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Journal : International Journal of Graphic Design

Wayang-Inspired Modern Character Design for Visual Communication Nugroho, Aris Sarwo; Widiastuti, Santi
International Journal of Graphic Design Vol. 2 No. 2 (2024): December: International Journal of Graphic Design
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/ijgd.v2i2.2094

Abstract

This research aims to develop a modern character design model based on traditional Javanese puppet figures (wayang), integrating cultural symbolism and contemporary design principles. The study explores how traditional elements, such as color, form, and symbolism in characters like Gatotkaca and Semar, can be adapted into modern, visually appealing designs suitable for today’s media platforms. Using a qualitative-descriptive approach, data were collected through interviews with cultural experts, focus group discussions with graphic designers and young audiences, and surveys to evaluate prototype designs. The findings show that while modern visual elements, such as minimalism and vibrant colors, are highly favored by younger audiences, maintaining the cultural essence of traditional puppetry is crucial. The designs were generally well-received, though some aspects of cultural symbolism required clearer presentation to enhance audience understanding. The research provides practical insights for designers in the creative industry to incorporate traditional cultural elements into digital media, such as animations, video games, and branding campaigns. It also offers theoretical contributions by expanding the understanding of integrating cultural heritage into modern design processes. Future research could explore the application of these characters in interactive platforms such as augmented and virtual reality, as well as investigate more effective ways to present cultural symbolism for global audiences.
Java Language Learning Media Folk Story Material Using Multimedia Based Demonstration Methods Innalita Lake Fan; Santi Widiastuti
International Journal of Graphic Design Vol. 1 No. 2 (2023): December: International Journal of Graphic Design
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Based on the results of observations, the learning method used at SMP Negeri 35 Semarang is in the form of lectures, discussions, questions and answers using books . The learning methods that have been applied so far have not had enough impact on the level of students' understanding of the material taught by the teacher. The method used was less successful because of the lack of visualization so that students felt bored and fed up. This research offers a solution for utilizing multimedia with a demonstration method through interesting learning media where computer media can display images, text, audio and video so that folklore can be better visualized and attract students and the learning process can be fun. This research uses the Research and Development (R n D) product development method using 6 of the 10 research stages . The results of the research show that from the media expert validation test, material validation test and user validation test results, the product can be said to be effective and suitable for use.