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THE PARADIGM SHIFT OF COMIC AS STORYTELLING MEDIA Sutanto, Shienny Megawati; Wardaya, Marina
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2685

Abstract

Comics are media stories that are not specific to a particular group of readers. But in reality, comics are often regarded as mere children's reading. This raises a negative paradigm for comics, and comics are considered as reading that degrades children's morale. This article will describe the history, definition, and function of comics as storytelling media, and how the negative paradigm affects the comic industry in Indonesia. As a medium, the comic is a means to convey messages similar to television, radio, newspapers, and magazines. And similar to other media, comics can be used to convey various kinds of information, not merely intended for entertainment only. Various kinds of messages, ranging from advertorials, political propaganda, public services, even education, can all be conveyed using comic media. However, most people still believe the false paradigm that that comic is only for children. This is a misunderstanding and is not true. Since the beginning, the Indonesian comic industry has always tried to grow and counter the negative paradigm. In order to revitalize comics as one Indonesian creative industry subsector, a paradigm shift on how the society values and appreciates comics not just as child reading material needs to happen. Keyword: comic, media, story, paradigm shift, creative industry.
Reconstruction of Creative Products Based Using a Design Thinking Approach The “Spirit of Majapahit” Case Study Shienny Megawati Sutanto; Marina Wardaya; Hutomo Setia Budi
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3165

Abstract

Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of reconstructing Indonesian historical heritage, the Spirit of Majapahit using a Design Thinking approach. The research and analysis of the process of re-creating the Spirit of Majapahit can form the basis of a design mindset that can be used as a guide in recreating local Indonesian historical products. This research uses a qualitative data collection method which is carried out by structured interviews with personnel who are actively involved in the process of reinventing the Spirit of Majapahit and experts on Indonesian culture. In addition to qualitative methods, literature studies are conducted to find data regarding the process of creating creative products, previous research on the adaptation of Indonesian local historical products, and audience responses to the reconstruction of past cultural products. The results of the study are used as the basis for creating a product design mindset module based on Indonesian local history which is linked to a systematic and replicable Design Thinking approach. Keywords: design thinking; spirit of majapahit; history; cultural revitalization.
"Clever Little Bag" Green Packaging Innovation from Puma Shienny Megawati Sutanto
VCD Vol. 3 No. 1 (2018)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (774.169 KB) | DOI: 10.37715/vcd.v3i1.800

Abstract

"Clever Little Bag" a green packaging innovation from Puma. The needs for packaging products in the retail business has taking its toll for the environment due to the large amount of natural resources used and residual packaging waste. Puma, shoe manufacturer are trying to reduce this effects by innovating "Clever Little Bag". This research aims to analyze how "Clever Little Bag" succeeds in reducing Puma's carbon footprint significantly.
Fetishism Towards The Visual Appearance Of The Character's Avatar In The Online Mobile Game Of Ragnarok: Eternal Love Shienny Megawati Sutanto
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1376

Abstract

Advances in communication technology and the internet, video games developed into games that can not only be played by two people, but many people at once, even up to millions of people. Massive multiplayer online role-playing game or abbreviated as MMORPG is a video game that is played by many people at once and is set in a virtual world. MMORPG generally gives players the freedom to create their own avatars, ranging from race, skin color, hair color, to costumes. In Ragnarok Online Mobile: Eternal Love or usually likened to RoM: Eternal Love, players must pay a sum of virtual money to get (randomly) unique costumes to enhance their character's visual appearance. Players are willing to spend up to millions of rupiah to buy the desired costume. Commodity fetishism is now no longer limited to material objects such as luxury cars, expensive watches and branded bags, but also to virtual commodities and video games. As in the phenomenon of RoM: Eternal Love, fetishism is a virtual commodity.
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.