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Penerapan Design Thinking dalam Perancangan Pion Karakter Board Game Laskar Kristus untuk Usia 8-12 Tahun Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.8622

Abstract

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.
Peran Kampanye Kreatif dalam Mendorong Akses Kerja Inklusif Bagi Penyandang Disabilitas Aurelya Rahma, Berlian; Solicitor, Aileena; Romadhona, Mahimma
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 3: April 2026
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/j-ceki.v5i3.16248

Abstract

Kampanye kreatif memiliki peran penting dalam membangun kesadaran sosial masyarakat terhadap isu-isu kemanusiaan, termasuk kesetaraan hak bagi penyandang disabilitas. Penelitian perancangan ini bertujuan untuk merancang kampanye kreatif yang mampu meningkatkan kepedulian masyarakat terhadap penyandang disabilitas melalui pendekatan komunikasi visual yang informatif, empatik, dan persuasif. Permasalahan utama dalam penelitian ini berfokus pada rendahnya pemahaman dan kepedulian masyarakat terhadap hak-hak penyandang disabilitas, serta minimnya media kampanye yang secara khusus mengangkat isu kesetaraan tersebut. Metode penelitian yang digunakan adalah metode kualitatif dengan menggunakan beberapa teknik analisis, yaitu analisis deskriptif, TWOS Matriks, dan AISAS. Data diperoleh melalui observasi langsung di SLB Negeri Lamongan, wawancara dengan kepala sekolah, siswa disabilitas, serta masyarakat umum. Selain itu, penyebaran kuesioner dilakukan untuk mengetahui tingkat persepsi publik terhadap isu disabilitas. Analisis juga dilakukan terhadap media kampanye eksisting seperti poster sekolah dan media sosial Instagram SLB Negeri Lamongan. Penelitian ini turut melakukan studi komparator antara Galeri Disabilitas dan Indonesia Mengajar sebagai acuan dalam menentukan strategi kampanye sosial yang efektif. Hasil analisis menunjukkan bahwa penyebab utama rendahnya kepedulian masyarakat meliputi kurangnya pengetahuan tentang hak disabilitas, minimnya media kampanye yang menarik dan edukatif, serta lemahnya keterlibatan aktif masyarakat dalam isu inklusivitas. Temuan ini memperkuat kebutuhan akan strategi komunikasi yang lebih inovatif dan relevan. Berdasarkan hasil tersebut, dirancang konsep kampanye kreatif dengan memanfaatkan media digital dan cetak yang menonjolkan pesan kesetaraan, inspirasi, dan empati. Kampanye ini diharapkan mampu meningkatkan kesadaran publik terhadap pentingnya lingkungan yang ramah dan inklusif bagi penyandang disabilitas, serta mendorong partisipasi aktif masyarakat dalam mewujudkan kesetaraan hak. Selain itu, kampanye ini diharapkan dapat menjadi model komunikasi sosial yang efektif untuk isu-isu kemanusiaan lainnya di masa mendatang.
Eksplorasi Desain Karakter untuk Buku Cerita Pop-Up “Pixel dan Pixie yang Cerewet” Gunawan, Oscar Ade; Romadhona, Mahimma; Wulandari, Sri
MAVIS : Jurnal Desain Komunikasi Visual Vol 8 No 01 (2026): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v8i01.2271

Abstract

The development of digital technology has made gadget use inseparable from daily life, including among children. The use of gadgets among children without proper understanding and supervision can lead to addiction, increased stress levels, reduced physical activity, emotional distress, and behavioral problems. Therefore, efforts are needed to educate children about the dangers and impacts of excessive gadget use. One of the efforts that can be carried out is the use of educational media that can convey messages to children optimally. In this study, the effectiveness of the media is assessed based on its ability to increase children's visual interest, facilitate understanding of the story content, and help children recognize characters and the messages conveyed. One medium that has this potential is a pop-up storybook. In the creation of a pop-up book, the process of character design cannot be separated. This study aims to explore the process of character design development through the stages of the design thinking method, which include concept formulation, the creation of alternative designs, and testing of visual preferences in a pop-up storybook. This research is part of a final project on designing a pop-up storybook as an educational medium for children's gadget use, entitled "The Chatty Pixel and Pixie," which focuses on the character design process. The method used in this study is the design thinking method, which consists of the stages of empathize,define,ideate,prototype, test.
Implementation of the Seven Modes of the Design Innovation Process for Augment Skincare Advertising Video Utami, Tri; Setiawan , Bayu; Romadhona, Mahimma
Golden Ratio of Data in Summary Vol. 6 No. 2 (2026): February - April
Publisher : Manunggal Halim Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52970/grdis.v6i2.2140

Abstract

The skincare industry in Indonesia is experiencing rapid growth, intensifying competition among local brands. In this environment, Skincare Augment faces significant challenges low brand awareness and suboptimal brand positioning, despite its strong Unique Selling Proposition (USP) centered on Salmon DNA content (PDRN 5000 ppm). Insufficient brand recognition has directly impacted sales, which have not met targets. Thus, a more effective advertising strategy is needed to bridge the gap between product quality and consumer perception. This study aims to design an advertising strategy that enhances consumer visibility and understanding of Skincare Augment’s product advantages, utilizing the Seven Modes of the Design Innovation Process through advertising videos. Employing a mixed-methods approach combining observation, in-depth interviews, and questionnaires distributed to 103 respondents aged 20–40 the research revealed that 78.6% of respondents were unfamiliar with Skincare Augment. The primary barrier to consumer interest was identified as a lack of education regarding the benefits of Salmon DNA. By applying the seven-stage process goal setting, understanding context and audience, formulating insights, exploring concepts, and realizing outputs this research developed a short storytelling video advertising concept tailored for social media platforms like Instagram and TikTok. The final output includes a storyboard, treatment, and an advertising video emphasizing the regenerative benefits of Salmon DNA. In conclusion, the Seven Modes method provides an effective framework for crafting persuasive, educational, and relevant advertisements. This approach has the potential to increase brand awareness and strengthen Skincare Augment’s positioning in Indonesia’s competitive skincare market.
Perancangan Card Game Lingkaran Kebiasaan dengan Ilustrasi Komik Strip pada Kehidupan Sehari-hari Remaja Al-Aliyyu, Mohammad Candra; Aji, Restu Ismoyo; Romadhona, Mahimma
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Habits are behaviors formed through repetition and are often performed automatically in everyday life. In late adolescence (18–21 years), the process of habit formation is strongly influenced by the social environment, but based on the results of FGDs and questionnaires, adolescents are not yet fully aware of the habit patterns they are experiencing and how to change them. This design aims to design a card game entitled "KeBiasaCard" which raises the concept of the habit loop through cartoon-style comic strip illustrations as an interactive and fun media for adolescents. The method used is the Seven Stages of Design (Ambrose & Harris, 2010) which includes the stages of define, research, ideate, prototype, select, implement, and learn, with data collection in the form of literature studies, interviews, observations, and FGDs. The design results in a card game consisting of 26 habit cards representing the four stages of the habit loop: cue, motivation (craving), response, and reward, as well as 24 interactive cards, with a visual concept using cartoon-style slice-of-life comic strip illustrations and decorative typography. KeBiasaCard is expected to be a medium that can help teenagers recognize and understand the process of habit formation in an interactive and fun way.
Perancangan Desain Karakter Buku Ilustrasi Berbasis Augmented Reality Astronomi Khusus Anak Tunarungu Azzahra, Giana Fatimah; Romadhona, Mahimma; Wulandari, Sri
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Introducing astronomy at an early age can help foster children’s interest in and understanding of science in the future. However, astronomy material is often considered complex and abstract. Deaf children have heard impairments and a limited vocabulary, making it difficult for them to comprehend lengthy texts. Video media, while accessible, is not entirely suitable for deaf children because it is passive and moves too quickly, even when subtitles are available. Therefore, more visual and interactive reading materials are needed to support deaf children in processing the content of the text. This study aims to design a character for an Augmented Reality-based illustrated book on astronomy for deaf children. The method used is qualitative, employing the design thinking approach with the stages of empathize, define, ideate, prototype, and test. Data collection techniques included observations in bookstores, interviews with experts, focus group discussions with deaf children, and a literature review. The result of this design is the character Keza, who is the main character in the Augmented Reality-based illustrated book. It is hoped that this design can help deaf children engage more closely with astronomy reading material in a visual and interactive way.
Desain Karakter Buku Ilustrasi Pembelajaran Tajwid LPQ ARLI Faradiba, Nasywa; Romadhona, Mahimma; Yani, Aditya Rahman
Ad-DA'WAH Vol 24 No 1 (2026): Dakwah, Komunikasi dan Penyiaran Islam
Publisher : INSTITUT PEMBINA ROHANI ISLAM JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59109/addawah.v24i1.218

Abstract

Kemampuan membaca Al-Quran masih tergolong rendah khususnya pada pemahaman tajwid. Untuk mengatasi kesulitan mempelajari tajwid di TPQ ARLI diperlukannya media pembelajaran baru yang lebih menarik dan sesuai dengan karakteristik anak-anak dan berefek ganda. Penelitian ini bertujuan untuk merancang desain karakter dalam buku ilustrasi pembelajaran tajwid. Metode perancangan yang digunakan adalah desain thinking. Hasil dari penelitian ini yaitu karakter Alif, Alya, dan Arli dibuat sesuai dengan kebutuhan anak dan pertimbangan illustrator. Karakter dalam buku ilustrasi pembelajaran tajwid yang dihasilkan dapat meningkatkan minat anak dalam belajar tajwid, menjadi media pembelajaran yang menyenangkan, serta dapat berperan sebagai media komunikasi dakwah visual yang efektif bagi anak-anak.
Membangun Keterampilan Siswa SMP Al-Azhar Kelapa Gading Surabaya melalui Workshop Cetak Sablon Manual Restu Ismoyo Aji; Aditya Rahman Yani; Mahimma Romadhona
Jurnal Abdimas Indonesia Vol. 6 No. 2 (2026)
Publisher : Perkumpulan Dosen Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34697/jai.v6i2.2174

Abstract

Daya saing generasi muda perlu disiapkan sejak dini untuk menghadapi globalisasi. Dunia kerja yang kompetitif mendorong para pemuda memiliki kemandirian secara ekonomi melalui berbagai keterampilan hidup (life skills) yang produktif. Salah satu keterampilan produktif yang diminati oleh generasi muda adalah cetak saring atau yang sering disebut dengan istilah sablon. Salah satu alasan mengapa cetak saring masih diminati adalah karena jenis cetak tersebut dapat digunakan untuk implementasi kreativitas yang dimiliki generasi muda. SMP Al-Azhar Kelapa Gading Surabaya merupakan salah satu sekolah yang peduli dengan minat, bakat, dan kemandirian dari murid-muridnya. Atas dasar inilah para dosen dan mahasiswa program studi Desain Komunikasi Visual Universitas Pembangunan Nasional “Veteran” Jawa Timur bekerjasama dalam melakukan workshop cetak sablon manual untuk para siswa SMP Al-Azhar Kelapa Gading Surabaya.
Co-Authors Adelladia Teshania Wandanissyika Aditya Nugraha Putra, Aditya Nugraha Aditya Rahman Yani Aileena Solicitor Costa Rica El Chidtian Aileena Solicitor El Chidtian Aji, Restu Ismoyo Al-Aliyyu, Mohammad Candra Alfian Candra Ayuswantana Alfiyan Hidayatullah Alfredy Mushowiru Arifianto, Pungky Feby Aris Sutejo Arshellino, Muhamad Putra Artanto, Aphief Tri Aulia Aisy Azzahra Aurelya Rahma, Berlian Ayuningtyas, Kenya Azzahra, Giana Fatimah Badzlin Syarafina Berlianto, Muhammad Firdaus Bryan Syauqi Firdaus Calvin Pandapotan Limbong Chidtian, Aileena Solicitor Costa Rica El Daniar, Aninditya Destiara, Fitria Dewi Sekar Laras Jati Diana Aqidatun Nisa Diarrahman, Faisal Amri Ela Reza Adinda Enggar Penggalih Enggar Penggalih Fahira Devi Rahmaudina Faradiba, Nasywa Febriyanti, Hasna Gahayu Firmansyah, Mochammad Al Hadad Firnanda Pramitha Putri Gunawan, Oscar Ade Hakim, Moch. Rofi Hanung Sekar Larasati Enggaringtyas Hizkia Ananda Putri Irwandi, Wahyu Triputra Joedawinata, Ahadiat Madinah, Shafyra Tsania Mandasari, Virginia Mashuda, Muhammad Maslahah, Safira Andini Masnuna, Masnuna Melinda Oktafiana Mentari Clara Dewanti Mentari Clara Dewanti Mentari Clara Dewanti, Mentari Clara Mohammad Hafil Pratama Mohammad Hafil Pratama Muhammad Rafif Farhan Mushowiru, Alfredy Nabilla, Zahra Rizky Novia Kurniasari Nugroho, Indra Febrianto Nur Azizah Susetyaningsih Nyimas Nurjihan Qonita Pharamaraditya, Ghifarry Rachmadhan Pranoto, Rasyadan prihandarini, tanjung Pungky Febi Arifianto Putra Wahyuni, Rendy Shohibul Rachel Jihan Al Jauza Rahman Tri Arfias Putra Rahman Yani, Aditya Restu Ismoyo Aji Rifqi, Tifani Jihaniar Rizky, Zahra Rizky Rosiana Febrianita Roziana Febrianita S.C.R.E.C, Aileena Saniyah Azzaliyah Putri Semesta, Houri Gita Setiarso, Zhafira Fane Putri Setiawan , Bayu Setiawan, Teofilus Kharisma Bagus Situmorang, Finka Yolanda Sri Wulandari Sukma Ayu Susilowati Suminar, Adinda Diayu Cahaya Syafiq, Alfie Ade Riyan Tri Utami Virginia Mandasari Wandanissyika, Adelladia Teshania Widyasari Widyasari Widyasari Widyasari Widyasari, Widyasari Wiwik Handayani Wiwik Handayani Yani , Aditya Rahman