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PERANCANGAN BUKU “KOMUNIKASI DALAM ISYARAT” SEBAGAI MEDIA PENGENALAN HURUF HIJAIYAH UNTUK ANAK TUNARUNGU BERBASIS ILUSTRASI Mahendra Wibawa; Anita Wulan Suci
Gorga : Jurnal Seni Rupa Vol 10, No 1 (2021): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v10i1.25523

Abstract

Deaf childrens are children with hearing limitation that can be fully or partial hearing function problems. Deaf childrens can communicate using movement pattern combinations (sign language), accompanied by face expression dan lips reading that can be studied using eyesight. For moslem deaf children, they have limitation on understanding and memorizing hijaiyah alphabets. One of the factors that make it hard to learn is the learning media limitation on Al-Quran for deaf childrens. Media that usually use to learn hijaiyah alphabets is Iqro books, the weak side of this book is there’s no procedure on how to pronounce Al-quran from letters of alphabets or in hijaiyah sign. Start from this limitation on deaf childrens and iqro book’s weaknesses, the idea to designing illustration book of hijaiyah alphabet introduction for deaf children was emerge. The media for the design is a book titled “Komunikasi dalam Isyarat” (“Communicate in sign”) in 20 x 20 cm size with 53 pages and soft covered, the content pages will be in HVS 100g paper. This book will contain hijaiyah alphabets, hijaiyah sign, exercises, evaluation test, and puzzle pieces that will be included in puzzle container.Keywords: book, illustration deaf, sign, hijaiyah.AbstrakAnak tunarungu merupakan anak dengan keterbatasan pendengaran yang kurang berfungsi dengan baik maupun tidak sama sekali. Anak tunarungu berkomunikasi dengan cara menggunakan kombinasi pola gerakan tertentu, juga disertai dengan ekspresi wajah dan gerak mulut yang bisa dibaca secara visual melalui indera penglihatan. Bagi anak tunarungu muslim, keterbatasan lainnya yaitu sulit memahani dan menghafal huruf huruf hijaiyah. Salah satu faktor penyebab sulit memahami huruf hijaiyah adalah keterbatasan media belajar Al-Qur’an khusus untuk anak tunarungu. Media yang selama ini digunakan untuk belajar huruf hijaiyah adalah buku Iqro’, kelemahan pada buku ini karena di dalamnya tidak ada cara membaca Al-Qur’an melalui huruf abjad maupun isyarat hijaiyah. Berawal dari keterbatasan anak tunarungu dan kelemahan pada buku Iqro’, muncullah ide merancang buku ilustrasi pengenalan huruf hijaiyah untuk anak tunarungu. Media yang dirancang merupakan buku berjudul “Komunikasi dalam Isyarat” berukuran 20 cm x 20 dan memiliki 53 halaman, cover buku menggunakan soft cover, dan lembaran halaman menggunakan bahan kertas HVS 100g . Buku ini berisi tentang materi huruf hijaiyah, isyarat hijaiyah, latihan soal, soal evaluasi, dan potongan puzzle yang diletakkan ke dalam puzzle container.Kata Kunci: buku, ilustrasi, tunarungu, isyarat, hijaiyah. Authors: Mahendra Wibawa : Sekolah Tinggi Informatika dan Komputer Indonesia MalangAnita Wulan Suci : Sekolah Tinggi Informatika dan Komputer Indonesia Malang References:38 Lineart. (2019). Kid Knowledges 1. https://www.dafont.com/kids-knowledge.font (diakses tanggal 09 Juni 2021).Darulashom. (2020). Bahasa Isyarat Hijaiyah. https://www.facebook.com/ponpesdarulashom/photos/a.107301890843658/169103007996879 (diakses tanggal 09 Juni 2021).Figuree Studio. (2019). Play Kidz. https://www.dafont.com/playkidz.font (diakses tanggal 09 Juni 2021).Geswein, K. (2017). kg she persisted. https://www.dafont.com/kg-she-persisted.font (diakses tanggal 09 Juni 2021).Gumelar, G., Hafiar, H., & Subekti, P. (2018). Bahasa Isyarat Indonesia Sebagai Budaya Tuli Melalui Pemaknaan Anggota Gerakan Untuk Kesejahteraan Tunarungu. NFORMASI: Kajian Ilmu Komunikasi, 48(1), 66-67.Huda, N. (2019). Aplikasi Bahasa Isyarat Pengenalan Huruf Hijaiyah Bagi Penyandang Disabilitas Tuna Rungu. Jurnal Sisfokom (Sistem Informasi dan Komputer), 8(1), 1-6.. https://doi.org/10.32736/sisfokom.v8i1.582.Ikbal, M. (2021). Huruf Hijaiyah: 30 Huruf Arab yang Luar Biasa [PENJELASAN LENGKAP]. hasana.id. https://hasana.id/huruf-hijaiyah/ (diakses tanggal 09 Juni 2021).Monica, M., & Luzar, L. C. (2011). Efek Warna dalam Dunia Desain dan Periklanan. Humaniora, 2(2), 1084-1096. https://doi.org/10.21512/humaniora.v2i2.3158.Novitasari, D. (2018). Kajian Estetika Melalui Bentuk Keseimbangan Ilustrasi Durga Dengan Teknik Sablon Discharge Sederhana. Jurnal Bahasa Rupa, 1(2), 73–80. https://doi.org/10.31598/bahasarupa.v1i2.263.Rahmawati, A. (2014). Pembelajaran Menggambar Ilustrasi Kartun Siswa Kelas VIII E SMP Negeri 1 Keling Kecamatan Keling Kabupaten Jepara. Eduarts: Jurnal Pendidikan Seni, 3(1), 45–53. https://doi.org/10.15294/eduart.v3i1.4055.Sanyoto, S. E. (2006). Metode Perancangan Komunikasi Visual Periklanan. _______ : Dimensi.Sasongko, M. N., Suyanto, M., & Kurnaiawan, M. P. (2020). Analisis Kombinasi Warna pada Antarmuka Website Pemerintah Kabupaten Klaten. Jurnal Teknologi Technoscientia, 12(2), 153–158.Sesdiawan, M. (2013). Perancangan Media Buku Pop-Up Sebagai Upaya Pencegahan Perilaku Anak Usia 7-12 Tahun Berisiko Obesitas Di Bandung the Design of the Media Book Pop-Up Behavior Prevention Efforts As Thechildren Aged 7-12 Years Are At Risk of Obesity in. e-Proceeding of Art & Design, 2(2), 388–395.Setywan, D. I., Tolle, H., & Kharisma, A. P. (2017). Perancangan Aplikasi Communication Board Berbasis Android Tablet Sebagai Media Pembelajaran dan Komunikasi Bagi Anak Tunarungu. Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, 2(8), 2933–2943.The Little Hijabi Homeschooling. (2020). Poster Isyarat Hijaiyah. https://www.facebook.com/thelittlehijabi/photos/pcb.1553988721421966/1553988514755320/ (diakses tanggal 09 Juni 2021).Wibawa, M., & Suci, A. W. (2021). "Kumpulan Foto dan Gambar Penelitian". Hasil Dokumentasi Pribadi: 26 Februari 2021, STIKI Malang.Wisnuwardani, D. P. (2019). Ada 4, Kenali Ragam Disabilitas. Liputan6.Com. https://m.liputan6.com/disabilitas/read/4126110/ada-4-kenali-ragam-disabilitas (diakses tanggal 09 Juni 2021).
INFOGRAFIS KOMPETENSI MULTIMEDIA DAN DESAIN GRAFIS DI PROVINSI JAWA TIMUR Saiful Yahya; Mahendra Wibawa; Surya Afandi
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 2, No 2 (2017)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.429 KB) | DOI: 10.17977/um037v2i22017p98-106

Abstract

Infografis merupakan bentuk penyajian visual berdasarkan data-data untuk memudahkan pemahaman pembacaan data yang disampaikan. Jawa timur sebagai salah satu provinsi yang memiliki 9 suku bangsa yang memiliki keragaman budaya mulai dari budaya Osing di ujung timur provinsi hingga budaya Mataraman di ujung barat.  Penelitian Kompetensi multimedia dan desain grafis angkatan muda kerja pada 5 kota Jawa Timur sebagai data sampling.  Tahapan penelitian diawali dengan analisa data kompetensi, pengolahan hasil analisa data menjadi data visual.  Pengolahan data menjadi data visual melalui tahapan, penggalian data visual yang berhubungan dengan data, penyederhanaan bentuk data visual, pengkomposisian data visual dan finalisasi visual.
Perancangan Buku Pakaian Adat Madura Untuk Anak Usia 9-12 Tahun Melalui Media Ilustrasi Pratiwi Setiyo Trimawarni; Ida Siti Herawati; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 2 No 01 (2020): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.412 KB) | DOI: 10.32664/mavis.v2i01.478

Abstract

Madura traditional clothing illustration book is intended for children at the age of 9-12 years old or school age grades 3-6. The children can think spontaneously make interaction with objects in the environment and learn. The designer design the media through an attractive illustration book to interest the children in reading and observing the visualization. The Design Model is taken from Sanyoto design model, which begins with the background of the problem, identification, data sources, data analysis, synthesis, design concepts, the design, prototype and final process. The designing of an illustration book is conducted by using the sketch process then applying in digital by using Adobe Photoshop CC software and corel draw packaged into a hardcover book in 17.5 cm x 17.5 cm dimension. In addition to the main media, the project is also designing the support media to promote illustrative books on Madura traditional clothing such as x-banner, key chain, t-shirt, tote bag, glass and fan. This illustration book has its supporting media to promote illustration books on Madura traditional clothing, such as x-banner, key chain, t-shirt, tote bag, glass, fans and stickers. The next designer is expected to be able to design similar project by using different media.
Sebuah Perancangan Brand Identity Oina Craft sebagai Identitas Perusahaan Kriya di Kota Malang Retnoningtiyas Ningtiyas; Pujiyanto Pujiyanto; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 2 No 2 (2020): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.507 KB) | DOI: 10.32664/mavis.v2i2.512

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The Oina Craft business is a craft business in the city of Malang which has just been formed and does not yet have an identity to be recognized by the wider community, so it is necessary to design an Oina Craft Brand Identity as the identity of the Craft Company in Malang. The design of the brand identity is carried out using data collection methods such as observation and interviews, then the design method used is through the stages of brainstorming, thumbnail, rough sketch logo, and comprehensive logo, after which a final design is formed which is then tried out on the target audience. The design of the Oina Craft brand identity produces logos as the main and supporting media in the form of logos, Graphic Standards Manual (GSM) books, business cards, letterheads, envelopes, notes, brochures, xbanners, stickers, promotional uniforms, souvenirs, facebook, and Instagram. In conclusion, the media produced certainly have advantages and disadvantages in helping introduce the Oina Craft business.
Sebuah Perancangan Brand Identity Industri Kecil Menengah “Pawone Unin” sebagai Identitas Usaha Katering di kota Malang Mifthahul Haeruddin Wijaya; Pujiyanto Pujiyanto; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 2 No 2 (2020): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.035 KB) | DOI: 10.32664/mavis.v2i2.513

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Small and Medium Industry Pawone Unin is a catering business in the city of Malang which was founded in 2015 to offer products and services but does not yet have a business identity to be recognized by the wider community, so it is necessary to design a Small and Medium Industry Brand Identity "Pawone Unin" as a Catering Business Identity in the Malang City. The design of the brand identity is carried out through the stages of data collection such as observation, interviews, questionnaires, document data and library data, then the design method uses the brainstorming, thumbnail, rough sketch, and comprehensive stages. Designing Small and Medium Industry Brand Identity "Pawone Unin" as Catering Business Identity In Malang City produces an identity in the form of a logo and a logo application guidebook as the main media and supporting media in the form of business equipment and promotional media. The conclusion is that the Design of Small and Medium Industry Brand Identity "Pawone Unin" as a Catering Business Identity in Malang City produces design results in the form of brand identity, graphic standard manuals or application manuals, and implementation media.
Perancangan Buku Ilustrasi Panduan Pertolongan Pertama Cedera Olahraga Bola Basket Ahmad Junaedi; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 1 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (518.766 KB) | DOI: 10.32664/mavis.v3i1.545

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Basketball injury is a problem of damage at the structure and function of the body because continuous of the stress on physically and mentally when play basketball. The education of injuries and first aid for injuries is important for the future and career sustainability of basketball athletes. Illustration Book Design of First Aid Guide on Basketball Injury to provide information about injuries and how to get first aid of the injuries. Design process of this final project what needs to be done is to identify data from library data sources and field data sources, the next stage is to draw a conclusion from the data that has been obtained. After the conclusion is completed, an answer is drawn to be used as a reference. After a reference is made, the design concept process and design process are carried out, then the digitalitation stage is carried out until the final design. The results obtained from this design is the production of an information tools for first aid of basketball injuries. With the Illustration Book Design of First Aid Guide on Basketball Injury, it’s hoped that it can provide information and education to basketball coaches and athletes so that safety and security in basketball can be maintained.
West Papua Culture-Based Virtual Youtuber Avatar Design with animated rigging on live2D Cubism Dinda Reza Safitri; Mahendra Wibawa
IC-ITECHS Vol 3 No 1 (2022): IC-ITECHS
Publisher : IC-ITECHS

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

Abstract

Recent technological developments have opened up a golden opportunity for the world to see Papuan culture in Indonesia. Currently, virtual YouTubers are idols and brand ambassadors, but there are still no virtual YouTubers with West Papua's unique culture. The purpose of designing a virtual YouTuber avatar based on West Papuan culture is to create a virtual character that can represent West Papuan culture so that we can add alternative Indonesian YouTuber virtual characters, especially those with West Papuan aspect. is directed toward Papuan culture to national and international range. With its unique West Papuan culture, this character design mockup needs to be animated before entering the Youtuber's virtual world. Rigging or bone attachment animations are created in the Live2D Cubism Software and moved using face tracking technology in the Vtube Studio Software.
Pengenalan Jajanan Tradisional Kepada Siswa SD di Malang melalui Boardgame Shella Dwi Pramaysari; Eva Handriyantini; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.804

Abstract

The subject of souvenirs which discusses traditional local snacks is already provided in the thematic book. This book is published by the government for elementary grade and is also used in SDN Pisangcandi 2 Malang. The subject itself is simple, but yet considered not optimally absorbed by students due to the absence of learning support media that can be used to facilitate the teaching and learning process. The solution offered for this problem is to create a board game as an interactive learning media. This media will be able to improve learning outcomes related to the topic of traditional snacks. Boardgame as an interactive media also can create children's interactions with each other and minimizing addiction to other electronic devices such as smartphones or tablets. The method used in this research is a design method that begins with the concept phase, the design phase, and prototyping before reaching the final result. This Djatra board game is made using a storyline that can make the player animate the character's role. This research outcome is a full set of boardgame packaged with attractive visuals, adapted to the characteristics of students to make them interesting and making it easier to understand the subject comprehensively
Perancangan Feed Instagram Sebagai Konten Media Promosi Taman Baca Zahra Ajeng Permata Nur Fitri; Mahendra Wibawa
GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL Vol. 5 No. 1 (2023): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v5i1.137

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Proses membaca merupakan faktor penentu kemajuan suatu bangsa. Tanpa disadari, manfaat membaca bisa menjadi banyak inspirasi bagi kita. Sayangnya, membaca akhir-akhir ini terabaikan oleh berbagai kalangan karena kesibukan dan juga media yang lebih praktis seperti TV, radio dan media online. Perancangan media promosi ini bertujuan untuk memperkenalkan Taman Baca Zahra kepada masyarakat sehingga dapat menarik minat pengunjung. Metode yang digunakan dalam perancangan ini adalah Design Thinking atau biasa disebut metode pemikiran desain. Data yang dikumpulkan berasal dari wawancara, kuesioner dan observasi. Perancangan ini ditujukan kepada khalayak dengan sasaran terutama anak sekolah dasar mulai usia 7 hingga 12 tahun dan para orang tua untuk mendorong anak meningkatkan minat membacanya. Hasil yang didapatkan adalah media utama berupa media promosi yang dibuat berbasis media sosial instagram meliputi konten, feed, reels, video teaser, gif, story instagram dan media pendukung yang terdiri atas media cetak merchandise, poster, banner dan lain sebagainya. Hasil uji coba dari media yang dirancang menunjukkan bahwa konten yang diunggah menarik, dan informatif. Dengan adanya media pendukung lainnya perlahan meningkatkan pengunjung di Taman Baca Zahra dan kegiatan membaca menjadi kebiasaan untuk kedepannya.
PERANCANGAN IDENTITAS VISUAL KAMPUNG KERAMIK DINOYO MALANG Mahendra Wibawa
Jurnal Desain Komunikasi Visual Asia Vol 3 No 2 (2019): Volume 3 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v3i2.394

Abstract

This research aims to produce a visual identity for the Dinoyo Malang ceramic village. Data was collected through interview methods and document studies analyzed by the S.W.O.T method. This design produced a GSM (Graphic Standard Manual) that contained the Dinoyo ceramic village logo, tagline, along with two characters Kerama and Krani as the mascot of the village.