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PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI SAY.CO Yulianti Siti Jamilah; Ayung Candra Padmasari
TANRA: Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Vol 9, No 1 (2022): Januari - April
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v9i1.29458

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AbstrakKesehatan mental memiliki pengaruh yang sangat penting dalam kehidupan manusia. Jika seseorang mengalami gangguan kesehatan mental, maka kehidupannya akan ikut terganggu. Maraknya kasus kesehatan mental yang terjadi saat ini menjadi permasalahan yang harus diatasi. Say.co merupakan aplikasi kesehatan mental yang dapat membantu para penderita gangguan kesehatan mental agar mendapatkan penanganan langsung dari ahlinya. Pada aplikasi ini terdapat beberapa fitur yang dapat berguna bagi penderita kesehatan mental, diantaranya adalah konsultasi, chat bot, rekomendasi kegiatan, rekomendasi lagu, rekomendasi makanan, mood board, dan informasi seputar kesehatan mental. Metode yang digunakan dalam perancangan aplikasi ini adalah studi literatur dan memperhatikan aspek penting yang harus ada dalam user interface dan user experience. Perancangan ini berguna untuk memberikan informasi mengenai fitur dan tampilan aplikasi say.co.Kata Kunci : kesehatan mental; perancangan aplikasi; user interface; user experience.AbstractMental health has a very important influence in human life. If someone has a mental health disorder, then his life will also be disrupted. The rise of mental health cases that occur today is a problem that must be overcome. Say.co is a mental health application that can help people with mental health disorders to get direct treatment from experts. In this application, there are several features that can be useful for people with mental health, including consultations, chat bots, activity recommendations, song recommendations, food recommendations, mood boards, and information about mental health. The method used in designing this application is a literature study and pays attention to important aspects that must exist in the user interface and user experience. This design is useful for providing information about the features and appearance of the say.co application.Keywords: mental health; app design; user interface; user experience.
Pelatihan Technopreneurship melalui Social Commerce dan Branded Content Management bagi Mahasiswa Pendidikan Multimedia ayung Candra padmasari; Deti Rostika; Fahmi Candra Permana; Feri Hidayatulloh Firmandyah
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 3 (2021): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v3i3.644

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Technopreneurship training for multimedia education study program students aims to increase creativity and foster talent, interest, entrepreneurship for digital media competence. This technopreneurship training uses lecture and practical methods, with training activities divided into 3, including 1) Providing online webinar model with experienced resource persons, 2) workshop and activity assistance, 3) live product evaluation using IGTV. The training topics taken are social commerce and branded content management techniques which are expected to be later able to help students hone entrepreneurial skills in the field of market segment management on the platform as well as the ability to branding products in the field of digital media services This training was attended by 64 students with the results of activities including 80% understanding how the process of creating a visual key for product make-up before promotion in social media, and being able to create displays and scenarios of business product material content, 90% of students were able to understand branding and re-branding. planned business products. After this training, it is hoped that in the future students will be able to manage content and market segments well, and be able to form student-level business incubators to facilitate entrepreneurial talent and interest
Jelajah Habitat Binatang Virtual Berbasis Augmented Reality dengan Metode Markerless: Animal Habitats Augmented Reality-Based Virtual Roaming with Markerless Method Muhammad Malik Ibrahim; Ayung Candra Padmasari
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 2-c (2022): Jupiter Edisi Oktober 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5882/5.jupiter.2022.10

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Augmented Reality-based applications usually use markers as markers to store objects. However, there is a cutting-edge technology called markerless which is new in the world of Augmented Reality. This study uses SLDC with the waterfall method. As a result, making Augmented Reality-based applications using Adobe Illustrator, Blender, Unity and Vuforia applications. In addition, this application is very efficient and makes it easy for users to enjoy the view of the virtual world and the real world at the same time. Keywords—3-5keywords, Augmented Reality, Education Application, Android
Ensiklopedia Tipografi Sebagai Media untuk Meningkatkan Pemahaman Terhadap Tipografi Dian Rinjani; Maya Purnama Sari; Ayung Candra Padmasari
Jurnal Pendidikan Multimedia (Edsence) Volume 4 No 2 (Desember 2022)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v4i2.52186

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Typography is one of the important elements in a multimedia product design. It is impossible to learn the science of typography from one course. Many terms exist in typography and can be learned by students to increase their knowledge of typography. One way to make it easier to know these typographic terms can be obtained from the encyclopedia. But the encyclopedia for typography does not yet exist. Based on this, the research is expected to be able to compile data on existing typographic terms which are then summarized into an interesting typographic encyclopedia and can improve student learning in multimedia education. After collecting data in the literature, it was continued to design a good typographic encyclopedia book and the next step was tested on 84 Multimedia Education students at the University of Pendidikan Indonesia who were contracting typography courses at the Multimedia Education Study Program, Universitas Pendidikan Indonesia. From the results of the trial, it was concluded that, through a good typographic encyclopedia book design, students could learn more easily about typographic terms.
Rancang bangun game edukasi “Noxious” sebagai media pembelajaran bagi pendidikan karakter remaja (Studi kasus di Kabupaten Bandung) Wineu Siti Rachmawati; Ayung Candra Padmasari; Feri Hidayatullah Firmansyah
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 3 (2022): Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (469.973 KB) | DOI: 10.21831/jitp.v9i3.50991

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Pendidikan karakter kepada remaja melalui game menjadi perhatian khusus, terutama di tengah pelabelan dunia terhadap Indonesia yang dianggap memiliki masyarakat paling tidak sopan se-Asia di tahun 2020. Tujuan penelitian ini adalah untuk mengetahui cara merancang game edukasi yang tepat untuk media pendidikan karakter bagi remaja dan mengetahui hasil uji kelayakan media untuk. Game edukasi ini dinamai “NOXIOUS” yang dirancang menggunakan model pengembangan ADDIE dan dilakukan uji kelompok kepada 60 orang siswa di Kabupaten Bandung. Hasil uji coba mendapat poin rata-rata yaitu 0,76 dan jika dibulatkan menjadi 1. Di dalam severity rating, poin 1 dapat diartikan ke dalam kategori cosmetic problem, sehingga permasalahan tidak perlu diperbaiki kecuali waktu pengerjaan proyek masih tersedia dan game edukasi NOXIOUS layak digunakan sebagai media pembelajaran karakter. Rekomendasi untuk studi lanjutan dapat menelusuri efektivitas game sejenis pada variabel karakter yang lebih spesifik. Character education for teenagers through games is of particular concern, especially amid the world's labeling of Indonesia as having the most impolite society in Asia in 2020. This research aims to find out how to design educational games that are appropriate for character education media for teenagers and find out the results of the media feasibility test. This educational game is called "NOXIOUS" which was designed using the ADDIE development model, and group tests were carried out on 60 students in Bandung Regency. The test results get an average point of 0.76, and if it is rounded up to 1. In terms of severity rating, point 1 can be interpreted as a cosmetic problem category, so the problem only needs to be fixed if the project time is still available and the NOXIOUS educational game is suitable for use as a character learning medium. Recommendations for further studies can explore the effectiveness of similar games on more specific character variables.
Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality Aditiya Riyadhi; Ayung Candra Padmasari; Maya Purnama Sari
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.57154

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Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.
Media promosi produk Mochipaw pada media sosial dalam bentuk video iklan Pratiwi, Ajeng Mubdi; Sari, Maya Purnama; Padmasari, Ayung Candra
Jurnal Desain Vol 11, No 3 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i3.20082

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Video dapat digunakan sebagai media promosi, salah satu contoh promosi yang dapat dilakukan dengan menggunakan video yaitu melalui media sosial. Seiring berjalannya waktu semua sektor termasuk ekonomi mulai menggunakan media sosial untuk melakukan iklan, penting untuk pelaku Usaha Mikro, Kecil dan Menengah (UMKM) melakukan digitalisasi yang optimal agar dapat terus bersaing dengan kompetitor. Saat ini Mochipaw merupakan satu dari 14 produk UMKM di Sukabumi yang masih belum melakukan digitalisasi dengan optimal dan penjualan masih dilakukan dengan cara konvensional. Tujuan penelitian ini yaitu merancang video iklan untuk produk Mochipaw sebagai media promosi di media sosial berupa Youtube agar produk Mochipaw lebih dikenal oleh masyarakat. Metode penelitian yang digunakan adalah practice led research dengan lima tahapan yang diantaranya yaitu tahap persiapan, tahap mengimajinasi, tahap pengembangan imajinasi, tahap pengerjaan dan hasil dengan distrIbusi serta apresiasi. Hasil dari penelitian ini berupa video iklan produk Mochipaw dengan durasi 38 detik yang di distribusikan melalui media sosial yaitu Youtube pada tanggal 20 Juli 2023. Video iklan ini sudah di apresiasi oleh masyarakat melalui laman Youtube hingga tanggal 24 Agustus 2023 dengan jumlah penonton sebanyak 378, disukai 130 dan komentar sebanyak 66. Kesimpulannya video iklan pada penelitian ini mendapat respons positif dari masyarakat berdasarkan komentar serta jumlah disukai pada media sosial berupa Youtube.