Amirul Mu'minin
Politeknik Negeri Batam

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ANALISIS DESAIN MASKOT SEBAGAI BRANDING USAHA KREATIF WMK DENGAN METODE MULTIDIMENSIONAL SCALING Navid Effriyuliando; Amirul Mu'minin
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 13, No 1 (2026): April
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v1i1.75975

Abstract

Wirausaha Merdeka (WMK) bertujuan untuk memacu minat dan semangat usaha kreatif di kalangan mahasiswa melalui berbagai inovasi, serta peningkatan pengalaman dan kemampuan daya kerja mahasiswa Politeknik Negeri Batam pada event WMK 2024. Perancangan ini bertujuan untuk memenuhi kebutuhan branding wirausaha merdeka dengan merancang desain 2D maskot sebagai elemen visual utama dalam branding usaha kreatif yang mengikuti program tersebut. Kampus ini telah melaksanakan WMK ketiga kalinya, namun belum mempunyai maskot sehingga belum memiliki idetitas visual yang kuat dan dapat diingat. Proses perancangan maskot dimulai dari analisis data, pengembangan konsep, sketsa awal, hingga pembuatan desain final. Metode perancangan menggunakan Design Thinking untuk mengatahui kebutuhan pengguna. Dilanjutkan dengan analisis Multidimensional Scaling (MDS) untuk menentukan dimensi yang paling sering digunakan oleh responden dalam menilai suatu objek. Hasilnya diperoleh bahwa maskot WMK kedua dengan tema budaya mendapatkan nilai tertinggi sebanyak 61,42% mengalahkan tema lainnya, maskot tema budaya unggul pada setiap atribut yang diuji. Perancangan maskot kedepannya berkontribusi dalam memperkuat strategi branding dan meningkatkan kesadaran brand dalam program Wirausaha Merdeka selanjutnya.
Usability evaluation of an augmented reality application for ship design learning: Evidence from Nielsen’s Attributes of Usability Muhammad Irsyad Khairi; Amirul Mu'minin
Jurnal Pendidikan Vokasi Vol. 15 No. 2 (2025)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i2.77223

Abstract

The rapid shift toward digital and immersive learning environments has encouraged the use of Augmented Reality (AR) as an instructional medium capable of visualizing complex objects. However, studies examining AR in maritime vocational contexts — particularly ship design — remain limited, and usability-driven development approaches are rarely documented. This study aims to design and evaluate the usability of the EV. Hadapera AR application for ship design learning, focusing on students’ user experience when interacting with immersive 3D learning content. The research adopted a Research and Development approach in combination with the Double Diamond design framework, while usability was assessed using Nielsen’s Attributes of Usability (NAU). A total of 30 students from the Ship Construction Engineering Technology program participated and completed a usability questionnaire following hands-on application use. Data were analyzed using validity and reliability testing, followed by descriptive calculations of usability scores. Results indicate excellent usability performance across learnability (87.6%), satisfaction (85.2%), efficiency (83%), and memorability (82.6%), with the error dimension rated good (79%), producing an overall usability level of 83.48%. These findings demonstrate that the application is intuitive, engaging, and supportive of interactive exploration of ship structures through mobile-based AR. This study contributes empirical evidence on usability-oriented AR design in maritime vocational education and highlights the relevance of NAU as an evaluation framework for immersive learning tools. Future research should expand to larger samples, include multi-device testing, and integrate learning-outcome measurements to complement usability results.