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Piktogram Berbasis Design Thinking: Tingkatkan Pengalaman Pengunjung Pasar Jongke Surakarta Lukitasari, Evelyne Henny; Rohhandoyo , Mozes Ardi; Fauzan , Mochammad Armand
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5593

Abstract

Traditional markets are places for socializing, trading, and cultural exchange. They form the foundation of urban communities. The link between the market and local communities creates complexity and dynamics. However, a confusing signage system and layout problems lead to an unorganized market that is difficult for visitors to navigate. These issues show a need for a visual communication system that helps market visitors while showcasing the community's cultural values and identity. This study aims to understand and address the needs of market users by designing functional pictograms using the Design Thinking method. This process involves five phases: empathize, define, ideate, prototype, and test, including market managers, visitors, and traders. Testing with 50 visitors revealed that the new pictograms improved comprehension from an average of 58% to 88%. The time needed to interpret the symbols dropped from 7.2 seconds to 3.1 seconds. Qualitatively, this pictogram design blends local Surakarta cultural values, such as the parang motif and the sogan color, with modern geometric shapes like circles and rounded rectangles. This combination creates a friendly and easily recognizable look. The study concludes that applying Design Thinking is effective for creating a functional visual navigation system and for improving the visual identity of traditional markets. These markets can serve as inclusive public spaces that keep up with urban growth. The novelty of this research lies in merging a human-centered design approach with local cultural aesthetics. This can serve as a model for using visual communication design to revitalize traditional markets in Indonesia.
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
Inclusive Game-Based Learning with Design Thinking for Vocational Slow Learner Students Lukitasari, Evelyne Henny; Musslifah, Anniez Rachmawati
Humaniora: Journal of Indonesia Culture and Society Vol. 17 No. 1 (2026): Humaniora: Journal of Indonesian Culture and Society (In Press)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v17i1.14083

Abstract

Slow-learning students in the Visual Communication Design (DKV) Expertise Program face challenges in attention, working memory, and visual information processing that are often suboptimal for conventional learning environments. Information technology-based Game-Based Learning (GBL) offers an interactive learning experience that reduces cognitive load through visualization, structured navigation, and immediate feedback. This research aims to evaluate the effectiveness of Articulate Storyline-based GBL in improving ease of learning and design performance among slow-learning students at SMK Negeri 9 Surakarta. The GBL model is developed using a design thinking approach and tested on two slow-learning students. Effectiveness is measured using the Single Ease Question (SEQ), logo design quality analysis, and task completion time. Statistical analysis employs a paired t-test and effect size calculation (Cohen’s d) to assess pedagogical impact. The SEQ results show a significant increase in perceived ease of use following GBL implementation. Student 1’s score increases from 2.4 to 6.1, while Student 2’s score increases from 2.3 to 6.2. These improvements indicate that GBL effectively supports slow-learning students in understanding learning tasks in a more structured and accessible manner. GBL features such as step-by-step interactions, mini-games, and immediate feedback help reduce cognitive barriers, improve focus, and strengthen students’ confidence in completing visual design assignments. Overall, Articulate Storyline-based GBL demonstrates effectiveness as an inclusive pedagogical approach in DKV learning and shows strong potential for wider implementation in visual-based vocational education.