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AFFORDANCE DALAM DESAIN INTUITIF DAN HUMAN COMPUTER INTERACTION (HCI) edi jogatama purhita
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 10 No 1 (2019): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v10i1.139

Abstract

Abstract The concept of affordance comes from ecological psychology proposed by James Gibson to show the possibility of actions given to actors by the environment. Something has a quality to understand, where they are capable of being something when they are felt. Product perception is connected with the perception of its function. Affordance as a perception of meaning by combining the functions and meanings of a product. Thus, the meaning of a product will make what the product is capable of. People treat products from their environment according to the affordance of the product. Good product design is intuitive, can be used without thinking hard. Design that allows us, by seeing it we can do things directly and correctly. The concept of affordance was also introduced to the field of design, and finally Human Computer Interaction, by Donald Norman. He defines affordance as the perceived or actual nature of the object, especially the fundamental properties that determine how objects or technological products can be used. Affordance is the interpretive relationship between users and technology that arises during user interaction with technology in the environment that is lived. In a broader view of affordance, it covers social and cultural aspects in the use of technology in our daily lives.
A HOLISTIC MODEL IN LEARNING MULTIMEDIA DESIGN DEVELOPMENT Edy Jogatama Purhita; Dewi Widyaningsih; Edwin Zusrony
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.270

Abstract

Multimedia learning software development requires design methods, development tools, examination models and proficiency in Information Technology systems. It is necessary to formulate a Holistic Method which considers all related aspects in order to guide the quality of good design in designing Multimedia Learning. Implementing the findings of the Holistic Method formulation to build multimedia learning with good design quality. This study formulates the stages of multimedia development which include: Creative Brief, Design, Material Preparation, Compiling, Testing, Distribution. The multimedia software development process will be guided by 15 guiding elements which are grouped into 5 elements, include : content, appearance, utility aspect, user caracter, and didactic. These guiding elements are used to produce good quality learning multimedia designs. The methodology is called Holistic Multimedia Development Model (HMDM).
Virtual 3D Urban Landscape Design Taman Kota Berbasis Teknologi Komputer Grafis Edy Jogatama Purhita; AnthoniusTyas Adi Pratama; Erwan Nur Hidayat
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.544

Abstract

Urban landscape design is an approach in designing cities that has a positive impact on city residents by providing a livable environment. Urban landscapes come in various forms, one of which is city parks. A city park is one of the facilities provided by a city and its residents can carry out several activities in it. A city park also serves as a city landmark. The city of Salatiga has several parks with recreational functions but not many city parks are available to function as public spaces. One of them is a park located in Tingkir District, Salatiga City, namely Tingkir Park. The purpose of this study was to apply 3D computer technology in the redesign of Tingkir park with the concept of Urban landscape design. A city park that is functional, aesthetically pleasing, can be a better public space and can become a landmark in the area. The method of developing a Virtual 3D City Park Design product uses 5 steps ADDIE (Analysis, Design, Development, Implement and Evaluation). In academic interest, this research results in the experimentation of computer graphics technology in the development of urban park design.
Perancangan Video Digital Motion Graphic 2D untuk Promosi Perpustakaan Menggunakan HMDM Edy Jogatama Purhita; Auliya Silvi Rahmawati; Ayyub Hamdanu Budi Nurmana Slamet
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.774

Abstract

The Boyolali Regional Library is a means of supporting public education organized by the Government of Boyolali Regency, Central Java. It is necessary to design promotional media and library information in order to increase public interest in coming and getting to know the complete library facilities. This research designs multimedia in the form of 2D digital motion graphic video as a promotional media for the Boyolali regional library. The method used is the Holistic Multimedia Development Model (HMDM) development model whose multimedia development stage considers the guiding aspects of multimedia quality. The results of the media expert and material expert validation test with a score of 85% and 90%, respectively. While in the user test, the positive response was 86%. So that the results of multimedia design are in the very good category and in line with expectations.
Peningkatan Kompetensi Technopreneurship Siswa-Siswi SMKT Al-Huda Petak Kabupaten Semarang Melalui Pelatihan Digital Marketing Edwin Zusrony; Edy Jogatama Purhita; Ahmad Zainudin; Dewi Widyaningsih; Agus Priyadi; Indra Ava Dianta; Siti Kholifah
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 1 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (718.37 KB)

Abstract

Pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat dengan topik digital marketing bagi siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak Kabupaten Semarang dengan harapan meningkatkan kompetensi serta pengetahuan dalam digital marketing serta dapat digunakan sebagai bekal menjadi pengusaha muda. Pelatihan serta pendampingan ini dilakukan dengan metode ceramah, praktik, tanya jawab serta diskusi secara langsung. Pelatihan ini mengajarkan penggunan teknik copywriting untuk membuat flyer digital dengan bantuan aplikasi Canva. Para peserta dari siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak dalam praktik pembuatan flyer digital menggunakan aplikasi Canva sangat bersemangat, antusias dan interaktif. Kegiatan dilaksanakan secara luring di ruang kelas Sekolah Menengah Kejuruan Terpadu Al Huda Petak yang beralamat di Jalan Hos Cokroaminoto Petak, Desa Sidoharjo, Kecamatan Susukan, Kabupaten SemarangSasaran dalam pelatihan ini merupakan siswa kelas XI jurusan teknik komputer jaringan berjumlah 44 orang. Praktik hasil pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat agar para siswa memiliki kemampuan yang kompeten di bidang digital marketing.
PELATIHAN DAN PENYULUHAN TATA KELOLA ORGANISASI BAGI UMKM CV. BONANZA DI BOYOLALI UNTUK MENINGKATAN KINERJA PERUSAHAAN Edwin Zusrony; Ahmad Zainudin; Edy Jogatama Purhita; Agustinus Budi Santoso; Dewi Widyaningsih; Indra Ava Dianta
J-DEPACE (Journal of Dedication to Papua Community) Vol 2, No 2 (2019): Desember
Publisher : Universitas Victory Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34124/jpkm.v2i2.46

Abstract

Perkembangan dunia usaha terjadi begitu masif dan cepat, dimana seorang pengusaha harus selalu belajar cepat menghadapi segala perubahan yang terjadi. Salah satu cara yang dapat dilakukan adalah mengadakan pelatihan terhadap pengelolaan organisasi dalam dunia usaha agar dapat menghadapi tantangan zaman. Pelatihan oleh tim dosen STEKOM Semarang dalam rangka tata kelola organisasi bagi UMKM CV. Bonanza di Kab. Boyolali, Jawa Tengah terkait dengan beberapa materi seperti strategi memperoleh pinjaman modal kerja dari perbankan, teknik pembuatan laporan keuangan bagi UMKM, perancangan website pada UMKM, perancangan promotion content pada UMKM,  teknik manajemen periklanan, serta perancangan media periklanan. Pelatihan dan penyuluhan ini menjadi langkah nyata dalam mengaplikasikan ilmu yang dimiliki oleh para dosen untuk pengabdian masyarakat sebagai salah satu dari kegiatan Tridharma Perguruan Tinggi. Dalam melakukan pelatihan dan penyuluhan, kami menggunakan metode presentasi interaktif dan sesi tanya untuk meningkatkan pemahaman terhadap materi yang disampaikan.
Pelatihan Pemasaran Digital dalam Upaya Peningkatan Kemandirian Ekonomi Usaha Mikro Kecil dan Menengah Zusrony, Edwin; Santoso, Agustinus Budi; Widyaningsih, Dewi; Dianta, Indra Ava; Purhita, Edy Jogatama; Sumarlin, Tantik; Aqham, Ahmad Ashifuddin; Andriana, Myra; Fitrianto, Yuli; Kusumaningtyas, Dhevi Dadi
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 1 (2024): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v5i1.4023

Abstract

Tujuan kegiatan pengabdian kepada masyarakat adalah memberikan pelatihan pemasaran digital kepada pelaku Unit Mikro Kecil dan Menengah (UMKM) di Desa Nyamat, Tengaran, Kabupaten Semarang. Pelatihan pemasaran digital menggunakan aplikasi Canva untuk membuat desain media promosi produk UMKM. Pelatihan ini melibatkan 15 orang peserta pada tanggal 16 Oktober 2022 di Balai Desa Nyamat. Setiap kelompok diminta untuk membuat desain media promosi produk UMKM yang dimiliki kemudian memilih design templte pada Canva. Metode yang digunakan dalam pelatihan ini adalah metode ceramah, diskusi, dan praktik secara langsung. Hasil dari kegiatan pengabdian ini adalah terdapat peningkatan keterampilan dan pengetahuan peserta hal mendesain promosi produk menggunakan Canva. Hasil evaluasi dan monitoring memperlihatkan hasil peningkatan pengetahuan dan keterampilan peserta yang mencapai 70%. Implikasi dari kegiatan pengabdian kepada masyarakat dapat meningkatkan pengetahuan baru bagi pelaku UMKM dalam membuat desain media promosi menggunakan aplikasi Canva.
Pengembangan Label Desain Kemasan Susu Kefir Guna Peningkatan Brand Awareness Wow Suke Haris Setyawan; Zainudin, Ahmad; Jogatama Purhita, Edy
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2737

Abstract

This study aims to measure the effectiveness of packaging label design and promotional media (brochures) in increasing brand awareness of the WOW SUKE kefir milk and ice cream products. The method used is a Brand Lift Study, conducted through surveys with 53 respondents before and after exposure to the promotional materials. The results show a significant increase in brand awareness, from 21.1% before exposure to 49.1% after, indicating a growth of 132.7%. The brand recall rate reached 98.1%, meaning the majority of respondents immediately recalled the WOW SUKE brand when thinking of kefir milk. However, brand recognition was only 49.1%, with 50.9% of respondents still unfamiliar with or uncertain about the brand's existence. Visual design elements—such as colors, imagery, and information layout—were rated very positively by most respondents, suggesting that clear and attractive visual communication can effectively enhance brand perception. In conclusion, the study demonstrates that well-crafted packaging and promotional materials significantly improve brand awareness. Nevertheless, further improvements in communication strategy and promotional distribution, particularly through digital channels, are necessary to broaden audience reach and strengthen brand recognition.
PEMBERDAYAAN UKM DALAM PROMOSI WISATA EDUKASI: PENGEMBANGAN BROSUR INTERAKTIF DI DESA SUGIHAN KABUPATEN SEMARANG Zusrony, Edwin; Edy Jogatama Purhita; Endang Kustami; Agustinus Budi Santoso; Indra Ava Dianta; Widya Ariyani; Greget Widhiati; Jarot Dian Susatyono; Ida Hendriyani; Siti Kholifah; Haryo Kusumo
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 7 No. 2 (2025): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v7i2.17645

Abstract

This community service activity aims to empower Small and Medium Enterprises (SMEs) in Sugihan Village, Tengaran District, Semarang Regency, through training in making digital brochures to promote educational tourism using the Canva application. This program was implemented in response to the lack of digital literacy and dependence on conventional promotions that limit the reach of the educational tourism market in Sugihan Village. The implementation method includes five stages: (1) analysis of the needs of SMEs and educational tourism, (2) preparation of digital brochure materials and designs, (3) training in making digital brochures, (4) implementation and mentoring, and (5) evaluation and continuous development. Participants were taught visual design techniques, persuasive content preparation, and distribution strategies through social media. The evaluation results showed a significant increase in the abilities of 25 participants: 75% were able to make independent digital brochures. It is hoped that after this training activity, it will have an impact on increasing tourist visits to Sugihan Village, Semarang Regency. Collaboration between academics from the University of Computer Science and Technology Lecturer team and the SME community also strengthens the sustainability of the program, with the formation of a digital working group to update promotional content regularly.
Evaluating the Effectiveness of Interactive Multimedia in Boosting Brand Equity: A Case Study of Visual Communication Design Programs Purhita, Edy Jogatama; Rudjiono, Daniel
International Journal of Graphic Design Vol. 2 No. 2 (2024): December: International Journal of Graphic Design
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/ijgd.v2i2.2109

Abstract

This study focuses on strengthening brand equity in the Visual Communication Design (VCD) study program at higher education institutions by implementing interactive multimedia. The background of the problem lies in the importance of branding innovation in addressing the increasing competition in the education sector. The purpose of this research is to evaluate the impact of interactive multimedia on four dimensions of brand equity: brand awareness, brand loyalty, perceived quality, and brand associations. The methodology employed involves a mixed quantitative and qualitative approach. Data was collected through a survey of 100 respondents using a Likert-scale-based questionnaire and in-depth interviews with relevant participants. A paired t-test was used to analyze changes in brand equity perceptions before and after implementing interactive multimedia. The results show a statistically significant increase in brand awareness by 20% (p < 0.01), brand loyalty by 25% (p < 0.01), perceived quality by 18% (p < 0.01), and brand associations by 19% (p < 0.01). These findings provide practical contributions to higher education institutions by demonstrating that interactive multimedia is not merely a communication tool but an effective strategy for building emotional engagement with audiences and enhancing institutional reputation. Furthermore, qualitative insights highlight the role of interactive multimedia in fostering deeper emotional connections and improving perceptions of quality. This research supports adopting technologies like Augmented Reality (AR) and Virtual Reality (VR) to enrich future learning experiences. Continuous implementation and innovation in interactive content are also necessary to remain relevant and competitive in the dynamic education market.