Claim Missing Document
Check
Articles

Found 11 Documents
Search
Journal : Jurnal Vicidi

Perancangan Bisnis untuk Boardgame "Conquest Nusantara" Richie Leonardo; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 8 No. 2 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i2.739

Abstract

This research contains the business idea of “Conquest Nusantara” Board Game. The methods which are used in this research are the methods of collecting data with qualitatively and quantitatively by data extraction through interviews with expert and extreme users, questionnaries to the potential customers, and literature studies. This research have purpose to find out growth and people responses for board game, and for find out how to designing and responses from people about “Conquest Nusantara” Board Game which have local theme and historical education element. This research concludes that “Conquest Nusantara” Board Game which have local theme and historical education element receive positive respons and can be effective solution to solve problem for game that aside from just game but can also be means of learning about Indonesia history. 
PERANCANGAN BUKU KOMIK CERITA TRADISIONAL INDONESIA UNTUK REMAJA MODERN YANG TERBIASA DENGAN KOMIK JEPANG Sheilen Wijaya; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 6 No. 1 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i1.1045

Abstract

“The Legends” is a traditional comic book based on local fairytale and folklore in Indonesia. This research is done to create a comic book that will not only preserve the traditional Indonesian folklore, but also suit teenagers’ taste, especially female teenagers, that are already accustomed to reading Japanese comic books. In “The Legends” comic, the dress styles, characters’ names, architectures and some other aspects have been adapted to suit the taste of young readers that are accustomed to reading Japanese comic books. However, the moral and values will still be conveyed in the story to introduce Indonesian cultural values and moral to the readers. “The Legends” will be advertised through social media, which is one of the most effective ways to promote a product because it is accessible to visitors without time or distance constraints. Also, community events will be a suitable place to promote a product such as traditional comic book to target modern teen readers that are used to reading Japanese comic books.
PERANCANGAN PROTOTYPE ILUSTRASI DAN PACKAGING MUG CAKE “MINUTESBAKE” Lulu Levina; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 6 No. 1 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i1.1048

Abstract

Nowadays, Surabaya is famous with new inventions created in cullinary world. Therefore, people are starting to be insterested learning cooking or baking on their own. However, baking requires steps that are not easy. Minutesbake is a business focusing on culinary product, especially cakes. Unlike cakes in general, Minutesbake it’s an instant baking mix that only use microwave and cooked in a mug. The purpose of this research is to find out the amount of interests towards Minutesbake, as well as to learn target market’s needs and wants. The research method that will used are through quantitative and qualitative method.
PERANCANGAN BUKU DONGENG “PARAMYTHI OF LILY AND GIANT SNAKE” BESERTA MEDIA PROMOSINYA Tony Surya; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 6 No. 2 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i2.1060

Abstract

The reason for this research is to know about fairy tale book which can take interest for consument and good for children about 4-7 years old, so it can be applied to Indonesian folklore “Paramythi of Lily and giant snake” as a media to conserve Indonesian folklore. Quantity and quality research such as observation, study literature and interview. Folk lore is a story formed between a fictional thinking and reality, to become a story line which contain the meaning of life and to interact with others. A traditional story who try to explain about the world and the legacy in local country. Folklore is a partial of culturistic and history which belongs to Indonesia. The result form the research shows that fairy tale / folklore story has started to be forgotten and considered old in this modern era. Basically, Indonesia folklore is teaching about character building or moral education and as entertainment. From the survey result, Indonesian still assume that fairy tale book is important and they like rather a fantasy tale with a cute character design in modern backgorund. Most of them like the international fairy tale rather than the local. Things that they think important in fairy tale book is the story line, then design and colour, and the last is book cover. Interactive fairy tale book is chosen as the solution the consument wanted than the common one. The reason they like international fairy tale is because the illustration design are intersting and the story line consist of great morale and easy to understand.
Webtoon Sebagai Media Edukasi Akan Dampak Manusia Terhadap Makhluk Hidup dan Lingkungan Sekitar Winona Nathania Boenadhi; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 9 No. 2 (2019): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v9i2.1331

Abstract

Destruction to nature due to consumption and behavior of human life have occurred everywhere. There are still many people who do not really realize that humans’ destructive actions, greed and lifestyles greatly affect the surrounding ecosystem and environment. One of the common examples is the use of plastic waste that still tends to be large, thus threatening the lives of living things such as sea turtles and other sea creatures (for eating plastics accidentally). Therefore, to increase public awareness of human impacts on the environment, web comics are designed to educate readers about the issues raised in this study. The media webtoon was chosen as the media for educationg people about human impacts on ecosystems and the environment, as webtoon can be accessed by anyone online. This research was conducted with the aim of increasing public awareness of the impact of humans on other living things, ecosystems and the surrounding environment. It is hoped that with the design of this educational webtoon, the public can be more aware of the problem of human impacts on ecosystems and the environment, and encourage people to take actions to live more environmentally friendly.
Perancangan Buku Cerita Anak Kustomisasi yang Memiliki Nilai Personal Sebagai Hadiah dan Dapat Membantu Meningkatkan Kemampuan Literasi Anak Cintia Natalia; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 9 No. 1 (2019): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v9i1.1332

Abstract

This study aims to design customized children picture books that has personal value and can be gifted to children. The research method used is a mixed method of quantitative and qualitative. Primary data collection is done by observing competitors, interviewing and distributing online questionnaires to target markets, while secondary data collection uses literature studies. From this research, it is known that story books that are of interest to the market is one which contain educational content and has simple but interesting visual. Recommendations that can be given are to build brands and introduce products to wider market, as well as co-creation with parents and children who are the target market and users.
PERANCANGAN BUKU UNTUK MEMBANTU DALAM MENGGAMBAR UNTUK REMAJ Bagus Widhi Nugraha; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 10 No. 2 (2020): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v10i2.1928

Abstract

Illustration have a role on the life of the people, because of that athe interest on illustration has gradually increase. A lot of people wanted to learn on how a drawing is made. One of the way for them to learn is by looking for a tutorial book that have information on the basic of drawing. The purpose of this research is to get the understanding of how to construct a drawing tutorial book which interesting, and also able to help develop the drawing skill of teenager. The research method in collection data done by using the premier and secondary method. Primer method used qualitative used by doing an interview with expert and extreme user, while Quantitative used by spreading quisionare to 50 market candidate. Secondary research method used by researching literary work and journal. The result of the research is developing a book that visually interesting and easy to understand, also provide suggestion and a method for teen to be able to develop more of their drawing skill autonomously. Keyword : Drawing book, Illustration, Manga, Tutorial, Method.
PERANCANGAN VISUALISASI JURNAL “TALENTIFY” SEBAGAI MEDIA IDENTIFIKASI MINAT DIRI REMAJA Zalshabila Audrea Putri Arine; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 11 No. 1 (2021): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v11i1.1991

Abstract

Talentify is an activity book that is used to help highschool teenager to explore their interests in order to prevent the phenomenon of misdirecting college major. From the first market research on extreme users and expert users, a visual problem was discovered where Talentify book was considered too stodgy to read and fill, this was due to the dominance of text's composition, also the minimum frequent of visual elements such as illustrations and symbols. Therefore, the purpose of this design is to overcome the visual problems of Talentify product as described above so that the book appearance looks more fun and challenging to fill. This design uses secondary data collection methods. The secondary data is the result of literature studies through related journals and books such as visual design, activity books, reflective journals, and interactive content. These summaries will be considered as the basic knowledge to redesign the appearance of the book. The result of this design is the visual element and the book graphic design itself with more "fun" concept which associates with the brand identity, also layouts and illustrations which more organized according to visual hierarchy that does not causing a stodgy feeling when the users fill and read the book. Keywords: Activity Book, Interactive Journal, Self-Interest.
EDUKASI UNTUK MENCEGAH KEKERASAN TERHADAP ANAK-ANAK Dhiena Queen; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 11 No. 2 (2021): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v11i2.2392

Abstract

This scientific work focuses on the educational background of violence against children. This scientific work aims to create an educational medium to prevent violence against children in Indonesia. The importance of violence agaisnt children education is because violence agaisnt children cases are worsening and increasing every day. However, even though parental knowledge about child protection is high, it is still not sufficient to reduce violence against children cases. It takes an active role from every level of society both from the government, society itself and the mass media. To maximize their role, thorough and in-depth education is needed on violence against children. Keywords: Education, Child Abuse, Prevention
Perancangan Komik Tentang Komunikasi Antar Pasangan Suami Istri Muda "Cinta Dalam Keluarga (Cdk)" Dan Media Promosinya Theresia Syani Sutartoputri; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 12 No. 2 (2022): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v12i2.3387

Abstract

The background of the Cinta Dalam Keluarga (CDK) comic is because there are many divorce cases in Indonesia caused by factors that affect married life and small problems that many people do not realize, one of which is communication between partners. The formulation of the CDK problem is how to design an online comic for Love in the Family (CDK) and its promotional media, to be able to provide actionable things that can be applied in communication between couples. As well as suggestions that can be taken to provide action/improve communication between partners. The research method uses primary data collection in the form of interviews with Expert Users and Extreme Users as well as surveys to Indonesian people who have used Instagram and secondary data with literature studies from books in the last 10 years and national and international journals in the last 5 years discussing comic and media design. which corresponds to the main target age 29-34 years. The result of the piloted design is that many couples understand the content, feel useful and relate to their married life. The result of designing comics and appropriate media promotions for Cinta Dalam Keluarga (CDK) is the use of storytelling in a more relaxed language and media promotion by communicating the tagline along with the topics to be discussed. Keywords: comic strip, webcomic, wedding, communication, instagram