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DESAIN ANIMASI 2D SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI DENGAN CERITA “AYAM DAN IKAN TONGKOL” Raden Kusuma Candra Gusti Aji; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Animation is an image/object that is arranged in a regular manner that will be manipulated and will be arranged within a specified time so that it will make the image/object appear to be moving. At an early age, children cannot learn too hard, so they need a learning method in the form of games. Children are playing while learning. Children prefer learning through animation media. This combination of animation and comics aims to give children a new impression of animation. Moreover, it also aims to train children's reading levels at an early age. The design method used qualitative by collecting data directly through observing children's conditions in the environment, the internet and social media. As a result, this 2D animation was created using comic elements so it creates a new experience for young children and makes children learn through animation. Keywords: Animation, Early Age, Learning
FILM ANIMASI PENDEK 3D SEBAGAI PERANCANGAN MEDIA EDUKASI TENTANG DEPRESI Akhromul Hakim; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Mental health has become a crucial aspect of an individual's well-being. However, it remains a slightly overlooked issue globally. Depression is a common mental health disorder. The need for a creative approach in delivering messages about mental health education and depression is increasingly essential. The goal of this design is to create a concept for a 3D short animated film as an educational media about depression. The design of this 3D animated short film is inspired by the stories of depression survivors. The design method follows the workflow of 3D animation production, including development, pre-production, production, and post-production. The result of this design is a 3D short animated film titled "Lilies," aiming to convey educational messages about mental health and depression through the storyline of the designed 3D animated short film. Keywords: mental health, depression, 3D short animated film, educational media
(UI) USER INTERFACE DESAIN PADA WEB MOVE SABLON SRAGEN SEBAGAI MEDIA PROMOSI Christian Dwita Nugraha; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Move Screen Printing is a screen printing business established in the city of Sragen which was founded by Arief Mutaqin on December 3 2020, precisely in Bedoro village, Sragen, Central Java. Several entrepreneurs, one of whom is Move Screen Printing, are having difficulty marketing their products. apart from the impact following the COVID 19 pandemic, locations in remote areas are a problem. The solution offered is marketing through a supporting website. A supportive website is a website that makes it easy for users to access it, supported by a good user interface (UI). further developed with creative ideas, design and evaluation in the design process. It is hoped that the user interface (UI) design of this website will become Move Sablon's personal identity and make it easier to purchase and market Move Sablon products. Keywords: Design, UI User Interface, Website, Promotional Media
Desain Buku Pop Up “Mata Sehat, Penglihatan Jernih” sebagai Edukasi Dini Kesehatan Mata pada Anak di Indonesia Liska Ningtyas; Evelyne Henny Lukitasari; Yudi Wibowo
JURNAL ASSOSIATIV Vol 5 No 02 (2026): Jurnal Asosiatif Vol. 5 No. 2 (2026)
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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Abstract

This study discusses the design of a pop-up book titled "Mata Sehat, Penglihatan Jernih" as an early education medium for children's eye health. The background is the high number of cases of visual impairments, such as myopia, hypermetropia, and astigmatism, in school-aged children in Indonesia, and this is often not detected early due to a lack of knowledge and awareness. The pop-up book was chosen because it can convey complex medical information in a simple, visual, and interactive way, making it easy to understand and interesting for children. The study aims to produce an effective and fun pop-up book concept as an eye health education medium, with a design that is suitable for children. The design method used is Design Thinking with four stages, namely empathy, problem definition, ideation, and prototype. The empathy stage is conducted through literature reviews and internet sources to understand the needs of children and parents regarding eye health education. The definition stage explains the problem, namely the lack of understanding of children about the importance of maintaining eye health from an early age. The ideation stage creates a pop-up book concept featuring cartoon illustrations, cheerful, pastel colors, and interactive elements. In contrast, the prototype stage involves sketching, drawing characters, arranging the layout, and designing the pop-up mechanism. The resulting design is a pop-up book containing visual and interactive information about eye health. It is hoped that this book will increase children's and parents' understanding and awareness of the importance of maintaining eye health from an early age through a fun learning medium.