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PERANCANGAN VISUAL BRANDING ALBUM BAND SPONGEPOP SQUAREPUNK Jefri Pratama Saragih; Evelyne Henny Lukitasari; Yudi Wibowo
JURNAL KEMADHA Vol. 12 No. 2 (2022): Jurnal Kemadha Volume 12 No. 2, Oktober 2022
Publisher : Universitas Sahid Surakarta

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

Abstract

Perkembangan dunia musik dari hari ke hari telah mengalami sebuah perkembangan yang sangat pesat, salah satunya adalah dari segi genre. Genre musik sekarang sangat banyak sekali. Hal ini disebabkan karena semakin kreatifnya para pecinta musik. Maka dari itu berdirilah sebuah band ber genre Pop punk asal Wonogiri yang bernama Spongepop Squarepunk. Spongepop squarepunk adalah sebuah band pop punk yang memiliki lagu sangat relate dengan kehidupan anak muda di masa sekarang. Tujuan dari perancangan tugas akhir ini adalah dengan merancang sebuah desain album sebagai visual branding untuk album band Spongepop Squarepunk. Selain itu ada juga metode perancangan yang dilakukan seperti melakukan pengumpulan data lewat wawancara kepada setiap personil band guna mendapatkan data tentang ciri khas dari band Spongepop Squarepunk. Dengan visual album yang menarik dan bisa menggambarkan seperti apa itu Spongepop Squarepunk diharapkan dapat menjadi sarana yang sangat baik untuk memperkenalkan band Spongepop Squarepunk, sehingga dapat meningkatkan jumlah pendengar untuk band Spongepop Squarepunk dan juga bisa lebih dikenal oleh masyarakat yang lebih luas.Kata kunci : Perancangan, Desain Album, Visual Branding, Spongepop Squarepunk.
Membangun Kesadaran Kebersihan Dan Semangat Belajar Melalui Desain Poster Untuk MI Di Desa Sindon Laura Zalfatika Azzahra; Shaneabel Azarya Utomo; Vincentius Alvin Resandy; Salahudin Al Ayubi Arya Wisanggeni; Yudi Wibowo; Arif Yulianto; Ahmad Khoirul Anwar
Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia Vol. 2 No. 4 (2023): Desember : Jurnal Hasil Pengabdian Masyarakat Indonesia
Publisher : Fakultas Teknik Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/karunia.v2i4.1602

Abstract

To build awareness of cleanliness and enthusiasm for learning through poster design for MadrasahIbtidaiyah (MI) in Sindon Village. This village was identified as facing challenges in increasing sanitation awareness and children's enthusiasm for learning. The service method involves preparing and installing posters specifically designed to communicate the message of cleanliness and enthusiasm for learning. The results of this activity show a significant increase in awareness of cleanliness, as can be seen from changes in children's behavior regarding personal hygiene and the surrounding environment. The creative and informative poster design succeeded in attracting children's attention, encouraging them to actively participate in maintaining cleanliness. The poster which included inspiration, motivational quotes and supporting visual images succeeded in providing positive encouragement to children's interest in learning. Students' active involvement in the learning process has increased, reflected in more active participation in class activities and increased learning outcomes. The use of poster design as an effective communication tool in this service has made a significant contribution to increasing awareness of cleanliness and enthusiasm for learning at MI 2 Sindon Village. It is hoped that this can be an inspiration for similar effortsin other communities to improve the quality of life and education of children through creative and participatory approaches.
Penerapan Metode Design Thinking untuk Perancangan Prototipe Learning Management System Prakerja di HiColleagues Handika Wahyu Jatmiko; Yudi Wibowo; Arif Yulianto
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.4964

Abstract

Indonesia is predicted to have the threat of demographic bonus while also having the opportunity to take advantage of this threat through the Prakerja program. Since 2020 the Prakerja program has been running and there are still many numerical achievements that need to be realized to avoid the threat of demographic bonus and in line with the vision of Indonesia emas 2025. PT Generasi Anak Muda Berkarya with HiColleagues brand is a startup moving in the field of Education Technology and IT Service in sustainable digital transformation that is committed to realizing the vision of Indonesia emas 2045 through implementation of the Prakerja program. Learning Management System (LMS) platform according to the Prakerja standard is a mandatory requirement that the training institution must have to become the Prakerja partner. This research aims to produce the Learning Management System (LMS) prototype design according to the Prakerja standard, giving a good experience to participants in completing a series of training class mechanisms, support the participant graduation ratio, and increase brand positioning of HiColleagues as the Prakerja partner. Designing a Learning Management System (LMS) prototype applies the Design Thinking method through the 5 phases, namely Empathize, Define, Ideate, Prototype, & Test. As well as using Figma as a design tool and Maze as a Usability Testing. This Learning Management System (LMS) prototype design succeeded in getting good feedback from users with 100% succession rate although there are minor improvisations on the user interface as a form of alignment.