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Prinsip Appeal Karakter Nussa dan Rara pada Serial Animasi Nussa: Analisis Hubungan Simbolik dan Paradigmatik Herwina, Nevlin Cresentia; Najiah, Fatihah Izzati Shifwah; Aji, Restu Ismoyo
DeKaVe Vol 16, No 2 (2023): DeKaVe Vol. 16 No. 2 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v16i2.9627

Abstract

ABSTRAK Tulisan ini bertujuan mengulas prinsip appeal karakter Nussa dan Rara dalam serial animasi Nussa lewat analisis hubungan simbolik dan paradigmatik. Nussa adalah serial animasi yang diproduksi oleh The Little Giantz dan 4stripe Productions. Serial animasi ini mengangkat genre pendidikan anak-anak dan dakwah agama Islam. Karakter utama dalam animasi ini adalah dua bersaudara. Yang laki-laki bernama Nussa dan adiknya yang perempuan bernama Rara. Penelitian menggunakan metode deskriptif kualitatif. Dari analisis terungkap bahwa keduanya memenuhi prinsip appeal yang merupakan satu dari dua belas prinsip animasi. Dari analisis terungkap, adanya hubungan simbolik pada aspek visual, mulai dari atribut, pakaian, dan desain karakter secara fisik dengan nilai-nilai yang kepada mereka disepakati sebagai simbol keislaman dalam masyarakat. Hubungan simbolik terlihat dari hubungan paradigmatik atau in absentia pada kedua karakter, di mana pemilihan aspek visual tertentu yang setara akan berdampak pada makna simboliknya. Kata kunci: prinsip animasi, aspek visual karakter, desain karakter. ABSTRACT This paper aims to review the Appeal principles of Nussa and Rara characters in the Nussa animated series through the analysis of symbolic and paradigmatic relationships. Nussa is an animated series produced by The Little Giantz and 4stripe Productions. This animated series raises the genre of children's education and the da'wah of Islam. The main characters in this animation are two siblings. The boy named Nussa and his sister named Rara. This research uses descriptive qualitative methods. From the analysis it was revealed that the two met the Appeal principle which was one of the twelve animation principles. From the analysis it was revealed, the symbolic relationship in the visual aspect, ranging from the attributes, clothing, and physical design of the character with the values that were agreed as a symbol of Islam in society. The symbolic relationship can be seen from the paradigmatic relationship or in absentia from both characters, where the selection of certain visual aspects will have an impact on the symbolic meaning. Keywords : Animation principle, character visual aspect, character design.
Bentuk Pulau dan Ombak sebagai Grafis Lingkungan Pulau Tabuhan Banyuwangi Aji, Restu Ismoyo
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.v17i2.13957

Abstract

Pulau Tabuhan adalah salah satu dari sekian banyak tempat wisata yang menyimpan keindahan di kabupaten berjuluk “Sunrise of Java”, Banyuwangi. Pasir putih dan pesona bawah lautnya adalah daya tarik Pulau Tabuhan yang memikat pengunjung untuk datang. Meski begitu pulau ini belum memiliki identitas visual yang dapat membedakannya dari tempat wisata lain. Maka dari itu diperlukan perancangan grafis lingkungan berupa landmark tipografi yang sesuai dengan karakteristik khas Pulau Tabuhan. Tulisan ini membahas mengenai perancangan grafis lingkungan dalam bentuk landmark tipografi yang terinspirasi dari Pulau Tabuhan itu sendiri menggunakan metode Design Thinking. Metode ini melibatkan tujuh tahapan: definisi, riset, ideasi, prototipe, pemilihan, implementasi, dan belajar. Setelah menetapkan perancangan landmark tipografi, pada tahap riset dilakukan observasi lapangan dan wawancara dengan warga lokal, pemangku kepentingan, dan wisatawan, untuk memahami keinginan mereka dan karakteristik unik Pulau Tabuhan. Di tahap ideasi dihasilkan gagasan untuk memadukan bentuk pulau dan stilasi ombak dalam perancangan tipografi yang berkarakter organik dan dinamis. Dalam tahap prototipe diuji beberapa alternatif tata letak dan ukuran landmark secara digital yang berujung pada pemilihan desain yang dinilai paling efektif dan efisien, disusul eksekusi pembuatan dan pemasangan landmark “Mutiara Pulau Tabuhan” di pantai sisi utara Pulau Tabuhan pada tahap implementasi. Pada tahap akhir terdapat pembelajaran berupa masukan dari warga lokal untuk penyempurnaan pada desain akhir, sehingga diharapkan desain ini tidak hanya estetis tetapi juga fungsional dan autentik, mencerminkan keindahan dan dinamika Pulau Tabuhan secara harmonis, serta memperkuat keterikatan emosional dengan wisatawan dan penduduk lokal.
Character Design for Sadewa Krama Cinta Sejati Webcomic Istiqomah, Restifar Amalia; Aji, Restu Ismoyo; Setiawan, Bayu
TEXTURE Art and Culture Journal Vol. 8 No. 2 (2025)
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/texture.v8i2.6524

Abstract

This article discusses the design of the main characters of the webcomic Sadewa Krama: Cinta Sejati published on the LINE Webtoon Kanvas platform. This design aims to increase the awareness of individuals aged 16-24 years old towards wayang culture. Wayang is an Indonesian culture that must be preserved. However, as time goes by, the art of wayang has experienced a process of decline due to development of the era. This is due to the language element of the puppet performance which uses the Regional Language (Javanese) and the performance time is at night. Through descriptive qualitative research methods (interviews, observations, and questionnaires) to collect and analyze data as visual concepts. It was revealed that respondents from the questionnaire tended to prefer staying up late to play gadgets. The phenomenon of the development of this era requires wayang to adapt. Hence, there is a need to transfer of mediums to adapt one medium to another. In accordance with this, the right media to communicate the story is a webcomic that can also be accessed through gadgets. Not stopping there, a story that has relevance to the problems of today's teenagers is needed. Problems that they face, for example, the formation of behavior and the search for compatibility with themselves and the environment. Lakon carangan Sadewa Krama is considered to have relevance to these problems. The character design in the webcomic is realized by adapting wayang kulit characters, combined with wayang wong, then represented in a semi-realist/semi-cartoon drawing style.
Perancangan Logo Kampanye “Sparkle On Speak On” sebagai Identitas Kampanye Produk Mouth Spray Kavela Mimpang, Irene Siwi; Chidtian, Aileena Solicitor Costa Rica El; Aji, Restu Ismoyo
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 2: Februari 2026
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v5i2.12945

Abstract

Penelitian ini bertujuan mendeskripsikan proses perancangan logo kampanye ”Sparkle on, Speak on” untuk mouth spray Kavela, sebagai Solusi visual atas masalah kepercayaan diri yang disebabkan oleh bau mulut. Metode yang digunakan mengadaptasi metode design thinking yang meliputi empat tahap: perumusan keyword, ideasi, ekplorasi sketsa, dan finalisasi desain. Dari perancangan yang telah dilakukan menunjukkan bahwa logo yang terpilih efektif menyampaikan makna kampanye melalui setiap elemen visualnya. Hasilnya Adalah identitas visual yang kuat, memorable, dan konsisten yang didukung rencana implementasi pada event merchandise kit untuk memperkuat brand recall.
Perancangan Logo Kampanye “Sparkle On Speak On” sebagai Identitas Kampanye Produk Mouth Spray Kavela Mimpang, Irene Siwi; Chidtian, Aileena Solicitor Costa Rica El; Aji, Restu Ismoyo
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 2: Februari 2026
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v5i2.12945

Abstract

Penelitian ini bertujuan mendeskripsikan proses perancangan logo kampanye ”Sparkle on, Speak on” untuk mouth spray Kavela, sebagai Solusi visual atas masalah kepercayaan diri yang disebabkan oleh bau mulut. Metode yang digunakan mengadaptasi metode design thinking yang meliputi empat tahap: perumusan keyword, ideasi, ekplorasi sketsa, dan finalisasi desain. Dari perancangan yang telah dilakukan menunjukkan bahwa logo yang terpilih efektif menyampaikan makna kampanye melalui setiap elemen visualnya. Hasilnya Adalah identitas visual yang kuat, memorable, dan konsisten yang didukung rencana implementasi pada event merchandise kit untuk memperkuat brand recall.
Character Design for Educational Illustration Books in Knowing Visual Communication Design Seftina, Diani; Aji, Restu Ismoyo; Nisa , Diana Aqidatun
VCD: Journal of Visual Communication Design Vol. 9 No. 2 (2024): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v9i2.4628

Abstract

This research discusses the design of character designs in illustration books getting to know DKV for SMA/MA/SMK teenagers. Teenagers need knowledge and information in making plans for the future, one of which starts with preparing to choose the right major in college. This aims to minimize cases of students feeling like they have entered the wrong major. Apart from that, the existence of the DKV sector is still underestimated by some people due to a lack of knowledge about DKV. The method used in this design is a quantitative descriptive and qualitative descriptive data analysis method through interview data, FGD (Focus Group Discussion), observation, questionnaires, and literature study which culminated in the keyword "Deep understanding DKV with the present" and obtained results in the form of 3 design characters representing 2 DKV students and 1 SMA/MA/SMK teenager. Each character is designed with a contemporary design approach in a contemporary form using a flat design drawing style.
Character Design For Educational Board Game “Kreasi Bento Bersama Teman Sehat” To Prevent Picky Eater Behavior In Preschool Children Anwar, Putri Anindita; Aji, Restu Ismoyo; Yani, Aditya Rahman
VCD: Journal of Visual Communication Design Vol. 10 No. 2 (2025): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i2.5705

Abstract

Preschool children often display picky eating behavior due to their growth stage and independence in choosing food, which can lead to unbalanced nutrition. This research focuses on developing character designs for an educational board game that introduces various nutritious foods in an engaging way. Using a qualitative method, primary data were collected through Focus Group Discussions (FGD), interviews, and observation, while secondary data came from literature studies. The data were analyzed descriptively to identify behavioral and visual patterns suitable for early childhood audiences. The analysis produced the concept “Active and Independent Behavior” as the foundation for character design. The resulting visual outcomes include five characters: four main figures called Teman Sehat and one antagonist, Monster Manis si Tetangga Menyebalkan. Each character was designed in an anthropomorphic style using simple shapes and bright colors to emphasize friendliness and emotional connection. The findings are expected to inform future design practices for educational media that promote healthy eating habits through visual storytelling and interactive play.
Desain Karakter pada Buku Ilustrasi Mengenai Suicidal Thoughts untuk Generasi Z Solikah, Aimmatus; Aji, Restu Ismoyo; Arifianto, Pungky Febi
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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

Abstract

The issue of suicidal thoughts among Generation Z has become a serious concern, marked by the high prevalence of depression and suicidal ideation within this age group. This article discusses the strategy for designing characters for an illustrated book addressing suicidal thoughts among individuals aged 17 to 21. Through a comprehensive, mixed-methods methodology incorporating interviews with mental health professionals and illustrators, surveys of target audience respondents, and comparative visual analysis, this research creates characters that serve as both educational tools and emotional anchors. The final outcome is the design of two characters that represent physical characteristics, visual styles, and emotional markers relevant to the Gen Z experience. The design approach thoughtfully integrates aspects of personal identity, social pressures, and psychological expression. This character design strategy not only fosters reader empathy but also establishes an emotional connection, making complex mental health topics more accessible and understandable.