan selain perancangan media utama, dirancang juga beberapa media pendukung seperti: Poster, X-Banner, Katalog, Social Media, Lunch Bag, Voucher, Greeting Card.  Kata kunci: E-Catalog, 4D,  L’ile Chocolate
User Interface Web PT. Bestari Putra Rajawali Sasgivo Putra Hendri; Dini Faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 13, No 2 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v13i2.122472

Abstract

PT. Bestari Putra rajawali adalah perusahaan yang dirintis oleh DR. H. Adi Suminto, M.H., M.Si. sejak tahun 2018 hingga saat ini. Tujuan karya utama user interface web ini untuk mengenalkan, memasarkan dan melakukan pembelian produk secara online. Selanjutnya juga dilengkapi dengan berbagai media pedukung yang didesain khusus seperti instagram ads, x banner, papper bag, gantungan kunci, dan stiker yang berguna untuk mendukung promosi media utama. Metode perancangan user interface web PT. Bestari Putra Rajawali menggunakan metode perancangan pengembangan glass box yaitu persiapan, inkubasi, iluminasi, dan verifikasi. Metode pengumpulan data dari data primer dan data sekunder. Metode analisis data menggunakan metode SWOT yaitu strengh, weakness, opportunity, threats. Hasil perancangan yang di hasilkan adalah User interface Website dari Pt Bestari Putra Rajawali. Serta dihasilkan media pendukung seperti instagram ads, x banner, papper bag, gantungan kunci, dan stiker.