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Analisis Desain Citra pada Produk Kemasan Indomie dengan Metode Semiotika Ahmad Riyadi Swandhani; Adek Cerah Kurnia Azis; Chris Chalik
MAVIS : Jurnal Desain Komunikasi Visual Vol 6 No 02 (2024): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v6i02.1314

Abstract

In interacting socially, without realizing it, humans give an image to each other or to objects, due to the presence of objective (Visual) in this case the eye sees the object in the form of an appearance (Body), and the process is called an image because it gives perception, then gives different meanings according to their knowledge, the purpose of this research is to find out the design strategy for Indomie packaging, Indomie packaging also represents the meaning of the image of a product, this method uses a semiotic analysis method, namely an approach that tries to find the hidden meaning behind a sign, be it an image or text, so that in this writing, we get the results of Design as an image, in this case a product has its own concept or view/specialties that you want to show to other people, by making a design in the form of an advertisement, product or writing, then the design builds or represents the features that you want to display (image) so that people tend to like or enter the space of perfection built by the design, in fact they prioritize the image over its own function. The results of research on Indomie packaging are a series of illusions that are injected into a commodity, in order to control consumers, this eye illusion makes the packaging look like an anesthetic injection, so that consumers feel influenced by buying a noodle product, because the packaging displayed depicts an illusion that makes buyers feel When you buy this product, you will get what it looks like on the packaging, even though in reality it isn't.
Analisis Identitas Visual Kembara Angkasa Sebagai Livery Spesial Ulang Tahun ke 74 Maskapai Garuda Indonesia Putu Raka Setya Putra; Chris Chalik
MAVIS : Jurnal Desain Komunikasi Visual Vol 6 No 02 (2024): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v6i02.1381

Abstract

Airline livery is basically an image in the form of patterns, logos, images and colors used by airlines on part or all of the surface of airline aircraft. the word 'livery' which originally meant uniforms worn by certain officers, is now widely applied, such as in the world of racing and also in the world of transportation, such as on land, sea and air, which is often referred to as airline livery. A country's airline is sometimes the penetration point of a country's tourism campaign, so it is not unusual for many similarities and synergies to emerge between a country's tourism campaign and its airline. Airline livery as a visual identity is not only about aesthetics, but also about broader ideas. Airline livery is not just a brand or style, but also a representation of the values that want to be conveyed through graphic media. This research was conducted to analyze whether garuda indonesia's special livery with the theme of kembara angkasa meets the criteria of visual identity principles that are ideally designed theoretically in its design. this research uses a qualitative descriptive method. The results of this study indicate that garuda indonesia's 74th anniversary special livery with the theme of kembara angkasa has met the criteria of the ideal visual identity principles theoretically, so that the ideally designed visual identity is able to convey the values it represents through visual media.
Perancangan Board Game Knowledge Dash Sebagai Media Pendukung Program Literasi dan Numerasi Sekolah Dasar Chris Chalik; Isna Cahyani
MAVIS : Jurnal Desain Komunikasi Visual Vol 6 No 02 (2024): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v6i02.1465

Abstract

Numeracy literacy is a skill related to basic mathematics to solve practical problems in various contexts of daily life. Numeracy literacy skills for primary school students can make a real contribution to social, economic and welfare growth for individuals or communities. The results of the PISA (Progamme for International Student Assessment) Assessment that Indonesia participated in showed that the numeracy and science literacy scores of Indonesian students had not reached the average score set by PISA. students' numeracy and science literacy skills are still below the minimum competencies set. This is caused by several factors, including the lack of interest of students to participate in literacy activities. Therefore, this design aims to produce learning media that can increase interest and support students' literacy and numeracy programs in the form of educational games in Board game format. The results of this design can be a solution to increase student motivation in implementing literacy and numeracy activities, and also support literacy and numeracy programs. This research uses a qualitative method with an R&D design method. Through this design, it is expected to provide an effective solution in increasing elementary school students' interest in literacy and numeracy.
Strategi desain dalam revitalisasi kebun binatang bandung: optimalisasi ruang dan fasilitas publik Asep Sufyan Muhakik Atamtajani; Chris Chalik; Agung Afrianto
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 3 (2025): May
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i3.30724

Abstract

AbstrakKebun Binatang Bandung sebagai destinasi wisata edukatif menghadapi berbagai tantangan dalam optimalisasi ruang dan fasilitas publik, seperti minimnya kenyamanan pengunjung, keterbatasan aksesibilitas, dan kurangnya fasilitas edukatif serta elemen ramah lingkungan. Kegiatan pengabdian ini bertujuan untuk merancang strategi desain revitalisasi ruang publik berbasis kenyamanan, edukasi, aksesibilitas, dan keberlanjutan. Metode yang digunakan berupa desain partisipatif melalui observasi langsung, survei kepada 100 pengunjung, wawancara dengan pengelola, serta diskusi kelompok bersama mitra yang terdiri dari komunitas lokal dan manajemen Kebun Binatang Bandung. Evaluasi dilakukan melalui perbandingan kondisi eksisting dengan desain usulan serta tanggapan dari mitra terhadap hasil visualisasi desain. Hasil menunjukkan adanya peningkatan pemahaman mitra terhadap desain inklusif dan ramah lingkungan sebesar 85%, serta peningkatan partisipasi dalam proses perancangan sebesar 70%. Survei pengunjung menunjukkan bahwa 80% berharap adanya zona edukasi yang lebih interaktif, 70% menilai fasilitas edukasi saat ini kurang menarik, dan 65% mengeluhkan sirkulasi ruang yang membingungkan. Implementasi desain mencakup perbaikan jalur akses, integrasi elemen hijau, papan informasi digital, dan ruang istirahat yang inklusif, yang berpotensi meningkatkan kualitas pengalaman pengunjung secara signifikan. Dengan strategi ini, Kebun Binatang Bandung diharapkan menjadi destinasi edukasi yang lebih inklusif, berkelanjutan, dan ramah bagi seluruh pengunjung. Kata kunci: desain revitalisasi; ruang publik; aksesibilitas; edukasi satwa; keberlanjutan. AbstractBandung Zoo, as an educational tourism destination, faces various challenges in optimizing its public spaces and facilities, such as limited visitor comfort, poor accessibility, and the lack of educational and eco-friendly features. This community engagement project aims to develop a design strategy for revitalizing public spaces based on comfort, education, accessibility, and sustainability. The method involved a participatory design approach through direct observation, surveys with 100 visitors, interviews with zoo management, and focus group discussions with local community members and zoo administrators. Evaluation was conducted by comparing existing conditions with the proposed design and analyzing feedback from stakeholders regarding the visualized outcomes. The results showed an 85% increase in stakeholders’ understanding of inclusive and eco-friendly design, and a 70% increase in their participation during the design process. Visitor surveys revealed that 80% hoped for more interactive educational zones, 70% found current educational facilities unengaging, and 65% experienced difficulties due to unclear circulation routes. The implemented design includes improved access paths, integration of green elements, digital information boards, and inclusive rest areas, all of which significantly enhance the visitor experience. With these strategies, Bandung Zoo is expected to become a more inclusive, sustainable, and engaging educational destination.Keywords: design revitalization; public space; accessibility; wildlife education; sustainability.
Analisis self-service station terhadap efektivitas aktivitas di restoran: Evaluasi ergonomi spasial di ruang publik Andrianto, Andrianto; Chalik, Chris; Setiawan, Alvian Fajar
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17739

Abstract

Self-service programs in restaurants, such as the Budaya Beberes campaign, are initiatives designed to promote environmentally responsible behavior by encouraging active customer participation in cleaning food waste and managing leftovers independently. This concept not only contributes to environmental sustainability but also reflects a paradigm shift in modern restaurant service systems that emphasize efficiency, social responsibility, and user engagement. This study aims to evaluate the effectiveness and user comfort of self-service stations based on physical design elements that influence user experience and behavior. Employing a mixed methods approach with data triangulation, qualitative (behavioral observations and interviews) and quantitative (Likert-scale questionnaires analyzed via descriptive statistics), the research explores ergonomic issues in multifunctional furniture within public spaces. The findings indicate that non-strategic station placement, lack of clear visual signage, and overlapping spatial circulation reduce user comfort and potentially hinder customer participation in sustainability programs. The study highlights the importance of applying ergonomic design principles, clear spatial layouts, and informative visual guidance to create an effective, comfortable, and sustainable self-service experience within restaurant environments.
Optimalisasi proses rapid prototyping dan user experience testing dalam pengembangan produk keyboard mechanical modular MEYKE A.01 V2 Setiawan, Alvian Fajar; Chalik, Chris; Pambudi, Terbit Setya; Safruddin, Jaisy Muzaffar
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.18482

Abstract

This study discusses the integration of rapid prototyping and user experience testing in the development of the MEYKE A.01 modular mechanical keyboard. Rapid prototyping is applied to produce prototypes quickly and iteratively through 3D modeling and additive manufacturing, enabling early evaluation of the physical design, casing structure, and modular system. User experience testing is then conducted to assess typing comfort, switch responsiveness, keycap stability, and overall ergonomics. This research employs a qualitative approach involving concept development, prototype fabrication, user testing, and evaluation analysis. The results indicate that integrating these methods enhances the alignment of the design with user needs and accelerates the identification and refinement of design issues. Thus, this approach is effective in producing a modular keyboard that is functional, ergonomic, and user-experience oriented.