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Herbal Beverage Packaging Design Training (The Object of The Study: UKM Herbal Village, Genteng-Candirejo, Surabaya) Widyasari; Solicitor, Aileena; Yani, Aditya Rahman
Nusantara Science and Technology Proceedings 5th International Seminar of Research Month 2020
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2021.0949

Abstract

Genteng-Candirejo Herbal Village Surabaya, is a center for Small and Medium Enterprises (UKM) producing national class herbal drinks with a total of 12 Trade Businesses (UD) operating under the auspices of the Mandiri Gencar (Genteng-Candirejo) UKM. The problem that arises from the results of observations and interviews of researchers with UMKM activists in Genteng-Candirejo Herbal Village is that the product packaging is still very simple and has not been designed attractively. The majority of UMKMs in Genteng-Candirejo Herbal Village do not have the knowledge and understanding related to product packaging so that it makes it difficult for them to market their products to a larger market the packaging of the product that is not ideal also gives the impression that herbal drinks are outdated products, and cannot communicate the image of Kampung Jamu Genteng-Candirejo Surabaya well. The solution to this problem is by providing training and counseling to members of the Genteng-Candirejo Herbal Village UMKM regarding the design of herbal drink packaging. The methods used in this activity are, first, the presentation method to convey several things related to knowledge of herbal beverage packaging. Second, the demonstration method to show how to make herbal beverage product packaging for the UKM Kampung Herbal Genteng-Candirejo. Third, practical methods to train the Genteng-Candirejo Herbal Village UKM group in making herbal drink packaging designs
Buku Ilustrasi Interaktif Tari Thengul Khas Bojonegoro Sebagai Media Pengenalan Pada Anak Masnuna; Danna Norisa Putriyani; Aditya Rahmanyani
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 5 No 2 (2020): Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS)
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

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Abstract

Thengul dance is a traditional art that must be preserved so that it does not become extinct and result in the loss of the identity of an area. Thengul dance is gaining attention from the national scene due to various achievements, this is an interesting phenomenon. Children must be introduced to the arts of their area early on, so that the rising phenomenon does not end just like that. Introducing traditional arts to children must use interesting media. An interesting and interactive media is needed so that children do not get bored while studying Culture, because many people think that traditional art is less interesting. Interactive illustrated books will be an effective media to introduce Thengul dance to children in Bojonegoro district. There are two stages of the method carried out, the first stage of preparation which includes data collection, data analysis, synthesis and determination of design objects. Then the second stage of creation which includes the stages of pre-production, production and post-production. Using this method will produce a design concept with the keyword "witty Thengul dance expression", which is getting to know Thengul dance in an exciting and interesting way. With these keywords can be used as a reference in the design of the book let's learn Thengul dance. Interactive illustrated book was made as a medium for introducing the tengul dance to children aged 6-9 years, so that children in the Bojonegoro district could participate in the preservation of regional arts later.
Video Animasi Kisah Atlantis Land untuk Meningkatkan Daya Tarik Diorama Atlantis Land Septian Anom Atmojo; Aditya Rahman Yani; Widyasari
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 6 No 1 (2021): Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS)
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

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Abstract

The development of facilities and infrastructure that follows the development of modern technology is very important for the development of a theme park. One of the theme parks in Surabaya that has great potential is Atlantis Land which has a beautiful diorama which is located in front of the entrance to Atlantis Land. As the main attraction, the Atlantis Land Diorama plays an important role in providing information about the amazing story behind Atlantis Land. The design of this animated video intends to give a new attraction to the Atlantis Land diorama by telling the story behind Atlantis Land in a modern animation style. This design uses several data collection methods, namely in-depth interviews, observations and questionnaires. After the data is collected, it is analyzed using descriptive analysis method to look for ideas in formulating interesting animated videos. The design concept chosen was "The secret of Atlantis's glorious spirits", which means a kingdom that was once destroyed by disaster, then sank into the sea, until it finally rose again with its majesty and splendor. This concept will be used as a reference in making visual and verbal concepts from this animated video. It is hoped that this animation can become one of the attractions in increasing visitor satisfaction and strengthening the message depicted in the Atlantis Land Diorama vehicle.
Buku Biografi Visual Grup Kasidah Modern Nasida Ria Masnuna; Danar Rizkiardi; Aditya Rahman Yani
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 6 No 1 (2021): Jurnal Ilmu Komputer dan Desain Komunikasi Visual (JIKDISKOMVIS)
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

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Abstract

Nasida Ria, a modern kasidah music group, is known as a kasidah legend in Indonesia. Formed in an area with a background that is identical to Islamic values, namely the Kauman area, Semarang, Central Java in 1975 by H. Muhammad Zain, they have a main mission of preaching but in a way that many people like, namely music. In her 45 years of career, Nasida Ria has produced hundreds of works that can be enjoyed by the public. They have proven to the public that with its uniqueness and distinction, Nasida Ria is able to fight the times amidst the dynamics of the Indonesian music industry, as well as the twists and turns of her career so that she is able to become a kasidah legend in Indonesia. Their extraordinary career journey has inspired the formation of this visual biography. The illustration that summarizes the story of Nasida Ria's career is the strength of the attraction of this biography. With the visual biography of the modern Kasidah group Nasida Ria, the information that the audience needs to convey or need is well-structured and interesting.  
Perancangan Komik Online tentang Cara Menggunakan Media Sosial dengan Bijak pada Remaja Usia 15-17 Tahun Natasyia Sisca Eka Pratiwi; Diana Aqidatun Nisa; Aditya Rahman Yani
Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya Vol 20, No 2 (2021)
Publisher : LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/iptek_desain.v20i2.11591

Abstract

Abstrak—Remaja adalah fase perkembangan dari anak-anak ke arah kedewasaan. Dalam perkembangannya, remaja berkaitan erat dengan bagaimana mereka bersosialisasi bersama teman sebaya di media sosial (Instagram, Twitter, dan Facebook) dengan cara mengirim pesan, upadate status, komentar postingan dan membagikan postingan. Permasalahan utama dari remaja hari ini adalah tentang kebiasaan mengupload konten sensitif yang menyinggung SARA dan melanggar UU ITE hanya demi menaikkan popularitas pribadi. Disamping itu, kecenderungan remaja saat ini suka membuat konten saling sindir di media sosial. Makalah ini membahas bagaimana merancang komik online tentang etika menggunakan media sosial secara bijak, untuk remaja usia 15-17 tahun. Metode yang digunakan untuk mengumpulkan data penelitian yaitu dengan menggunakan kuesioner, observasi dan wawancara mendalam. Teknik analisis yang digunakan dalam penelitian ini adalah teknik analisa deskriptif kualitatif menurut Milles dan Huffman. Dari proses analisis data tersebut maka, telah didapatkan keyword “Batasan berekspresi dan berkomunikasi di media sosial“ yang menjadi dasar konsep cerita dan konsep visual dalam perancangan komik online ini. Dengan adanya komik online ini, diharapkan dapat meningkatkan kesadaran remaja terhadap etika menggunakan media sosial secara bijak, dan meningkatkan minat remaja untuk membuat konten positif di media sosial.Abstract—Adolescence is a phase of development from childhood to maturity. In their development, adolescents are closely related to how they socialize with peers on social media (Instagram, Twitter, and Facebook) by sending messages, updating status, posting comments, and sharing posts. The main problem of teenagers today is the habit of uploading sensitive content that offends SARA and violates the ITE Law just to increase their popularity. Besides that, the tendency of teenagers today to make satire content on social media. This paper discusses how to design online comics about ethics in using social media wisely, for adolescents aged 15-17 years. The method used to collect research data is by using a questionnaire, observation, and in-depth interviews. The analysis technique used in this study is a qualitative descriptive analysis technique according to Milles and Huffman. From the data analysis process, the keyword "Limits of expression and communication on social media" has been obtained, which is the basis for the concept of stories and visual concepts in designing this online comic. With the existence of this online comic, it is hoped that it can increase adolescent awareness of the ethics of using social media wisely and increase teenagers' interest in creating positive content on social media.
Flow Infographic Models to Communicate Information Widyasari; Aditya Rahman Yani
Nusantara Science and Technology Proceedings 4th International Seminar of Research Month
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2019.0470

Abstract

Some of research results related to science about the advantages of infographics have been summarized by Smiciklas (2012), including the fact that vision occupying a very large part of the brain, infographics are more easily processed by the brain than plain text, and that the brain is designed to look for something different. The majority of people are visual learners and it is estimated that 65% of the population are visual learners, so the use of infographic to communicate an information will be very appropriate. There are several types of infographic, one of which is flow infographic. Flow infographics have a function to communication an information in form of sequential flow or procedural. Through flow infographics, information can be explained step by step using attractive visualization, briefly, and still can be easily understood. The elements in visual principles can be applied to the visualization of flow infographics such as the use of numerics style, shape color transitions, shape sizes transitions, position differences, etc. Visual principles in flow infographics must be considered and understood by designers, so that the visualization of flow infographic can be more attractive and can communicate an information appropriately to readers.
Communicating Anti Bullying Educational Messages For Elementary School Student Through Board Game Storyline Widyasari; Aditya Rahman Yani; Eki Cahya Imani
Nusantara Science and Technology Proceedings 5th International Seminar of Research Month 2020
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2021.0916

Abstract

Bullying behavior in elementary school children is increasing daily, following the current development of the digital era. It has become one of the most important cases to be followed up on because it can negatively affect the children's morals and it can also hurt others. Therefore, as an effort to tackle bullying cases, it is necessary to deliver innovative anti-bullying educational messages to children at the elementary school level, in hopes that children will become more interested, and will be easier to absorb the educational messages. Innovative anti-bullying educational messages can be delivered through an interesting and fun storyline of the board game media. The steps used to construct this research are identifying the problem or phenomenon, primary and secondary data collection, and analyzing the primary and secondary data using the Questioning Method of 5W + 1H (What, Why, Who, Where, When, How ) to compile anti-bullying educational messages for elementary school children which are packaged attractively through the storyline of a board game. This study concludes that there was three rating weight of anti-bullying actions carried out by elementary school children, namely mild, moderate, and severe. Each rating weight of anti-bullying has five forms of bullying so that there are 15 forms of bullying in total. Each bullying act is then processed into a case study in the form of questions on the board game, with a question model that intentionally touches the empathy of elementary school children. Each question has three positive answer options with different levels of anti-bullying (levels 1, 2, and 3). These levels of anti-bullying are the points that will be obtained by each player (level 1 = 1 point, level 2 = 2 points, level 3 = 3 points). If the player gets a total of 15 points as minimum points, then the player is considered to have low anti-bullying action if the player gets a total of 15-30 points, then the player is considered to have moderate anti-bullying action, and if the player gets a total of 30-45 points, then players are considered to have high anti-bullying actions. These total points are the rewards on this board game.
“M-Six Craft” Fashion Ecoprint Product Packaging Design Training - UMKM Marinda, Manyar Indah, Surabaya Widyasari; Sri Wulandari; Aditya Rahman Yani; Handy Octoriawan; Mochammad Al-Hadad Firmansyah
Nusantara Science and Technology Proceedings International Seminar of Research Month 2021
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2022.2404

Abstract

The Surabaya City Government annually has programs in developing the City of Surabaya, one of which is the "Smart City" program which is a program with the aim of developing the City of Surabaya as an advanced city in the fields of economy and technology. The Surabaya City “Smart City” program increases the motivation of the people of Surabaya City to make their area more productive and competitive. One of the efforts to increase residents' productivity and increase regional competitiveness is carried out by residents of Manyar Indah, RW 06, Menur Pumpungan urban village, Sukolilo sub-district, Surabaya City by developing ecoprint -based fashion products. Furthermore, the ecoprint fashion product chose the name "M-Six Craft" as their brand identity. “M-Six Craft” is part of the Manyar Indah Small, Micro and Medium Enterprises (UMKM Marinda). Researchers saw that the terms quality of the product “M-Six Craft” is good but less so in terms of packaging potentially decrease the marketability and competitiveness of products in the industry, especially in the field of fashion. This research is based on community service activities by providing training on making packaging design for “M-Six Craft” ecoprint fashion products – UMKM Marinda, Manyar Indah, Surabaya, with considerations including: easy to teach and train, “M-Six Craft“ UMKM ecoprint fashion products have not been packaged. well and interestingly. Activities community service -based study of the mob. The methods used during the activities include presentation, demonstration and practice methods. The results achieved in this outreach activity were providing information and knowledge about product packaging, discussions with UMKM Marinda and making packaging designs for “M-Six Craft” ecoprint fashion products.
Perancangan Logo sebagai Identitas Visual Wisata Edukasi Gerabah (Weg) Di Bojonegoro Risa Andriani; Aditya Rahman Yani; Widyasari Widyasari
DESKOVI : Art and Design Journal Vol 5, No 1 (2022): JUNI 2022
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v5i1.1711

Abstract

Wisata Edukasi Gerabah (WEG) adalah salah satu daerah wisata yang berlokasi di Desa Rendeng, Kecamatan Malo, Kabupaten Bojonegoro Jawa Timur. Wisata Edukasi Gerabah (WEG) menyajikan tiga fasilitas bagi wisatawan, yaitu pengetahuan tentang gerabah, praktik membuat gerabah, serta melukis gerabah. Desa wisata ini juga menjual berbagai macam bentuk gerabah yang siap pakai. Namun desa wisata ini masih belum banyak dikenal oleh masyarakat luas. Salah satu penyebabnya desa ini belum memiliki identitas visual yang konsisten, dan logo yang berkarakter. Makalah ini adalah tentang bagaimana mendesain logo yang menarik, mudah diingat dan memiliki karakter yang khas Wisata Edukasi Gerabah (WEG). Penelitian ini menggunakan metode riset kualitatif dan metode riset kuantitatif dengan teknik data primer melalui wawancara, observasi, dokumentasi dan kuesioner sedangkan data sekunder melalui sumber seperti jurnal, artikel ilmiah, buku dan website. Melalui tahap tersebut, konsep perancangan logo nantinya sesuai dengan karakteristik atau ciri khas dari Wisata Edukasi Gerabah (WEG) dan karakteristik target audiens usia 7-12 tahun.
Buku Ilustrasi 4 Macam Kepribadian Remaja 16-18 Tahun Sarah Zhafirah; Masnuna Masnuna; Aditya Rahman Yani
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 02 (2020): Volume 02, Nomor 02, Oktober 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i02.323

Abstract

Very few adolescents are aware of the importance of recognizing the concept of personal personality in Indonesia, even though this is one of the important thing teenagers must understand so that they can maximize their teenage years and arrange their way of life as early as possible. Most books on personality consist of boring text and difficult language for adolescents to understand and does not interest them. Many disadvantages from not understanding the concept of personality, including the creation of social reactions. Based on interviews and questionnaires, adolescents do not know their personalities and personality types so that they cannot recognize and maximize their potential. Overcoming this problem was finally designed an illustration book that aims to simplify the message of the importance of recognizing one's personality and understanding 4 types of personality. Illustration is communicative and make it easier for readers to understand messages through visuals
Co-Authors Aileena Solicitor Costa Rica El Chidtian Aileena Solicitor Costa Rica El Chidtian Aileena Solicitor Costa Rica El Chidtianand Aileena Solicitor Costa Rica, El Chidtian Aileena Solicitor Costarica El Chidtian Aji, Restu Ismoyo Al Hafidz, Ibnu Arkaan Alfian Candra Ayuswantana Alfina Zalfa Maharani Amaliya Nur Hanani Putri Kinasih Aswin Krisdianto Azis Mahmuddin azril Endryan Saputra Bayu Setiawan Chidtian, Aileena Solicitor Costa Rica El Danar Rizkiardi Daniar, Aninditya Danna Norisa Putriyani Darmanto, Rafif Virgian delonix, yudha Dewi, Dwi Kusuma Diana Aqidatun Nisa Diaz Tri Mustikaningrum Eki Cahya Imani Hanafi, Hanafi Moeslim Handy Octoriawan Hidayatullah, Alfiyan Imandina, Kharisa Imani, Eki Cahya Islamudin, M Syaifullah Jastisia, Irenia Jian Fitriana Masdanur, Fadli Masnuna, Masnuna Mochammad Al-Hadad Firmansyah Nabila Rosyita Sari Natasyia Sisca Eka Pratiwi Naufal Pratama Wibitian Nuril Kusuma Wardani Pattynama, Dessy Retha Ollyvia Pramesti, Irna Yuli Prasetya, Muhamad Riky Pratiwi, Adelya Dwi Prima, Prasasti Citra Putri Rahman Tri Arfias Putra Rahmawati, Deby Restu Ismoyo Aji Rindy Nur Fadilah Risa Andriani Romadhona, Mahimma Safitri, Aqila Salsabila Warda Wahota Santoso, Bilgies Diva Sarah Zhafirah Sari, Nabila Rosyita Septian Anom Atmojo Sonny Ardiansyah SRI WULANDARI Sukina Sukina Sutejo, Aris Symonsz, Domenique Issabell Nhatassa Usfi Dwi Andini Wafiyana Rosyidah Wardani, Nuril Kusuma Widya sari Widya Sari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari Widyasari, Widyasari Wulan W Wulan W Wulandari, Nia Wulandari, Sri Yanuar Aldin Yudhistira, Arva Rangga Yuris Anindya Kurniawan Zaman, Mochamad Farel Ramadhana