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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
The Design of Strategy Activation Brand OOPZ Called #ConnectToOOPZ for Gen Z Senon Theodore; Shienny Megawati Sutanto
Jurnal Vicidi Vol. 13 No. 2 (2023): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v13i2.4356

Abstract

OOPZ merupakan brand streetwear lokal yang berkeinginan untuk meningkatkan peminat market terhadap produk pakaian lokal yang asli, unik dan dapat mengurangi kerangka berpikir "pecinta produk luar negeri" pada masyarakat lokal di Indonesia. Penelitian ini akan berfokus pada perancangan strategi aktivasi brand OOPZ yaitu #ConnectToOOPZ dengan harapan generasi Z bisa lebih aware dengan brand OOPZ sehingga dapat menciptakan kedekatan antara brand dan user. Metode penelitian yang digunakan adalah penelitian kualitatif melalui wawancara kepada expert user, extreme user dan penelitian kuantitatif melalui pembagian survey bersifat online melalui Google Form sebanyak 54 responden beserta data pendukung yaitu jurnal ilmiah dan buku. Tujuan dari pengambilan penelitian kualitatif adalah untuk mengetahui apakah konsep gaya desain dan desain konten yang dirancang sudah sesuai dengan style streetwear dan menarik untuk para market streetwear. Lalu, tujuan pengambilan data kuantitatif adalah untuk mengetahui bagaimana pandangan terhadap desain konten yang dirancang apakah sudah sesuai dengan style streetwear atau belum. Hasil dari penelitian menyampaikan bahwa desain yang dirancang mudah menarik dan sesuai dengan style streetwear. Beberapa user melalui sebuah wawancara menyampaikan bahwa konten yang diberikan menambah kecintaan user untuk memfollow up Instagram OOPZ.
Beyond the Lantern Festival: Designing Fantasy Illustrations Inspired by Lontong Cap Go Meh and Kelenteng Hok An Kiong Shienny Megawati Sutanto; I Wayan Mudra; A. A. Gde Bagus Udayana; I Nyoman Suardina
VCD Vol. 9 No. 1 (2024): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v9i1.4697

Abstract

This study examines the creative process behind the illustrations of the fantasy novel "Warisan Dua Dunia" inspired by the Lontong Cap Go Meh tradition in Hok An Kiong Temple, Surabaya. This tradition is an interesting example of Indonesian and Chinese cultural acculturation. A qualitative descriptive method with observation, interview, and documentation techniques was used in this study. The theoretical framework used includes Visual Language (Tabrani) and The Big Triangle (Mc Cloud). The results showed that the creative process of the novel illustration began with observation and reflection on the Lontong Cap Go Meh tradition. The researcher combined the results of observation and reflection with personal experience to form a personal interpretation visualized in a manga style. Imaginative and realistic visualizations inspired by Chinese culture enrich the work's aesthetics and transport the reader into an imaginary world full of meaning. This study shows that the combination of contemplation, personal interpretation, and manga visual style produces a work that is not only relevant to the younger generation but also opens up new interpretation towards tradisi Lontong Cap Go Meh di Kelenteng Hok An Kiong.
Southeast Asian Visual Culture In The Animated Film “Raya And The Last Dragon” Shienny Megawati Sutanto
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol. 5 No. 2 (2022): October
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/lekesan.v5i2.2089

Abstract

In the year of 2020 “Raya and The Last Dragon” was launched and became part of the Disney Princess animated series. This animated film is rumored to be Disney's first film created based on Southeast Asian visual culture. This study aims to analyze the visual culture of Southeast Asia portrayed in the animated film Raya and The Last Dragon. The research is carried out with qualitative approach, through documentation of previous studies, especially those related to visual culture in Disney Princess animation, as well as direct observation of the film studied. Animated films are a reflection of the thoughts, feelings, and desires of the creators through visual media in the form of signs or semiotics. Therefore, the film Raya and The Last Dragon is analyzed using the semiotic analysis method. These data is strengthened by interviews with cultural experts. The results of this study indicate that Raya and The Last Dragon displays visual signs in the form of settings, costumes, and tools that are a fusion Southeast Asian culture are observable in characterizations, character visualization, to visualization of promotional media of “Raya and the Last Dragon”. However, the visualization is not a genuine representation, and does not properly reflect the visual culture of Southeast Asia.
Dekonstruksi Representasi Perempuan pada Poster Film Pahlawan Super Produksi Hollywood Sutanto, Shienny Megawati
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 6 No. 01 (2020): February 2020
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v6i1.3234

Abstract

AbstrakDekonstruksi representasi perempuan dalam film, sebagai bentuk ekspresi sosial budaya, merupakan sebuah upaya untuk membongkar tradisi yang didominasi nilai-nilai patriaki baik yang digambarkan secara terang-terangan maupun tersamar. Tujuan dari upaya tersebut untuk memperlihatkan bagaimana hegemoni dari nilai patriarki yang selalu menempatkan perempuan pada posisi marginal, dieksploitasi, dan diobjekkan oleh laki-laki. Beberapa perilaku perempuan dalam film direpresentasikan untuk dikonstruksikan secara normatif oleh masyarakat daripada perilaku lainnya. Representasi perempuan dalam film bergenre superhero baru mengalami perbaikan sejak akhir dekade lalu. Superhero perempuan mulai ditampilkan karakternya dan direpresentasikan sebagai individu yang mandiri berkepribadian kuat, mereka memiliki impian, cita-cita dan keinginan sendiri yang tidak berhubungan dengan menjadi objek afeksi karakter laki-laki. Cerita dan penokohan dalam film terefleksikan jelas pada visualisasi karakter dan materi promosi film berupa poster. Kata Kunci: dekonstruksi patriarki, gender, semiotik, film Hollywood, poster  AbstractThe deconstruction of the representation of women in film, as a form of socio-cultural expression, is an attempt to dismantle traditions that are dominated by patriarchal values either explicitly or disguised. The purpose of these efforts is to show the hegemony of patriarchal value that always puts women in a marginal position, exploited and objectified by men. Some women's behaviors in the film represented to construed normatively by society instead of other attitudes. Representation of woman characters in the superhero film genre started to improve since the last decade. Female superheroes begin showing character and represented as independent individuals strong personalities, have dreams, have goals, have desires of their own that are unrelated to become the object of affection of a male character. Stories and characterizations in films are cleary reflected in the visualization of the characters and promotional material in the form of posters. Keywords:  gender, Hollywood movie, patriarchy deconstruction, poster, semiotic
Perancangan Ilustrasi Sampul Buku Kompilasi Folktale Lintas Budaya “Rove the Lore: The Endless Journey to Unveil the Myths” Sutanto, Shienny Megawati; Suhartono, Natasya Priscilla
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 02 (2022): June 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i02.4550

Abstract

Abstrak Folktale adalah kejadian yang diceritakan secara turun temurun antar generasi atau karya-karya tradisional, yang dikenal, dan dimiliki setiap orang atau masyarakat. Folktale dipenuhi dengan kisah kearifan lokal, wisdom, cinta kasih, atau sebuah mimpi dari masyarakat dan komunitas, yang kadang menjadi pegangan hidup dari masyarakat setempat. Melihat situasi saat ini tidak dapat dipungkiri bahwa cerita-cerita tersebut mulai ditinggalkan oleh masyarakat. Oleh karena itu, penelitian ini bertujuan merancang buku yang mengangkat keragaman budaya folktale melalui projek lintas negara antara mahasiswa desain komunikasi visual dari Universitas Ciputra dengan Universitas Coventry. Metode yang digunakan untuk perancangan melalui dua tahap yaitu Tahap Persiapan dan Tahap Eksekusi Desain. Fokus perancangan pada ilustrasi sampul buku Rove the Lore dimana isi buku merupakan hasil visualisasi folktale yang dibuat oleh mahasiswa peserta. Hasilnya adalah ilustrasi sampul berupa siluet manusia yang melambangkan pembaca sedang menjelajahi hutan penuh dengan folktale yang hampir “punah”. Hasil akhir buku yang dibuat adalah buku berjenis coffee table book berukuran 21 x 27.5 cm, tebal buku 53 halaman dan dijilid dengan teknik soft cover. Kata kunci:  folktale, ilustrasi, lintas budaya, perancangan, sampul buku AbstractFolktales are events that are told from generation to generation or traditional works, which are known and owned by everyone or society. Folktale is filled with stories of local wisdom, wisdom, love, or a dream from the people and the community, which sometimes become the way of life of the local community. At this time, it is undeniable that these stories are starting to be abandoned by the community. Therefore, this study aims to design a book that elevates the diversity of folktale culture through a cross-country project between visual communication design students from Ciputra University and Coventry University. The design method used is the Preparation Stage and the Design Execution Stage. The design focus is on the cover illustration for the book Rove the Lore where the contents of the book are the result of a folktale visualization created by the participating students. The result is a cover illustration of a human silhouette that symbolizes the reader exploring a forest full of endangered folktales. The final result of the book is a coffee table book with a size of 21 x 27.5 cm, a book thickness of 53 pages and is bound using the soft cover technique.Keywords: book cover, cross culture, design, folktale, illustration
ENGAGING INDONESIAN YOUTH WITH THE MEBUUG-BUUGAN TRADITION THROUGH THE NOVEL "SEHARI SETELAH SEPI" Danaswari, Ni Wayan Mahadewi Suci; Sutanto, Shienny Megawati
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol. 7 No. 2 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/lksn.v7i2.2866

Abstract

This research explores the potential of novel illustrations as an educational medium for the Mebuug-buugantradition, a unique ritual from Kedonganan Village, Bali, which has been increasingly marginalized from the younger generation's knowledge. Through a qualitative approach, this study analyzes how the "slice of life" genre and anime/webtoon visual style can be utilized in the fictional novel "Sehari Setelah Sepi" to bridge the generational gap and promote local cultural heritage. Set in 2017-2018, when the Mebuug-buugan tradition was revived, the novel aims to present a relevant and engaging story for Indonesian teenagers. Analysis of literature, competitor research, and Unique Selling Proposition (USP) formed the foundation for designing practical illustrations. Research findings indicate that combining the "slice of life" genre with anime/webtoon visual style can effectively convey complex information about the history and meaning of the Mebuug-buugan tradition in a simple yet profound manner. The novel serves as entertainment and an effective educational tool for introducing Balinese cultural values to the younger generation.