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INFOGRAFIS KOMPETENSI MULTIMEDIA DAN DESAIN GRAFIS DI PROVINSI JAWA TIMUR Saiful Yahya; Mahendra Wibawa; Surya Afandi
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 2, No 2 (2017)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.429 KB) | DOI: 10.17977/um037v2i22017p98-106

Abstract

Infografis merupakan bentuk penyajian visual berdasarkan data-data untuk memudahkan pemahaman pembacaan data yang disampaikan. Jawa timur sebagai salah satu provinsi yang memiliki 9 suku bangsa yang memiliki keragaman budaya mulai dari budaya Osing di ujung timur provinsi hingga budaya Mataraman di ujung barat.  Penelitian Kompetensi multimedia dan desain grafis angkatan muda kerja pada 5 kota Jawa Timur sebagai data sampling.  Tahapan penelitian diawali dengan analisa data kompetensi, pengolahan hasil analisa data menjadi data visual.  Pengolahan data menjadi data visual melalui tahapan, penggalian data visual yang berhubungan dengan data, penyederhanaan bentuk data visual, pengkomposisian data visual dan finalisasi visual.
Perancangan Media Informasi Menggunakan Video Motion Graphic Wisata Pantai Gemah Kabupaten Tulungagung Amzar Ghazidayana; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 1 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (767.319 KB) | DOI: 10.32664/mavis.v3i1.534

Abstract

Gemah Beach is the one of old tourism objects that have been developed by the Government of Tulungagung Regency, with the development of the South Cross Line (SCL) to facilitate access people and tourists to visit Gemah Beach. There is no information on the tourist spots that are visualize in a media, it is unfortunate if with very supportive tourism potential and good infrastructure but not supported by effective and efficient information media. Therefore motion graphic video is one way to introduce Gemah beach to tourists. Obtained from visitor data, can be created motion graphic video design in accordance with the target audience of teenagers. Motion graphic video is video documentation and motion graphic that is combined into a single information media Gemah beach.
Media Pengenalan Aksara Bali untuk Sekolah Dasar Kelas Rendah Berbasis Motion graphic I Kadek Rus Sukadana; Sarjono Sarjono; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (140.02 KB) | DOI: 10.32664/mavis.v3i02.617

Abstract

Balinese script has become a local content subject starting from elementary school to secondary education level, but Balinese script which still uses learning methods from book media is one factor in the disinterest in learning Balinese script, resulting in reduced children's interest in learning Balinese script. a new media to increase children's interest in learning Balinese script, namely the introduction of Balinese script for low-grade elementary schools based on motion graphics. The design of the Balinese script recognition media uses data collection methods such as observations, interviews, and documents. For the design method using pre-production, production and post-production stages. The final result of the introduction of Balinese script for elementary schools based on motion graphics produces Balinese script recognition media in the form of motion graphics as the main media as well as supporting media in the form of posters, X-banners and Instagram feet and merchandise. Conclusion The design of Balinese script recognition media for low grade elementary schools based on motion graphics has been successfully designed as a Balinese script recognition media using motion graphics.
Eksplorasi Punokawan Dalam Perancangan Asset Game Bergaya Chibi Untuk Generasi Muda Sebagai Upaya Pelestarian Budaya Nusantara Syaiful Anwar; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.519

Abstract

The mobile game is a game that can be played on a feature phone, a smartphone / tablet, smartwatch, and portable media players or graphing calculator. Game assets needed to develop a game. The purpose of this research to design a game asset required to play Mobile Punakawan. This study uses design method derived from the method of designing Sanyoto (2006). Design concept in this study include Thumbnail Layout, Rough Layout, and Layout Comprehensive. The final design in this study a Punakawan game assets. The data used in this research is primary data and secondary data. The primary data of the data taken from the observation results and literature review through the book Art and Character Wayang Purwa, while for secondary data such as reference books, journals existing research, and search for articles that are on the internet. Analysis of the data using the formula 5W + 1H (Who, What, When, Where, Why and How). Based on observations during the design, implementation, and testing processes conducted, it is concluded that the design assets Punakawan game includes sprite, spriteset, tileset, icons, and user interfaces that can then be used for the development of mobile games Punakawan. The character designs were used in this research is the design of a cute chibi character, as an asset to attract users of the game mulai from the age of 8 years, or who are able to operate the Smartphone. The characters used in this design include Bagong Semar, Petruk and Gareng that in the design using Corel Draw and Adobe Photoshop. Presentation Asset game design using Adobe animated CC 2018 Further research is expected to serve as a reference for developing mobile games Punakawan.
Perancangan User Interface Aplikasi E-Nelayan Berbasis Mobile Menggunakan Metode Design Sprint Vanda Fransiska Armanda Sari; Yekti Asmoro Kanthi; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.652

Abstract

Dissemination of marine information such as weather and potential fish locations by the Surabaya City Marine and Fisheries Service which is still carried out conventionally indirectly so far has greatly hampered the performance of fishermen, especially in Bulak sub-district. Based on the results of the interview, one of the fishermen explained that the Bulak sub-district is a capture fisheries area that is still quite potential but the success rate of their capture fisheries business is highly dependent on marine information sources from the local government. The design of the E-Fishermen application aims to provide services in the form of a marine information system specifically for the Surabaya area. With the E-Fishermen application, all information dissemination activities will be more flexible because it can be done anytime and anywhere. The method used in designing the user interface of the E-Fishermen application is a design sprint consisting of the stages of understanding, divergence, decide, prototype and validate.
Penerapan Teknologi Virtual Reality Pada Property Perumahan Robert Saputra; Subari; Saiful Yahya
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1027.707 KB)

Abstract

Virtual Reality presents high technology that can provide a virtual feel like what happens in real life with good graphic quality to complement traditional methods in terms of performance and product. In its development, Virtual Reality (VR) is also implemented in the property industry, both as a medium for property product promotion services and as a simulation medium for users to surf in the virtual world, getting to know the property products offered without having to visit the actual location. To market and sell products, most property businesses still use brochures in marketing and selling products. So it costs more and takes a lot of time. This research starts from the planning stage, collecting information and data needed in the design, and building the system by analyzing the application that includes the needs or requirements related to what will be developed. the next stage is to design the assets needed in making the application and then try it out. This research produces Virtual Reality application as a marketing multimedia in property business that can present complete information by presenting reality in virtual form. Virtual-Reality applications can be used to make it easier to market and sell products, able to provide detailed information so that it is easier for potential buyers to get information, view visuals and choose the desired product virtually. The results of the questionnaire that have been filled out by the user, the conclusion from the research on the application of VR Perumahan is in the "Very Positive" category with a total percentage of 223 which is between 195 to 240.
Perancangan Motion Graphic Series sebagai Media Edukasi tentang Depresi bagi para Remaja Joshua Rexy Lindartono; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.761

Abstract

Depression is a familiar thing to everyone, depression is a mental disorder that can cause excessive sadness. All ages are susceptible to depression, especially adolescents aged 14-17 years, because they are experiencing changes biologically, psychologically, and socially. with the lack of concern for adolescents about depression is also one of the factors that make them susceptible to depression, besides that the lack of supporting media to provide education is a factor that make adolescents less concerned about this problem, social media such as Instagram and Youtube is one of the media that is often used by adolescents. The purpose of designing the Motion Graphic Series is to provide educational media for adolescents to become more understand, and also more concerned with, depression issues. This design uses the Design Thinking method which has several stages such as Understand, Observe, Point of View, Ideate, Prototype, and Test to get results that match the data that has been collected. This design produces a Motion Graphic Series as the main media to be asked on Youtube. and Instagram, besides that there are also supporting media in the form of advertisements on Youtube and Instagram to support the main media, the results of the trial work show that this Motion Graphic can help identify depression because it fits the target audience. From the results of this design, there is three series of Motion Graphic and also some media implementations such as Instagram posts and YouTube ads.
Desain Asset Visual Game Mobile Matematika Andreatono Nathaniel; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.791

Abstract

Mathematics is one of the compulsory subjects for students in Indonesia. Mathematics is one of the quality of learning subjects, especially math during the epidemic seoson, the learning materials are effective, interesting ang not boring for students. One way is to create educational games using mobile phones. Educational game is an Android based mobile game that makes it easier for users to use it anywhere and anytime than other platforms, same as a computer. Therefore, the problem posed in this research is How to generate mathematical mobile game image assets? Solution to this research problem is how to design visual assets with a natural theme. So create some icons, buttins and background design with forest design, wood design and another math related objects. It is then incorporated into the final design. End of the result from this research is visual game assets can be used to make games easy to operated and enjoyable, especially for elementary student in grades 3 and below.
Perancangan Majalah Digital Candi-Candi di Malang Raya Berbasis Infografis Kurniawan, Rahmat; Yahya, Saiful
Jurnal Desain Vol 7, No 2 (2020): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.419 KB) | DOI: 10.30998/jd.v7i2.5502

Abstract

Penelitian ini bertujuan untuk merancang infografis tentang beberapa candi di wilayah Malang berbasis digital berupa majalah infografis. Terdapat lima candi yang menjadi objek perancangan infografis meliputi; candi Singasari, candi Jago, candi Kidal, candi Badut dan candi Sumberawan. Variabel penelitian yang akan disajikan dalam infografis meliputi aspek Sejarah, Bentuk atau struktur, makna, dan fungsi pada candi. Metode perancangan majalah infografis meliputi 1) identifikasi permasalahan; 2) Pengumpulan data; 3) Analisa data; 4) Perancangan infografis; 7) Desain final. Pengumpulan data meliputi data pustaka dan data lapangan. Dalam proses perancangan meliputi dua aspek meliputi konsep perancangan dan desain visual. Sumber data yang akan digunakan dalam perancangan ini meliputi 1) data primer yang diperoleh dari hasil observasi, dokumentasi, dan wawancara dengan pakar sejarah atau informan yang memahami sejarah candi yang diteliti, dan 2) data sekunder yang diperoleh melalui literasi yang menunjang terkait candi yang diteliti. Hasil perancangan berupa informasi tentang intrepretasi berdasarkan sejarah, bentuk atau struktur, makna dan fungsi pada lima bangunan candi. dari hasil analisis dapat disimpulkan bahwa bangunan candi yang dianalisis merupakan peninggalan kerajaan Singasari. Selain itu candi dibangun pada masa dimana agama hindu menjadi agama yang dianut pada masa itu hal ini bisa dilihat dari bentuk candi dan cerita relief yang terdapat pada candi.
PENGEMBANGAN SERIUS GAME PADA PENGENALAN FAUNA DI TAMAN NASIONAL BALI BARAT Yahya, Saiful; Alifah, Afiyah; Kusumasari, Adita Ayu
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 9, No 1 (2024): Vol 9, No. 1
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v9i12024p54-65

Abstract

Taman Nasional Bali Barat, sebagai kawasan pelestarian alam, menjadi habitat bagi flora dan fauna yang dilindungi. Data IUCN tahun 2002-2022 menunjukkan peningkatan tingkat kepunahan flora dan fauna langka setiap tahunnya, dengan merinci keberadaan beberapa spesies langka yang terdaftar dalam red list IUCN di Taman Nasional Bali Barat, antara lain Jalak Bali (Leucopsar rothschildi), Rusa Timor (Rusa Timorensis), Gajahan Timur (Numenius arquata), Tokek (Cyrtodactylus Jatnai), Kima Raksasa (Tridacna Gigas), Penyu Hijau (Chelonia mydas), dan Cendana (Santalum album).Pengembangan boardgame berjenis serious game digunakan untuk salah satu solusi inovatif untuk meningkatkan pemahaman anak-anak mengenai flora dan fauna di Taman Nasional Bali Barat yang bertujuan menyadarkan pentingnya flora fauna dan kolaborasi konservasi alam. Pengembangan permainan ini menggunakan metode design thinking, yang terdiri dari tahapan Emphatize, Define, Ideate, Prototype, dan Test. Proses Pengembangan permainan serious game menghasilkan boardgame kolaborasi yang dapat dimainkan oleh anak-anak berusia 8-13 tahun yang terdiri dari papan permainan, bidak dan kartu permainan.Pengujian boardgame dilakukan melalui model beta testing terhadap target audience, yakni anak-anak berusia 8-12 tahun di Kota Malang. Hasil pengujian menunjukkan bahwa permainan boardgame bergenre serius game ini berhasil memperoleh rekomendasi positif dari target audience, menyatakan kesenangan bermain, kegunaan, dan merekomendasikan kepada teman-teman mereka. Dengan demikian, dapat disimpulkan bahwa penggunaan boardgame bergenre serius game mampu memberikan kontribusi efektif dalam mengatasi permasalahan pengenalan flora dan fauna di Taman Nasional Bali Barat pada kalangan anak-anak.