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Perancangan Konsep User Interface Aplikasi Mobile Komunitas Eco Enzyme Nusantara Balqis, Martiza; Pungky Febi Arifianto; Masnuna
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 1 (2024): Vol. 6 (2024) No. 1
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i1.184

Abstract

Penelitian ini merupakan sebuah upaya untuk merancang konsep antarmuka pengguna (UI) yang optimal untuk aplikasi mobile yang ditujukan bagi Komunitas Eco Enzyme Nusantara. Pendekatan yang digunakan dalam penelitian ini menggabungkan teknik pengumpulan data kualitatif dengan metode penelitian design thinking. Dengan demikian, penelitian ini tidak hanya bertujuan untuk menghasilkan sebuah aplikasi mobile, tetapi juga untuk memahami secara lebih dalam kebutuhan, preferensi, dan harapan pengguna potensial. Metode pengumpulan data kualitatif dipilih karena keinginan untuk mendapatkan wawasan yang kaya dan mendalam tentang kebutuhan pengguna. Wawancara mendalam, observasi langsung, dan analisis literatur menjadi instrumen utama dalam mengumpulkan data tersebut. Analisis data dilakukan secara terinci untuk mengidentifikasi pola-pola, preferensi, dan harapan yang muncul dari pengguna. Pendekatan penelitian design thinking dipilih untuk memastikan bahwa desain aplikasi tidak hanya fungsional, tetapi juga memperhatikan aspek pengalaman pengguna secara menyeluruh. Tahapan-tahapan dalam design thinking, seperti pemahaman, pengamatan, ideasi, prototyping, dan pengujian, diterapkan secara iteratif untuk menghasilkan desain yang lebih baik melalui pemahaman yang mendalam terhadap kebutuhan pengguna. Hasil dari penelitian ini adalah sebuah desain UI yang responsif, intuitif, dan menarik. Aplikasi mobile yang dirancang menyediakan berbagai fitur yang memungkinkan pengguna untuk berpartisipasi aktif dalam komunitas Eco Enzyme Nusantara, berbagi pengetahuan, dan mengakses sumber daya yang relevan. Desain UI ini diperhatikan dari segi estetika, kejelasan informasi, dan kemudahan navigasi, dengan tujuan utama meningkatkan pengalaman pengguna.
Product Catalog Creation as Visual Identity for Woro Srikandi Batik Pacitan Achmad, Zainal Abidin; Arifianto, Pungky Febi
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol. 8 No. 4 (2025): Oktober 2025
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v8i4.3586

Abstract

Abstract: Batik Woro Srikandi, a traditional batik producer in Arjowinangun, Pacitan, faces significant challenges in digital marketing. This issue stems from a lack of professional promotional media and an underdeveloped visual identity, hindering the product's ability to compete in an increasingly competitive market. To address these constraints, the community service team designed an initiative comprising several methodological stages: (1) conducting a needs analysis of the partner through observation and interviews; (2) implementing training sessions on product photography and design; and (3) facilitating participatory mentorship for the local artisans in catalog production and visual identity development. The primary outcome of this project was the successful creation of a professional product catalog that features a consistent brand visual identity. This catalog is designed to strengthen brand identity, expand market reach, and provide a competitive advantage for Batik Woro Srikandi. It is anticipated that this catalog will not only enhance customer engagement and sales but also contribute to the long-term sustainability of Pacitan's traditional batik art. Keywords: traditional batik; visual identity; product catalog; woro srikandi batik; digital branding Abstrak: Batik Woro Srikandi sebagai produsen batik tradisional di Arjowinangun, Pacitan, menghadapi kendala dalam pemasaran digital karena kurangnya media promosi yang profesional dan identitas visual yang kuat, sehingga menyulitkan produknya bersaing di pasar yang semakin kompetitif. Untuk mengatasi hal ini, kegiatan pengabdian masyarakat ini dirancang dengan tahapan metode yang terdiri dari: (1) Analisis kebutuhan mitra melalui observasi dan wawancara; (2) Pelaksanaan pelatihan fotografi produk dan desain; serta (3) Pendampingan dalam pembuatan katalog dan pengembangan identitas visual yang dilakukan secara partisipatif bersama perajin. Capaian utama dari kegiatan ini adalah terwujudnya sebuah katalog produk profesional yang memuat identitas visual merek yang konsisten. Tujuannya adalah untuk memperkuat brand identity, memperluas jangkauan pasar, dan memberikan keunggulan kompetitif bagi Batik Woro Srikandi. Diharapkan, katalog ini tidak hanya meningkatkan keterlibatan pelanggan dan penjualan, tetapi juga mendukung keberlanjutan seni batik tradisional Pacitan dalam jangka panjang. Kata kunci: batik tradisional; identitas visual; katalog produk; batik woro srikandi; branding digital
Perancangan Sosial Media Sebagai Media Kampanye Persuasi Untuk Menghidupkan Kembali Permainan Tradisional di Surabaya pada Era Digital Aisya Jasmine Defina; Bayu Setiawan; Pungky Febi Arifianto
Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora Vol. 5 No. 1 (2025): Maret : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/khatulistiwa.v5i1.5757

Abstract

This study aims to design a social media campaign that encourages children to play traditional games through the involvement of parents, with the goal of preserving traditional games in the digital era. The methods used include qualitative and quantitative approaches, such as interviews, observations, and data analysis to determine the effective communication strategy. This campaign will use Instagram as the primary platform, with four content pillars: Awareness, Education, Engagement, and Persuasion. The Awareness pillar focuses on reintroducing traditional games, Education provides information about the benefits and cultural values, Engagement encourages active participation, and Persuasion invites the audience to join events that support the preservation of traditional games. The results show that the use of social media, particularly Instagram, is effective in attracting the attention of parents and children, raising awareness about the importance of traditional games in supporting children's physical, social, and emotional development, as well as preserving Indonesia's cultural heritage amidst the advancement of digital technology.
ANALISIS SEMIOTIKA ROLAND BARTHES DALAM IKLAN RAMAYANA EDISI RAMADHAN 2018 #KERENLAHIRBATIN Wulandari, Sri; Arifianto, Pungky Febi
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 14 No. 2 (2022)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v14i2.4506

Abstract

Ramadan moments provide business opportunities in various fields in various sectors. One of them is in the fashion sector because Ramadan is closely related to Eid. Eid itself is often associated with new clothes. Ramayana Lestari Sentosa is one of the major department stores in Indonesia. Ramayana Department Store often steals attention through its iconic advertisements. One of the iconic Ramayana advertisements is the Ramadhan (2018) edition #KerenLahirBatin edition. This study examines the meaning of the Ramayana advertisement in the Ramadhan (2018). The method used in this research is content analysis method using Rolland Barthes' semiotic approach. The results of the analysis show two things, namely that there is an ideology of capitalism that operates in the Ramayana advertisement of the Ramadhan (2018) and the existence of a perpetuation of patriarchal discourse which views that men are superior while women are inferior, especially in the lower middle social class.
Perancangangan Desain Board Game Penjumlahan dan Pengurangan sebagai Alat Bantu Pembelajaran Matematika Guru Sekolah Dasar Kelas 1 dan 2 Rahmawati, Ermiana; Arifianto, Pungky Febi; Daniar, Aninditya
Innovative: Journal Of Social Science Research Vol. 4 No. 3 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i3.10331

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This design is used to design an addition and subtraction board game as a learning aid for grade 1 and 2 students in mathematics that can be used by elementary school teachers. Designing board game designs in research is useful so that students do not undergo monotonous learning so that learning becomes less enjoyable. This design method is used to obtain data that produces concepts that can be used in designing board games. This data was obtained from interviews with psychologists and pediatricians, FGD (Focus Group Discussion) with students, and a survey of 11 elementary school teachers.
Comparative Study: Understanding the Visual Identity of Batik Brands in Indonesia El Chidtian, Aileena Solicitor Costa Rica; Arifianto, Pungky Febi; Renzina, Yudha Delonix
DeKaVe Vol 17, No 2 (2024): DeKaVe Vol. 17 No. 2 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v17i2.13888

Abstract

This research is a comparative study of the visual identity of batik brands in Indonesia, which aims to identify the differences and similarities in the visual elements of various leading batik brands. Brand visual identity is an important aspect of marketing efforts, because it reflects the image and values that a company wants to convey to consumers. In the context of batik, which is Indonesia's cultural heritage, visual identity is becoming increasingly important as a way to maintain traditional values while remaining relevant in the modern market. The aim of this research is to understand the meaning and dynamics behind the visual identity of a batik brand. This research analyzes the visual symbols of 4 leading batik brands in Indonesia which are analyzed and compared with each other using a qualitative comparative analysis method. The research results show that although many batik brands emphasize traditional elements in their visual identity, there is significant variation in how these brands adapt modern elements to appeal to different market segments. Some brands emphasize traditional motifs with natural colors, while others combine contemporary elements to create a more modern and minimalist impression. Additionally, it was found that brands that focus more on international markets tend to adopt a more universal and simple visual style, compared to brands that focus more on the domestic market which often maintain local uniqueness in their designs
Perancangan User Interface Aplikasi Mobile Abdimas dengan Metode Human Centered Design Arifianto, Pungky Febi; Setiawan, Bayu; Taju, Fransisca Sherly
DeKaVe Vol 17, No 1 (2024): DeKaVe Vol. 17 No. 1 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v17i1.11000

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Pandemi Covid-19 telah mengubah tatanan dunia, hal ini juga berbanding lurus dengan pemanfaatan teknologi dalam mempermudah akses dan memotong regulasi bertemunya orang (physical distancing). Dampak positif tersebut berbanding terbalik dengan aktivitas pengabdian masyarakat. Salah satu tri dharma perguruan tinggi ini memungkinkan untuk berinteraksi dalam kegiatannya. Dilain sisi, dosen sebagai penggerak pengabdian masyarakat susah mencari mitra yang sesuai dengan kompetensinya, sehingga pengabdian ini seringnya salah sasaran dan melenceng dari kegiatan yang sudah ditentukan. Perancangan user interface ini dibuat dengan harapan mampu menjadi penghubung antara mitra dan dosen sebagai pengabdi untuk bisa match dan memberikan kebermanfaatan yang sesuai. Penelitian ini menggunakan metode deep interview dan customer journey map dalam memetakan alur penggunanya. Selain itu perancangan ini juga akan menggunakan studi literatur mengenai permasalahan User Interface Design dan Pengabdian Masyarakat. Adapun keseluruhan proses ini menggunakan metode Human Centered Design yang kemudian dirangkum, diolah dan disintesiskan menjadi sebuah konsep user interface design sebagai sebuah metode penyelesaian masalah. Tampilan aplikasi akan menggunakan android system based. Konsep ini nantinya akan memperlihatkan bagaimana aplikasi mobile ini mampu menjadi pemecahan permasalahan yang terjadi di antara mitra dan pengabdi (dosen) sehingga dapat dijadikan keberlanjutan design interface yang berguna bagi masyarakat.
Perancangan Konsep Media Pembelajaran Berbasis Board Game untuk mengenalkan “4 Sifat Wajib Rasul” dalam Pelajaran Akidah dan Akhlak Sukma Ayu Susilowati; Pungky Febi Arifianto; Bayu Setiawan
JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora Vol. 4 No. 1 (2025): April: Jurnal Ilmu Sosial, Pendidikan Dan Humaniora
Publisher : Badan Penerbit STIEPARI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/jispendiora.v4i1.2113

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This research aims to design and develop an educational board game titled "The 4 Obligatory Attributes of the Prophets" as an engaging and effective learning medium for Islamic Creed (Aqidah) and Morals (Akhlak) to enhance the understanding of elementary school students aged 9–10 years. The background of this research is the necessity for innovative and interactive learning media to instill the fundamental concepts of Aqidah and Akhlak, particularly regarding the four obligatory attributes of Prophet Muhammad SAW, in students. The research method employed is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The board game design process includes analyzing the needs of students and teachers, designing fun and educational game mechanics, developing game components (board, cards, pawns, and rules), validation by material experts and media experts, and limited trials with target students. The research is expected to produce a valid, practical, and effective board game in improving students' understanding of the four obligatory attributes of the Prophets (Siddiq, Amanah, Tabligh, and Fathonah), thus providing an attractive alternative learning medium for elementary school teachers.
SEMIOTIKA TANDA INFOGRAFIS KOMISI PEMBERANTASAN KORUPSI (KPK): Semiotika Tanda Infografis Komisi Pemberantasan Korupsi (KPK) Arifianto, Pungky Febi
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.210

Abstract

In term of its presentation of data, qualitative descriptive research is implemented as the method. To interpret the handling of corruption conducted by Indonesia's Corruption Eradication Commission, Charles S. Pierces’ theory of signs classification in icon, index, and symbol is utilized as the approach. Disclosure of meaning the signs itself applies of Rolland Barthes’s connotation interpretations in significance. The Five Codes in significances are divided into Hermeneutic, Proairetic, Semantic, Symbolic, and Cultural. Visual infographic analysis in corruption’s handling by Indonesia's Corruption Eradication Commission is expected for being able to give a discourse in semiotic interpretation to signs and meaning in infographics. Theoretically, the purpose of this analysis will give depiction about a scientific approach to visual communication design theory in sending message through sign-system in each visual elements in infographics.
ANALISIS TANDA VISUAL DALAM TAGAR CORONA ART MUSEUM Nofrizaldi, Nofrizaldi; Arifianto, Pungky Febi; Pertiwi, Elianna Gerda
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.614

Abstract

The gallery is a space of interaction between artists and audiences. In the era of pamdemik covid, gallery space was closed due to physical distancing. Imaginary space is built by utilizing communication and information technology. Instagram as a digital platform is widely used as a space for building artistic interactions. Through the hashtag of Corona Art Museum, the writer looks for some visual works to be used as object of analysis. Verbal and visual signs in the visual content will be dissected using the classification of signs: icons, indexes, symbols from Charles S. Peirce and the system of meaning production of codes using The Five Code: Hermeunetic, Narrative, Cultural, Semantik & Symbolic from Roland Barthes. The reading of visual signs will use the Sumbo Tinarbuko Triadik in looking at aspects of visual communication. The results of reading visual signs will reveal how visual content in an imaginary space can be a space of expression and the existence of an artist / designer.