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PERANCANGAN IDENTITAS VISUAL BATIK TULIS AL-HUDA DI SIDOARJO Dewi, Dwi Kusuma; Yani, Aditya Rahman; Daniar, Aninditya
JURNAL IMAJINASI Vol 8, No 2 (2024): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v8i2.61111

Abstract

Identitas visual memiliki peran membantu proses untuk membentuk suatu entitas didalam brand identitas. Dengan adanya identitas visual yang kuat, konsumen akan dapat lebih mudah mengenal merek. Dengan adanya proses perancangan ini, diharapkan Batik Tulis Al-Huda dapat memiliki identisa visual yang khas dan dapat menarik lebih banyak konsumen, khusunya masyarakat umum di Sidoarjo. Batik Tulis Al-Huda tidak hanya menjual batik, tapi juga memproduksi sendiri dan juga menyediakan tempat pelatihan membuat batik Sidoarjo. Dengan keunikan yang dimiliki, Batik Tulis Al-Huda masih belum bisa menarik minat masyarakat umum dikarenakan identitas visual yang kurang kuat. Perancangan ini menggunakan metode kualitatif dengan mengumpulkan data yang dilakukan melalui observasi, wawancara, dan analisis SWOT. Dari perancangan ini, akan menghasilakan logo dengan analisis pada aspek konsep desain, logo, warna, dan tipografi yang akan menyesuaikan dengan citra yang ingin dikenalkan oleh Batik Tulis Al-Huda
PERANCANGAN BOARD GAME “BADU” SEBAGAI MEDIA PENDAMPING PEMBELAJARAN SEKOLAH DASAR KELAS III DAN IV Prima, Prasasti Citra Putri; Aileena Solicitor Costa Rica, El Chidtian; Yani, Aditya Rahman
JURNAL IMAJINASI Vol 8, No 2 (2024): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v8i2.45726

Abstract

Adanya globalisasi saat ini dapat berdampak pada rasa cinta budaya Indonesia pada anak bangsa menurun. Hal ini diketahui dari 50 responden siswa SD Muhammadiyah 1 Sidoarjo, sebanyak 76% dari 50 responden menyukai budaya asing. Para guru seni budaya mengatakan sudah diajarkan mengenai alat musik tradisional. Hal ini dikarenakan, anak cepat merasa bosan dengan cara pembelajaran disekolah dan cenderung suka mencoba pembelajaran dengan metode lain. Media pembelajaran board game edukasi dapat menjadi media pendamping disekolah yang efektif dan inovatif, karena anak dapat belajar dengan cara yang menyenangkan, yaitu dengan bermain. Hal ini juga dapat membantu perkembangan anak dari segi mptorik dan sensorik. Perancangan ini menggunakan metode design thinking melalui beberapa tahap yaitu empathize, define, ideate, prototype, dan test. Kemudian menganalisis data yang telah diperoleh agar mendapat solusi yang tepat. Dari analisis tersebut, ditemukan keyword “Understanding, Traditional, and Fun” yang akan menjadi acuan dalam perancangan ini. Perancangan ini ditujukan untuk membantu guru maupun orang tua dalam mengenalkan anak-anak pada alat musik tradisional Jawa Timur The existence of globalization at this time can have an impact on the feeling of love for Indonesian culture for the nation's children to decline. It is known from 50 student respondents at SD Muhammadiyah 1 Sidoarjo, as many as 76% of the 50 respondents like foreign cultures. The arts and culture teachers said they had been taught about traditional musical instruments. This is because children quickly get bored with learning at school and tend to try learning with other methods. Educational board game learning media can be an effective and innovative companion media at school, because children can learn in a fun way, namely by playing. This can also help the development of children in terms of motor and sensory. This design uses the design thinking method through several stages, namely empathize, define, ideate, prototype, and test. Then analyze the data that has been obtained in order to get the right solution. From this analysis, the keywords "Understanding, Traditional, and Fun" were found which will be the reference in this design. This design is intended to assist teachers and parents in introducing children to traditional East Javanese musical instruments
PERANCANGAN BUKU PANDUAN PENDAKIAN GUNUNG ARJUNO VIA TAMBAKSARI SEBAGAI MEDIA INFORMASI Sonny Ardiansyah; Aditya Rahman Yani; Aileena Solicitor Costa Rica El Chidtian; Wulan W
Jurnal Desain Komunikasi Visual Asia Vol 7 No 01 (2023): Jeskovsia 7.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i01.914

Abstract

Indonesia is an area that is included in the Pacific Ring of Fire, starting from Sumatra, Java, Bali, Sulawesi, and Papua. There are approximately 400 mountains, about 130 of which are still active. Each mountain has different characteristics and also saves the potential for natural tourism because it has beauty and natural wealth. However, during this pandemic, many natural attractions are closed. One of them is mountain climbing tourism, one of which occurs on Mount Arjuno. The Ministry of Tourism and Creative Economy has made efforts to prepare to increase competence in the new normal era in nature tourism, one of which is the training of mountain tour guide instructors. The training programs that will be implemented include preparing training programs, designing learning media, presenting training materials, and conducting face-to-face training.
Visual Karakter Animasi 2D Edukasi Dampak Negatif Sampah Rumah Tangga Untuk Remaja Tahapan Akhir Pratiwi, Adelya Dwi; Nisa, Diana Aqidatun; Yani, Aditya Rahman
SULUH: Jurnal Seni Desain Budaya Vol 7, No 1 (2024)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jsuluh.v7i1.7803

Abstract

Menurut Outlook Pariwisata & Ekonomi Kreatif 2023/2024, sektor games mengalami laju pertumbuhan hingga mengungguli sektor music. Salah satu faktornya adalah game indie produksi anak bangsa yang menyita banyak perhatian gamers. Game indie merupakan game produksi pengembang independen tanpa naungan penerbit besar. Contohnya : DreadOut dan DreadOut 2, A Space for the Unbound, Coffee Talk, Coral Island serta Troublemaker : Raise Your Gang yang rilis 2023 lalu.Tolak ukur kesuksesan setiap indie game developer Indonesia tentunya tidak semata-mata disebabkan oleh para "gamers Indonesia" yang FOMO (Fear of Missing Off) ingin memainkan game hasil anak bangsa, namun disertai pula dengan motif-motif lainnya.                               Penelitian ini bertujuan menganalisis motif player memutuskan memainkan game Troublemaker : Raise Your Gang, merupakan penelitian deskriptif dengan pengambilan sampel melalui teknik non-probability sampling dengan purposive sampling yang secara khusus menganalisis empat karakter di sampul game-nya. Data pendukung diperoleh dari dokumen press kit Gamecom Team. Hasil penelitian menyatakan faktor yang mempengaruhi motif player melakukan keputusan bermain secara berurutan adalah story (alur cerita), desain karakternya, gameplay, serta graphic & environtment dengan memenuhi aspek visual yang menurut audiens paling menarik adalah  tema “gelud” (perkelahian) yang dieksekusi kedalam game ini.
Perancangan Logo Kampanye Sosial Bahaya Gerd Untuk Remaja Usia 18-24 Tahun Alfredy Mushowiru; Aditya Rahman Yani; Mahimma Romadhona
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 1: Desember 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i1.6165

Abstract

Modern lifestyles that tend to be practical and instant contribute to an increased risk of disease, including Gastroesophageal Reflux Disorder (GERD). Based on previous studies, unhealthy diets, lack of physical activity, and bad habits are the main triggers for GERD. Most teenagers have an unhealthy lifestyle. Research obtained through distributed questionnaires found that 64.2% of 81 teenagers aged 18-22 years stated that they often consumed spicy, fatty, or sour foods. As an effort to raise awareness about the dangers of GERD, this campaign was designed to provide education about the dangers of GERD. In designing this campaign, a strong visual identity, including a logo, is an important element to attract the attention of the audience. It is hoped that this campaign can have a positive impact in educating teenagers to maintain a healthy lifestyle and prevent GERD.)
Redesign Identitas Visual Batik Murni Madiun sebagai Upaya Meningkatkan Brand Awareness Alfina Zalfa Maharani; Aditya Rahman Yani; Sri Wulandari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): 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.v4i1.4439

Abstract

Batik Murni Madiun is a production place for batik motifs typical of Madiun City. However, the low brand awareness of the Batik Murni Madiun brand is a major challenge due to the lack of consistent visual identity. This design aims to redesign the visual identity that can increase brand awareness. This design uses qualitative and quantitative data collection methods with primary data coming from interviews, observations and questionnaires. Meanwhile, secondary data comes from books, journals, and articles. The data analysis technique used in this design is descriptive analysis and TOWS matrix. The data analysis process resulted in the keyword “Madiun Authentic Traditional Batik” which will be used as a reference in making the design concept. In addition, the results of the data analysis show the need for a visual identity that has the philosophy and image that Batik Murni Madiun wants to highlight, namely the authentic traditional batik motifs from Madiun City and the natural colors used for its batik products. Through this visual identity redesign, it is expected to increase brand awareness and build consumer confidence in Batik Murni Madiun through the image that will be shown.
Kampanye Sosial tentang Kepedulian terhadap Lansia Sukina Sukina; Aditya Rahman Yani; Alfian Candra Ayuswantana
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): 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.v4i1.4512

Abstract

The growing number of elderly in Indonesia demands more attention from families and communities towards their welfare. The many cases of elderly neglect show a lack of empathy and education regarding the role of families and communities in caring for the elderly. This study designed a social campaign entitled "Senja Kasih" which utilizes Instagram social media as a medium for delivering messages to the public. This campaign uses an emotional appeal approach to arouse audience emotions and empathy towards elderly issues. The research method used is mixed methods through interviews, observations, questionnaires, and literature studies. The design results include a campaign logo, visual concepts to increase the effectiveness of message delivery. This campaign collaborates with the Panti Lansia Yayasan Buddhayana Panditarama as a stakeholder. It is hoped that the "Senja Kasih" campaign can increase public awareness, build empathy, and encourage participation in supporting and caring for the elderly.  
Re-desain Brand Identity UD KS PRO Sebagai UMKM di Bidang Otomotif Islamudin, M Syaifullah; Yani, Aditya Rahman; Widyasari
Future Academia : The Journal of Multidisciplinary Research on Scientific and Advanced Vol. 3 No. 2 (2025): Future Academia : The Journal of Multidisciplinary Research on Scientific and A
Publisher : Yayasan Sagita Akademia Maju

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61579/future.v3i2.476

Abstract

MSMEs play a vital role in Indonesia's economy, yet many still lack awareness of the importance of visual identity in boosting competitiveness. This study discusses the re-design of the brand identity of UD KS PRO, a trading business in the automotive sector, to strengthen brand image and increase brand awareness. The research applies a mixed-methods approach, collecting data through interviews, observation, and questionnaires. Data were analyzed using the TWOS matrix to formulate rebranding strategies. The results indicate that UD KS PRO’s previous visual identity was inconsistent and failed to effectively represent the company's business field. By developing a new logo, typography, and color palette that are more professional and relevant, UD KS PRO is expected to improve consumer perception, expand its market reach, and enhance customer trust. This study highlights the importance of research-based rebranding as a strategic step for MSMEs to adapt in the digital era and ensure sustainable business growth.
Logo Redesign as an Effort to Strengthen the Identity of Sanggar X Talent Dance Official Surabaya Rahmawati, Deby; Sri Wulandari; Aditya Rahman Yani
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 7 No. 1 (2025): Vol. 7 (2025) No. 1
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v7i1.246

Abstract

The widespread access to popular culture through digital media has an impact on increasing public taste for modern art. Changes in trends that dominate various social platforms are often considered more relevant or cool compared to traditional art which may be considered old-fashioned or outdated. Therefore, interaction with traditional art is needed to educate and inspire teenagers' interest in local cultural diversity. In overcoming this challenge, a studio is needed as a place for activities that support the development of art and culture. As with dance studios in Surabaya that create dances to be performed at festivals and competitions between regions to show how diverse and dynamic dance art is. Thus, the purpose of the logo redesign on the Sanggar XTD Official Surabaya is to build and develop the image of the studio which is more consistent and professional. This effort is made by adjusting the logo design to the tastes of today's teenagers so that they are willing to be involved in dance. The research method used is a mixed method (qualitative and quantitative) based on a descriptive analysis approach. Primary data collection techniques are carried out through interviews, observations and questionnaires, while secondary data collection is through literature studies. Formulating design concepts, such as keywords , verbal concepts, visual concepts and media concepts are some important aspects that also need to be considered in making a logo. Thus, it is hoped that the logo redesign strategy will play an effective role in creating a fresher visual identity and be able to present the studio by adopting a modern design without abandoning traditional values.
Perancangan Video Profile UMKM Istana Buah di Trawas Sebagai Media Promosi dan Identitas Visual Delonix, Yudha; Yani, Aditya Rahman; Setiawan, Bayu; Chidtian, Aileena Solicitor Costa Rica El
GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL Vol. 7 No. 1 (2025): Jurnal Gestalt : Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v7i1.440

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) merupakan tulang punggung perekonomian Indonesia yang berkontribusi besar terhadap pertumbuhan ekonomi nasional dan lokal. Salah satu UMKM yang bergerak di sektor pertanian dan oleh-oleh adalah Istana Buah, berlokasi di kawasan wisata pegunungan Trawas, Jawa Timur. UMKM ini menawarkan berbagai buah segar dan olahan keripik sebagai alternatif oleh-oleh bagi wisatawan. Namun, keterbatasan media promosi membuat eksistensi UMKM ini belum dikenal secara luas oleh masyarakat. Penelitian ini bertujuan untuk merancang sebuah video profil sebagai media promosi digital yang mampu memperkenalkan identitas, suasana, serta produk dari Istana Buah secara menarik dan informatif. Metode yang digunakan adalah pendekatan kualitatif deskriptif dengan bantuan teknik analisis 5W1H (What, Who, Where, When, Why, dan How) untuk menggali potensi dan kebutuhan promosi UMKM secara komprehensif. Hasil dari penelitian ini menunjukkan bahwa video profil berperan penting dalam membangun citra usaha, meningkatkan daya tarik konsumen, dan memperluas jangkauan pemasaran UMKM secara digital.
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 Aji, Restu Ismoyo Al Hafidz, Ibnu Arkaan Alfian Candra Ayuswantana Alfina Zalfa Maharani Alfiyan Hidayatullah Alfredy Mushowiru Amaliya Nur Hanani Putri Kinasih Anwar, Putri Anindita Aris Sutejo 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 Dessy Retha Ollyvia Pattynama Dewi, Dwi Kusuma Diana Aqidatun Nisa Diaz Tri Mustikaningrum Eki Cahya Imani Farizi, Fila Akbar Al Hanafi, Hanafi Moeslim Handy Octoriawan 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 Pramesti, Irna Yuli Prasetya, Muhamad Riky Pratiwi, Adelya Dwi Prima, Prasasti Citra Putri Rahman Tri Arfias Putra Rahmawati, Deby Restu Ismoyo Aji Rica El Chidtian, Aileena Solicitor Costa Rindy Nur Fadilah Risa Andriani Romadhona, Mahimma Safitri, Aqila Salsa Billa Cantika Salsabila Warda Wahota Santoso, Bilgies Diva Sarah Zhafirah Sari, Nabila Rosyita Septian Anom Atmojo Sonny Ardiansyah SRI WULANDARI Sukina Sukina Symonsz, Domenique Issabell Nhatassa Usfi Dwi Andini Wafiyana Rosyidah Wardani, Nuril Kusuma Widya Sari Widya sari 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