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Pengembangan Media Boardgame Multikultural AUD Ethnic Enclave Kota Lama melalui Desain Iteratif Roostrianawahti Soekmono; Erik Armayuda; Duana Fera Risina
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 6, No 3 (2022)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v6i3.1904

Abstract

Bangsa Indonesia merupakan masyarakat multikultural sehingga sikap toleransi sangat penting. Tema multikultural Ethnic Enclave Kota Lama pada penelitian sebelumnya dapat meningkatkan kesadaran tentang keberagaman Anak Usia Dini (AUD), sebagai pondasi sikap toleransi. Keterbatasan media pembelajaran Pendidikan multikultural, mendorong penelitian ini dilakukan untuk mengembangkan Board Game multikultural Etnic Enclave Kota Lama. Pendekatan penelitiannya menggunakan Penelitian dan Pengembangan dengan tiga langkah yaitu: (1) Penelitian pendahuluan, (2) pengembangan Board Game melalui proses Iteration Design yaitu desain prototipe, tes bermain pada uji coba prototipe 2 anak dan uji coba kelompok kecil pada 8 anak usia 5-6 tahun dan umpan balik berdasarkan intrumen observasi kesadaran tentang keberagaman,  (3) tes validasi Board Game menggunakan intrumen validasi elemen dan mekanik boardgame. Hasil penelitian berupa media boardgame multikultural ethnic enclave Kota Lama yang dapat meningkatkan kesadaran tentang keberagaman berupa identifikasi nama dan ciri-ciri suku serta budaya melalui benda budaya di dalam bangunan di Kota Lama.  
Panduan Transformasi Produk Budaya Menjadi Produk Kreatif Budaya Melalui Model Map (Studi Kasus Topeng Malangan) Erik Armayuda; Reven Praga Deva
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 1 No 02 (2019): Volume 01, Nomor 02, Oktober 2019
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.v1i02.253

Abstract

Culture is one source of inspiration that will be a key value of product competition in the global market. Indonesia with more than 1,300 different ethnic groups has cultural richness which will be the key differentiator in the global market. As the development of the creative industry, culture becomes an element that has more value. There are so many potential cultural products that can be explored. Each requires a study of different approaches to extracting cultural values ​​in a product. From the skin "outside", "content", to "spirit" which is the core of the culture. By using transformation methods in cultural products to assess three levels of cultural features; outside, middle, and inside, this research is expected to provide appropriate exploration in cultural identification especially at the "outside" level. This paper will focus on the Malangan mask culture originating from the city of Malang, East Java. This study proposes guidelines for changing culture and provides alternative product development that can provide guidance for turning cultural products into creative products of culture in an effort to make it more adaptive in the current era.
Strategi Konten Instagram untuk Edukasi Pola Minum Kopi yang Sehat pada Usia Muda Muhammad Alvian Hasby; Erik Armayuda; Bayyinah Nurrul Haq
IKRA-ITH HUMANIORA : Jurnal Sosial dan Humaniora Vol 4 No 3 (2020): IKRAITH-HUMANIORA VOL 4 NO 3 Bulan November 2020
Publisher : Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1031.378 KB)

Abstract

Based on a survey conducted by the author in 2020, the intensity of drinking coffee at a youngage is quite high. They consume an average of 1-3 cups of coffee per day. One reason is the lackof information on the dangers of drinking excessive coffee. Therefore, it is necessary to design aneducational media regarding the dangers of drinking excessive coffee that reaches youngaudiences. The design of this educational media aims to provide knowledge about healthydrinking patterns. The preliminary research was carried out through survey methods andliterature studies. The social media platform used is Instagram with the microblog concept. Thetarget audience is between 20-30 years old and in the Jabodetabek area who likes to interact viasocial media. Media design visually displays a warm, comfortable, and pleasant impressionthrough color, visual elements in the form of photos and vectors. Design verbally (how to say)through light language and bring a relaxed, comfortable, and familiar atmosphere. The verbaldelivery strategy uses light, relaxed, and familiar language. Information is conveyed in stagesand varied, namely: facts about coffee, the dangerous risks of drinking excessive coffee, andhealthy drinking patterns. Platform-related content management through the use of trending andrelevant hashtags, posting arrangements that refer to the educational cycle resulting in a schedulefor posting content that is divided into several editions for one month.
Landasan Strategis Pengembangan Topeng Malangan dalam Bidang Desain Erik Armayuda
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 1 No 01 (2019): Volume 01, Nomor 01, Maret 2019
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.v1i01.195

Abstract

Malangan Mask is one of the endangered cultural heritage of Malang city. It’s proven by the decreasing number of hermitage which keeps the existence of this mask culture, from 8 villages into 4 villages remain. One of the reason is the production and marketing problem of the products in the market which has a completely different from its time. This study aims to analyze the business model of Malangan Mask so that it can be a reference for taking a relevant strategic plan to face the challenges of times. Through the analytical evaluation method obtained from interviews and literacy studies, researchers conducted a SWOT analysis that aims to obtain a strategy to develop product so that it can be more adaptive to current market needs. Several studies related to the masks have been carried out, but few of them focus on the strategy to develop product for business.
Perancangan Board Game Edukasi Satwa Endemik Pulau Jawa Untuk Anak Usia 7 Hingga 11 Tahun Syifa Usya Sya’ban; M. Lahandi Baskoro; Erik Armayuda
AKSA: Jurnal Desain Komunikasi Visual Vol. 4 No. 2 (2021): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v4i2.51

Abstract

Indonesia is a country that has natural diversity, including unique animals. One of the islands of Indonesia that has such unique animals is Java Island. Java Island is an island that has rapid urban development and also has a unique diversity of animals. However, there are still many children who are not familiar with animals, especially endemic animals of Java Island, and the cause of these animals being threatened with extinction. In designing this board game using a method that has been adapted from the Game Design Process by Game Design Ed with data analysis conducting interviews with children from the age of 7 to 11 years to find out what board games have been played by children and the children's knowledge about Java endemic animals. The rules of the game in the design of the board game were adapted from the Pandemic board game by Matt Leacock and the Quartet card game by Gurubumi. With educational board games, it is hoped that children can discover and learn to understand the continuance of Java Endemic Animals that are threatened with extinction.
Redesain Permainan Tradisional Bas-Basan Sepur Armayuda, Erik; Baskoro, M. Lahandi
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 4 No. 01 (2018): February 2018
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v4i01.1325

Abstract

Abstrak Indonesia adalah negeri yang kaya akan nilai-nilai budaya dan tradisi. Kekayaan ini sudah seharusnya menjadi sumber inspirasi untuk beragam karya kreatif masa kini. Banyak hal yang dapat dikaji dan dikemas kembali dengan lebih baik untuk menjadi sebuah produk di bidang industri kreatif. Salah satu potensi tersebut adalah permainan tradisional. Melalui proses simulasi berulang untuk memahami karakter permainan, lalu mengkombinasikanya dengan kebutuhan pasar board game yang relevan, diharapkan dapat menemukan sebuah bentuk transformasi yang sesuai dengan perkembangan zaman sebagai bagian dari produk industri kreatif. Penelitian ini bertujuan untuk menemukan pakem dari sebuah permainan tradisional dan unsur terkait yang membentuk permainan tersebut, sehingga dalam proses pengembangan dalam konteks redesain, permainan hasil proses redesain akan tetap memiliki karakter serta nilai yang sama dari permainan aslinya namun masih relevan dengan kebutuhan pasar di jaman ini. Kata Kunci: permainan tradisional, transformasi budaya, redesain  AbstractIndonesia is a country rich in cultural values and traditions. This wealth should be a source of inspiration for a variety of creative works today. Much can be reviewed and repacked better to become a product in the field of creative industry. One such potential is the traditional game. Through a recurring simulation process to understand the character of the game, then combine it with the relevant board game  market needs, it is expected to find a form of transformation that fits the times as part of the creative industry product. This study aims to find the grip of a traditional game and related elements that make up the game, so that in the development process in the redesign context, the redesigned game will still have the same character and value of the original game, but still relevant with now day’s market needs. Keywords: traditional games, cultural transformation, redesign
METODE DESAIN DARI BRAND MENJADI MASKOT BERDASARKAN ADAPTASI METODE ALINA WHEELER KE DALAM MODEL 5M Armayuda, Erik; Pragadeva, Reven
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 6 No. 02 (2020): August 2020
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v6i02.3622

Abstract

AbstrakMaskot memiliki peran penting dalam sebuah pendekatan emosional dari sebuah instansi, atau lembaga baik komersil maupun non komersil. Sebagai keilmuan yang mengakomodasi kajian perancangan maskot, terutama dalam proses pembelajaran, belum ada panduan baku proses perancangan maskot secara metodologis. Untuk itu diperlukan sebuah acuan baku yang bisa digunakan dalam proses perancangan maskot yang sistematis dan dapat dipertanggungjawabkan secara ilmiah. Paper ini bertujuan untuk memberikan satu alternatif metode perancangan yang runtut yang diformulasikan dari metode komparasi teori brand, dan perancangan karakter. Mengingat konteks maskot dan keilmuan desain komunikasi visual memiliki irisan dengan keilmuan marketing, maka paper ini juga mengacu pada rujukan strategis dalam perancangan sebuah brand oleh Alina Wheeler. Dengan mengadaptasi metode mendesain brand tersebut, penulis menerjemahkan setiap tahapnya dan mengadaptasi istilah di dalamnya dan menariknya ke dalam konteks perancangan maskot dengan fokus pembahasan ke dalam perumusan strategi visual. Untuk memberikan gambaran yang spesifik, penelitian ini juga memberikan studi kasus yang menunjukan tahapan penerapan model. Dari proses adaptasi tersebut maka dirumuskanlah model 5M; 1) Merumuskan kata kunci, 2) Merumuskan brief persona maskot 3) Merumuskan brief bentuk dan siluet, 4) Merumuskan gestur, 5) Merumuskan pengemasan media.  Penulis berharap model 5M tersebut dapat dijadikan acuan dalam proses perancangan maskot khususnya dalam konteks pembelajaran desain.  Kata Kunci: 5M, Alina Wheeler, brand, maskot, metode AbstractThe mascot has a significant role in an emotional approach from both commercial and non-commercial institutions. There are no official standard guidelines in the design process. For this reason, a standard reference is needed that can be used in the process that is systematic and scientifically justified. This paper aims to provide a coherent alternative design method formulated by the comparative method of brand theory and character design. Mascot and visual communication design science have a slice with marketing science, therefor this paper also refers to the design of a brand by Alina Wheeler. By adapting the brand design method, the writer translates each stage and adapts the terms and draws it into the context of the design of the mascot with the focus of discussion into the formulation of visual strategies. This research also provides the design stages of applying the model. From the adaptation process a 5M model was formulated; 1) Formulate keywords, 2) Formulate the mascot persona brief 3) Formulate the shape and silhouette briefs, 4) Formulate gestures, 5) Formulate media packaging. The author hopes that the 5M model can be used as a reference in the mascot design process, especially in the context of design learning.  Keywords: brand transformation, design methods, mascot design
Edukasi Publik dalam Lomba Desain Poster Simbolik: Studi Kasus Lomba Poster Simbolik Tentang Pencegahan dan Penanganan Kekerasan Seksual Armayuda, Erik
Indonesian Character Journal Vol. 1 No. 2 (2024): Indonesian Character Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/icj.v1i2.11405

Abstract

Sexual violence in educational settings deprives students of the freedom to develop their potential in a healthy, safe, and optimal environment. Various forms of sexual violence harm students, educators, and staff, potentially hindering or eliminating their opportunities to learn and teach. In alignment with Sustainable Development Goal 16: Peace, Justice, and Strong Institutions, the Ministry of Education, Culture, Research, and Technology issued Regulation No. 30 of 2021 for higher education institutions. Initiatives under the Prevention and Handling of Sexual Violence (PPKS) program have shown promising results. One example is the Symbolic Poster Design Competition as Public Education, where 391 participants showed great enthusiasm. The research aimed to describe the competition process and raise awareness about the importance of PPKS. The competition was organized using Erick Karjaluoto's design method. This paper focuses on two main discussions: how to design criteria and schemes for a competition that educates the younger generation, and the participants' responses to the competition. The study concluded that the symbolic poster competition encouraged participants to show sympathy towards victims, avoiding traumatic elements in their designs. While solution-oriented posters are useful for potential users, designs with constructive purposes are meaningful for organizers, users, and designers. Keywords: Poster Design Competition, Design Method, Symbolic Poster, Design Competition Mechanism, SDG Goal 16   Kekerasan seksual dalam konteks pendidikan merampas kebebasan siswa untuk mengembangkan potensi mereka dengan kondisi yang sehat, aman, nyaman, dan optimal. Berbagai bentuk kekerasan seksual mengakibatkan kerugian bagi mahasiswa dan para pendidik serta staf kependidikan, yang dapat menghambat atau bahkan menghilangkan kesempatan mereka untuk belajar dan mengajar. Sebagai perwujudan SDG Goals 17 yaitu Peace, Justice and Strong Institutions, maka dikeluarkannya Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi (Permendikbudristek) No. 30 Tahun 2021 di lingkungan perguruan tinggi. Kegiatan dalam rangka PPKS menunjukkan hasilnya. Salah satu contohnya adalah penelitian dengan Lomba Desain Poster Simbolik Sebagai Edukasi Publik.  Sebanyak 391 peserta menunjukkkan atusianisme yang besar untuk mengikuti lomba poster simbolik tentang Pencegahan dan Penanganan Kekerasan Seksual (PPKS). Tujuan penelitian ini adalah untuk mendeskripsikan proses kegiatan lomba dan awareness tentang pentingnya PPKS. Metode yang digunakan adalah studi kasus. Permasalahan dalam penelitian ini ada dua yaitu: 1. Bagaimana proses lomba desain  dalam mengedukasi para generasi muda? 2. Bagaimana respons peserta lomba? Kesimpulan dari penelitian ini adalah melalui lomba poster simbolik ini mengangkat isu pelecehan seksual dan menaruh simpati kepada korban untuk tidak memberikan unsur traumatis. Desain poster yang solutif akan berguna bagi calon pengguna, namun desain yang memiliki tujuan konstruktif akan bermakna bagi penyelenggara, pengguna, dan desainernya itu sendiri.