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KONSTRUKSI KARAKTER JABO DALAM ANIMASI BINEKON Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 7, No 1 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i1.003

Abstract

Animation in Indonesia has developed, this time there are many agencies starting designing animations,both 2 dimension ar 3 dimension, just call one of them is Belantara Studio which has made several animated series including Binekon which tells about 5 characters representing the culture of the archipelago. Each character has its own characteristic which is a representation of the archipelago's cultural community, the focus of this research will be on the character of Jabo in the Coconut episode, is described that he can help his friends in solving problems. Primary data in this study is the perception of researchers, in this case, the researcher will give thought in studying visual signs is contained in the Binekon animation with semiotic Barthes analysis.
ANALISIS HUBUNGAN SYSTEM USABILITY SCALE DENGAN DESKILLING PENGGUNA ADOBE PHOTOSHOP CC Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 5, No 1 (2018)
Publisher : Universitas Mercu Buana

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Abstract

New features found in Adobe Photoshop CC software cause problems about usability. Because a modern technology that has some automatic function and default setting provides an opportunity to anyone to use that software without learn to operate or understand how it works. Therefore, this research was made for measure the degree of user convenience to Adobe Photoshop CC and the linkage between the ease of using Adobe Photoshop CC and the user’s helplessness. The methode used in this research is quantitative with SUS (System Usability Scale), developed by oleh John Brooke (1996). SUS contains 10 simple statements about the system and the answer be measured with Likert scale that organized from left to right 1 – strongly disagree, 2 – disagree, 3 – doubtful, 4 – agree, 5 – strongly agree
REPRESENTASI BUDAYA NUSANTARA DALAM ANIMASI BINEKON Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 7, No 3 (2020)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2020.v7.i3.001

Abstract

The characters contained in the Binekon animation are "representatives" of the culture that exists in Indonesia. Similar to a film, animation also has elements of construction and social representation that want to be built by giving meaning in the reality that occurs in society. Researchers will focus on discussing how the portrayal of binekon animated characters is represented from the social reality of the ethnic / racial communities of the Archipelago with the Pierce semiotic method. The triadic sign model proposed by Pierce, is depicted simply with three points, namely the sign, object, and interpreter. The hallmarks of this study are the characters found in the animations, with the visuals present in each character, then the intepretant is the archipelago culture. And the results of the study showed every character contained in the Binekon animation by Belantara Studio is a cultural representation of the archipelago that represents the major islands in Indonesia, namely Sumi from Sumatra, Jabo from Java, Kale from Kalimantan Island, Sula from Sulawesi Island, and Papu from Papua Island.
Komunikasi Visual Pada Bumper Acara Televisi (Analisis Semiotika Peirce pada Acara “Sarah Sechan” Di Net TV) Rinkapati Swatriani
MediaKom : Jurnal Ilmiah Komunikasi Vol 9, No 1 (2019): Mediakom Jurnal Ilmiah Ilmu Komunikasi
Publisher : Universitas Mercu Buana

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Abstract

Image formation in a television program not only through the content of the program itself but the show can also be through visual communication design that emerged during the program. One is Opening Break Bumper or better known as the bumper. Bumper is the opening animation that appears before starting a television program with a duration of 5-30 seconds. Bumper can be information to viewers about the type and characteristics as well as imaging or visualizing the concept of identity programs.In this study, the authors will focus on the visualization contained in the bumper in the program talk show "Sarah Sechan" that aired on NET TV. Authors interested in researching the bumper as shown has a unique visualization of the terms of the concepts used. Desaigner who designed the bumper using some kind of color as the background image and display several facial expressions Sarah Sechan (as host) and the use of two types of fonts (letters).To investigate the visual signs contained in the bumper of "Sarah Sechan", researchers used a method of analysis for semiotics Peirce's semiotics. Peirce offers three groups based on the sign of the type of relationship between the reader the meaning of items, the items that showed that icon, index, and symbol.The results showed that the bumper of "Sarah Sechan" may be the identity of the program through a visualization program elements and graphics used to characterize the program "Sarah Sechan" that distinguishes it from other programs. Keywords : bumper, visual identity, semiotic
KAJIAN KONSEP “CUSTOMIZATION” VITVAL IKEA Rinkapati Swatriani
Narada : Jurnal Desain dan Seni Vol 9, No 2 (2022)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2022.v9.i2.002

Abstract

One of the advantages of the products offered by IKEA is that it carries the concept of "customization". Vitval products apply this concept, namely a bunk bed frame which has empty space at the bottom so that it can be used to create another "space" by placing several pieces of furniture that can be adjusted to the needs of users, the children. The method used is qualitative with descriptive analysis. The results of this study are, as a student, the customization that can be done is Vitval with a study table. In addition, looking at the Vitval size and user anthropometry, some pieces of furniture that can be customized include sofas, cabinets, drawers, shelves, or portable mattresses. Vitval is a solution for parents who want to take advantage of the limited space in their child's room by getting two spaces in one room.
Kajian Konsep Democratic Design Produk Flisat IKEA Swatriani, Rinkapati
Jurnal Desain Vol 11, No 1 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i1.19497

Abstract

Untuk memenuhi tanggungjawab sosial dan keyakinan ideologis, IKEA menerapkan konsep democratic design yaitu desain untuk semua. Lima dimensi, yaitu fungsi, bentuk, kualitas, keberlanjutan, dan harga yang rendah, merupakan dasar budaya dan nilai-nilai yang dilebur dalam menciptakan sebuah perabot. Salah satu produk yang diklaim memiliki konsep tersebut adalah Flisat, meja belajar anak yang yang memiliki batang khusus yang digunakan untuk menyangga gulungan kertas gambar. Permasalahan yang dibahas dalam penelitian ini yaitu bagaimana penerapan memadukan fungsi, bentuk, kualitas, keberlanjutan, dan harga yang rendah dalam Flisat. Tujuan dari dalam penelitian ini yaitu mengkaji penerapan memadukan fungsi, bentuk, kualitas, keberlanjutan, dan harga yang rendah dalam Flisat. Dengan penerapan democratic design pada produk maka didapat peningkatan efisiensi dalam perancangan produk baik dari material maupun sifat keberlanjutan produk. Dalam menyelesaiakan permasalahan penelitian, maka metode yang digunakan adalah kualitatif deskriptif. Hasil penelitian didapat bahwa penerapan lima dimensi tersebut dapat dilihat dari bentuk meja yang bergaya klasik dan sederhana. Kemudian memiliki fungsi cerdas yaitu meja dapat dimiringkan untuk aktifitas berkreatif. Kualitas meja sangat tinggi karena mengguna material yang baik. Dimensi berkelanjutan dapat ditemukan pada bahan baku kayu dan masa pemakaian yang lama karena ketinggian meja yang dapat diatur dan terkahir harga terjangkau karena penerapan empat prinsip penghematan biaya.
Representasi Budaya Bali Pada Kemasan Kopi EL’S COFFE Swatriani, Rinkapati; Arimbawa, I Made Gede
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 1 (2024): Oktober 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i1.13348

Abstract

To mention of coffee in Indonesia can be enjoyed by Indonesian coffee lovers, it is necessary to provide packaging that has a concept of applying Indonesian culture that can represent the identity of the coffee producing region. One of the coffee products that applies cultural representation in packaging is El's Coffee. The two focuses of this research are the cultural representation displayed in the packaging as the identity of the El's Coffee Kintamani series coffee products and the structure and materials of the packaging. The results of the analysis can be concluded that the visual elements contained in El's Coffee packaging can represent elements of Balinese culture that are commonly found and familiar to the wider community. The easiest thing to recognize is the temple building in the middle of the package. Apart from that, the visual of a dancer also strengthens this representation. The attributes used by dancers are characteristics of Balinese dancers. The packaging structure is designed to make it easier for consumers to carry and open the packaging. With sizes adapted to the anatomy of an adult human hand. The materials used differ between tertiary, secondary and primary packaging because they are adjusted to the needs for packaging the product.
Desain Kemasan Rappo dalam Membangun Cita-Cita Identitas Merek Ramayanti, Dwi; Swatriani, Rinkapati
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.14177

Abstract

Rappo is a local brand that produces products, especially bags. A social enterprise that produces recycled plastic bag waste (kresek) that is designed in such a way that it becomes a product that has a selling value. Conceptually, a brand means a "contract" from a company to its customers; promises, benefits, quality and certain values. A well-designed brand identity is able to form a brand image with a positive perception in the minds of customers. The ideal of brand identity is a higher goal of a brand or organization that goes beyond the products and services it sells. There are nine aspects of the ideal of brand identity, namely vision, meaning, authenticity, differentiation, durability, coherence, flexibility, commitment, value. Rappo packaging design is one of the brand identity elements owned by Rappo. Researchers want to know the design of Rappo product packaging in building brand ideals. The research method used is qualitative, with research outputs in the form of journal publications. The results obtained at this time are that Rappo products are not optimal in packaging.