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ARTWORK BOARD GAME “MY PET” SEBAGAI MEDIA PENGENALAN TANGGUNG JAWAB PADA ANAK Maximilianus Novaryant; Jasson Prestiliano; Peni Pratiwi; T. Arie Setiawan Prasida
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 9 No. 1 (2024): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v9i1.18450

Abstract

AbstractArtwork Board Game "My Pet" as an Introduction to Children’s Responsibility. Pets can be good friends for children, but it is important to teach children how to be responsible for their pets. In the board game, there is one element that is important for the smooth delivery of the board game message, namely the visual artwork element. “My Pet” board game is a game designed with artwork to educate children about the responsibility of their pets. The method used in this research is a mixed method with the strategy used being cyclic. The “My Pet” board game artwork is implemented and arranged in such a way based on the visual perception and visual tastes of children 7-8 years old so that the board game is attractive, interactive, communicative, and the information message on the board game can be received properly and clearly by children. The design result is made into a prototype and then continues to the board game artwork testing stage. From this research, it can be concluded that board game artwork which is designed by taking into account the visual perception and visual tastes of the target audience, in this case, children aged 7-8 years, can help children understand the content of the message the board game wants to convey, namely introducing children to responsibility in taking care of his pets.Keywords: pets, board game, visual artwork, illustration, children AbstrakArtwork Board Game “My Pet” Sebagai Media Pengenalan Tanggung Jawab pada Anak. Hewan peliharaan dapat menjadi teman yang baik bagi anak-anak, tetapi penting untuk mengajarkan anak bagaimana bertanggung jawab terhadap hewan peliharaannya. Pada board game ada salah satu elemen yang penting bagi kelancaran penyampaian pesan board game yaitu elemen visual artwork. Board game “My Pet” adalah game yang dirancang dengan artwork untuk mengedukasi anak tanggung jawab pada hewan peliharaannya. Metode yang digunakan dalam penelitian ini yaitu menggunakan metode mixed method dengan strategi yang digunakan yaitu cyclic. Artwork board game My Pet diimplementasikan dan diatur sedemikian rupa dengan berdasarkan persepsi visual dan selera visual anak 7-8 tahun agar board game menarik, interaktif, komunikatif, dan pesan informasi pada board game dapat diterima dengan baik dan jelas oleh anak. Hasil perancangan dibuat menjadi prototype yang kemudian dilanjutkan ke tahap pengujian artwork board game. Dari penelitian ini didapatkan simpulan bahwa artwork board game yang dirancang dengan memperhatikan bagaimana persepsi visual dan selera visual target audience dalam kasus ini anak usia 7-8 tahun, dapat membantu anak dalam memahami isi pesan yang ingin disampaikan oleh board game yaitu mengenalkan anak tanggung jawab dalam merawat hewan peliharaannya.Kata kunci: hewan peliharaan, permainan papan, karya seni visual, ilustrasi, anak
Perancangan UI/UX pada website Arttrash menggunakan metode Design Thinking Agnestisia, Amelliandha Evifania; Wenas, Michael Bezaleel; Pratiwi, Peni
AITI Vol 21 No 1 (2024)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/aiti.v21i1.14-28

Abstract

Appearance covid-19 influenced Arttrash, one of the Salatiga MSMEs engaged in selling miniature waste recycling, because it caused Arttrash to reduce its production capacity so that people worried that Arttrash would be forgotten. This study discusses designing a UI/UX-based website as a promotional medium for Arttrash to expand its business share. UI/UX was designed using the method of design thinking, which realizes the value of environmental preservation based on the use of raw materials from waste—using a qualitative approach to get the problem faced. The result UI/UX was evaluated using the method of usability testing. The result is that design thinking maximizes the design of the UI/UX website Arttrash for help in understanding the target user so that users feel comfortable and easily explore the website Arttrash.
ANALYSIS OF MULTISENSORY LEARNING MEDIA NEEDS FOR CHILDREN IDENTIFIED WITH DYSLEXIA DISORDER Sarajar, Dewita; Pratiwi, Peni
Counsenesia Indonesian Journal Of Guidance and Counseling Vol 5 No 1 (2024): COUNSENESIA 2024
Publisher : Program Studi Bimbingan dan Konseling Universitas Tunas Pembangunan Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/cijgc.v5i1.3538

Abstract

Learning in primary school requires proficiency in reading and writing. In practice, there are many students who experience problems in reading and writing. one of the causes is dyslexia. This research aims to analyze the form of problems experienced by students identified as dyslexic and the learning media needed by them, because students identified as dyslexic need different learning media from regular students. The research method used is a qualitative approach. The result of this research is The result of this study is that the reading learning media used by students identified as dyslexic still use the same media as regular students. The result of this study is that the reading learning media used by students identified as dyslexic still use the same media as regular students, while students identified as dyslexic need multisensory-based learning media. Multisensory media is considered appropriate because it can facilitate the needs of children with dyslexia for a richer learning experience.
Perancangan Buku Aktivitas Interaktif Sebagai Media Edukasi dalam Meningkatkan Kepercayaan Diri Pada Anak Usia 4-6 Tahun Paulina Ayu Pradana Putri Kofan; Birmanti Setia Utami; Peni Pertiwi
Jurnal Pendidikan Indonesia Vol. 5 No. 12 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i12.6306

Abstract

Kepercayaan diri merupakan faktor penting dalam perkembangan anak usia dini, karena memegang peranan penting dalam pertumbuhan dan kedewasaan anak secara keseluruhan. Oleh karena itu, berbagai keterampilan yang dimiliki anak dalam kelompok usia ini harus terus diasah dan dioptimalkan. Tujuan utama dari menumbuhkan rasa percaya diri pada anak usia 4-6 tahun adalah untuk memberdayakan mereka agar mampu mengeksplorasi dan mempelajari lingkungan mereka secara efektif sesuai dengan standar pencapaian perkembangan, khususnya dalam aspek sosial-emosional seperti kesadaran diri. Misalnya, anak harus mampu menunjukkan rasa percaya diri dengan bersedia tampil di depan umum, memiliki rasa percaya diri, terlibat dalam interaksi sosial dengan teman sebaya, dan mempertahankan pandangan positif terhadap aktivitas mereka. Dari permasalahan yang ada, sangat penting untuk mengembangkan media yang dapat mendidik dan menumbuhkan rasa percaya diri pada anak melalui metode yang menyenangkan dan konstruktif. Penelitian ini menggunakan pendekatan kualitatif untuk memahami dan menjelaskan berbagai isu seputar penerapan media edukasi, khususnya buku aktivitas interaktif. Data yang dikumpulkan dari penelitian ini akan dianalisis secara komprehensif untuk memberikan perspektif terperinci yang dapat menjadi referensi untuk tujuan desain. Hasil penelitian ini diharapkan dapat meningkatkan pemahaman tentang efektivitas buku aktivitas interaktif sebagai alat untuk mengembangkan rasa percaya diri anak. Harapan dalam penelitian ini, media ini juga dapat merangsang minat siswa dalam membaca dan meningkatkan kemampuan konsentrasi mereka. Oleh karena itu, penelitian ini tidak hanya berkontribusi pada peningkatan rasa percaya diri anak, tetapi juga berfungsi sebagai sumber belajar tambahan yang mendukung penyampaian materi kepada anak dengan cara yang mudah dipahami.
Analisis Persepsi Visual Audiens Pada Iklan Make-up Series Azarine X Red Velvet Bunga Humanika, Florencia Irena Arinda; Utami, Birmanti Setya; Pratiwi S, Peni
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i3.56379

Abstract

Dalam peluncuran produk kosmetik baru, Azarine menawarkan produk make-up series dengan brand ambassador Red Velvet, girl band asal Korea. Tujuan penelitian adalah untuk mendeskripsikan dan memahami tanda, penanda dan petanda, makna denotatif, makna konotatif, mitos dan kode tanda berdasarkan teori Semiotika Roland Barthes terhadap iklan video klips edisi “Azarine X Red Velvet Eyettention Series” dan “Azarine X Red Velvet Tinted Lippie Cake Series”. Menggunakan metode kualitatif dengan teknik pengumpulan data berdasarkan sumber video klips yang telah ditentukan, wawancara dan studi pustaka. Teknik Analisa data dilakukan menggunakan Analisa semiotika Roland Barthes dan teori interaksionisme simbolik dari George Herbert Mead dengan cara melihat, mengamati, mencatat dan mencari hubungan antara makna denotatif dan makna konotatif pada obyek yang diteliti. Validasi data dilakukan dengan teknik triangulasi data yaitu, melakukan pengamatan secara teliti dan berulang-ulang terhadap obyek dan dokumen pendukung lainnya.
Perancangan Visual Artwork Dengan Teknik Desain Pop Up Pada Board Game Untuk Media Pembelajaran Pencegahan Malnutrisi Untuk Usia 10 – 11 Tahun Sutikno, Melinda Rachel; Prestiliano, Jasson; Pratiwi, Peni; Setiawan, Arie
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i01.724

Abstract

Lack of fruit and vegetable intake can cause malnutrition in the body because fruits and vegetables contain many important vitamins for body health. Children are reluctant to eat fruits and vegetables due to lack of awareness of healthy eating patterns. In this problem, children need to be given education, namely board game learning media for the prevention of malnutrition entitled "fruitvege missions". This design uses a combined method, namely "mixed method" to obtain more robust and comprehensive data. In designing, it also takes an interesting and unique visual artwork, namely pop up because it is three-dimensional and interesting for children. The things obtained in this board game improve the quality of children's learning and help children be aware of health from an early age.
ANALISIS FRAMING WACANA GENDER STEREOTYPING DALAM TRAILER FILM SERIAL BRIDGERTON MUSIM PERTAMA Wibowo, Meriva Putri; Bezaleel, Michael; Pratiwi, Peni
AKSA: Jurnal Desain Komunikasi Visual Vol. 9 No. 1 (2025): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v9i1.200

Abstract

During the COVID-19 pandemic, the Indonesian film industry experienced a significant decline in both the number of productions and revenue. One of the main contributing factors was the shift of audience behaviors, as viewers turned to video on -demand services, such as Netflix, which making them more selective and critical of audiovisual contents. Consequently, the competition to attract audience interest become more challenging and trailer plays a crucial role for influencing audience decisions to watch a film or series. In the trailer for the first season of Bridgerton, which incorporated a specific discourse on gender stereotyping that resonates with social issues nowadays, contributing to the series’ record-breaking viewership hours. Based on this phenomenon, this study aims to analyse the influence of promotion media, which is trailer containing particular discourses, in attracting audience interest to watch the series. This research will apply a qualitative method, utilizing data collection techniques, which are interviews and observations. The data obtained will be analyzed using the framing analysis approach developed by William Gamson and Andre Modigliani to uncover the meanings behind scenes in the trailer related to gender stereotyping discourse.
Desain Antar Muka Website Oemah Djari dengan Pendekatan User Centered Design I Wayan Marfilianto Prayuda Tunas; Peni Pratiwi; Jasson Prestiliano; Michael Bezaleel
Jurnal Desain Vol 10, No 3 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i3.14869

Abstract

Oemah Djari adalah jenis usaha yang bergerak di sektor akomodasi dan restoran namun mengalami kendala pada saat pandemi covid-19 yang masih berlangsung, sehingga berdampak pada penyebaran informasi secara konvensional. Menurut data dari badan pusat statistik menyebutkan perusahaan yang bergerak pada bidang akomodasi dan restoran mengalami kenaikan 7,10 persen saat pandemi dalam menggunakan teknologi dan internet. Oemah Djari membutuhkan sebuah media alternatif yang dapat diakses secara daring, salah satu media yang menjadi media alternatif adalah website. Fokus penelitian adalah merancang tampilan antar muka website dengan melihat kebutuhan pengguna. Penelitian ini menggunakan metode campuran dengan strategi pendekatan User centered design (UCD). Tahapan UCD yaitu understand context of use, specifying user requirements, design solution, evaluate against requirements. Data diperoleh dari hasil wawancara, kuesioner, observasi, studi literatur, internet, dan dokumentasi. Hasil penelitian adalah perancangan antar muka website dengan pendekatan UCD dapat membantu menemukan solusi sesuai kebutuhan target pengguna. Berdasarkan hasil pengujian menunjukkan bahwa dengan pendekatan UCD website sudah berhasil membuat tampilan website secara informatif, komunikatif dan interaktif sesuai kebutuhan target pengguna.
Perancangan UI/UX pada Website Aerialmovie Menggunakan Metode Design Thinking Mannuel Valent Krisnandyo; T. Arie Setiawan Prasida; Peni Pratiwi
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 10 No 3 (2026): JULY 2026
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET) - Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v10i3.5906

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In expanding the market reach of Aerialmovie services through information dissemination, several issues were identified with the promotional media used, resulting in the current scope of information only reaching certain clients. This study discusses the design of a website-based UI/UX as a medium for disseminating information and promotional tools for Aerialmovie. The UI/UX design on the website uses the design thinking method to identify existing problems. Qualitative and quantitative approaches are used as means of data collection. The UI/UX design is evaluated using the usability testing method, and the results show that the application of design thinking improves the UI/UX design of the Aerialmovie website because it helps to understand the target users, so that they feel more comfortable and find it easier to access the Aerialmovie website.
KAJIAN SEMIOTIKA PESAN IKLAN ROKOK LA LIGHTS “KENALI LUAR DALAM” DALAM PROSES KOMUNIKASI HAROLD LASSWELL Gabriela Thesalonica Efendy; Peni Pratiwi; Michael Bezaleel Wenas
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 12, No 3 (2025): Desember
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v12i3.73944

Abstract

Indonesian goverment has established prohibiting policy direct visualization of cigarette products in advertisments, as a result cigarette companies must convey their advertisements implicitly, as exemplified in LA Lights commercial titled, “Kenali Luar Dalam #MikirDulu”. This study aims to analyze the meaning behind the LA Lights advertisement using qualitative research method, Harold Lasswell’s communication theory, and semiotic analysis theories from Saussure and Barthes. Through message analysis (‘what if’), true meaning of both visual an verbal signs within the advertisement revealed. The research subjects consist of young adults aged 21-25 who are either university students or part-time employee, have smoking habit, and technologically adaptive. In conclusion, the fundamental meaning of this advertisement is that the LA Lights “Kenali Luar Dalam #MikirDulu” commercial seeks to encourage audiences not only to percieve the advertisement as a promotional strategy but also to cultivate critical and wise thinking in understanding various aspects of daily life.