Claim Missing Document
Check
Articles

Found 30 Documents
Search

PERANCANGAN BUKU ILUSTRASI DIGITAL TARI PENDET SEBAGAI UPAYA PELESTARIAN BUDAYA BALI UNTUK ANAK USIA 6-12 TAHUN Hartono, Caroline Inge; Rahmadianto, Sultan Arief; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 2 (2025): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i2.344

Abstract

Pendet dance is a sacred dance originating from Bali and has very high cultural value. However, in the current digital era, children's knowledge and interest in Balinese culture, especially the Pendet Dance, is starting to decrease. Therefore, there needs to be an effort to preserve Balinese culture in a way that is interesting and easily accessible to children. This research aims to design a digital illustration book about Pendet Dance as a medium for learning and preserving Balinese culture for children aged 6-12 years. This book is designed with attractive illustrations and is equipped with informative text so that it is easy for children to understand. The research method used is a qualitative method with a design approach. Data collection techniques were carried out through observation, questionnaires, literature studies and documentation studies. Meanwhile, the analysis method used in the design process is 5W + 1H with a cyclic strategy. Apart from that, this book can also function as a learning medium for children about the noble values of Balinese culture.
Perancangan Buku Ilustrasi Mengenai Sejarah Candi Badut Untuk Memberikan Informasi Sejarah Kepada Masyarakat Kota Malang Stya Bakti, Amar Ma'ruf; Irianto, Mahardika Christian; Sukmaraga, Ayyub Anshari
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1780

Abstract

Indonesia has a rich and diverse historical heritage, but some aspects remain unclear in terms of their origins, such as Candi Badut in Malang Regency. The lack of information about the history of this temple makes it an interesting topic to explore, encouraging the people of Malang to learn more about it. Therefore, an illustrated book is designed as an engaging way to present the history of Candi Badut to the target audience aged 18 and above. This design uses a qualitative method through observation and literature study for data collection, and it applies the ADDIE design model with a cyclic strategy. The outcome of this design is an A5-sized illustrated book featuring oil painting-style illustrations and chiaroscuro lighting techniques. Supporting merchandise includes hats, tote bags, mugs, tumblers, and t-shirts, while promotional media consist of banners, posters, and acrylic displays. Evaluation results show that the book is easy to understand and appealing to read.
TINJAUAN VISUAL DESAIN KEMASAN DAN SAMPUL ALBUM BAND INDIE MOCCA PADA ALBUM BERFORMAT AUDIO CD AYYUB ANSHARI SUKMARAGA; IMAN SUDJUDI; SUSANTO SUSANTO
Serat Rupa: Journal of Design Vol 1 No 1 (2016): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v1i1.448

Abstract

For five decades, music industry has become profitable business. The big music industries then make innovation with attractive packaging design for cover album. The innovation intended to persuade people to buy the album not just listen to musics by downloaded it, although it can’t reduce music piracy that become giant problems for music industries. One of Indonesian indie band that aware for this activities is Mocca.This research is analyzing an how the visual perception of shape, structure, material, color and elements in Mocca’s CD packaging and album cover’s design, can create visual sensation to people. It is analyze people’s interpretation from the typography in Mocca’s packaging design and cover album. The aim of this research is to identify symbols, sensation, layout, and people’s interpretation from Mocca’s albums. For the result on this research, will compared by the respondents result through semantic’s theory as will be verified using the results of the analysis of rhetoric. The result from this research is shown that use of the visual system in Mocca’s packaging and design album covers can impact the visual sensation and persuade people when they see visual markings on Mocca’s packaging as well as the album covers. Mocca’s CD quality can compete with band from big music companies. This Mocca’s success from their packaging design dan cover albums art could be the example for other band or music industries to gain their value in art, so it will give better product sales. Keywords: cover; indie band; packaging; visual analysis; rhetoric analysis
Pelatihan Video Content Creator Sebagai Upaya Peningkatan Ketrampilan Dan Kesejahteraan Pemuda Dan Karang Taruna Di Desa Kucur Rahmadianto, Sultan Arif; Sukmaraga, Ayyub Anshari; Irawan, Paulus Lucky Tirma
JAPI (Jurnal Akses Pengabdian Indonesia) Vol 10, No 2 (2025)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/japi.v10i2.6700

Abstract

Rendahnya kesiapan siswa SMKN 3 Buduran Sidoarjo dalam berwirausaha disebabkan oleh pembelajaran kewirausahaan yang masih bersifat teoritis dan belum kontekstual dengan jurusan produktif. Untuk mengatasi permasalahan tersebut, dilakukan program pengabdian masyarakat yang bertujuan meningkatkan kompetensi kewirausahaan siswa secara komprehensif, mencakup aspek kognitif, psikomotorik, dan afektif. Metode pelaksanaan meliputi pelatihan berbasis praktik yang terintegrasi dengan Teaching Factory dan pendekatan project-based learning selama 10 hari. Rangkaian kegiatan mencakup pembekalan teori, workshop, simulasi, pendampingan konsultatif, penguatan kelembagaan usaha sekolah, serta kolaborasi dengan perguruan tinggi dan mitra industri. Hasil evaluasi menunjukkan peningkatan signifikan kompetensi siswa, dengan nilai rata-rata pre-test meningkat dari 61,0 menjadi 95,8 pada post-test. Selain itu, kegiatan ini menghasilkan rencana usaha siswa, prototipe produk inovatif, dan terbentuknya unit kewirausahaan sekolah sebagai wadah pengembangan bisnis nyata. Program ini terbukti memberikan manfaat langsung bagi siswa, sekolah, dan mitra, serta memperkuat sistem pendidikan vokasi sebagai model pembelajaran kewirausahaan berbasis kompetensi yang efektif. Disarankan agar program serupa direplikasi di sekolah vokasi lain dengan penyesuaian karakteristik lokal.
PERANCANGAN GAME VISUAL NOVEL “SONDER” UNTUK MENINGKATKAN KESADARAN REMAJA TERHADAP KESEHATAN MENTAL SESAMA Verrel, Felicia Joscelind; Rahmadianto, Sultan Arif; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.369

Abstract

Mental health issues are one of the topics that are often discussed, debated, and even become a trend in recent years, but are still considered trivial and difficult to see, the results of a survey for data collection aimed at young people between the ages of 15 to 25 also show that sufferers of mental health problems are quite common and many of them are not or little aware that people around them also have a high possibility of suffering from mental health problems. This design does not aim to cure mental health problems completely, but rather to cultivate the seeds of empathy and emotional intelligence for young people to increase awareness of mental health, starting from themselves. Game version 1.0 has been tested on seven testers and received positive responses from the psychological side and the design side. This design uses qualitative research methods with survey data collection techniques, observations, interviews, and literature studies accompanied by design thinking methods. This design is also supported by supporting media in the form of merchandise such as acrylic stands, lanyards, fans, hats, tumblrs, tote bags, button pins, sketchbooks, cellphone cases, mouse pads, stickers, shoes, key chains, t-shirts, hats, and mugs. For future researchers who plan to develop video games or similar designs, it is hoped that they will improve the accuracy of the representation of mental disorders, develop research methods, and explore other video game platforms.  
PERANCANGAN MASKOT 3D SEBAGAI UPAYA PENGUATAN IDENTITAS VISUAL PEUSAHAAN GARMENT “BINTANG PERMATA SEJATI” DI KOTA PASURUAN Glory, Yobeluise; Sukmaraga, Ayyub Anshari; Rahmadianto, Sultan Arif
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.387

Abstract

Visual identity is the graphical representation of an entity, whether a product, brand, or individual, through various design elements crafted to create a cohesive and memorable visual image for the target audience. One element that can serve as a visual identity is a mascot, designed in alignment with the vision, mission, and unique characteristics of the company, in this case, Bintang Permata Sejati garment company. This study aims to strengthen the visual identity of Bintang Permata Sejati, a garment company, to enhance local brand awarness among the public, particulary in Pasuruan City, as well as to serve as a promotional tool for the company. Using qualitative methods such as interviews, surveys, and literature reviews, this research examines key visual elements, including the logo, typography, and color combinations, to express the brand’s values, messaging, and characteristics. The outcome of this study is the creation of a corporate mascot named Bipsy, which combines the forms of a rabbit and a turtle. The final deliverables include a Mascot Guide Book, along with primary 3D model assets of the Bipsy scharacter in .blend and .obj formats, complemented by supporting media such as figurine, character standees, knitted dolls, ID Cardes, lanyards, keychains, button pins, totebags, bucket hats, T-shirts, tumbler bottle, drawstring pouches, and mugs.  
IbDM. Revitalisasi Seni Tradisional Melalui Pelatihan Membatik bagi Kelompok Masyarakat di Desa Kucur Rahmadianto, Sultan Arif; Sukmaraga, Ayyub Anshari; Irawan, Paulus Lucky Tirma
Prosiding Seminar Nasional Pengabdian Masyarakat Universitas Ma Chung Vol. 5 No. 1 (2025): Prosiding SENAM 2025: Seminar Nasional Pengabdian Kepada Masyarakat Universitas
Publisher : Ma Chung Press

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

Abstract

Desa Kucur, yang terletak di Kecamatan Dau, Kabupaten Malang, memiliki luas wilayah 158.566 hektar dengan jumlah penduduk 5.690 jiwa. Sebagian besar masyarakatnya bekerja sebagai buruh, petani, serta di sektor non-formal. Dalam upaya pemberdayaan masyarakat, khususnya dalam pelestarian budaya dan peningkatan kesejahteraan ekonomi, program usulan Iptek bagi Desa Mitra (IbDM): Revitalisasi Seni Tradisional melalui Pelatihan Membatik bagi Kelompok Masyarakat di Desa Kucur dirancang untuk mengembangkan keterampilan membatik sebagai potensi lokal yang dapat dikembangkan menjadi usaha mandiri. Program ini menargetkan kelompok masyarakat dari kelembagaan pendidikan maupun umum untuk memperoleh keterampilan membatik melalui metode pelatihan yang mencakup workshop intensif dan pendampingan langsung dari team pengabdian universitas. Dengan pendekatan ini, diharapkan peserta dapat mengembangkan keterampilan baru, meningkatkan kesadaran akan pentingnya pelestarian seni tradisional, serta memiliki peluang ekonomi yang lebih baik. Evaluasi program dilakukan melalui survei guna mengukur peningkatan keterampilan, perubahan sikap terhadap seni tradisional, serta dampak ekonomi yang dihasilkan. Hasil dari program ini diharapkan dapat berkontribusi dalam menjaga warisan budaya lokal sekaligus memperkuat ekonomi masyarakat Desa Kucur melalui industri kreatif berbasis batik.
Perancangan Buku Jurnal Untuk Membantu Meningkatkan Self-Love Dalam Mengatasi Quarter-Life Crisis Usia 18-24 Tahun Di Indonesia Menggunakan Metode Design Thinking Malik, Titania Aqila Fadia; Putra Prasetya, Bintang Pramudya; Sukmaraga, Ayyub Anshari
Innovative: Journal Of Social Science Research Vol. 4 No. 3 (2024): Innovative: Journal Of Social Science Research (Special Issue)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i3.12051

Abstract

Quarter-life crisis memiliki dampak signifikan pada kesejahteraan mental individu di masa dewasa muda dan dapat berpotensi menyebabkan tindakan bunuh diri. Self-love menjadi kunci dalam mengatasi krisis ini, namun hasil survei menunjukkan bahwa individu usia 18 hingga 24 tahun khususnya di Indonesia memiliki skor self-love terendah. Oleh karena itu, perancangan buku jurnal dilakukan untuk membantu meningkatkan self-love juga membantu mendapatkan umpan balik dari diri sendiri dan mengurangi hambatan quarter-life crisis. Penelitian ini menggunakan metode kualitatif dengan mengumpulkan data melalui observasi, wawancara, kuisioner, studi dokumentasi, dan studi pustaka kemudian didukung dengan metode perancangan design thinking. Buku jurnal yang dibuat mencakup aspek-aspek self-love yang kemudian disesuaikan dengan permasalahan quarter-life crisis menggunakan assestment dan ilustrasi yang menarik untuk diikuti. Uji coba dilakukan dengan tiga pengguna dan didapatkan hasil penurunan tingkat krisis, meskipun tidak signifikan secara keseluruhan. Sehingga meskipun perancangan buku tidak sepenuhnya menyelesaikan quarter-life crisis, buku jurnal ini tetap bermanfaat karena memberikan panduan untuk menghadapi fase ini dengan self-love.
Perancangan Logo dan Desain Kemasan Produk Minuman Olahan Susu Merek Ibu Yudhi untuk Usia 6-12 Tahun dalam Upaya Meningkatkan Penjualan Produk di Sidoarjo PP, Bintang Pramudya; Sukmaraga, Ayyub Anshari
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i01.722

Abstract

MSMEs in Indonesia cannot be underestimated. MSMEs can become the largest economy in Indonesia. For this reason, a high level of awareness is needed to have a brand or corporate identity to further develop it. Therefore it is necessary to make a logo and packaging design on the product as the company's identity. The aim is to differentiate between one product and another and to make companies from one product better known by the public. This study uses a qualitative method by collecting data through observation, interviews with company owners, and literature. Supporting media in this design are key chains, shopping bags, drawstring bags, small notes, stickers, drinking bottles, hats, displays, and pencil cases.
Perancangan Pop-Up Book sebagai Media Pengenalan Pengendalian Diri untuk Anak Usia 5-6 Tahun Hariyanto, Agnes Tea Kirana; Nirwana, Aditya; Sukmaraga, Ayyub Anshari
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i02.810

Abstract

Indonesia, known for its friendly nature, is experiencing symptoms of moral degradation, even among elementary school children. This is also due to various factors such as exposure to harmful content and lack of early character education. The concept of self-control, as the foundation for other character education, should be taught to children so they can differentiate what should and shouldn't be done. The purpose of this design is to introduce self-control to children through an informal learning medium: a pop-up storybook titled "Even Heroes Need Self-Control". To achieve this goal, the designer collected qualitative data through observation, interviews, and literature studies, which served as a reference for the design process using the Research and Development method. The final product is a 14-page hardcover book, with merchandise such as secondary packaging, interactive magnetic poster, bucket hat, sanitizer, water bottle, and enamel pin. The success indicator for this design is an introduction of self-control, demonstrated by the ability to mention examples of self-control that can be practiced in daily life.