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Perancangan Komik Digital dalam Meningkatklan Kesadaran terhadap Self-Love dan Social Media Positivity untuk Generasi Z victoria, jade; Sutanto, Shienny Megawati
Jurnal Seni Nasional Cikini Vol. 9 No. 1 (2023): Jurnal Seni Nasional Cikini Vol. 9 No.1
Publisher : Riset, inovasi dan PKM - Institut Kesenian Jakarta, DKI Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsnc.v9i1.225

Abstract

Generasi Z dikenal sebagai generasi tanpa batas, generasi global, dan generasi teknologi. Namun saat ini generasi Z mengalami permasalahan seperti ketergantungan pada media sosial dan kurangnya kepercayaan diri hingga menyebabkan tingkat stress yang tinggi di usia muda. Tulisan ini akan berfokus pada perancangan komik digital Hello it’s Mondu di media sosial Instagram. Penelitian dilakukan dengan pengumpulan data berupa wawancara dan studi literatur. Hasil penelitian menunjukan bahwa media komik digital yang ditujukan pada generasi Z untuk media hiburan dan edukasi, membutuhkan gaya ilustrasi dan desain karakter yang menarik, memberikan edukasi dengan storytelling, dan menggunakan gaya bahasa yang populer. Kesimpulan dari tulisan ini yaitu merancang komik Hello it’s Mondu dengan gaya ilustrasi dan visual karakter yang menarik, gaya bahasa yang modern dan populer, serta cerita ringan dengan tetap mempunyai impresi mendalam sebagai media edukasi self-love dan menerapkan social media positivity bagi generasi Z.
Perancangan Buku Ilustrasi sebagai Media Edukatif untuk Anak tentang Kebersihan Sebelum Makan Sutanto, Shienny Megawati; Wardaya, Marina; Radiyta Pratomo, Evan; Adrianto, Hebert; Tabita Hasianna Silitonga , Hanna
Jurnal Seni Nasional Cikini Vol. 9 No. 2 (2023): Jurnal Seni Nasional Cikini Vol. 9 No. 2
Publisher : Riset, inovasi dan PKM - Institut Kesenian Jakarta, DKI Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsnc.v9i2.238

Abstract

Kebersihan adalah salah satu faktor terpenting untuk menjaga kesehatan. Namun,seringkali anak-anak sulit memahami pentingnya kebersihan. Oleh karena itu, diperlukan media yangefektif untuk mengenalkan kebersihan pada anak. Buku bergambar merupakan salah satu media yangefektif untuk mengenalkan kebersihan pada anak. Ilustrasi pada buku dapat menarik perhatian anakdan mempermudah anak dalam memahami pesan yang ingin disampaikan. Tujuan dari penelitian iniadalah merancang buku ilustrasi “Petualangan Anak Sehat: Bersih-bersih Sebelum Makan”. Buku inibertujuan untuk mengenalkan kebersihan kepada anak-anak, khususnya tentang pentingnya mencucitangan sebelum makan. Penelitian ini akan dilaksanakan menggunakan metode kualitatif dengan teknikpengumpulan data melalui observasi dan studi literatur. Sementara itu, proses perancangan buku terdiriatas tiga tahap, yaitu tahap praperancangan, perancangan, dan pascaperancangan. Hasil dari penelitianini menunjukkan bahwa perancangan buku ilustrasi harus dilakukan dengan mempertimbangkankarakteristik anak-anak yang cenderung menyukai cerita yang imajinatif dan dekat dengan keseharianmereka. Visualisasi buku menggunakan warna-warna vibrant dan tekstur cat air dengan layout minimalisagar informasi mudah dibaca. Hasil perancangan ini berupa prototype ilustrasi untuk buku “PetualanganAnak Sehat: Bersih-bersih Sebelum Makan” sebagai media untuk mengenalkan kebersihan pada anak.
Effectiveness of VR Technology in the Design of the Bali Megarupa V Virtual Exhibition Sutanto, Shienny Megawati; Wardaya, Marina; Setia Budi, Hutomo; I Wayan, Adnyana
Mudra Jurnal Seni Budaya Vol 39 No 4 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i4.2904

Abstract

Virtual exhibitions offer a promising avenue for art appreciation in the digital age. However, limited research explores how these online spaces can foster emotional connections with art, a crucial aspect of the art experience. This study investigates the potential of immersive virtual reality (VR) to enhance engagement and emotional impact in virtual art exhibitions. Employing a multi-method approach combining literature review, user testing, and prototype development, the research identifies and evaluates design elements contributing to increased user engagement. This research employed a multi-method approach to understand how users engage with virtual art exhibitions. The study identified and evaluated the impact of specific design elements on user engagement by combining a literature review, user testing with a VR prototype, and subsequent analysis. The study focuses on critical elements like interactivity, personalization, storytelling, and multi-sensory experiences. User testing with 55 participants revealed the effectiveness of immersive design in fostering exploration, contemplation, and a sense of presence in the virtual space. This immersive design is the strategic integration of elements like interactivity, personalization, and storytelling within the VR environment. The research underscores the significance of immersive design, defined as the strategic integration of design elements to cultivate an emotional connection within a VR environment. This encompasses aspects like interactivity, personalization, and the incorporation of storytelling within the experience. Finally, the study offers practical recommendations for curators and designers to create virtual art experiences that resonate more deeply with audiences.
Perancangan Webkomik sebagai Media Naratif untuk Memperkenalkan Pariwisata Aceh melalui Pendekatan Desain Sistematis Sutanto, Shienny Megawati; Shakira, Cut
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 7 No. 2 (2025): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v7i2.5609

Abstract

Pariwisata di Indonesia masih terpusat di wilayah tertentu, sementara daerah kaya budaya seperti Aceh kurang terekspos. Media kreatif seperti webkomik berpotensi menjadi sarana efektif untuk memperkenalkan kekayaan budaya dan destinasi wisata kepada generasi muda. Tujuan dari penelitian ini adalah merancang webkomik berbasis budaya Aceh sebagai media naratif untuk mempromosikan pariwisata daerah. Metode yang digunakan dalam penelitian ini adalah pendekatan ADDIE, yang mencakup tahap analisis, desain, dan pengembangan. Tahap Analisis dilakukan melalui studi literatur dan wawancara dengan kreator lokal untuk mengidentifikasi preferensi Generasi Z serta elemen budaya Aceh yang dapat diadaptasi. Tahap desain menghasilkan kerangka naratif, karakter, dan tema visual yang mencerminkan folklore dan mitologi lokal. Tahap pengembangan menghasilkan prototipe episode awal webkomik yang disempurnakan berdasarkan umpan balik dari tiga ahli, peneliti sejarah, seniman komik, dan sejarawan budaya untuk memastikan kesesuaian narasi dan karakter dengan format webkomik. Hasil penelitian ini adalah webkomik yang mampu menggabungkan nilai budaya dan daya tarik visual populer untuk meningkatkan keterlibatan audiens muda. Kesimpulan penelitian ini adalah webkomik dapat menjadi media naratif efektif dalam promosi pariwisata berbasis budaya, sekaligus mendukung strategi pelestarian budaya dan pariwisata berkelanjutan.
ANALISIS SEMIOTIKA ESTETIKA VISUAL DAN RUANG SIMBOLIK DALAM MV "GOD’S MENU" STRAY KIDS: A SEMIOTIC ANALYSIS OF VISUAL AESTHETICS AND SYMBOLIC SPACE IN STRAY KIDS’ "GOD’S MENU" MV Shannon Devona Arihanto; Shienny Megawati Sutanto
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.24646

Abstract

A Semiotic Analysis of Visual Aesthetics and Symbolic Space in Stray Kids’ "God’s Menu" MV. The phenomenon of K-pop has evolved not only as a global entertainment form but also as a complex practice of visual culture. Music videos serve as strategic media for constructing group identity through the combination of visual, spatial, and symbolic elements. This study aims to explore how spatial construction and visual elements in Stray Kids’ God’s Menu function as a system of signs forming a visual narrative that represents the group’s identity as a self-producing artist. Employing a descriptive qualitative approach and Roland Barthes’ semiotic theory, the analysis focuses on three layers of meaning: denotation, connotation, and myth. Data were collected through in-depth visual observation of the official music video and relevant documentation analysis. The findings reveal that visual elements: color, costume, setting, composition, and symbols interconnect to form a unified meaning system that emphasizes Stray Kids’ work ethic, independence, and creative identity. The dominant palette of red, black, and white conveys intensity and competitiveness, spatial settings illustrate structured production dynamics, and kitchen-related symbols function as metaphors of creativity and collaboration. Altogether, these signs construct an ideology of autonomy and professionalism within the entertainment industry. This study highlights the crucial role of visual communication design in shaping meaning and ideology within popular culture through an integrated and symbolic visual language.
The Use of Facebook Fanpage as Promotional Media for the Novel Book Fans by Using the Model of SMCR Berlo Sutanto, Shienny Megawati
VCD: Journal of Visual Communication Design Vol. 1 No. 1 (2016): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v1i1.282

Abstract

The purpose of this research is to find out how Facebook fanpage can be used as media to promote novel for novel book fans by using SMCR Berlo models. This research use qualitative method s with interpretatif paradigm and fenomenologi aproach. The focus of this research is how to use publisher’s Facebook fanpage social network as a promotional media. The results from this research shows that promotion from the publisher through Facebook fanpage can be utilized to the maximum by interactive or two-way communication that occurs between a publisher with novel readers.
"Clever Little Bag" Green Packaging Innovation from Puma Sutanto, Shienny Megawati
VCD: Journal of Visual Communication Design Vol. 3 No. 1 (2018): VCD: Journal of Visual Communication Design
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 Sutanto, Shienny Megawati
VCD: Journal of Visual Communication Design Vol. 4 No. 1 (2019): VCD: Journal of Visual Communication Design
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.
Beyond the Lantern Festival: Designing Fantasy Illustrations Inspired by Lontong Cap Go Meh and Kelenteng Hok An Kiong Sutanto, Shienny Megawati; Mudra, I Wayan; Udayana, A. A. Gde Bagus; Suardina, I Nyoman
VCD: Journal of Visual Communication Design Vol. 9 No. 1 (2024): VCD: Journal of Visual Communication Design
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.