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Green Visual Communication: Model Konseptual Desain Komunikasi Visual untuk Mendukung Perilaku Konsumsi Berkelanjutan Dindatul Afizah; Ary Ramadhan
Jurnal Ilmu Sosial, Ekonomi dan Pendidikan Vol. 2 No. 1 (2026): Juli
Publisher : Suria Academic Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67467/jisep.v2i1.196

Abstract

Transforming consumer behavior has become a fundamental requirement for achieving the Sustainable Development Goals (SDGs), particularly SDG 12 on responsible consumption and production. Although research on sustainable consumption behavior has expanded considerably, existing studies are largely dominated by green marketing and consumer psychology perspectives, while the role of visual communication design as a behavioral change mechanism remains underexplored. This study aims to develop a conceptual model of  Green Visual Communication (GVC) that explains how visual communication design can promote sustainable consumption behavior. The study adopts a conceptual paper approach by conducting a critical synthesis of theories and previous studies in visual communication design, persuasive communication, Environmental Psychology, and sustainable consumption behavior. The proposed framework integrates Visual Communication Theory, the Elaboration Likelihood Model (ELM), the Theory of Planned Behavior (TPB), and Environmental Psychology to explain the psychological processes underlying behavioral change. The findings suggest that  Green Visual Communication comprises six key dimensions: visual hierarchy, ecological color, typography readability, eco-label clarity, visual storytelling, and digital interactivity. These dimensions influence visual attention, cognitive elaboration, emotional engagement, environmental attitudes, and green purchase intention before ultimately leading to sustainable consumption behavior. The proposed model contributes theoretically by introducing  Green Visual Communication as a novel conceptual framework that integrates visual communication design with sustainability-oriented behavioral change. Practically, the framework provides strategic guidance for designers, businesses, and policymakers in developing more effective visual communication strategies to encourage responsible consumption and support the achievement of SDG 12.
Card game "senyumku" sebagai media edukasi kesehatan gigi dan mulut untuk anak balita (3-5 tahun) Muhammad Fikri; Ary Ramadhan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 15, No 2 (2025): inpress
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v15i2.133902

Abstract

    Kesehatan gigi dan mulut merupakan kesehatan yang penting sejak dini khususnya pada balita, media edukasi kesehatan gigi dan mulut yang menarik untuk balita adalah  suatu hal yang penting agar gigi dan mulut balita terhindar dari bermacam penyakit dan kerusakan, hal tersebut menjadi masalah dalam perancangan ini. Kaitan antara perancangan card game “Senyumku” sebagai media edukasi kesehatan gigi dan mulut balita (3-5 tahun) bertujuan untuk menciptakan media edukasi kesehatan gigi dan mulut pada balita yang menarik serta diminati.   Metode yang digunakan pada perancangan ini adalah deskriptif kualitatif, sampel pada perancangan ini ialah beberapa orang tua yang memiliki anak balita,serta dokter gigi , pengambilan sampel menggunakan expers sampling dan poseful sampling. Análisis menggunakan observasi, kuisoner , wawancara dan documentasi.   Perancangan ini menghasilkan card game bernama “Senyumku” didukung media lain seperti poster, X-baner,stiker dan gantungan kunci. Pemain akan mencocokkan tema dari card game yang didapat pada permainan, sehingga dari menebak gambar anak balita dapat mencocokkannya, dibantu dengan orang tua untuk menjelaskan materi pada kartu. Berdasarkan hasil uji validasi dengan ahli “Senyumku” mendapat nilai rata-rata 3,8 yang mana dinyatakan layak sebagai permainan. dan Berdasarkan uji kelayakan pada sekolah PAUD yang dinilai oleh guru melalui pendapat murid didapatkan rata-rata 3,3  dinyatakan cocok untuk balita, diharapkan perancangan ini menjadi kontribusi positif dalam dunia kesehatan dan membantu anak-anak rajin dalam merawat gigi dan mulut.Kata Kunci : Media Edukasi, Kesehatan Gigi, Mulut, Senyumku, Card Game
Re-Desain User Interface/User Experience Aplikasi Mobile Budiman Swalayan Allya Najmi Agustina; Ary Ramadhan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 15, No 2 (2025): inpress
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v15i2.133694

Abstract

Munculnya e-commerce telah mengubah cara orang berbelanja, di mana kenyamanan dan kemudahan akses menjadi prioritas utama. Budiman Swalayan ikut memanfaatkan aplikasi berbelanja daring untuk menarik pelanggan dengan menyediakan layanan berbelanja daring yaitu, Budiman COD (Cash On Delivery). Namun, saat menggunakan aplikasinya didapatkan beberapa masalah yang dialami oleh pengguna seperti, penempatan alamat yang tidak biasa, pengisian data diri, dan pencarian produk satu persatu dengan halaman slide yang meresahkan pengguna. Permasalahan tersebut dibuktikan dengan pengujian menggunakan ukuran Single Ease Question kepada dua skenario untuk menggunakan aplikasi Budiman Swalayan. Penilaian dari kedua skenario mendapatkan nilai SEQ keseluruhan 3,75 yang di mana masih di bawah angka 5,5 atau angka keberhasilan dalam penilaian SEQ. Berdasarkan permasalahan tersebut, diperlukan perancangan ulang desain UI/UX aplikasi mobile Budiman Swalayan. Menggunakan metode design thinking sebagai metode perancangan yang mencakup lima tahapan yaitu empathize, define, ideate, prototype, dan test. Hasil pengujian dari perancangan ulang yang dilakukan mendapatkan nilai SEQ keseluruhan 5,7 dari tiga ahli media dan 6,28 yang diperoleh dari sepuluh pengunjung budiman swalayan. Di mana nilai-nilai tersebut sudah mencapai keberhasilan dari pengukuran SEQ. Pengujian yang dilakukan menunjukkan bahwa pengguna dapat mengoperasikan aplikasi dengan cukup mudah.
Transformasi Digital UMKM Nagari Tanjung Bonai Aur melalui Pendekatan Participatory Action Research dalam Pelatihan dan Pendampingan E-Commerce Arif Budiman; Heldi Heldi; Ary Ramadhan; Syerlie Annisa; Fauzan Aulia; Ariusmedi Ariusmedi; Jupriani Jupriani
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 6 No. 1 (2026): Agustus 2026
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuaj.abdimas.v6i1.406

Abstract

MSMEs in Nagari Tanjung Bonai Aur, Sijunjung Regency, possess high-potential local flagship products, including eucalyptus oil, kalamai, and kembang loyang cakes. However, limited digital literacy and insufficient utilization of e-commerce platforms constrain their market expansion. This community service program aimed to enhance MSME digital capacity through e-commerce training and continuous assistance using a Participatory Action Research (PAR) approach, structured into a two-day intensive workshop and two months of post-training mentoring. Program evaluation employed a mixed-methods approach, combining qualitative action research with quantitative pretest-posttest measurements across 25 participating MSMEs. The findings demonstrated a statistically significant improvement in participants' digital literacy score from  to  ( , Paired Sample t-test). All 25 MSMEs successfully established and independently managed online storefronts on Tokopedia and Shopee, achieving an initial 45 verified online transactions during the mentoring period. The PAR approach proved highly effective in fostering community engagement, digital store management skills, and self-reliance among rural MSMEs. This intervention model provides an adaptable framework for digital transformation in similar rural contexts, provided local product characteristics and digital readiness are adequately addressed.
Hybrid genetic algorithm with dsatur seeding for automated course timetabling: a three-stage comparative study Ary Ramadhan; Rifqi Aulia Zaim; Aditya Hanum Widarsa; Maltha Kharisma; Arif Budiman; Vivi Indriyani; Alrizka Hairi Dilfa
Lentera Negeri Vol. 7 No. 1 (2026): Lentera Negeri
Publisher : Indonesian Institute For Counseling, Education and Therapy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/994320

Abstract

This study aims to develop and evaluate a web-based university course timetabling system that hybridizes a Genetic Algorithm (GA) with DSATUR graph-coloring seeding, and to quantify the separate effects of room-type constraints and DSATUR seeding on hard-constraint satisfaction and convergence. The system was developed using the 4D model (Define, Design, Develop, Disseminate) and implemented in the CodeIgniter framework. Real data from the odd semester of the 2025/2026 academic year of the Visual Communication Design Study Program, Universitas Negeri Padang, were used, comprising 87 class sections, 26 courses, 16 lecturers, 12 theory rooms, and 6 practicum studios. A conflict was operationally defined as a lecturer or a room assigned to more than one class section in the same time slot, and a run was successful when it reached the maximum fitness of 87 with zero conflicts. Three stages were compared over ten independent runs each: a basic GA (Stage 1), a GA with room-type separation (Stage 2), and a GA with room-type separation and a 10% DSATUR-seeded initial population (Stage 3). Differences were tested using Fisher’s exact test and Welch’s t-test, with Cohen’s d as the effect size. Room-type separation increased the success rate from 10% to 100% (p < 0.001) and reduced the mean convergence generation from 405.9 to 174.4 (p < 0.001). DSATUR seeding further reduced the mean convergence generation by 15.5% (from 174.4 to 147.3) and the mean computation time by 9.8% (from 71.16 s to 64.22 s); however, these reductions were not statistically significant with ten runs (p = 0.372 and p = 0.132). The findings show that domain-specific constraint modeling is the decisive factor for feasibility, whereas heuristic seeding provides a moderate efficiency gain. The final system produced conflict-free timetables in every run and reduced a manual process of several days to about one minute of computation.