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DESAIN STORY GAME TENTANG BULLYING VERBAL DI KALANGAN REMAJA Kurniawan, Willy; Lukitasari, Evelyne Henny
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2116

Abstract

Bullying verbal di kalangan remaja merupakan permasalahan sosial yang berdampak serius terhadap kesehatan mental, emosional, dan perkembangan karakter korban. Tingginya kasus bullying verbal di Indonesia, yang sering dianggap sekadar candaan, menyebabkan sulitnya identifikasi dan penanganan sehingga korban kerap enggan melapor. Permasalahan ini menunjukkan adanya kebutuhan akan media edukasi yang efektif, interaktif, dan relevan dengan kehidupan remaja. Perancangan ini bertujuan untuk menciptakan story game bertema bullying verbal sebagai sarana sosialisasi dan pembelajaran mengenai dampak negatif perundungan, sekaligus membangun empati dan kesadaran sosial di kalangan pemain. Metode yang digunakan adalah design thinking. Hasil perancangan berupa prototipe story game beralur non-linear dengan gaya visual semi-realistis, yang memungkinkan pemain mengeksplorasi berbagai skenario bullying verbal, membuat pilihan, dan melihat konsekuensi dari setiap tindakan. Karya ini diharapkan dapat menjadi media edukatif yang menarik, memperkuat pesan moral tentang pentingnya saling menghargai, dan berkontribusi dalam upaya pencegahan bullying verbal di kalangan remaja.
DESAIN UIUX DALAM PENGELOLAAN BISNIS DAN PEMASARAN FUNNARA KARANGANYAR Anandika, Adzkia; Lukitasari, Evelyne Henny
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2121

Abstract

Perancangan ini mengangkat tema tentang desain User Interface (UI) dan User Experience (UX) untuk mendukung pengelolaan bisnis dan pemasaran Funnara Karanganyar. Funnara merupakan UMKM fashion keluarga yang menghadapi fluktuasi omzet akibat ketergantungan pada marketplace serta keterbatasan pengelolaan secara mandiri. Permasalahan utama meliputi ketidakstabilan penjualan, penurunan margin keuntungan, penalti pengiriman, dan kurangnya penguatan citra merek. Urgensi perancangan ini terletak pada kebutuhan Funnara akan platform e-commerce mandiri yang memberikan kendali penuh atas strategi pemasaran, manajemen stok, dan interaksi dengan pelanggan. Tujuan perancangan adalah menghasilkan konsep dan prototipe UI/UX yang efektif, responsif, dan mudah digunakan guna meningkatkan efisiensi pengelolaan bisnis sekaligus memperkuat daya saing. Metode yang digunakan adalah design thinking dengan tahapan empati, definisi, ideasi, dan pembuatan prototipe, tanpa uji coba langsung karena desain masih berupa rancangan visual. Hasil perancangan berupa desain UI/UX e-commerce dengan tampilan modern, navigasi terstruktur, kategori produk yang jelas, serta elemen interaktif yang konsisten dengan identitas merek Funnara.
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.
STRATEGI VISUAL KARAKTER ABID DAN DINA PENDIDIKAN KARAKTER SDII AL ABIDIN SURAKARTA Evelyne Henny Lukitasari; Satriya Adhi
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.
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
CERDAS DIGITAL, SEHAT MENTAL: EDUKASI KRITIS PENGGUNAAN MEDIA SOSIAL UNTUK MENCEGAH KECEMASAN PADA PENGAJAR DAYCARE AL-GHAZI Tri Na'imah; Anniez Rachmawati Musslifah; Risma Sakti Pambudi; Evelyne Henny Lukitasari; Reni Ariastuti; Astri Charolina
Jurnal Pengabdian Masyarakat FKIP UTP Vol 7 No 2 (2026): PROFICIO : Jurnal Abdimas FKIP UTP
Publisher : PROFICIO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/.v7i2.6540

Abstract

Profesi pengajar daycare menuntut stabilitas emosi yang tinggi, namun mereka juga rentan terhadap tekanan psikologis dari penggunaan media sosial, seperti kecemasan yang dipicu oleh perbandingan sosial dan kelelahan digital. Sayangnya, kelompok profesi ini sering terabaikan dalam program intervensi kesehatan mental. Pengabdian kepada masyarakat ini bertujuan untuk mengatasi masalah tersebut melalui program edukasi "Cerdas Digital, Sehat Mental" dengan pendekatan community development pada pengajar di Daycare Al-Ghazi. Metode pelaksanaan terdiri dari tiga tahap: asesmen awal melalui Focus Group Discussion (FGD) dan pengukuran tingkat kecemasan (pre-test) menggunakan skala GAD-7; intervensi berupa workshop interaktif mengenai literasi digital kritis dan strategi manajemen stres; serta pemberdayaan melalui fasilitasi peer support group. Hasil program menunjukkan adanya penurunan skor rata-rata kecemasan yang signifikan secara statistik (p < 0.001) dari level sedang (M=11.87) pada pre-test menjadi level ringan (M=6.40) pada post-test. Temuan kualitatif juga mengonfirmasi adanya pergeseran kesadaran dari pengguna pasif menjadi pengguna media yang lebih kritis dan berdaya. Program ini berhasil membuktikan bahwa edukasi literasi digital kritis yang dikombinasikan dengan pemberdayaan komunitas efektif sebagai strategi preventif untuk menurunkan kecemasan dan meningkatkan kesejahteraan psikologis pengajar, yang pada akhirnya berinvestasi pada kualitas lingkungan pendidikan anak usia dini.
Animasi 2D Motion Graphic sebagai Media Edukasi tentang Dampak Kesepian di Era Digital terhadap Kesehatan Mental: Media Edukasi tentang Dampak Kesepian di Era Digital terhadap Kesehatan Mental Muh Nur Fauzan Fauzan; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
JURNAL ASSOSIATIV Vol 5 No 02 (2026): Jurnal Asosiatif Vol. 5 No. 2 (2026)
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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Abstract

Mental health is a state of individual psychological well-being that influences how they think, feel, behave, and interact with their social environment, particularly in the context of digital technology developments. Loneliness among adolescents in the digital age, driven by social media and other digital platforms, affects their social and emotional well-being. The primary medium for this design is 2D motion graphic animation as an educational tool. Based on observations and a literature review, it was found that the high use of digital media by adolescents and the lack of education about loneliness in the digital age exacerbate the situation. Information that tends to be textual and informative becomes less engaging and harder for adolescents to understand. The increasing incidence of loneliness among adolescents has the potential to impact adolescent mental health, and public awareness of the issue of loneliness in the digital age remains relatively low. The objective of this design is to create a 2D motion graphic animation that conveys an educational message about the negative impacts of loneliness in the digital age, using a visual approach relevant to adolescents' lives. This design offers 2D motion graphic animation media that uses visuals, colors, and movement that are more closely aligned with adolescent consumption habits and can build empathy visually and emotionally. This design utilizes the Design Thinking method, which encompasses the main stages of empathize, define, ideate, and prototype. The resulting design is a 2D motion graphic animation that presents the impact of loneliness in the digital age on the emotional well-being of adolescents. This design is expected to educate the public about loneliness