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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

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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. 
ANALISIS KARAKTER PADA KARAKTER UTAMA ANIME DEMON SLAYER: KIMETSU NO YAIBA Illona Zamia Lusaka; 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

Anime Demon Slayer: Kimetsu No Yaiba is a 2-dimensional animated series from Japan known as anime. This anime has 4 main characters, namely Kamado Tanjiro, Kamado Nezuko, Agatsuma Zenitsu, and Hashibira Inosuke who are members of the Demon Slayer squad. The research aims to determine the visual elements and meaning of the main characters of the Demon Slayer anime. The meaning of each main character is analyzed and described using design elements and the semiotic perspective of denotation and connotation using Roland Barthes' theory. This research used qualitative research methods with a descriptive approach. Data collection techniques implemented literature study and observation. The results show that everything in the character has its own meaning and function. It is also the characteristic of each character that makes them stand out. The characters' colors also describe each character's personality and special features. The characters Tanjiro, Nezuko, Zenitsu, and Inosuke are easy to remember with their unique characteristics. It means that the mangaka succeeded in creating the main character. Keywords: Roland Barthes Semiotics, Anime, Demon Slayer: Kimetsu No Yaiba, Japan
PERANCANGAN VIDEO IKLAN PRODUK HIJABSANIA Raizal Shanisyahmi Al Akhyar; 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

Changes from time to time, especially now which has entered the modern era. This influences the way of dressing from western culture which has an impact on Indonesian society whose majority religion is Islam. Nowadays, you can find many different styles of hijab in Indonesia. One of the MSMEs that focuses on selling hijab products is HijabSania. HijabSania promotes products only through social media platforms such as WhatsApp and Instagram. The problem experienced by HijabSania is a problem with the concept of the video it uploads on Instagram. Therefore, it is necessary to make efforts to solve the HijabSania problem. The solution offered is a promotional media design with a Cinematic Video concept. The video that will be shown contains concerns about anxiety when wearing the hijab so that products from HijabSania are the solution to these concerns. Using a qualitative design method by collecting data and interviewing HijabSania, they produced a design in the form of a cinematic video which was intended as a product promotion medium and was supported by several other supporting media. Keywords: Design, Product Advertising, Products, Hijab
PERANCANGAN ANIMATED MUSIC VIDEO UNTUK LAGU KELAPA MUDA BAND Yesaya Sabda Imanuel; 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

Kelapa Muda Band is an experimental jazz music group originating from Lampung, Indonesia, and has won the first championship in one of the international jazz music competitions. However, the Kelapa Muda Band is still rarely recognized by the general public who are not concerned with the jazz music genre. One problem is the lack of promotional media for music video clips. Therefore, promotional media for music video clips is needed to increase the name of the Kelapa Muda Band, especially the song "Pagi dan Hujan". The design was made to promote the song "Pagi dan Hujan" from Kelapa Muda Band as an attractive promotional medium. It method starts from Development, pre-production, production, post-production, and distribution. Therefore, the design can produce music video clips and some of merchandise that are interesting in terms of concept and visualization. Keywords: Video Clip, Animation, Jazz
PERANCANGAN WEB KOMIK “PEMBAWA CAHAYA” UNTUK MEMPERKENALKAN BUDAYA BATAK Erlang Arsa Ridha Putra; 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

The design of the comic “Pembawa Cahya”t was motivated by the low quantity of Batak cultural web comics, especially in the action and fantasy genres. As for themes, there is a tendency to emphasize visual themes, such as traditional clothing or traditional houses, so that they don't really seem like the culture that exists in Indonesia today. This results in less interest in web comics with local themes. This design aims to make the audience more interested in local Indonesian cultural themes. Web comics were chosen because they area relevant entertainment medium in the millennial era where platforms and sites providing web comics have penetrated society. The story of The “Pembawa Cahaya” is designed so that the fantasy story wrapped in horror remains relevant by adding elements of kinship and cultural socialization in the local community. Most local web comics do not really raise social and cultural issues that are relevant to society, so they have few fans. Likewise, the issue of the harsh upbringing of sons from Batak families, even though there is a more fundamental reason for what actually happened, is rarely corrected in most Batak-themed story works. Using themes that are more local and relevant to society is aimed at reviving public interest in local web comics and can use web comics as a medium for promoting local cultures which is also an introduction to how the concept of culture actually applies, not just what the community interprets for themselves. Alone. This design uses observations in various fields, from provider platforms such as webtoon or comic toon as well as in data collection which is based on journals that are relevant to the theme raised. The design concept for this design is "Local culture in the modern era" whose concept is based on combining the concept of modernization with local culture that seems traditional.