Rony Siswo Setiaji
Universitas Negeri Yogyakarta

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Perancangan Buku Pop-Up Cerita Rakyat Dari Jawa Timur Untuk Mengenalkan Nilai Moral Bagi Anak Usia 9-11 Tahun Angga Hendrawan; Rony Siswo Setiaji; Lifan Sugiharto
Artika Vol 4 No 1 (2019): Juli 2019
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/artika.v4i1.162

Abstract

Saat ini industri hiburan didominasi oleh konten yang berasal dari luar negeri misalnya permainan, film dan komik, karena kondisi ini maka keberadaan konten-konten lokal termasuk cerita rakyat mulai tersisih. Tersisihnya cerita rakyat menjadi suatu permasalahan karena anak-anak mulai menjauh dari nilai moral di daerah setempat, hal ini perlu direspon dengan menyediakan media yang sesuai untuk mengenalkan cerita rakyat kepada anak-anak, salah satunya melalui buku ilustrasi. Perancangan buku ilustrasi dilakukan dengan mempelajari keberadaan cerita rakyat di Provinsi Jawa Timur dan menerapkan metode desain thinking yang diajukan oleh Gavin Ambrse dan Paul Harris, terdapat tujuh tahapan yang terdapat di dalam metode ini, yaitu: 1) define, 2) research, 3) ideate, 4) prototype, 5) select, 6) implement, 7) learn. Perancangan ini menghasilkan tiga buku ilustrasi cerita rakyat dari Jawa Timur dengan menerapkan teknik pop-up. Judul dari ketiga buku dirancang adalah “Kisah Cerita Banyuwangi”, “Kisah Cerita Ande-Ande Lumut”, dan “Kisah Cerita Sawunggaling”. Teknik Popup digunakan untuk meningkatkan daya tarik buku bagi anak-anak.
SMARTPHONE MEDIA BERKARYA SENI MASA KINI Rony Siswo Setiaji
Imaji Vol 18, No 1 (2020): IMAJI APRIL
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1741.247 KB) | DOI: 10.21831/imaji.v18i1.27826

Abstract

Dunia telah memasuki Era Revolusi Industri 4.0. Era dimana terjadi percepatan teknologi dan digitalisasi dalam berbagai bidang. Informasi, komunikasi, interaksi, transaksi dan edukasi dapat dilakukan hanya dalam genggaman layar smartphone. Begitu pula dalam menciptakan sebuah karya seni dan desain dapat memanfaatkan teknologi smartphone. Berdasarkan studi pendahulan yang dilakukan peneliti yaitu sekitar 80% mahasiswa seni rupa dan desain tidak menggunakan teknologi smartphone untuk berkarya seni. 60 % dari mereka tidak mengenal aplikasi smartphone yang dapat dimanfaatkan untuk berkarya seni. Tulisan ini bertujuan membahas peran penggunaan teknologi khususnya smartphone dalam kegiatan berkarya seni dan desain. Berikutnya, juga membahas berbagai aplikasi untuk berkarya seni kreatif seperti filpaclip, medibangpaint, procreate, sketchbook, artflow, infinite design serta adobe ilustrator. Terakhir, tulisan ini membahas tentang bisnis karya seni dan desain online melalui berbagai alamat website yang dapat diakses menggunakan layar smartphone. Diharapkan mahasiswa seni rupa dan desain dapat memanfaatkan perkembangan teknologi tidak hanya untuk kepentingan pribadi semata, namun juga kegiatan berkarya seni kreatif serta dapat menghasilkan income.Kata Kunci: Seni, Desain, Teknologi, Smartphone, Digital SMARTPHPONE, A MEDIA FOR CREATING VISUAL ART AND DESIGN NOWADAYS Abstract The world has entered the Industrial Revolution Era 4.0. The era where technology accelerated and digitalized in various aspects. Information, communication, interaction, transactions and education are done via a smartphone. In creating a work of art and design can be done with smartphone technology. However, based on the preliminary study conducted by researcher, around 80% of art and design students do not use smartphone technology to create art. 60% of them are not familiar with smartphone applications that can be used to create art. The objective of this paper is to discuss the role of the use of technology, especially smartphones in the work of art and design. Next, discuss various applications to create creative arts such as filpaclip, medibang paint, procreate, sketchbook, artflow, infinite design and adobe illustrator. Finally, this paper discusses the online art and design business through various website addresses that can be accessed using a smartphone screen. So it is expected that fine arts and design students can take advantage of technological developments not only for personal gain, but also for creative arts activities and can generate income. Keywords: Arts, Design, Technology, Smartphone, Digital
Berkarya Seni Visual Di Era Digital Rony Siswo Setiaji
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 5, No 2 (2023): Visual Heritage: Jurnal Kreasi Seni dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v5i2.8241

Abstract

Tujuan artikel ini adalah menjelaskan proses berkarya seni visual di era digital meliputi proses membuat, memamerkan dan menjual karya seni visual di era digital. Pengaruh perkembangan teknologi digital terhadap bidang seni adalah perubahan terhadap proses berkarya seni visual. Saat ini kita dapat dengan mudah menciptakan karya seni visual melalui beragam platform atau aplikasi seperti Canva, Procreate, dan IbisPaint X.  Platform dan aplikasi ini memiliki berbagai fitur dan keunggulan yang dapat mendukung dalam proses berkarya. Di era digital juga memungkinkan kita membuat ruang 3D virtual untuk memamerkan karya seni secara digital melalui berbagai platform seperti Kunstmatrix dan Artsteps. Selain itu, transformasi digital membuat kita dapat menjual dan membeli karya seni dalam bentuk NFT atau melalui marketplace seperti fiverr. Seniman dan kolektor seni dapat bertemu bahkan melakukan transaksi jual beli melalui platform atau media digital.
Rumusan Penyusunan Mata Kuliah S1-DKV Yang relevan Terhadap Kebutuhan Dunia Kerja Dan Industri Aran Handoko; Zulfi Hendri; Rony Siswo Setiaji
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 6, No 1 (2023): Visual Heritage: Jurnal Kreasi Seni dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v6i1.8853

Abstract

Penelitian ini bertujuan untuk mendeskripsikan rumusan penyusunan mata kuliah S1-Desain Komunikasi Visual yang relevan terhadap kebutuhan dunia kerja dan industri. Metode yang digunakan dalam penelitian adalah metode penelitian deskriptif kualitatif. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah FGD (Focus Group Disucusion) bersama para ahli dari tiga universitas penyelenggara program studi S1-Desain komunikasi visual dan praktisi dunia usaha dan dunia industri. Berdasarkan hasil analisis data menunjukan bahwa rumusan penyusunan mata kuliah yaitu 1) Rumusan mata kuliah S1-Desain Komunikasi Visual mengutamakan penguatan terhadap konsep atau ide dalam menyelesaikan suatu permasalahan desain di masyarakat secara kreatif dan inovatif. 2) Rumusan mata kuliah S1-Desain Komunikasi Visual menanamkan atau mengimplementasikan pendekatan design thinking. Dengan menananamkan atau mengiplementasikan design thinking membuat mahasiswa melihat sebuah proses desain sebagai suatu tujuan. 3) Rumusan mata kuliah S1-Desain Komunikasi Visual melibatkan atau berkolaborasi dengan praktisi dari dunia usaha dan dunia industri agar dapat sharing knowledge dan sharing project sehingga mahasiswa memperoleh wawasan, hard skill dan soft skill yang lengkap dan relevan dengan dunia usaha dan dunia industri.
Pendampingan Pembelajaran Seni Rupa Berkarya Seni Grafis Cetak Tinggi di SMPN 1 Mlati, Sleman, Yogyakarta Setiaji, Rony Siswo; Hendri, Zulfi; Creativani, Kharisma; Khoirunisa, Alifia Zahra; Triawan, Denny Wahyu
JURNAL CEMERLANG : Pengabdian pada Masyarakat Vol 6 No 2 (2024): JURNAL CEMERLANG: Pengabdian Pada Masyarakat
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpm.v6i2.2652

Abstract

Fine arts learning really participates in growing and developing all the competencies possessed by students. Fine arts learning at school includes creative activities to gain knowledge and skills in producing creative works of art, including relief printmaking. The fine arts learning service program for creating relief printmaking at SMP N 1 Mlati, Sleman, Yogyakarta provides benefits for the development of cultural arts materials in schools, because creating relief printmaking on canvas bag media is a new thing for students. The activities of this program include pre-program implementation activities, which are activities for preparing materials, lesson plans, media, and learning models. Program implementation activities are visual arts learning activities creating relief printmaking for class IX. Post-implementation activities of the program are evaluation activities of the community service program, namely filling out items by students related to the implementation of the community service program. Overall the results of the evaluation of the program that we implemented received a positive response as much as 87.3% of students strongly agreed that the program was in accordance with their needs. 88.26% strongly agreed that the program could increase learning motivation and a score of 88.03% stated that the program could encourage students' abilities. Then in the program aspect it can be useful for students obtaining a score of 89.9% and in the program aspect giving rise to student empowerment obtaining a score of 85.6%.
Development of Rempah Kita illustrated book to introduce spice diversity to children aged 7–12 Cahyani, Wiwit; Setiaji, Rony Siswo
Sungging Vol 3, No 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i1.70911

Abstract

This study aims to describe the process of development and material feasibility as well as the feasibility of the picture book media "Rempah Kita". This study used the Brog and Gall RD method. The stages that are carried out consist of potential problems, data collection, product design, validation, product design improvement, and product trials. This study was conducted on children aged 7–12 at SD Negeri Sedangsari. Research data collection using observation techniques, interviews, questionnaires and documentation. Data analysis techniques are quantitative and qualitative descriptive.  This research and development results are as follows: (1) The picture storybook "Rempah Kita" for children aged 7–12 years is equipped with a Game Card. The story's content is divided into two parts, equipped with the values of character education and love for the motherland. (2) The feasibility results of the picture storybook "Rempah Kita" based on the assessment of material experts get a response score of 90%, while the results of trials for children aged 7–12 years for material quality get a response score of 95%. (3) The feasibility results of the picture storybook "Rempah Kita" based on the assessment of media experts received a response score of 85%, while the results of trials for children aged 7–12 years for media quality received a response score of 96.75%. Thus, the picture storybook "Rempah Kita" gets a very decent category (SL) regarding material and media.
Membangun Kesadaran Masyarakat Peduli Lingkungan Melalui Produksi Ecobrick Dan Ecoprint Pujianto, Pujianto; Kusmiatun, Ari; Setiaji, Rony Siswo; Arianingsih, Arianingsih; Khoirunisa, Alifia Zahra
JURNAL CEMERLANG: Pengabdian pada Masyarakat Vol 7 No 1 (2024): JURNAL CEMERLANG: Pengabdian Pada Masyarakat
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpm.v7i1.3094

Abstract

This community service program aims to raise awareness among the residents of Padukuhan Juawangen, Kalasan, Yogyakarta about the importance of environmental preservation through the creative processing and utilization of plastic waste and organic waste. Participants are given an understanding of the concepts of ecobrick and ecoprint as innovative solutions for waste management and environmental conservation. The making of ecobricks teaches participants how to process plastic waste into functional products, while the ecoprint technique introduces a method of environmentally friendly fabric dyeing using natural materials. The program is carried out in three stages: preliminary, implementation, and closing. In the preliminary stage, community awareness and habits in waste management are identified, and the necessary infrastructure is prepared. The implementation stage includes educating participants on the importance of environmental preservation, presenting material on ecobrick and ecoprint, and conducting direct demonstrations and practices. The closing stage involves evaluating and obtaining feedback from participants. The results of this program show active community participation with high enthusiasm and positive responses toward the adoption of environmentally friendly practices. Interviews revealed that the program provided new insights into waste management and encouraged participants to be more active in sorting and processing waste into creative products. Survey results show that 93.3% of participants strongly agree that the program was conducted with sufficient time and facilities, and that the instructors were clear in delivering the material. Additionally, 84% of participants stated that the program was effective in raising environmental awareness, while 83.3% strongly agreed that the program improved their skills in processing plastic waste. Furthermore, 95.3% of participants strongly agreed that the program was beneficial in increasing their knowledge of ecoprint and ecobrick techniques and processes. The program also motivated 80.6% of participants to continue creating ecobricks and ecoprints.
Broken home: Visualization of adolescent life experiences through surrealism illustrations Benu, Yosua Laharoy Henysen; Setiaji, Rony Siswo
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 2 (2024): Sungging July-December Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i2.78499

Abstract

This study aims to (1) determine the impact of a broken home as an object of surrealist illustration creation; (2) determine the creative process of Wadino Artists as an inspiration for surrealist illustration works; (3) compile the concept of creating illustration works based on the impact of a broken home and Wadino's creative process; and (4) describe the visualisation of the concept of surrealist illustration works. This study uses the art-based research method with the object of the impact of the broken home and the inspiration for Wadino's creative process. The subjects of the study were adolescent victims of broken homes aged 17-21 years and Wadino Artists. Data were collected through interviews, questionnaires, film studies, and literature studies and documented through reflective notes. Data analysis was carried out descriptively and qualitatively, with the validity of the data checked through the triangulation of data resources and theories. The results of the study show that (1) the impact of a broken home, such as conflict, trauma, shame, depression, and hatred, inspires surrealist illustrations; (2) Wadino's creative process explores ideas, concepts, media, and visual forms of surrealism; (3) the concept of the work visualises the impact of broken home in a surrealist style; and (4) the process of creating the work involves developing ideas based on the impact of broken homes and Wadino's inspiration, using pencil media with a surrealist style. The resulting illustration works number four: "Apathy," "Alone in the Crowd," "Confused in Gray," and "Burning in Anger."
Analisis Standar Tugas Akhir Dkv dengan Kebutuhan Industri Kreatif Made Aditya Abhi Ganika; Zulfi Hendri; Rony Siswo Setiaji
Attractive : Innovative Education Journal Vol. 6 No. 3 (2024): Attractive : Innovative Education Journal
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/aj.v6i3.1624

Abstract

Analysis of Final Project Standards in Visual Communication Design (VCD) in Relation to the Needs of the Creative Industry for Preparing Professional Teachers. This research aims to explore the Final Project of students, which is one of the mandatory requirements that must be fulfilled before students can be declared graduated by a Higher Education institution. In the Fine Arts Education study program, there is still no standard for the final project, especially for students who take topics related to Visual Communication Design (VCD). The final project should have a standard to produce professional graduates. This standard will later serve as a guideline that facilitates students in the process of creating a design product. The aim of this research is to describe the types of Final Project topics chosen by VCD students, describe the standards of VCD students' Final Projects based on the topics, and describe the evaluation and assessment process of the VCD students' Final Projects. The methodology used is descriptive qualitative, utilizing literature studies and Focus Group Discussions (FGD). The FGD was conducted with experts and practitioners to formulate the standard for VCD students' Final Projects.