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Designing 'Aku yang Bersinar' Illustration Book as an Educational Media for Teenage Self-Confidence Harin Atraba; Aris Sutejo
VCD Vol. 9 No. 1 (2024): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v9i1.4343

Abstract

Adolescence is a transitional period from childhood to adulthood. Due to this condition, adolescent development is also followed by other developmental tasks. If adolescents fail to carry out their developmental tasks, it will have negative consequences in social life in the following phases. The role of parental care is very influential on the nature and behavior of adolescents, good parenting forms traits that are confident, take initiative, have ambition, have normal emotions, are responsible, and are able to carry out positive interpersonal ties. The lack of full parenting in the Child Social Welfare Institution (LKSA) or orphanage makes adolescents have a negative self-concept, one of which is the low character of self-confidence. This design aims to create learning media in the form of illustration books that provide education on self-confidence in adolescents, learning to know the strengths and weaknesses of individuals so as to prepare orphanage adolescents to become part of society. The methods used in this design are quantitative and qualitative. The result of the design is a printed book entitled 'Aku yang Bersinar'.
Penerapan Desain Vector Pada Mural Di Dinding Kolam Renang Alas Outbound Edukasi Dusun Ngingas Desa Simpang Muhammad Hasyim Ardiansyah; Aris Sutejo
ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat Vol. 2 No. 1 (2024): Januari : ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/aspirasi.v2i1.114

Abstract

Mural is a visual art form that can give a unique identity and atmosphere to a space. This study aims to describe the process of applying vector design to the mural on the wall of the Alas Outbound Education swimming pool in Ngingas Hamlet, Simpang Village. The vector design was chosen because it gives a sharp and clean look, perfect for creating recognizable and attention-grabbing images. The application of vector design on murals in the Alas Outbound Education swimming pool is able to create a cheerful and educational atmosphere. Vector design provides image clarity, facilitates observation, and produces aesthetically pleasing works of art. This mural is expected to make a positive contribution to the experience of swimming pool visitors, as well as become a visual attraction that enriches the environment of Ngingas Hamlet.
Perancangan Buku Profil Alas Outbound Edukasi Sebagai Media Promosi di Desa Simpang Royyan Surya Arlanda; Aris Sutejo
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1947

Abstract

The profile book is an important element that summarizes information about the company. This includes various aspects, such as company history, company vision and mission, organizational structure, products or services offered, as well as relevant achievements or projects. Technology that continues to develop makes profile books an effective communication tool. Profile books are designed to provide external parties with a general overview of a company's identity, goals and capabilities. This activity was carried out at the Outbound Base which is located in Ngingas Hamlet, Simpang Village, Prambon District. Alas Outbound Education offers various innovative educational programs. However, to achieve the current vision and mission, an important step in increasing community participation is to expand outreach and outreach activities. Therefore, designing the Alas Outbound profile book is an important step in marketing tourist attractions. This profile book design activity uses problem analysis methods and design analysis methods. This method is useful for determining the topic of the problem that will be studied and discussed. This method is carried out by interviewing Alas Outbound business owners. The design analysis method is useful for analyzing the flow in designing a profile book. This activity can be used to carry out field observations (site surveys) and also interviews with several Alas Outbound employees. An important aim of designing this profile book is to be an effective marketing tool for the public or potential investors to support this educain Simpang Villagetional tourism destination.
Perancangan Logo Dalam Branding Panti Asuhan Sarah Nafila Rosyada; Aris Sutejo
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1956

Abstract

The logo serves as a visual representation encapsulating the essence and unique characteristics of the orphanage, creating a first impression that can shape a positive perception of the institution. More than just a personal expression, the importance lies in the observer's perception and response, making it the primary focus in the visual communication design process. The success of a design is determined by its ability to effectively communicate ideas, stories, or information to the observer or targeted audience. Therefore, alignment between the intended message and the observer's perspective and understanding becomes the key to success in visual communication design. With a well-crafted design, the logo can establish an emotional connection with stakeholders, build trust, and enhance the appeal of the orphanage in the eyes of the public.
Pengaruh Konten Instagram Dalam Kampanye Penggalangan Dana Di LAZ Dompet Amanah Umat Shabrina Aulia Putri; Aris Sutejo
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1981

Abstract

Analysis of the influence of visual content in the fundraising campaign for zakat by Lembaga Amil Zakat Dompet Amanah Umat (LAZDAU) on the Instagram platform during August to October 2023. Employing a qualitative descriptive method with the approach of decision-making theory and customer engagement, this research highlights how consumers interact, respond, and engage with the visual design of LAZDAU's content. The findings reveal that content with clear and consistent visual designs, receiving positive responses from the audience, directly impacts the participation and success of the fundraising campaign, reflected in the significant financial reception by LAZDAU. This journal underscores the crucial role of appropriate visual design in enhancing community participation and responsiveness to humanitarian efforts within zakat institutions.
Perancangan Visual Feed Instagram Lazdau Guna Menciptakan Desain Yang Menarik Alfareza Ramadhani Nauvval Delmar; Aris Sutejo
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1993

Abstract

This rapid era of civilization has greatly influenced human life. As time goes by, technology and design keep up with the times. Social media is a form of development of the times and plays a big role in modern society. Nowadays, the controlling media is the internet, where social media refers to platforms on the internet that allow users to share content, interact and connect with other people online. Of course, this requires design to provide a visual experience for the public. Design principles used to create online communication platforms. The main focus is on a comfortable user experience so that it can attract the attention of Instagram users.
Perancangan Card Game Kue Tradisional Indonesia Untuk Usia 18 – 21 tahun Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2523

Abstract

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way
DESAIN KARAKTER PION BOARD GAME EDUKASI PAKAIAN ADAT DI INDONESIA Kanaya Bintang Aulia S; Aris Sutejo; Diana Aqidatun Nisa
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2525

Abstract

Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving cultural heritage. To address this issue, an educational media in the form of an interactive board game was designed to reintroduce traditional clothing to young people in an engaging way. This study employed qualitative and quantitative methods, including questionnaires, interviews, observations, and focus group discussions. The board game features character pawns representing traditional attire from six major regions of Indonesia, highlighting each area's distinctive visual traits. Through this game, it is expected that youth will gain knowledge and foster a sense of love and pride in the nation's cultural heritage.
Perancangan Desain Karakter Buku Ilustrasi People pleaser Dalam Dunia Kerja Eulogize Gracia Putri Manullang; Restu Ismoyo Aji; Aris Sutejo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2530

Abstract

This paper discusses the visual design of character designs for an illustrated book that focuses on the problem of people pleasers among employees aged 22-30 years. People pleasers are individuals who tend to please others at the expense of themselves, which in the long term can trigger stress and mental disorders. The results of the study show that many young employees experience a dilemma between meeting other people's expectations and maintaining their own well-being. To convey this problem, four characters were designed. The main character is Tara, a people pleaser who undergoes a transformation into a more balanced individual in her work and personal life. Three supporting characters help strengthen the dynamics of conflict in the workplace, Mr. Johnson (Tara's demanding boss), Shinta (a supportive co-worker), and Felix (a senior co-worker). The character design process was carried out through several stages, including interviews with psychologists, illustrators, and employees, as well as qualitative data analysis from observations, Focus Group Discussions (FGD), and literature studies. The result is four characters executed in a simple illustration style with flat design and a limited color palette to emphasize the emotional atmosphere experienced by the characters. By exploring the right illustration style and color composition, this study designs characters that not only depict the reality of people pleasers in the workplace, but also function as visual educational media that helps readers understand the importance of setting boundaries at work and supports individuals in achieving inner peace and balance in life. Keywords: People pleaser, Persona, Illustration, Employee Character Design
Kampanye Sosial Buka Baca Putri, Zahra Nabila; Aris Sutejo; Alfian Candra Ayuswantana
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 4: Juni 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i4.9234

Abstract

Rendahnya angka tingkat literasi di Indonesia menjadi salah satu isu yang serius. Berdasarkan data yang diperoleh dari PISA tahun 2022, Indonesia menempati posisi ke-70 dari 81 negara sebagai negara yang memiliki tingkat literasi terendah. Melalui isu ini kampanye social “Buka Baca” hadir sebagai jembatan untuk menumbuhkan kembali minat baca salah satunya di kalangan pelajar SMA di Kota Sidoarjo. Salah satu cara agar pesan kampanye dapat diterima oleh target audiens adalah dengan dengan membuat identitas visual kuat, salah satunya dengan membuat perancangan logo. Penelitian ini menggunakan metode deskriptif dan kualitatif untuk menjabarkan proses perancangan logo, mulai dari brainstorming hingga finalisasi desain logo. Hasil perancangan ini dapat menunjukkan bahwa logo memiliki peran yang penting untuk mempresentasikan kampanye. Harapannya logo yang dihasilkan dapat memperkuat pesan kampanye. Keywords: Logo, Kampanye Sosial, Literasi