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Putar Balik Plot Eksperimental Tipologi Morfologi dari Rob Carter Irwan Harnoko
Jurnal Teknologi dan Desain Vol. 2 No. 1 (2020): Jurnal Teknologi dan Desain
Publisher : Pradita University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51170/jtd.v2i1.44

Abstract

Tipografi Eksperimental adalah suatu cara untuk memperluas kemungkinan bermain dengan tipografi. Hal ini tertuang dalam buku Rob Carter. Pada penelitian ini, penulis mencoba melakukan plot terbalik dari metode faktor morfologi yang diberikan oleh Rob Carter. Pada buku tersebut mahasiswa diminta untuk berangkat dari memilih faktor morfologi, lalu mencoba berbagai kemungkinan, sedangkan yang penulis lakukan adalah berangkat dari mencontoh hasil jadinya lalu mulai diubah tahap demi tahap untuk mencari kebaruan. Metode ini terinspirasi dari konsep yang tertulis pada buku Steal Like an Artist – Austin Kleon. Berbagai eksperimen yang dilakukan bersama mahasiswa kemudian diulas dengan beberapa desainer grafis internasional yang merupakan anggota World Graphic Designer. Hasil karya didiskusikan dan di-review untuk mengetahui sejauh mana keefektifan metode ini dalam perancangan Tipografi Eksperimental.
REPRESENTASI SOSIAL MELALUI PENDEKATAN ILUSTRASI SIMBOLIK PADA POSTER NO WAR Eston Kamelang Mauleti; Irwan Harnoko
Jurnal Nawala Visual Vol 4 No 1 (2022): Jurnal Nawala Visual Mei 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v4i1.350

Abstract

Social events are part of human life, peace, conflicts occur one after another. At the end of February 2022 the world was shocked by the Russian military attack on Ukrainian territory. The world community hopes Russia can stop the attack but it still happens. In March 2022 Japan's Ogaki Poster Museum summoned poster artists (poster call) around the world to participate in voicing their opinions through art posters with the NO WAR theme, in response to the events above. The author of the article responded to this call by sending 2 posters that represented this social problem through a symbolic illustration approach on the poster. The selection through a symbolic illustration approach is considered appropriate because it can have a complex context so that the message conveyed easily and quickly reaches the audience. To underlie the design of symbolic illustrations, research and design methods are used, namely, Components of Illustration Media consist of 4 stages, namely Context, Encoders, Code, and Decoder. Key words : Social events are part of human life, peace, conflicts occur one after another. At the end of February 2022 the world was shocked by the Russian military attack on Ukrainian territory. The world community hopes Russia can stop the attack but it still happens. In March 2022 Japan's Ogaki Poster Museum summoned poster artists (poster call) around the world to participate in voicing their opinions through art posters with the NO WAR theme, in response to the events above. The author of the article responded to this call by sending 2 posters that represented this social problem through a symbolic illustration approach on the poster. The selection through a symbolic illustration approach is considered appropriate because it can have a complex context so that the message conveyed easily and quickly reaches the audience. To underlie the design of symbolic illustrations, research and design methods are used, namely, Components of Illustration Media consist of 4 stages, namely Context, Encoders, Code, and Decoder. Key words : Social, symbolic illustrations, posters
Perancangan Board Game Sebagai Media Untuk Melestarikan Kue Tradisional Nusantara Kepada Anak-Anak Grasella Davina Audria; Irwan Harnoko; Nugroho Widya Prio Utomo
SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi Vol. 2 No. 4 (2024): Oktober : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/saber.v2i4.1899

Abstract

Indonesia has a variety of traditional Nusantara cakes that are not only unique, but also appetizing. However, along with the development of the times, traditional Nusantara cakes are increasingly rare. Only a handful of sellers are still loyal to selling these snacks. One of the reasons for the decline in the popularity of these traditional cakes is the growing perception among the public, especially children, who consider these cakes "old-fashioned." Many elementary school-aged children are now more interested in modern snacks, such as donuts, cakes, or candy, than traditional cakes such as klepon, onde-onde, or layered cakes. Therefore, this study aims to design a board game as a fun and educational interactive media, with the hope of introducing and preserving traditional Nusantara cakes to children aged 8-11 years. The methods used in this study include an in-depth analysis of relevant traditional cakes, development of game mechanics that are appropriate to the target age, and prototype trials to see children's responses and involvement in this game. Thus, this research is expected to provide a significant contribution to efforts to preserve culture while promoting a deeper understanding of the culinary richness of the archipelago among the younger generation, so that this tradition can continue to be passed down from one generation to the next.