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Desain Karakter Buku Visual Interaktif “Tubuhku Bisa Apa?” Sebagai Strategi Komunikasi Visual Tarisha Oisina Putri; Widyasari; Restu Ismoyo Aji
MAVIS : Jurnal Desain Komunikasi Visual Vol 8 No 01 (2026): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v8i01.2265

Abstract

Perancangan karakter dalam buku anak memiliki peran sebagai media komunikasi visual yang membantu menyampaikan informasi kepada anak usia dini. Anak cenderung memahami pesan melalui visual dibandingkan teks, sehingga karakter perlu dirancang dengan mempertimbangkan prinsip siluet, gaya visual dan fungsi yang sesuai dengan perkembangan dan karakteristik anak. Karakter yang komunikatif dengan memperhatikan bentuk, ekspresi dan warna dapat membantu anak memahami cerita, mengenali emosi, serta menangkap pesan dalam buku.penelitian ini bertujuan untuk merancang karakter utama dalam buku visual interaktif “Tubuhku Bisa Apa” yang ditujukan kepada pembaca usia dini. Metode yang digunakan adalah design thinking yang meliputi tahap emphatize, define, ideate, prototype dan test. Pengumpulan data dilakukan dengan observasi dan wawancara untuk memahami karakteristik audiens dan fungsi karakter sebagai media komunikasi visual.Hasil perancangan dipilih dengan memperhatikan prinsip siluet, gaya visual dan fungsi. Validasi ilustrator buku anak menunjukkan bahwa alternatif D memenuhi prinsip tersebut sehingga mudah dikenali dan mampu menyampaikan pesan dengan jelas. Sementara uji kepada anak menunjukkan karakter yang ditampilkan mudah dikenali secara peran dan emosi yang ingin disampaikan. Hal tersebut sejalan dengan hasil wawancara guru bahwa anak lebih mudah memahami pesan melalui visual, sehingga desain karakter berperan sebagai strategi komunikasi visual.
Desain Karakter pada Buku Ilustrasi Mengenai Suicidal Thoughts untuk Generasi Z Aimmatus Solikah; Restu Ismoyo Aji; Pungky Febi Arifianto
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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Abstract

The issue of suicidal thoughts among Generation Z has become a serious concern, marked by the high prevalence of depression and suicidal ideation within this age group. This article discusses the strategy for designing characters for an illustrated book addressing suicidal thoughts among individuals aged 17 to 21. Through a comprehensive, mixed-methods methodology incorporating interviews with mental health professionals and illustrators, surveys of target audience respondents, and comparative visual analysis, this research creates characters that serve as both educational tools and emotional anchors. The final outcome is the design of two characters that represent physical characteristics, visual styles, and emotional markers relevant to the Gen Z experience. The design approach thoughtfully integrates aspects of personal identity, social pressures, and psychological expression. This character design strategy not only fosters reader empathy but also establishes an emotional connection, making complex mental health topics more accessible and understandable.
Promosi Kain Batik melalui Media Sosial dengan Pendekatan Tren Berkain Sintya Ariyanti Pramestika; Bayu Setiawan; Restu Ismoyo Aji
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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Abstract

Indonesian traditional cloth or Wastra is a cultural heritage that has aesthetic, philosophical value, and represents the nation's identity that has been passed down by generation. However, along with the development of the times, the interest of the younger generation, especially the current generation of teenagers, towards traditional fabrics tends to decline due to the dominant trend of modern clothing which is considered more suitable for today's lifestyle. This condition has the potential to hinder efforts to preserve traditional fabrics in the future. The high level of internet and social media users among teenagers opens up new opportunities to reintroduce traditional fabrics through a more contextual and interesting approach. This research aims to examine the role of social media as a media for promoting traditional fabrics through promotion with an approach to fabric trends as a form of adaptation of local culture into modern dress styles. The research method used is a descriptive qualitative approach with analysis of social media trends, adolescent audience characteristics, and visual communication elements in digital content. The research results are expected to provide an understanding of the effectiveness of social media with a trend approach to attract the interest of teenagers in traditional fabrics.
Perancangan Card Game Lingkaran Kebiasaan dengan Ilustrasi Komik Strip pada Kehidupan Sehari-hari Remaja Mohammad Candra Al-Aliyyu; Restu Ismoyo Aji; Mahimma Romadhona
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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Abstract

Habits are behaviors formed through repetition and are often performed automatically in everyday life. In late adolescence (18–21 years), the process of habit formation is strongly influenced by the social environment, but based on the results of FGDs and questionnaires, adolescents are not yet fully aware of the habit patterns they are experiencing and how to change them. This design aims to design a card game entitled "KeBiasaCard" which raises the concept of the habit loop through cartoon-style comic strip illustrations as an interactive and fun media for adolescents. The method used is the Seven Stages of Design (Ambrose & Harris, 2010) which includes the stages of define, research, ideate, prototype, select, implement, and learn, with data collection in the form of literature studies, interviews, observations, and FGDs. The design results in a card game consisting of 26 habit cards representing the four stages of the habit loop: cue, motivation (craving), response, and reward, as well as 24 interactive cards, with a visual concept using cartoon-style slice-of-life comic strip illustrations and decorative typography. KeBiasaCard is expected to be a medium that can help teenagers recognize and understand the process of habit formation in an interactive and fun way.
Perubahan Paradigma Dakwah Gen Z Muslim: Preferensi Pendekatan Naratif dan Ekspresi Diri di Media Sosial Hasbiyah Puan Syafa; Sri Wulandari; Restu Ismoyo Aji
Ad-DA'WAH Vol 24 No 1 (2026): Dakwah, Komunikasi dan Penyiaran Islam
Publisher : INSTITUT PEMBINA ROHANI ISLAM JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59109/addawah.v24i1.215

Abstract

This study aims to examine the changing paradigm of da'wah among Generation Z (Gen Z) in the context of social media developments and self-expression factors. Da'wah, which previously tended to be formal, one-way, and normative, has now transformed into a more visual, personal, and interactive format. This study used a mixed methods approach through questionnaires, literature studies, and observations of da'wah practices on social media. The results show several key trends, including the dominance of short-form visual content, the use of more communicative and relatable language, and the increase in da'wah practices based on personal experiences such as self-reflection and storytelling. Furthermore, the credibility of a message is no longer solely determined by scientific authority but also by the emotional closeness and authenticity of the deliverer. Social media acts as a catalyst in shaping audience preferences for fast and engaging content. However, this condition also poses challenges in the form of potential simplification of Islamic teachings. Therefore, da'wah needs to be developed creatively, inclusively, and contextually to remain relevant.
Character Design for Sadewa Krama Cinta Sejati Webcomic Restifar Amalia Istiqomah; Restu Ismoyo Aji; Bayu Setiawan
Texture : Art And Culture Journal Vol. 8 No. 2 (2025)
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/texture.v8i2.6524

Abstract

This article discusses the design of the main characters of the webcomic Sadewa Krama: Cinta Sejati published on the LINE Webtoon Kanvas platform. This design aims to increase the awareness of individuals aged 16-24 years old towards wayang culture. Wayang is an Indonesian culture that must be preserved. However, as time goes by, the art of wayang has experienced a process of decline due to development of the era. This is due to the language element of the puppet performance which uses the Regional Language (Javanese) and the performance time is at night. Through descriptive qualitative research methods (interviews, observations, and questionnaires) to collect and analyze data as visual concepts. It was revealed that respondents from the questionnaire tended to prefer staying up late to play gadgets. The phenomenon of the development of this era requires wayang to adapt. Hence, there is a need to transfer of mediums to adapt one medium to another. In accordance with this, the right media to communicate the story is a webcomic that can also be accessed through gadgets. Not stopping there, a story that has relevance to the problems of today's teenagers is needed. Problems that they face, for example, the formation of behavior and the search for compatibility with themselves and the environment. Lakon carangan Sadewa Krama is considered to have relevance to these problems. The character design in the webcomic is realized by adapting wayang kulit characters, combined with wayang wong, then represented in a semi-realist/semi-cartoon drawing style.
Implementasi Animasi Opacity Map untuk Membuat Ilustrasi Digital Artistic Line Sigied Himawan Yudhanto; Restu Ismoyo Aji; Aris Sutejo
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90032

Abstract

Abstrak : Animasi Opacity map merupakan metode sederhana yang di gunakan oleh aplikasi untuk membuat animasi 3 dimensi (3D) untuk membuat model berbasiskan tekstur. Model yang di buat adalah tekstur (2D) yang proyeksikan. Penelitian ini bertujuan untuk mengembangkan metode baru dalam pembuatan ilustrasi digital berbasis garis (artistic line) dengan memanfaatkan teknik animasi Opacity map. Pendekatan ini diharapkan dapat meningkatkan fleksibilitas dan kompleksitas visual dalam proses ilustrasi digital. Metodologi penelitian menggunakan pendekatan eksperimental, yang di kombinasikan dengan teknik penelitian artistic di mana Opacity map diterapkan untuk mengatur tingkat transparansi pada berbagai elemen garis, sehingga menghasilkan efek visual yang dinamis dan berlapis. Hasil utama penelitian menunjukkan teknik dalam menciptakan dimensi dan kedalaman yang lebih kaya pada ilustrasi 2D, yang sebelumnya sulit dicapai dengan teknik manual konvensional. Kontribusi penelitian ini meliputi pengembangan metode yang dapat diaplikasikan dalam berbagai proyek visual 2D, serta menawarkan pendekatan baru dalam desain grafis dan ilustrasi digital yang memungkinkan penciptaan efek visual yang lebih ekspresif dan menarik. Secara lebih luas, penelitian ini memberikan kontribusi bagi perkembangan ilustrasi digital, khususnya dalam memperkaya teknik visual berbasis garis yang dapat diintegrasikan dalam berbagai media kreatif. Output renderer adalah 3D still image atau format non audio visual. Z Modifier yang digunakan adalah UVW map dengan sedikit perubahan pada modifikasi gizmo dan 7 buah parameter yang terdapat pada UVW map. Mapping Parameter terdiri dari Planar, Cylindrical, Spherical, Shrink Warp, Box, Face, XYZ to UVW, dengan parameter Tile UVW rata-rata 1.0 hingga 1.5 untuk U, berada di angka 1.0 untuk V dan 1.5 untuk W dan koordinat Alignment rata-rata berada di titik X.===============================================Abstract:Opacity map animation is a straightforward method employed by applications to create three-dimensional (3D) animations, specifically for developing texture-based models. The result is a projected 2D texture. This research aims to introduce a new technique for creating line-based digital illustrations, referred to as artistic lines, by utilizing Opacity map animation methods. This approach is anticipated to enhance flexibility and visual complexity in the digital illustration process. The research methodology adopts an experimental approach integrated with artistic research techniques. It involves applying an Opacity map to adjust the transparency levels of various line elements, leading to dynamic and layered visual effects. The main findings of the research illustrate how this technique can produce richer dimensions and depth in 2D illustrations—something that was previously challenging to achieve with conventional manual techniques. The contributions of this research include the development of a method applicable to various 2D visual projects, as well as the introduction of a new approach to graphic design and digital illustration. This enables the creation of more expressive and engaging visual effects. More broadly, the research advances the field of digital illustration, particularly in enhancing line-based visual techniques that can be integrated into diverse creative media. The output of the renderer is a 3D still image or a non-audiovisual format. The Z Modifier utilized in this research is the UVW map, which undergoes slight adjustments in the gizmo modification and includes seven parameters within the UVW map. The mapping parameters encompass Planar, Cylindrical, Spherical, Shrink Warp, Box, Face, and XYZ to UVW conversions. The Tile UVW parameters range from an average of 1.0 to 1.5 for U, with V fixed at 1.0 and W at 1.5, while the alignment coordinates average at the X point.
Implementasi Customer Path 5A Melalui Konten Instagram @rumah.brd Ramadeani Prima Devinta; Bayu Setiawan; Restu Ismoyo Aji
Jurnal Media Informatika Vol. 7 No. 2 (2026): Edisi Maret-April
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v7i2.8735

Abstract

Penelitian ini bertujuan untuk mengimplementasikan Customer Path 5A melalui konten Instagram @rumah.brd guna membangun kesadaran audiens terhadap identitas brand Rumah.Brd. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa kuesioner, wawancara, dan observasi konten media sosial. Hasil penelitian menunjukkan bahwa konten Instagram Rumah.Brd belum secara konsisten membangun pengenalan identitas brand. Oleh karena itu, dirancang konsep verbal dan visual berbasis suasana homie dan hangat sebagai implementasi setiap tahap. Implementasi ini diharapkan mampu menunjukkan bahwa penerapan Customer Path 5A melalui konten Instagram efektif dalam membangun kesadaran, ketertarikan, hingga mendorong tindakan audiens terhadap brand.
Perancangan Cerita dan Desain Karakter tentang Kerentanan Lansia yang Ditinggalkan dalam Keluarga Shafira Salsabilla; Diana Aqidatun Nisa; Restu Ismoyo Aji
CITRAKARA Vol. 8 No. 1 (2026): APRIL 2026
Publisher : Universitas Dian Nuswantoro

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Abstract

Pertumbuhan jumlah lanjut usia lansia di dunia, termasuk di Indonesia, diproyeksikan terus meningkat hingga lebih dari 2 miliar pada tahun 2050. Kondisi ini menimbulkan berbagai tantangan terhadap kesejahteraan lansia, khususnya risiko penelantaran akibat rendahnya perhatian keluarga, keterbatasan ekonomi, serta minimnya dukungan sosial yang berdampak pada kesepian dan penurunan kualitas hidup. Penelitian ini bertujuan untuk merancang desain karakter dan konsep cerita yang mengangkat kerentanan lansia yang ditinggalkan dalam keluarga sebagai media edukatif untuk meningkatkan kesadaran keluarga. Metode yang digunakan adalah pendekatan kualitatif deskriptif melalui wawancara, observasi, dan studi literatur dengan analisis data model Miles dan Huberman. Hasil penelitian menunjukkan bahwa lansia cenderung mengalami keterbatasan interaksi keluarga dan dukungan emosional. Berdasarkan temuan tersebut, dihasilkan desain karakter lansia dengan pendekatan visual yang merepresentasikan kondisi fisik dan emosional, serta konsep cerita yang menekankan nilai empati dan kedekatan keluarga sebagai upaya membangun kesadaran terhadap pemenuhan kebutuhan fisik, sosial, dan emosional lansia.
Perancangan Film Pendek Untuk Menghadapi Kesepian Bagi Remaja Akhir Usia 17- 25 Tahun Arvin Joestian; Restu Ismoyo Aji
ARDVIS Vol. 1 No. 3 (2025): Ardvis: Jurnal Artistik Riset Desain Komunikasi Visual
Publisher : oleh Program Studi Desain Komunikasi Visual, Fakultas Arsitektur dan Desain, Universitas Pembangunan Nasional "Veteran" Jawa Timur, Indonesia.

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Abstract

Kesepian merupakan fenomena psikososial yang kian meningkat padakelompok remaja akhir usia 17–25 tahun, baik secara global maupun diIndonesia. Berbagai studi menyatakan bahwa kesepian yang tidaktertangani dengan tepat dapat memicu risiko depresi, kecemasan, hinggakecenderungan menyakiti diri sendiri. Penelitian ini bertujuan untukmerancang sebuah film pendek bertema psikologis sebagai media refleksidan representasi emosi bagi remaja yang mengalami kesepian. Metode yangdigunakan adalah metode perancangan Double Diamond dengan tahapandiscover, define, develop, dan deliver, serta teknik pengumpulan datamelalui wawancara dengan psikolog dan penyebaran kuesioner. Hasilperancangan menghasilkan karya film pendek berjudul Solitude, yangmengangkat kisah personal dan universal mengenai kesepian, harapan, dankepedulian sosial. Film ini diharapkan menjadi sarana penyadaran sekaligusvalidasi emosi bagi penontonnya. Dengan mengintegrasikan prinsipsinematografi dan pendekatan psikoanalisis dalam narasi visual, film inidirancang untuk membangkitkan resonansi emosional yang kuat danmembangun kesadaran akan pentingnya koneksi antarindividu.
Co-Authors Aditya Rahman Yani Aditya, Naufal Rasyid Aileena Solicitor Costa Rica El Chidtian Aimmatus Solikah Akbar Firmansyah Aldila Mahadevi Akhadiyatni Alfian Candra Ayuswantana Aliv Fatima Latifah Amandafira, Lailatul Azijah Annisa Nugraini, Insan Anwar, Putri Anindita Aris Sutejo Arvin Joestian azril Endryan Saputra Bagas Dwiya Yudhana Bayu Setiawan Bayu Setiawan Chidtian, Aileena Solicitor Costa Rica El Daniar, Aninditya Dian Eka Permanasari Diana Aqidatun Nisa Erlangga Satrio Yudha Eulogize Gracia Putri Manullang Farah Susmita Fatihah Izzati Shifwah Najiah Firaghaida Effendi Gadis Cantik Bunga Tunjungwangi Genduk Ayu Sugma Rahayu Gregorius Guardiola Istiawan Hafidzah, Zahrin Nur Hakim, Moch. Rofi Hanifa Rahmawati Zain Hasbiyah Puan Syafa Herwanda, Bilqis Agneza Herwina, Nevlin Cresentia Ilham Saputra, Fahreza Indyson, Ardhito Daffa Iqlimah Agustin Khalaya Azizah wibowo Lutvia Febrin Sholekhaningtyas Masnuna, Masnuna Mimpang, Irene Siwi Mochamad Rio Setyo Feby Saputro Mohammad Candra Al-Aliyyu Najiah, Fatihah Izzati Shifwah Navisatul Izzah Nevlin Cresentia Herwina Nisa , Atika Khalifatu Nisa, Atika Khalifatu Nuria Lathifatul Qolbi Pramesti, Irna Yuli Prayoga, Dedy Eka Timbul Pungky Febi Arifianto Pungky Febi Arifianto Raden Mohammad Zaky Ar-Rafi Rafi Alifian Putra Ramadhan Ramadeani Prima Devinta Ramadhan, Yedistya Aulia Restifar Amalia Istiqomah Reza Dwi Anggita Romadhona, Mahimma Ruliawan, Tsania Rahma Salsabiila Millenia Nabiilah Hadaayaa Seftina, Diani Shabina, Sharah Shafira Salsabilla Shelvy Awailul Ramadhani Sigied Himawan Yudhanto Sintya Ariyanti Pramestika Solicitor C. R. E Chidtian, Aileena Steven sumartono, kattreen aulia Sutejo , Aris Tarisha Oisina Putri Ulfah, Izzatul Virginita Rachma Syafaqoh Widyasari Wulandari, Sri Yudhanto, Sigied Himawan