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Evaluation of Website Prototype Based on Basic Ui/Ux Principles (Case Study: Eigen Natur Indo) Triani, Ananda Risya; Rahman, Yanuar
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3829

Abstract

Abstract: In this digital era, businesses both on a small and large scale are required to be able to keep up with developments and utilize digital technology (digital platform), especially in sales and marketing activities for product or service, for example a website. Just like PT. Eigen Natur Indo, which continues to follow technological developments to be able to increase its sales and marketing activities, namely through marketplaces, social media, and websites. The website is a medium that is currently being developed in prototype, in the future the use of the website as a medium for product transactions for customers (e-commerce) and advertising. However, no evaluation has been carried out, especially to end users. To produce an optimal website, it is necessary to apply the principles of user interface (UI) and user experience (UX). So in this research, an evaluation of the Eigen Natur Indo website prototype was carried out based on the basic principles of UI and UX. The research method used is a qualitative method, which is based on data from observation, interview, and analysis, including usability testing activities. The user test involved five end users who were asked to run certain scenarios on the prototype website, and then evaluated and interviewed the users regarding the problems faced on the interface. In general, findings or insights were obtained that can be used as recommendations for website development, namely the need for more effective user flow, certain navigation with shapes and sizes that are more recognizable and consistently placed, the selection of appropriate design elements, and the addition of notification features. Keywords: prototype; website; user interface; user experience; usability testing.
Perancangan Logo UMKM di Sentra Roti Gang Babakan Rahayu Kopo, Bandung Agung, Lingga; Rahman, Yanuar; Putri, Nabila Alifah; Ihsani, Hilwa Tsabita; Ilmi, Ahmad Yusuf Kautsar; Rafiurrizki, Rafiurrizki; Putra, Athar Athallah
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 15, No 3 (2024): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v15i3.18113

Abstract

Produksi roti rumahan di Gang Babakan Rahayu, Kelurahan Kopo, Kecamatan Bojongloa Kaler, Kota Bandung, telah menjadi sentra produksi roti yang unik dan mencerminkan kolaborasi masyarakat dalam mengembangkan bisnis lokal. Meskipun kegiatan ini memiliki strategi ekonomi yang signifikan, sentra roti ini menghadapi tantangan tahunan seperti kenaikan bahan baku, tarif dasar listrik, dan persaingan produk ternama, yang berdampak pada penurunan popularitas yang pernah viral pada tahun 2018. Sebagai respons, Pengabdian Masyarakat dilaksanakan pada awal tahun 2023 setelah mengidentifikasi masalah utama, yaitu kurangnya identitas visual baik secara keseluruhan maupun pada produsen individu. Identitas visual, terutama logo, memegang peranan penting dalam branding dan promosi. Pengembangan logo yang kuat dan konsisten akan dilakukan melalui metode penelitian kualitatif, seperti observasi, wawancara, dan studi pustaka. Kolaborasi juga terjalin dengan Karang Taruna Kelurahan Kopo, yang dipimpin oleh Budhi Wibawa. Teori dasar perancangan logo adalah FIVE-I, melibatkan identifikasi, ideasi, imajinasi, improvisasi, dan implementasi. Melalui pengabdian masyarakat dan penerapan teori ini, diharapkan terbentuk kolaborasi efektif dalam merancang logo. Tim penelitian memilih 3 UMKM yang membutuhkan logo, dan ketiga logo yang dirancang menampilkan visualisasi umum, seperti gambar roti atau karakter seorang baker.
Visual Design to Support the Sundanese Princess Digital Campaign at the Living Museum of the Kaoetamaan Istri Bandung School Ghifari, Asy Syifa Rahma; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 6 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i6.442

Abstract

The increasing public interest in historical and cultural tourism encourages the need for an attractive digital approach to support the preservation of cultural heritage. The Living Museum of Sakola Kaoetamaan Istri aims to increase public awareness of the history of Indonesia's first women's school as well as become an educational space for Sundanese cultural values. This museum is located in the cultural heritage building of the Dewi Sartika Foundation Elementary and Junior High School in Bandung City. This research aims to design visual support for digital campaigns to increase public awareness and understanding of Sundanese princess culture fought for by the national hero, Dewi Sartika. The design thinking  approach used includes the stages of empathize, define, ideate, prototype, and test. The empathize and define  stage was carried out through interviews, field observations, and literature studies, with data mapping using the 360 mapping  method and SWOT analysis. The ideate and prototyping  stage involved 8 tourists and 5 stakeholders in a brainstorming session and design selection. In the test stage, the digital poster mockup was evaluated by 54 respondents through a google form  questionnaire based on the Gestalt principle  . The digital poster developed contains information about the museum's tour guide services through social media as part of the campaign strategy. The poster visual is presented in the form of a mockup to provide a clear picture to stakeholders and potential visitors regarding the final appearance. The results of the evaluation showed that the majority of respondents understood the message well thanks to a combination of visual elements such as color, layout, font size, illustrations, and supporting photos. The consistency of the visual appearance improves readability, builds the atmosphere of the old women's school, and creates an emotional closeness with visitors. The design of this poster is expected to be a digital campaign model for other living museums in Indonesia.
Perancangan Permainan Digital “Kronik Majapahit” Sebagai Media Pembelajaran Sejarah Sumpah Palapa Untuk Remaja Rahman, Yanuar; Hertiasa, Hendy
Jurnal Bahasa Rupa Vol. 1 No. 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i2.207

Abstract

History is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user.
Analisis Video TikTok untuk Mempertahankan Perhatian Konsumen terhadap Layanan Online Jasa Aqiqah di Media Sosial Lathifah Ramadini; Yanuar Rahman; I Dewa Alit Dwija Putra
Ars: Jurnal Seni Rupa dan Desain Vol 27, No 2 (2024): Agustus 2024
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v27i2.12255

Abstract

Perkembangan media sosial saat ini dapat membantu promosi penjualan suatu bisnis untuk memperkenalkan produknya. Untuk mempertahankan perhatian konsumen, perlu dilakukan promosi yang konsisten di media sosial seperti TikTok. Salah satu bisnis layanan Aqiqah, bernama Syamil Aqiqah, melakukan promosi produk melalui konten TikTok dengan strategi promosi menggunakan penyampaian pesan yang terdiri dari informing, persuading, dan reminding. Informing berfokus pada pemberian detail produk, proses aqiqah, dan sertifikasi halal. Persuading berfungsi untuk mempromosikan keunggulan dan penawaran khusus kepada konsumen. Reminding digunakan untuk mempertahankan perhatian dan mengingatkan konsumen. Melalui algoritma TikTok, konten promosi berhasil masuk ke For You Page dengan tingginya interaksi, mencerminkan keberhasilan strategi promosi dalam membangun interaksi positif dan meningkatkan visibilitas produk di TikTok. Analisis menunjukkan bahwa konten promosi berhasil mendapatkan 746.900 penonton, 15.200 likes, dan 777 komentar; konten informasi mendapatkan 1.900.000 penonton, 90.300 likes, dan 849 komentar; dan konten tips mendapatkan 198.500 penonton, 3.304 likes, dan 124 komentar. Dengan kombinasi pesan informing, persuading, dan reminding, bisnis dapat membangun interaksi kuat dengan konsumen serta memperluas jangkauan pemasaran mereka.
Perancangan “Nusa Cita” Aplikasi Permainan Pembelajaran Karakter dan Wawasan Kebangsaan bagi Generasi Z Dimas Krisna Aditya; Djoko Murdowo; Yanuar Rahman; Andreas Rio Adriyanto; Yoyo Zakaria Ansori
Jurnal Humanitas: Katalisator Perubahan dan Inovator Pendidikan Vol 11 No 4 (2025): Desember
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jhm.v11i4.31812

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This research is based on lack of understanding of national insight among generation Z, which is caused by conventional learning methods that are less interesting and do not match the habits of generation Z who are accustomed to digital media. Gen Z tends to have difficulty in understanding character and national insight through text-based and lecture-based approaches. The purpose of this study is to develop a prototype of an interactive game-based mobile learning application that presents character and national insight in a more interesting and accessible way. Methode is Research & Development with the Double Diamond model, this study goes through four main stages: Discover (needs analysis), Define (application concept design), Develop (UI/UX design development and interactive features based on gamification), and Deliver (trial and evaluation). The results of the study in the form of the Nusa Cita application, designed by choosing character and Pancasila as a trial, presented through game-based digital media. The use of the Android platform through the gamification approach applied in this application has proven to be able to change the paradigm that games can be an effective tool in the process of transferring knowledge that is more dynamic and not monotonous. However, further research is still needed to perfect the features and optimize the technical and pedagogical aspects so that this application can be widely applied as an innovative learning medium in the digital era.
STRATEGI PENGEMBANGAN KONTEN DIGITAL UNTUK MENINGKATKAN KESADARAN MASYARAKAT DAN DONATUR TERHADAP PROGRAM PANTI SOSIAL TRESNA WERDHA BUDI PERTIWI Azzahra, Shafa Tasya; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12065

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Panti jompo merupakan tempat yang menyediakan layanan perawatan dan tempat tinggal bagi orang lanjut usia yang membutuhkan bantuan dalam menjalani kehidupan sehari-hari. Panti Sosial Tresna Werdha Budi Pertiwi adalah salah satu dari sekian banyak panti jompo di Bandung. Dalam rangka mendukung kesejahteraan para lansia, Panti Jompo Budi Pertiwi ini tidak memungut biaya apapun dari para penghuninya, sehingga mereka mampu menghadapi tantangan pendanaan yang tidak menentu melalui penggalangan donasi masyarakat. Oleh karena itu, untuk meningkatkan kesadaran masyarakat mengenai pentingnya keberadaan panti jompo ini maka perlu memanfaatkan media sosial dengan menyajikan konten kreatif yang melibatkan para lansia, seperti video storytelling tentang kegiatan keseharian mereka. Panti ini berupaya membangun ikatan emosional antara penghuni panti dan audiens. Strategi komunikasi persuasif digunakan untuk mendorong lebih banyak donatur berkontribusi dalam memenuhi kebutuhan lansia. Pendekatan ini tidak hanya bertujuan menarik perhatian masyarakat, tetapi juga menciptakan empati dan kesadaran kolektif akan pentingnya memberikan dukungan kepada para lansia.
DESAIN BUKU ILUSTRASI PENDUKUNG PROGRAM KEPUTRIAN UNTUK MEMPERKUAT IDENTITAS DAN PEMIKIRAN DEWI SARTIKA Rahmi, Lutfia Fatihah; Soewardikoen, Didit Widiatmoko; Rahman, Yanuar; Azhar, Hanif; Koesoemadinata, Mohammad Isa Pramana
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12068

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Dewi Sartika adalah tokoh pendidikan Indonesia yang memberikan kontribusi besar dalam memajukan pendidikan perempuan pada awal abad ke-20. Nilai-nilai pendidikan yang diajarkannya, seperti keterampilan hidup, kini mulai terlupakan dalam sistem pendidikan modern, termasuk di SD-SMP Dewi Sartika Bandung. Berdasarkan analisis kondisi sekolah, diidentifikasi bahwa kurangnya penerapan nilai-nilai Dewi Sartika berdampak pada lemahnya identitas sekolah. Penelitian ini bertujuan untuk tersedianya rancangan buku ilustrasi sebagai pendamping program mini course berbasis kriya untuk melestarikan nilai-nilai pendidikan Dewi Sartika. Buku ilustrasi pendukung program keputrian ini dirancang dengan fokus pada materi kriya, seperti teknik hot press untuk mengolah plastik menjadi produk baru, mengadopsi narasi visual yang relevan dengan gaya belajar generasi muda. Pendekatan design thinking digunakan untuk memastikan solusi yang dirancang mampu memenuhi kebutuhan pengguna, yaitu siswa, pengajar, dan wisatawan, dengan memadukan elemen estetika, ergonomi, dan budaya Sunda. Peracangan ini tidak hanya mendukung pelestarian aspek tradisional dan keterampilan, tetapi juga mendukung pencapaian tujuan pembangunan berkelanjutan (SDGs), khususnya dalam pendidikan berkualitas dan kesetaraan gender.
Inovasi Mesin Steamer Batik Ecoprint Otomatis dan Manajemen Pemasaran Digital Untuk Meningkatkan Bisnis Fashion Batik Ecoprint Kelompok PKK Rejosari Tulungagung Jatiningsih, Oksiana; Hidayati, Lutfiyah; Kholis, Nur; Wulandari, Novi Fitria; Arrizq, Ahmad Fatih; Rahman, Yanuar; Abdillah , Moh Bima Fahrosyid Rizki
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 7 No. 4 (2025): November
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/fdbemc10

Abstract

Kelompok PKK Rejosari Tulungagung memiliki potensi dalam produksi batik ecoprint berbasis kearifan lokal. Namun, pada saat proses produksi masih menggunakan alat kukus konvensional yang kapasitasnya lima, panas tidak merata, waktu proses produksi lama dan menghasilkan motif yang tidak konsisten. Penggunaan alat tersebut menghambat efesiensi produksi, meningkatkan tingkat kegagalan produk, dan menyulitkan dalam menjaga stadar kualitas. Proses pemasaran produk belum terintegrasi dengan media digital, sehingga jangkauan pasar tidak bisa luas. Program ini bertujuan meningkatkan produktivitas dan daya saing mitra melalui penerapan Mesin steamer batik ecoprint otomatis dan pelatihan manajemen pemasaran digital. Hasil dari kegiatan ini menghasilkan mesin yang mampu menghasilkan uap panas stabil dan merata dengan bantuan kompor burner double channel. Mesin steamer batik ecoprint otomatis dilengkapi dengan sistem timer dan pengaturan suhu untuk menjaga suhu tetap stabil. Penggunaan mesin steamer batik ecoprint otomatis mampu meningkatkan kapasitas produksi hingga 100%, mempercepat waktu proses sebesar 25%, serta meningkatkan konsistensi dan kualitas motif secara signifikan melalui distribusi panas yang merata dan kontrol suhu terintegrasi. Pelatihan digital marketing membantu mitra memahami strategi promosi dan memperluas akses pasar. Evaluasi menunjukkan peningkatan keterampilan teknis, efisiensi produksi, dan kemampuan adaptasi mitra terhadap tren pemasaran. Innovation of Automatic Batik Ecoprint Machine and Digital Marketing Management to Improve Fashion Batik Ecoprint Business of PKK Rejosari Group Tulungagung The PKK Rejosari Tulungagung group has potential in the production of ecoprint batik based on local wisdom. However, during the production process, they still use conventional steaming tools with a capacity of five, uneven heat, a long production process time, and produce inconsistent motifs. The use of these tools hampers production efficiency, increases the product failure rate, and makes it difficult to maintain quality standards. The product marketing process has not been integrated with digital media, so the market reach cannot be wide. This programme aims to increase the productivity and competitiveness of partners through the application of an automatic ecoprint batik steamer machine and digital marketing management training. The results of this activity produce a machine that is able to produce stable and evenly hot steam with the help of a double-channel burner stove. The automatic ecoprint batik steamer machine is equipped with a timer system and temperature settings to keep the temperature stable. The use of an automatic batik ecoprint steamer machine increases production capacity by up to 100%, reduces processing time by 25%, and significantly enhances motif consistency and quality through evenly distributed heat and integrated temperature control. Digital marketing training helped partners understand promotion strategies and expand market access. Evaluation showed improvements in partners' technical skills, production efficiency, and adaptability to marketing trends
Visual Storytelling and Design Analysis of “Sengoku BASARA” as a History-Based Game for the Implementation of Interest to the History Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): 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.v5i1.8107

Abstract

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.