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ANALISIS USER INTERFACE SITUS WEB IWEARUP.COM Rochmawati, Irma
Visualita Jurnal Online Desain Komunikasi Visual Vol 7 No 2 (2019): February
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1312.955 KB) | DOI: 10.33375/vslt.v7i2.1459

Abstract

IWEARUP.COM is a website that is an e-commerce based. It contains information about buying, selling, distributing, and marketing fashion products. A business website is an example of using design as a marketing tool. Display of charming website with design is an attraction. However, a good website design must be able to display information clearly. Especially how to make the interface possible as it is not confused with the information displayed. Poor interfaces affect the users productivity or experience in visiting a website. This is a visual hierarchy which is the most important principles behind every website design. With an instrumental case study of the approach to produce conclusions that can be applied in designing e-commerce-based website. The goal is to make the website design in line with the content that will increase the website design and increase knowledge about the visual hierarchy of web design and its relation to the user interface.
Gaya Berkendara dalam Iklan: Antara Representasi Ketangguhan dan Kecerobohan Ivan Kurniawan; Irma Rochmawati
MediaTor (Jurnal Komunikasi) Vol 11, No 1 (2018): (Accredited Sinta 3)
Publisher : Pusat Penerbitan Universitas (P2U) LPPM Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/mediator.v11i1.3154

Abstract

Nowadays, transportation needs in urban area are increasing continuously. This certainly has an impact on the marketing policy of transportation producers, including the motorcycle industry. Among them, the series of television commercials ads distributed by Yamaha Motor Indonesia in 2016 are the most interesting; because of the way advertising through visuals have similarities. Despite the fact that these ads contain different product information and motorcycle genres, this condition has influenced the viewer’s perception of the company’s image through the products in the ads and how the products were treated. Visual representation studies of Yamaha ads are very important, especially related to the perception of motorcycle users in the context of the driving style that was presented in advertisements. This research uses descriptive research method by using visual and content analysis approach. The study will also reveal public perceptions involving respondents in the age of 18 to 30 years as the age range that dominate the purchase figure in Indonesia. The study concluded that Yamaha is trying to give an idea of the toughness of its engine technology, but is represented in advertisements through ‘aggressive’ and ‘fast’ driving styles. The perception of the driving force captured by society is an aggressive and arrogant driving style.
KUALITAS VISUAL DAN REPRESENTASI FOTO MAKANAN KULINER BANDUNG DI INSTAGRAM Irma Rochmawati
ARTic Vol 1 No 1 (2018)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/artic.2018.1.2373.1-12

Abstract

Food photography is now becoming popular in the form of online photo sharing through social media Instagram. The phenomenon of photography using the camera on mobile device and spread to social media Instagram produce different visual quality and representations, especially to the object of food. In this research also discussed the development of food photography from the birth of photographic technology (non-photo technique), the technological change from mechanical to digital photography, until the born of Instagram photographic technology in food photography and share it widely to social media. This study aims to find out the causes and the factors that affected of the differences in the visual quality and representation of food photography that spread in Instagram. By using descriptive qualitative method through observation of food photography spread on Instagram, analyzes each food photograph that were examined from visual elements, should be able to represent the reality of the food object or not. Results from the study indicate that there are differences in visual quality and representation of the food photography spread in social media Instagram in case study of Bandung Culinary. The visual quality of photography determined by the quality of camera and capability of the photographer (maker) in photographic techniques. The Visualization of food photography can not fully represent the reality, because it involves not only the sense of sight (visual) but also involve other sense, such as auditory. Through a good understanding, expecting the designers and photographers of food can be more precise in making design decisions including the selection of the visual elements because they already know the impact of generated representation.
Implementasi User Interface Pada Multimedia Interaktif Cerita Rakyat Dari Kalimantan Barat Rochmawati, Irma; Albar, Deni
Visualita Jurnal Online Desain Komunikasi Visual Vol 10 No 2 (2022)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4566.686 KB) | DOI: 10.34010/visualita.v10i02.6703

Abstract

The application of the user interface is very important for those who develop media in assessing the success of an interactive multimedia design. Ideally a media can function according to the plan and can meet the needs and desires of its users. If planning and analysis are not clear, it can cause problems that will have an impact on development activities. This study will provide an overview of the implementation of the user interface with the prototyping method in interactive multimedia development activities, with the hope of producing a prototype design as one of the first steps in a digital media development activity. The prototype is made with the aim of providing a common perception and initial understanding of the basic process of the user interface to be developed, so that there will be good communication between developers and system users. The results of this study can be used as a reference or reference for interactive multimedia design developers who have followed the prototyping steps in a structured manner, thus providing a clear process for users and observers of the science of developing interactive multimedia design.
Desain Buku Ilustrasi Informasi Astrologi Sebagai Pseudosains Nurrahman, Ricke Putriutami; Rochmawati, Irma
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11302

Abstract

Derived from the Greek words "Astron" meaning "star" and "Logos" meaning "science," astrology is a discipline created to explore the connection between celestial object movements and Earthly experiences. Unfortunately, this knowledge is not widely understood by the general public, primarily due to a lack of accessible information on astrology's true significance. To bridge this knowledge gap, there is a need to develop informative media that can educate people about astrology conveniently and effectively. The main media for this educational effort will be an e-book containing fundamental astrology knowledge. Additionally, to enhance the reach of the main media to the target audience, supporting media will also be designed. These supporting media will include pillows, pocket books, wall clocks, bookmarks, pencil cases, tote bags, sticker packs, keychains, mugs, and tumblers. By creating both the main and supporting media, the aim is to stimulate public interest in delving deeper into the field of astrology.
Studi Visual UI dan UX pada Gim Persona 5 Royal Hidayah, Alman Fauzan; Rochmawati, Irma
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 4 No 1 (2024): DIVAGATRA #07
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v4i1.12339

Abstract

Abstract: This journal discusses the intricacies of User Interface (UI) and User Experience (UX) design introduced in Persona 5 Royal, the definitive edition of the critically acclaimed role-playing game Persona 5. The journal begins by providing an overview of Persona 5 Royal's UI design, highlighting key design features and aspects that contribute to a better and more immersive gaming experience. It analyzes the integration of new features, such as simplified menus, enhanced navigation tools, and refined visual aesthetics, and evaluates their effectiveness in improving player engagement and accessibility. It also provides insights into the strengths and weaknesses of Persona 5 Royal's UI and UX, offering valuable perspectives for designers, developers, and general game enthusiasts. Ultimately, this research seeks to celebrate and appreciate Persona 5 Royal's UI and UX design achievements while providing critical insights into the ongoing evolution of game design in the modern gaming landscape or industry as a whole.
PENGENALAN KARAKTER DESAIN JEPANG KEPADA SISWA SLTA: PENGENALAN KARAKTER DESAIN JEPANG KEPADA SISWA SLTA Cahyadi, Arif Try; Persada, Satria Indra Praja; Rochmawati, Irma; Fauzi, Ahmad Nurzaeni; Warlina, Lia
Indonesian Community Service and Empowerment Journal (IComSE) Vol. 4 No. 2 (2023): Indonesian Community Service and Empowerment Journal (IComSE)
Publisher : Divisi Pengabdian dan Pemberdayaan Masyarakat (DP2M) UNIKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/icomse.v4i2.8947

Abstract

Fudedameshi atau “unjuk gigi dengan kuas” yang memiliki arti menunjukan keterampilan atau bakat dengan cara berkarya. Kegiatan yang dilaksanakan merupakan kegiatan pengabdian kepada masyarakat yang digagas oleh Fakultas Desain dengan berkolaborasi dengan kegiatan webinar yang dilakukan oleh Fakultas Ilmu Budaya Unikom. Tujuan dari kegiatan ini adalah untuk menggali dan memperkenalkan desain karakter Jepang kepada para siswa Sekolah Lanjutan Tingkat Atas (SLTA). Pelaksanaan kegiatan dilakukan pada awal Juni sampai Agustus 2022. Kegiatan dilakukan secara online. Pengumuman dilakukan secara online melalui media sosial Instagram dan bantuan dari Forum Komunikasi Musyawarah Guru Mata Pelajaran (MGMP) Sastra Jepang Provinsi Jawa Barat. Kegiatan Fudedameshi ini berhasil dengan bail karena yang ditunjukkan dengan peserta lomba dari beberapa provinsi. Hasil lomba menunjukkan karya yang ditunjukkan oleh siswa SLTA ini orisinal, kreatif dan memiliki teknik gambar yang sangat baik. Untuk berkelanjutan kegiatan Fudademeshi ini perlu ditegaskan bahwa desain karakter ini tidak hanya tentang teknik gambar saja tetapi filosofi dari desain yang dihasilkan perlu menjadi perhatian.
Analisis Visual Pada Poster Promosi Film Trilogi Batman Ashari, Aldy Muhamad; Rochmawati, Irma
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 1 (2022): DIVAGATRA #03
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v2i1.6584

Abstract

A poster is a medium for delivering messages and information to the public that has been used for a long time following its interests, including in the promotion of a film. In promoting a film that will be shown, a promotional poster for the film will certainly greatly make the film to be shown more recognizable and at the same time as the 'face' of the film. This study examines the visual signs and elements displayed on promotional posters for Christopher Nolan's Batman trilogy, The Dark Knight Trilogy, which is the most successful Batman film in terms of income and awards. In the promotional poster for this film, there is an impression and a meaning that has a relationship with the film and not only as a mere aesthetic beauty in the poster's appearance. Ferdinand De Saussure's semiology is used as a research method to help researchers examine the visual elements and signs in this promotional poster. Semiology is the study of a sign, signifier, and signified and the relationship between these signs based on conventions in society. The results of this study found signs related to the film and the visual of the poster was made more than the reference to the movie scene.
Perancangan Motion Graphic Batik Incung Kabupaten Kerinci Novian, Donie; Rochmawati, Irma
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 2 (2022): DIVAGATRA #04
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v2i2.8318

Abstract

Many regions in Indonesia produce batik with their own characteristics, one of which is Incung batik from Kerinci Regency, precisely in the city of Sungai Penuh, Jambi Province. At first, Incung batik itself was made only by writing the characters and the colors used were generally dark red and black. However, now that it has many variants of colors and motifs, the coloring materials commonly used are materials derived from nature and synthetic materials. The motifs applied to the Incung batik today, originally came from writing (scripts) which had begun to be less well known by the people of Kerinci Regency, especially among the younger generation, the Incung script was used by the Kerinci people in ancient times to document history, write literature, spells, as well as customary law written on palm leaves, bamboo, and buffalo horns. Therefore, the designer tries to use information media in the form of animation media to attract attention as well as increase knowledge and increase public insight, especially the younger generation in Kerinci Regency so that they are more familiar with Incung batik itself.
Desain Video Animasi 2 Dimensi Kisah Perjuangan Martha Khristina Tiahahu Maligana, Muhammad Djafar Wittiri; Rochmawati, Irma
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 2 (2022): DIVAGATRA #04
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v2i2.8319

Abstract

Hero is a term for anyone who is extraordinarily meritorious to his nation. Through the figure of a hero, a symbol of struggle, defending the truth, and sacrifice, always maintained and passed down from generation to generation. The hero is also one of the important figures that must be known by all the people around him, not only remembering in his heart and thanking him, but also by imitating the attitudes and actions of the heroes. However, heroes who have many values that can be imitated are increasingly being forgotten by the younger generation. Early recognition is needed so that children can recognize and know the heroes of national independence in order to become a better generation, especially teenagers in Indonesia. The purpose of the design is to introduce the history and national independence hero figures from the Maluku Islands, namely Martha Khristina Tiahahu. The media used as a solution to the problem is by using interactive information communication, looks fun, and interesting, also is in demand by the public, especially teenagers, and can be accessed easily so that information about this problem can be spread out to the general public, especially students. Animation is a film that is the result of hand work in the form of moving images.