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TRANSFORMASI PADA CORAK KAIN SONGKET SASAK LOMBOK SEBAGAI TIPOGRAFI IDENTITAS I NYOMAN YOGA SUMADEWA; HASBULLAH HASBULLAH
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 23, No 2 (2021): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPMPP Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1184.372 KB) | DOI: 10.26887/ekspresi.v23i2.1751

Abstract

The Lombok's Sasak Songket cloth has a unique visual style and has spiritual and cultural values. Through this uniqueness, the problem in this paper is about how the process of transforming the Lombok's Sasak Songket pattern into a typographic identity. The aim is to describe the process of transforming the unique patterns of the Lombok's Sasak Songket cloth into a typographic identity. The method used in this design process is Design thinking, namely empathize (get an empathic understanding of the problem being solved), define (analyze observations and synthesize to determine the identified problem), ideate (generate several ideas to solve the problem), prototype (produce several quantities prototype), and test (testing the complete product using the best solution) based on Agus Sachari's transformation theory. Data collection was carried out through observation and literature study. In conclusion, through the process of transformation, the patterns of the Lombok's Songket Sasak are grouped into four typefaces. The first face consists of an uppercase letter (uppercase); The second face consists of lowercase letters (lowercase); The third face consists of numbers and the last face consists of punctuation marks.
Pendampingan Fotografi dan Desain Grafis di Sekolah Menengah Pertama Katolik (SMPK Kesuma) Mataram Hasbullah Hasbullah; Anthony Anggrawan; Christofer Satria; I Nyoman Yoga Sumadewa; Baiq Fitria Rahmiati
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 1 (2022): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i1.2135

Abstract

Condition of the Catholic Junior High School (SMPK Kesuma) in the COVID-19 pandemic has paralyzed the field trip activities programmed by the school every year. With the soaring Covid-19 cases in Mataram, the school replaced the field trip activities with photography and graphic design training. Photography and graphic design training aims to foster students' talents and interests in dealing with the development of science, technology and art in this current era. The method of implementing this training is by simulation and practice of photography and graphic design. Stages The activity begins with a classical presentation of the material, explaining photography techniques using simple tools such as smartphones. Furthermore, providing assistance in the practice of photography and graphic design. Graphic design assistance is carried out using a simple application available on a smartphone to produce Lombok food promotion posters. The photographic work produced becomes the task of cultural arts and the poster work made by students becomes the assessment of the tourism work program..
Analisis Dampak Pelatihan Canva dalam Komunikasi Visual Neny Sulistianingsih; Hasbullah; Galih Hendro Martono
Jurnal Pengabdian kepada Masyarakat IPTEKS Vol. 1 No. 2 (2024)
Publisher : Rajawali Media Utama

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Abstract

The use of Canva in educational communication has garnered attention, yet research exploring its use in announcements and communication with students remains limited. This study aims to optimize visual communication by providing Canva usage training to academic and program staff, with a focus on announcements and student communication. The engagement method follows a participatory approach and Service learning. Questionnaire results show a significant increase in confidence levels and graphic design abilities post-training. Positive social and behavioral changes are also observed. From a theoretical perspective, these findings are supported by visual design theories and service learning. Conclusions indicate that Canva training is effective in enhancing the quality of visual communication between educational institutions and students. Recommendations include continuing and expanding training and monitoring implementation outcomes.
Peningkataan Kemampuan Ilustrasi Digital Siswa-Siswi Sekolah Mengengah Pertama Mataram I Nyoman Yoga Sumadewa; Hasbullah; Ni Putu Sinta Dewi; Chritofer Satria; I Nyoman Subudiarta
Jurnal Pengabdian Masyarakat Mandira Cendikia Vol. 2 No. 11 (2023)
Publisher : YAYASAN PENDIDIKAN MANDIRA CENDIKIA

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Abstract

Ilustrasi digital semakin banyak dibutuhkan di Mataram. Terutama dalam bidang konten digital seperti: flayer, digital imaging, poster digital dana lain sebagainya. Maraknya kebutuhan karya ilustrasi digital sebagai bagian dari kemampuan pengetahuan seni dan budaya. Namun, bagaimana strategi pengembangan dan peningkatan kemampuan ilustrasi digital bagi siswa-siswi Sekolah Menengah Pertama (SMP) di Kota Mataram. Tujuan tulisan ini untuk mengurai strategi pendampingan dan peningkatan kemampuan ilustrasi digital siswa-siswi di Kota Mataram. Melalui metode klasikal, dan praktikum, pendampingan dan peningkatan kemampuan ilustrasi digital menunjukkan hasil talenta yang luar biasa dari siswa dan siswi SMP di Kota Mataram. Siswa-siswi yang berjumlah 13 anak tersebut, di klasifikasikan menjadi tiga siswa dan siswi yang memiliki kemampuan ilustrasi digital yang baik.
MAKNA KODE VISUAL DALAM SCENE FILM ANIMASI “ BATTLE OF SURABAYA” Hasbullah Hasbullah; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.460

Abstract

The animated film "Battle of Surabaya" is one of the nation's children's work that is able to win various awards, both at national and international levels. In some scenes in this animated film, there is a visual code that contains information or messages delivered to the audience (audience). Through observing several scenes, it is found that there is a meaning of the visual codes contained in the scene. This study aims to analyze the aesthetic visual codes contained in the first, middle and end scenes of the animated film "Battle of Surabaya". Data collected through observation and literature study. Theories used as analysis are semiotics and postmodern aesthetic codes. The results of this study indicate that the meaning of the visual code in the animated film scene "Battle of Surabaya" namely: in the first scene, the action or action of the Indonesian government declared independence from the Dutch East Indies government as an act of the past that needed to be made; the scene is explaining the rejection of Indonesian independence, this action as the style of an animator in the sequence before and next; the final scene depicts the action of the main character (Musa) who unites the storyline sequence of the animated film "Battle of Surabaya", one of which implements the cultural value of please help as an act of popularizing Indonesian culture.
Reka Cipta Brand UI/UX Program Studi Desain Komunikasi Visual menggunakan Metode Design Thinking Hasbullah Hasbullah; Andi Sofyan Anas; Deni Rahman
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.610

Abstract

The Visual Communication Design Study Program at Universitas Bumigora currently utilizes various digital platforms such as the website, Instagram, YouTube, and Facebook. However, branding across these platforms shows inconsistencies and insufficient interactivity between users and the system. This research aims to design a cohesive UI/UX solution for the Visual Communication Design Study Program by applying a design thinking approach, which includes stages of empathy, definition, ideation, prototyping, and testing. The study is grounded in interaction aesthetics theory, used to identify user needs and develop innovative, responsive design solutions. The results indicate that the new UI/UX design significantly improves user satisfaction and visual communication effectiveness. The resulting interface concept is more intuitive, with additional interactive features that support a more integrated user experience and more accurately reflect the institution's identity. This study makes a significant contribution to user-centered design approaches in academic environments and offers a model that can be applied to branding development in other educational institutions. The novelty of this research lies in the deep integration of UI/UX design principles within a specific academic context, providing more effective and representative solutions for institutional branding needs.