Hafiyan, R. Moch. Rizal
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FASAD CANDI BOROBUDUR SEBAGAI IDE PERANCANGAN DESAIN TIPOGRAFI UNTUK ASET VISUAL BRANDING KABUPATEN MAGELANG Hafiyan, R. Moch. Rizal; Pratama, Novan Edo
Narada : Jurnal Desain dan Seni Vol 9, No 3 (2022)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2022.v9.i3.010

Abstract

Visual branding can be an attraction for tourists to visit in certain areas. Various forms of visual branding in each city and district have begun to be developed with an effort to increase the interest of both local and international tourists to come. Visual branding can also be a visual design asset that can be used to package tourism products using the right visual design assets. One of the things that supports visual branding in an area is the type of typography or font design. Each city or district should have its own typographic design that characterizes the area. Magelang Regency with a fairly well-known tourist spot, namely the Borobudur temple, is a quite interesting tourist destination. However, until now, the design of visual branding, especially typography which is a characteristic of tourism in the Magelang Regency area, has not been fully facilitated, especially since Borobudur is included in the 5 super priority destinations according to the Indonesian Ministry of Tourism and Creative Economy. For this reason, by taking ideas from the facade of the Borobudur temple as an idea in designing typography for Magelang Regency's visual branding assets as an effort to support super priority destination areas. In this design using the design design method with the stages of exploring the source of ideas, experimentation, and formation or embodiment. This design is expected to provide useful visual branding assets for the development of Tourism in Magelang Regency.
Perancangan alat permainan maze berbasis Lean UX untuk menstimulasi kognitif anak PAUD Kurikulum Merdeka Junaedi, Kaffa Refiansya; Jayanti, Ghia Tri; Insani, Handayani Madania; Hafiyan, R. Moch. Rizal
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.16105

Abstract

Cognitive development stimulation is very important in early childhood education because it affects thinking skills and learning readiness. At the age of 4–5 years, learning tools must be adapted to the way children learn. This study aims to create an educational maze game with User Experience (UX) guidelines to help the cognitive development of children aged 4–5 years in the context of the Merdeka Curriculum Early Childhood Education. The research used the Lean UX method, which included reading literature, observing how children learn, compiling design requirements, creating prototypes, and testing users. Based on the results of observations and evaluations, it was found that children responded positively to interactive and visually appealing media and that the application of UX principles in maze games increased children's engagement during learning, especially in their ability to focus, recognize patterns, and solve simple problems. In addition, the interaction between teachers and children also increased during learning activities. The novelty of this research is the application of the Lean UX approach as a framework for designing PAUD educational games that prioritize user experience in design decision-making. The findings of this study have implications for the development of learning media that is more participatory, contextual, and supports active learning in early childhood education