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Journal : SENI

STRATEGI KREATIF SIGN SYSTEM UNIVERSITAS SAHID SURAKARTA Lukitasari, Evelyne Henny
Canthing Vol 7, No 1 (2021)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Creative strategies are designed by exploring problems in the surrounding environment and compiling creative ideas that are able to create designs that are useful for the community and the environment. Sign system in the context of visual communication design is a series of visual representations that have a purpose as a medium for human interaction in a public space that functions as information and a pointer from a location or place even from an appeal. This is done so that a communication process can be understood and agreed upon by many people on an ongoing basis. The sign system in this case is a wayfinding which is also formed from a pictogram. The pictograms are then used as a means of communicating through visual language. Pictograms through visual language make people see as well as read and analyze the meaning of the displayed image which sees, reads and analyzes pictograms which will develop problem solving habits, sensitivity and discipline awareness.This research is a qualitative study using a descriptive method with a semiotic approach. Methods of data collection using literature study, observation, and interviews. To develop a pictogram it was used to analyze and design wayfinding at Sahid University Surakarta.
STRATEGI KREATIF SIGN SYSTEM UNIVERSITAS SAHID SURAKARTA Evelyne Henny Lukitasari
Canthing Vol. 7 No. 1 (2021)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Creative strategies are designed by exploring problems in the surrounding environment and compiling creative ideas that are able to create designs that are useful for the community and the environment. Sign system in the context of visual communication design is a series of visual representations that have a purpose as a medium for human interaction in a public space that functions as information and a pointer from a location or place even from an appeal. This is done so that a communication process can be understood and agreed upon by many people on an ongoing basis. The sign system in this case is a wayfinding which is also formed from a pictogram. The pictograms are then used as a means of communicating through visual language. Pictograms through visual language make people see as well as read and analyze the meaning of the displayed image which sees, reads and analyzes pictograms which will develop problem solving habits, sensitivity and discipline awareness.This research is a qualitative study using a descriptive method with a semiotic approach. Methods of data collection using literature study, observation, and interviews. To develop a pictogram it was used to analyze and design wayfinding at Sahid University Surakarta.
DESAIN VISUAL BRANDING GITAR TERATE MUSIK MANCASAN BAKI SUKOHARJO Itoh Yosie Prayogo; Evelyne Henny Lukitasari; Arif Yulianto
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Along with the times, there are also many business opportunities to develop. In the Mancasan area, Baki Sukoharjo is famous for Kampung Gitar. Guitar is a musical instrument made of wood and plywood, Guitar is the most common musical instrument found and played by many people. Local Guitar Products from Mancasan Baki Sukoharjo are not only bought by lovers and stringed music players from Indonesia, original guitars of local craftsmen have managed to attract the attention of the international market. One of them is the Mancasan Baki Sukoharjo Music Terate Guitar craftsman entrepreneur, always maintaining its quality, namely wood and plywood raw materials and always innovating following the development of guitar variant models. And to maintain the Mancasan Baki Sukoharjo Music Terate Guitar product, namely for the purpose of designing this Final Project to produce Visual Branding of the Mancasan Baki Sukoharjo Music Terate Guitar which is applied to logos, t-shirts, roll banners, posters, stickers, hats and guitars. The design method includes 7 stages. Ideas, surveys, briefs, brain storming, creative briefs, design and evaluation. The Visual Design Design Branding of Mancasan Baki Sukoharjo Music Terate Guitar was carried out with a concept shown to strengthen the image of the Mancasan Baki Sukoharjo Music Terate Guitar and convey the superior variant of the Mancasan Baki Sukoharjo Music Terate Guitar. The final result of this final project work is used to promote local products with services from the Mancasan Baki Sukoharjo Music Terate Guitar. Keywords: Guitar Terate Music. Visual Branding Design. Mancasan Baki Sukoharjo
(UI) USER INTERFACE DESAIN PADA WEB MOVE SABLON SRAGEN SEBAGAI MEDIA PROMOSI Christian Dwita Nugraha; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Move Screen Printing is a screen printing business established in the city of Sragen which was founded by Arief Mutaqin on December 3 2020, precisely in Bedoro village, Sragen, Central Java. Several entrepreneurs, one of whom is Move Screen Printing, are having difficulty marketing their products. apart from the impact following the COVID 19 pandemic, locations in remote areas are a problem. The solution offered is marketing through a supporting website. A supportive website is a website that makes it easy for users to access it, supported by a good user interface (UI). further developed with creative ideas, design and evaluation in the design process. It is hoped that the user interface (UI) design of this website will become Move Sablon's personal identity and make it easier to purchase and market Move Sablon products. Keywords: Design, UI User Interface, Website, Promotional Media
ANALISIS VISUAL DESAIN VIDEO GAME SUPER MARIO BROS. TAHUN 1985 Mileneo Prayudyanto; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

This article discusses the results of research on the visual design elements and design principles used in the Super Mario Bros. video game. 1985. These two things are reflected in the problem formulation, namely looking for what visual design elements and design principles are used in the video game. Meanwhile, the aim of this research is to find the answers listed in the two problem formulations above. The research method used was descriptive qualitative with primary data, namely the video game itself and secondary by distributing questionnaires or surveys. The result of the research obtained was that Super Mario Bros., released in 1985 for the Nintendo Entertainment System (NES), utilized various visual design elements, including lines, shapes, textures, and colors, to create an iconic and memorable game world. In this research it was found that in the video game Super Mario Bros. 1985 there are several classifications of lines (horizontal and vertical) such as ground lines, block lines, pipe lines, platform lines, enemy lines, and scenery lines. As for shape, various shapes or planes are found in the characters and the number of pixels that make up the characters in the video game. Other design elements are the textures found in solid block textures, ground, backgrounds, and enemies. Meanwhile, Super Mario Bros. 1985 uses a limited color palette, and specific RGB percentages for background colors may not be available or well documented. For the design principles used in the video game Super Mario Bros. 1985 are emphasis, balance, rhythm and unity. Each character, both protagonist and antagonist, has unique characteristics in their design principles. Likewise, for other supporting elements, they have unique characteristics in their design principles. Finally, as a reinforcement of the findings of the design principles used in Super Mario Bros. 1985, a survey (15 questions) was conducted on 52 people and those who answered the survey were 37 people who were respondents with experience of playing this video game. Keywords: visual elements, design principles, Super Mario Bros. 1985
DESAIN WEBSITE E-COMMERCE BATIK KENANGA SUKOHARJO Safitri Nurjannah; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Indonesia is known as a country that has many cultural variations. As time and technology progress, the spread of batik leads to commercial development, but the more people who buy and sell, the less benefits are created by each business actor, therefore creativity is needed to support economic progress in every sale and one of them is using online-based promotional media such as E-Commerce with a website as a distribution bridge. The solutions offered are marketed through supporting websites. Batik Kenanga is a type of production service in solid form, Batik Kenanga prioritizes quality, but the problem that occurs is that the growth of batik is starting to grow rapidly around it, and requires online introduction, so that it can be accessed by the wider community. . The aim of this final assignment is to expedite the sales process and become a promotional medium. Kenanga Batik sales use qualitative design methods which are then further developed into new, more attractive promotions and are supported by several wider publication media, so that the products offered are widely known. Keywords: Design, Website , E-Commerce, Kenanga Batik
STRATEGI VISUAL KARAKTER ABID DAN DINA PENDIDIKAN KARAKTER SDII AL ABIDIN SURAKARTA Lukitasari, Evelyne Henny; Adhi, Satriya
Canthing Vol. 8 No. 1 (2022)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Character education prioritizes the formation of students' character which refers to the multiple intelligent method or multiple intelligences. A multiple intelligence is not only seen from one's logical intelligence, but also intelligence in having the ability to solve problems, character education aims at inculcating knowledge, love, sensitivity, discipline awareness, independence and creativity in children, which is to promote the cultivation of noble character in oneself. protege. SDII Al Abidin Surakarta applies a character education curriculum in its teaching and learning process. Elementary school age has sensitivity in receiving information in visual form. Especially visuals in the form of figures, so that in introducing and familiarizing students at SDII Al Abidin Surakarta, they need figures. Figures that represent the character of the students of SDII Al Abidin Surakarta. Based on this, it is necessary to research on the elements forming the character figure of SDII Al Abidin Surakarta character education by using qualitative research methods with data collection techniques by means of interviews.
ANALISIS KARAKTER PADA KARAKTER UTAMA ANIME DEMON SLAYER: KIMETSU NO YAIBA Illona Zamia Lusaka; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Anime Demon Slayer: Kimetsu No Yaiba is a 2-dimensional animated series from Japan known as anime. This anime has 4 main characters, namely Kamado Tanjiro, Kamado Nezuko, Agatsuma Zenitsu, and Hashibira Inosuke who are members of the Demon Slayer squad. The research aims to determine the visual elements and meaning of the main characters of the Demon Slayer anime. The meaning of each main character is analyzed and described using design elements and the semiotic perspective of denotation and connotation using Roland Barthes' theory. This research used qualitative research methods with a descriptive approach. Data collection techniques implemented literature study and observation. The results show that everything in the character has its own meaning and function. It is also the characteristic of each character that makes them stand out. The characters' colors also describe each character's personality and special features. The characters Tanjiro, Nezuko, Zenitsu, and Inosuke are easy to remember with their unique characteristics. It means that the mangaka succeeded in creating the main character. Keywords: Roland Barthes Semiotics, Anime, Demon Slayer: Kimetsu No Yaiba, Japan
PERANCANGAN WEB KOMIK “PEMBAWA CAHAYA” UNTUK MEMPERKENALKAN BUDAYA BATAK Erlang Arsa Ridha Putra; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The design of the comic “Pembawa Cahya”t was motivated by the low quantity of Batak cultural web comics, especially in the action and fantasy genres. As for themes, there is a tendency to emphasize visual themes, such as traditional clothing or traditional houses, so that they don't really seem like the culture that exists in Indonesia today. This results in less interest in web comics with local themes. This design aims to make the audience more interested in local Indonesian cultural themes. Web comics were chosen because they area relevant entertainment medium in the millennial era where platforms and sites providing web comics have penetrated society. The story of The “Pembawa Cahaya” is designed so that the fantasy story wrapped in horror remains relevant by adding elements of kinship and cultural socialization in the local community. Most local web comics do not really raise social and cultural issues that are relevant to society, so they have few fans. Likewise, the issue of the harsh upbringing of sons from Batak families, even though there is a more fundamental reason for what actually happened, is rarely corrected in most Batak-themed story works. Using themes that are more local and relevant to society is aimed at reviving public interest in local web comics and can use web comics as a medium for promoting local cultures which is also an introduction to how the concept of culture actually applies, not just what the community interprets for themselves. Alone. This design uses observations in various fields, from provider platforms such as webtoon or comic toon as well as in data collection which is based on journals that are relevant to the theme raised. The design concept for this design is "Local culture in the modern era" whose concept is based on combining the concept of modernization with local culture that seems traditional.