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Webtoon Festival Daul Madura Sebagai Upaya Pengenalan Budaya Madura Terhadap Remaja Usia 18-22 Tahun Akbar Firmansyah; Restu Ismoyo Aji; Masnuna Masnuna
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.4525

Abstract

Madura, an island in East Java, is known for its rich cultural heritage. Despite this, prevailing stereotypes in society often emphasize negative aspects of Madurese culture, which can obscure its valuable and positive traditions. One such cultural gem is Daul music—a vibrant and rhythmic musical expression that deserves greater public appreciation. This study explores the design and development of a digital comic titled “The Sparkle of Madura’s Daul”, which aims to introduce Daul music to a younger audience, particularly teenagers aged 18–22, through the Webtoon platform. Utilizing a qualitative descriptive method, the research gathered data through observation, questionnaires, and interviews to inform the design process. The comic is created not only as an engaging entertainment medium but also as a tool for cultural education and preservation. By integrating narrative and visual storytelling, the comic presents Daul music in a compelling and accessible format, positioning it as a cultural asset comparable to the well-known Karapan Sapi. The final product is intended to reshape perceptions of Madurese identity, promote cultural pride, and encourage the appreciation of traditional music among youth. This initiative highlights the potential of digital media to bridge generational and cultural gaps while revitalizing local heritage through creative means.
Perancangan Card Game Kue Tradisional Indonesia Untuk Usia 18 – 21 tahun Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2523

Abstract

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way
PERANCANGAN KEMASAN PADA BOARD GAME PETUALANGAN TRADISIONAL RASA Ramadhan, Yedistya Aulia; Aninditya Daniar; Restu Ismoyo Aji
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2524

Abstract

The packaging design of the Petualangan Tradisional Rasa board game aims to create an educational medium that attracts the interest of young people aged 19–22 toward traditional Indonesian cuisine. This game is designed to address the declining interest among the younger generation in local culinary heritage due to the dominance of modern food culture. The design process employed a combination of qualitative and quantitative methods. The qualitative method involved observation and interviews with Board Game Academy and Table Toys to gather insights on effective board game packaging, while the quantitative method was carried out through questionnaires distributed to the target audience to assess packaging design preferences.
Perancangan Desain Karakter Buku Ilustrasi People pleaser Dalam Dunia Kerja Eulogize Gracia Putri Manullang; Restu Ismoyo Aji; Aris Sutejo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2530

Abstract

This paper discusses the visual design of character designs for an illustrated book that focuses on the problem of people pleasers among employees aged 22-30 years. People pleasers are individuals who tend to please others at the expense of themselves, which in the long term can trigger stress and mental disorders. The results of the study show that many young employees experience a dilemma between meeting other people's expectations and maintaining their own well-being. To convey this problem, four characters were designed. The main character is Tara, a people pleaser who undergoes a transformation into a more balanced individual in her work and personal life. Three supporting characters help strengthen the dynamics of conflict in the workplace, Mr. Johnson (Tara's demanding boss), Shinta (a supportive co-worker), and Felix (a senior co-worker). The character design process was carried out through several stages, including interviews with psychologists, illustrators, and employees, as well as qualitative data analysis from observations, Focus Group Discussions (FGD), and literature studies. The result is four characters executed in a simple illustration style with flat design and a limited color palette to emphasize the emotional atmosphere experienced by the characters. By exploring the right illustration style and color composition, this study designs characters that not only depict the reality of people pleasers in the workplace, but also function as visual educational media that helps readers understand the importance of setting boundaries at work and supports individuals in achieving inner peace and balance in life. Keywords: People pleaser, Persona, Illustration, Employee Character Design
Perancangan Sampul Buku Ilustrasi Pinjaman Online “Pinjol: Harapan atau Beban? Shelvy Awailul Ramadhani; Restu Ismoyo Aji; Diana Aqidatun Nisa
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 2 (2025): Oktober: Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i2.4574

Abstract

The existence of online loan services in today's technological developments makes it easier for anyone who needs funds quickly because all processes can be done without face-to-face meetings. However, the conveniences offered are not without risks, especially for someone with low financial literacy. Lack of financial literacy in the use of online loan services often causes victims so that educational media is needed to help reduce this problem. Illustrated books were then chosen as one of the media for packaging information about online loans. The cover is the part of a book that is first seen visually, this aims to attract the attention of the target audience so that this study focuses on designing book covers. The data collection techniques used in this study are primary and secondary data collection techniques. Then analyzed using a mixed descriptive analysis technique. From the results of the analysis, the key word "Careful in Making Financial Decisions" was obtained, these keywords produce a cover design that is in accordance with the target audience.
Perancangan Storyboard Motion Graphic Edukatif Pengendalian Diri dalam Menghadapi Quarter Life Crisis Rafi Alifian Putra Ramadhan; Diana Aqidatun Nisa; Restu Ismoyo Aji
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 5: Agustus 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i5.9310

Abstract

Quarter life crisis umumnya dialami oleh individu yang berusia 18 hingga 30 tahun, Quarter life crisis ditandai dengan ketidakstabilan emosi akibat banyaknya faktor perubahan dalam hidup seperti pendidikan, karir, kemandirian, dan hubungan satu sama lain. Metode pengumpulan data yang digunakan dalam perancangan ini yaitu melalui wawacara, kuesioner, dan studi literatur. Hal ini dilakukan agar mengidentifikasi permasalahan remaja saat mengalami fase quarter life crisis. Hasil penelitian imi berupa rancangan storyboard yang menggambarkan perjalanan karakter utama dalam menghadapi quarter life crisis sampai menemukan solusi berupa teknik pengendalian diri. Storyboard ini dirancang dengan pendekatan storytelling yang berfokus pada penggunaan bahasa yang relatable dan tidak menggurui, menyajikan bentuk dari pengendalian diri yang efeketif seperti mengelola ekspektasi, membangun support system, refleksi diri, dan keberanian dalam mengambil keputusan kecil. Penelitian ini menunjukkan pentingnya media edukatif berbasis visual yang menarik dan mudah dipahami sebagai sarana informasi bagi remaja dalam menghadapi fase quarter life crisis.
Analisis Pengaruh Tone Warna dalam Media Desain Board Game di Genre Game Edukasi untuk Anak-Anak Hakim, Moch. Rofi; Restu Ismoyo Aji; Pungky Febi Arifianto
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 5: Agustus 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i5.9538

Abstract

Board game merupakan media permainan yang tidak hanya mengandalkan mekanik dan aturan, tetapi juga visual yang kuat untuk membangun pengalaman bermain. Dalam konteks permainan edukatif untuk anak-anak, desain visual, khususnya tone warna, memainkan peran penting dalam menarik perhatian dan memfasilitasi pemahaman konsep permainan. Warna mampu menyampaikan emosi, suasana, dan makna secara instan, sehingga pemilihan tone warna yang tepat menjadi faktor krusial dalam perancangan board game edukatif. Penelitian ini bertujuan untuk menganalisis bagaimana tone warna digunakan dalam media board game edukasi anak, serta bagaimana pengaruhnya terhadap persepsi, minat, dan pemahaman anak terhadap isi permainan. Metode yang digunakan adalah pendekatan kualitatif berbasis studi literatur, yang memungkinkan peneliti menggali makna dan simbol visual secara mendalam. Hasil penelitian diharapkan dapat memberikan wawasan tentang pentingnya strategi pemilihan warna dalam meningkatkan efektivitas media pembelajaran melalui board game bagi anak-anak.
Perancangan Kampanye Social Pencegahan Vandalisme Di Kota Surabaya azril Endryan Saputra; Aditya Rahman Yani; Restu Ismoyo Aji
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.221

Abstract

Vandalisme merupakan salah satu permasalahan sosial yang sering ditemukan di berbagai kota, termasuk di Indonesia. Tindakan ini tidak hanya merusak estetika lingkungan, tetapi juga berdampak negatif pada kenyamanan, keamanan, dan nilai sosial masyarakat. Penelitian ini bertujuan untuk merancang sebuah kampanye sosial pencegahan vandalisme di kota yang mampu meningkatkan kesadaran dan partisipasi dalam menjaga kebersihan dan keindahan lingkungan perkotaan. Metode perancangan yang digunakan adalah Design Thinking, yang terdiri dari tahapan empathize, define, ideate, prototype, dan test. Proses perancangan diawali dengan pengumpulan data melalui wawancara, survei, dan observasi terhadap masyarakat dan lingkungan yang terdampak vandalisme. Hasil analisis data menunjukkan bahwa rendahnya pemahaman masyarakat tentang dampak vandalisme dan kurangnya fasilitas edukasi menjadi faktor utama permasalahan ini. Solusi yang dirancang melibatkan berbagai media kampanye yang saling terintegrasi, meliputi website informatif, ambient media yang mengajak interaksi, event kit untuk kegiatan edukasi, stand banner, poster dengan visual menarik, serta merchandise sebagai alat pengingat. Hasil akhir dari perancangan ini adalah sebuah strategi komunikasi visual yang holistik dan berbasis partisipasi masyarakat. Kampanye ini tidak hanya memberikan informasi, tetapi juga mengajak masyarakat untuk terlibat langsung dalam mencegah dan mengurangi vandalisme. Dengan penerapan media yang beragam dan relevan, kampanye ini diharapkan mampu menciptakan dampak positif yang signifikan dalam upaya menciptakan lingkungan perkotaan yang lebih bersih, nyaman, dan estetis.
Desain Karakter dalam Buku Cerita Bergambar Giri Gajah Nuria Lathifatul Qolbi; Aris Sutejo; Restu Ismoyo Aji
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 2 (2025): Oktober: Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i2.7178

Abstract

The richness of local legends, such as the legend of Giri Gajah from Gresik, faces the risk of being forgotten due to a lack of visual elements appealing to child audiences, especially those aged 8-10 years old. To revitalize this legend, a picture storybook was designed by creating character designs that could captivate children aged 8-10. This dynamic educational medium is the primary target. The focus of the design lies in the character design, making it the core visual element and narrative driver, which connects the oral tradition with the needs of contemporary media. The research method used is design thinking. The design results established four main characters, namely Pandu, Sunan Giri, Sunan Giri's Grandchild, and Gajah (Elephant), using a Semi-Realistic Cartoonist illustration style. This style was chosen for its ability to bridge the reality of local culture with a cheerful visual appeal. This design successfully created an effective medium for the preservation of local culture and the improvement of children's interest in reading.
Perancangan E-Booklet Tentang Pangan Jajanan Anak Sekolah (PJAS) Berbahaya Untuk Siswa SD Sri Wulandari; Restu Ismoyo Aji; Navisatul Izzah; Dian Eka Permanasari
Ars: Jurnal Seni Rupa dan Desain Vol 25, No 1 (2022): April 2022
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v25i1.6423

Abstract

Pangan Jajanan Anak Sekolah (PJAS) merupakan makanan atau jajanan yang sering dijumpai di lingkungan sekolah dan sebagian besar anak sekolah mengonsumsinya secara rutin. Jajanan adalah pangan tertentu yang beresiko tinggi terhadap kualitas sumber daya manusia dalam jangka panjang karena selain berhubungan dengan zat gizinya juga rawan terhadap kontaminasi bibit penyakit, akibat rendahnya kualitas makanan dan minuman serta tingkat kebersihan jajanan. Anak-anak yang berada di kelompok usia Sekolah Dasar, memiliki sifat unkonsistensi terhadap makanan, makanan yang mereka pilih umumnya berdasarkan apa yang mereka sukai atau tidak tanpa mempertimbangkan factor lain, misalnya factor keamanan makanan, kebersihan dan gizi dari makanan yang mereka konsumsi. Perlu adanya sosialisasi kepada anak sekolah khusunya sekolah dasar mengenai bahaya dari jajan sembarangan. Maka dari itu penelitian ini memfokuskan diri pada perancangan iklan layanan masyarakat berupa E-booklet mengenai PJAS berbahaya untuk SISWA Sekolah Dasar. Metode yang digunakan dalam penelitian ini ialah metode penelitian kualitatif deskriptif dengan menggunakan model perancangan procedural.  Hasil akhir dari penelitian ini berupa Ebooklet dengan desain yang disesuaikan dengan target audiens yaitu siswa Sekolah Dasar.