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All Journal Gorga : Jurnal Seni Rupa Corak : Jurnal Seni Kriya DeKaVe Rekam : Jurnal, Fotografi, Televisi Animasi Jurnal Inovasi Teknologi Pendidikan Tanra : Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Journal of Contemporary Indonesian Art Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Pengabdian Kepada Masyarakat (Indonesian Journal of Community Engagement) Proceeding of the Electrical Engineering Computer Science and Informatics Arty: Jurnal Seni Rupa Jurnal Bahasa Rupa Jurnal Bina Praja Visualita : Jurnal Online Desain Komunikasi Visual Abdi Seni Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Ornamen Jurnal Pengkajian dan Penciptaan Seni Kriya Ultimart: Jurnal Komunikasi Visual Jurnal Desain Jurnal Tekno Kompak Jurnal Ilmu Komputer dan Desain Komunikasi Visual Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Jurnal Nawala Visual Ideas: Jurnal Pendidikan, Sosial dan Budaya Jurnal Mnemonic IJITEE (International Journal of Information Technology and Electrical Engineering) Visual Heritage: Jurnal Kreasi Seni dan Budaya Jurnal Digit : Digital of Information Technology ARTISTIC : International Journal of Creation and Innovation CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Jurnal Nasional Teknik Elektro dan Teknologi Informasi ArtComm : Jurnal Komunikasi dan Desain Jurnal Teknik Informatika dan Desain Komunikasi Visual Jurnal Rupa Matra : Media Seni, Komunikasi Visual, Desain Grafis Dan Multimedia Sanggitarupa Jurnal Bahasa Rupa International Journal of Digital Learning on Languages and Arts Jurnal Bahasa Rupa Jurnal Teknik Informatika dan Desain Komunikasi Visual
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DESIGN USER INTERFACE DUNIAKU.COM MOBILE APPLICATION USING DESIGN THINKING METHOD Aqviriyoso, Roman; Rachman, Anung; Yunianto, Ipung Kurniawan
Arty: Jurnal Seni Rupa Vol 11 No 1 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i1.57136

Abstract

Di era digital dengan perkembangan teknologi yang semakin maju, media informasi memiliki peranan penting dalam memenuhi kebutuhan masyarakat dalam menemukan informasi. salah satu media informasi yang cukup dikenal adalah Duniaku.com, merupakan website yang menjadi penyedia informasi seputar geek culture dengan target audiens para millennial dan generasi Z. Namun dengan target audiens tersebut, media informasi berbasis website belumlah cukup, karena selain penggunaan website dalam memberikan informasi seputar geek culture pada para masyarakat, duniaku.com juga memerlukan media lain untuk penyebaran konten dengan lebih efisien, yang mana media yang dimaksut adalah aplikasi mobile. Dengan fakta bahwa aplikasi mobile lebih diminati para audience maka diperlukanlah desain UI dengan menggunakan gaya atau aliran yang berhubungan dengan generasi sekarang.
2D ANIMATION CREATION WITH BUJANG GANONG ART THEME Anindhitya, Hanung; Rachman, Anung; Kurniawan, Rendya Adi
Arty: Jurnal Seni Rupa Vol 11 No 1 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i1.57351

Abstract

In this day and age, many traditional arts are marginalized. Marginalization according to the Big Indonesian Dictionary can be interpreted as "marginalizing". Many young people are more familiar with foreign cultures than their own culture, one of which is Korean dance. Whereas in East Java itself there are dances that are no less unique, namely the Bujang Ganong Dance contained in the Reog Ponorogo art. In the midst of the rapid advancement of information technology and the creative industry today, animation is one of the most effective informative media in presenting stories and introducing regional arts because it is more attractive to the target market. In the process of making this animation using qualitative methods using primary data in the form of interviews and secondary data using sources from the internet. While in the design of this 2D animation using the design thinking method. Design thinking which has been popularized by David Kelley and Tim Brown has 5 stages in the process, namely empathize, ideate, define, prototype and the last is test. Using design thinking allows writers to collect various information about existing problems so that they are able to develop ideas and create more innovative alternatives.
KENDAL CITY BRANDING Ismiati, Dwi; Rachman, Anung; Setiawan, Aris
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1249

Abstract

In 2021, Kendal district launched the city branding program through Kendal Handal "Beautiful Land Good Bussines". This research aims to describe and analyze meaning of symbols contained in Kendal logo. Logo is a symbol represents person and used to visualize the image or characteristic institution, company or organization. This research uses qualitative method with theory iconography and iconology by Erwin Panofsky to reveal meaning of logo through the aesthetic aspects of design. Through a semiotic approach by Charles Sanders Peirce to examine in depth elements of meaning in Kendal logo. Based on the findings of analysis, Kendal logo able to carry local wisdom values that characterize regional uniqueness. Visual element Kendal logo shown from use of colors, variety icons and visual stylization structure that radiates and spreads. An important findings this research that conceptually Kendal logo does not imply a logo that looks simpler. The signs on elements Kendal logo in line with vision and mission of Kendal government, to become leading industrial and tourism center. The meaning shape logo is not something static, surely will be change according to conditions inside. Kendal logo is part existing dynamics and represents geographical, historical and cultural conditions in every era.
Tipografi Digital yang Mudah dan Menyenangkan Berbasis Filter Instagram Rachman, Anung; Panindias, Asmoro Nurhadi; Candra Kirana, Ardina
Jurnal Teknik Informatika dan Desain Komunikasi Visual Vol 2 No 1 (2023): Jurnal Teknik Informatika dan Desain Komunikasi Visual
Publisher : Fakultas Komputer Dan Desain

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

Abstract

Tipografi adalah seni yang dalam merangkai suatu huruf menjadi sesuatu yang indah. Tipografi sudah menjadi bagian yang tidak terpisahkan dari dunia desain. Pada era globalisasi seperti sekarang, tipografi digital sudah sangat marak dilakukan. Ada berbagai macam aplikasi yang memudahkan dalam pembuatan tipografi digital. Namun tidak semua orang yang menyukai tipografi digital dapat membuatnya dengan mudah dan cepat. Tujuan dari penelitian ini adalah membantu orang-orang yang ingin memiliki Instagram Story estetik dengan gaya kekinian tetapi tidak punya waktu untuk mengeditnya. Belakangan ini tengah marak trend tipografi untuk mempercantik Instagram Story. Perancangan filter Instagram Tipografi dengan menggunakan metode design thinking menurut penulis merupakan metode yang cukup relevan dan dapat memberikan solusi. Filter Instagram Tipografi nantinya akan terdiri dari beberapa template dengan preset warna sekaligus.   Kata kunci: Filter, Design thinking, Tipografi digital, Instagram   ABSTRACT          Typography is the art of assembling letters into something beautiful. Typography has become an integral part of the world of design. In the current era of globalization, digital typography is very widespread. There are a variety of applications that make it easy to create digital typography. But not everyone who likes digital typography can make it easily and quickly. The purpose of this research is to help people who want to have an aesthetic Instagram Story with a contemporary style but don't have time to edit it. Lately, there has been a trend of typography to beautify Instagram Stories. The design of the Instagram Typography filter using the design thinking method according to the author is a method that is quite relevant and can provide a solution. The Instagram Typography filter will later consist of several templates with color presets at once.
Analisis Perbandingan User Interface (UI) pada Aplikasi Traveloka dan Tiket.com berdasarkan Prinsip Gestalt Mohamad Zhofran Ardyan; Muslihah, Isnawati; Rachman, Anung
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 6 No. 2 (2025)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v6i2.6108

Abstract

Pengembangan desain UI pada aplikasi online travel agency perlu memperhatikan prinsip visual. Penelitian ini bertujuan untuk menganalisis perbandingan penerapan tujuh prinsip Gestalt pada UI aplikasi Traveloka dan Tiket.com. Metodologi yang digunakan melibatkan data kualitatif deskriptif dan data kuantitatif yang dianalisis menggunakan uji statistik Mann-Whitney U. Prinsip yang dikaji meliputi Proximity, Similarity, Focal Point, Closure, Continuity, Figure-Ground, dan Common Region. Hasil pengujian menunjukkan bahwa tidak terdapat perbedaan signifikan antara kedua aplikasi, dengan nilai signifikansi pada seluruh prinsip berada di atas 0,05. Temuan ini mengindikasikan bahwa meskipun terdapat variasi minor dalam konsistensi visual seperti warna dan tata letak, Traveloka dan Tiket.com memiliki tingkat efektivitas yang seimbang dalam menerapkan prinsip desain. Kedua aplikasi terbukti berhasil menciptakan hierarki visual yang jelas dan navigasi yang intuitif untuk memfasilitasi pengalaman pengguna yang efisien
Kreativitas Pesan dalam Iklan Layanan Masyarakat sebagai Upaya Mencegah Kasus Cyber Bullying Laras Hati, Haninda Sekararum; Aurora, Catherine Naomi; Dite, Stri Agneyastra; Rachman, Anung; Rizkizha, Ditya Fajar; Naomi, Catherine
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 2 (2025): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/cj9za655

Abstract

Technological advancements in Indonesia bring benefits, but also trigger cyberbullying, which negatively impacts the mental, emotional, and social health of young people. This study aims to design an effective public service announcement (PSA) to raise public awareness and educate the public about the dangers of cyberbullying. Design thinking methods were used in this design process, through the stages of empathy, definition, ideation, prototyping, and testing. The result of this study is a public service announcement video that presents a narrative of the experiences of cyberbullying victims, a moral message, and solutions to overcome this problem. The video was uploaded to a digital platform to test its effectiveness through audience feedback. With a creative visual approach and relevant message, this PSA was able to raise public awareness and encourage behavioral changes to create a safer digital environment. The study recommends further development through cross-sector collaboration and ongoing education to maximize its impact.
Implementasi Design Thinking pada Perancangan Animasi sebagai Upaya Edukasi Kesehatan Indera Pendengar: Upaya Pencegahan Noise Induced Hearing Loss (NIHL) pada Generasi Muda Menggunakan Media Animasi 2D Ardiyanti, Afifah Nur; Kurniawan, Rendya Adi; Muslihah, Isnawati; Rachman, Anung
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 5 No 1 (2025): DIVAGATRA #09
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v5i1.16411

Abstract

Personal listening devices such as earphones and headphones have become digital products that help the younger generation maintain their productivity or simply serve as tools for them to enjoy audio more privately. Unfortunately, excessive use of these devices will trigger a hearing impairment known as Noise Induced Hearing Loss (NIHL). The design of this educational media in the form of 2D animation is carried out to educate the general public, especially teenagers to young adults who use personal listening devices, and to contribute to reducing the number of NIHL sufferers due to these devices. The research method was conducted using a qualitative approach with a design thinking method to understand the issues related to the use of the device from the user's perspective, so that the solutions will be more relevant to the needs of the target audience. The design of 2D animations with a minimalist illustration style and storytelling base relevant to the target audience's habits can capture their attention, ensuring that the auditory health education within it is conveyed accurately.
Rebranding the Visual Identity of +62 Voice: A Human-Centered Design Approach for a Roblox-Based Community Riady, Natasya Safarani; Rachman, Anung
Journal of Contemporary Indonesian Art Vol 11, No 2 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jocia.v11i2.15762

Abstract

This project focuses on the redesign of the visual identity of +62 Voice, a voice chat-based community on Roblox. Previously, the community relied on AI-generated visuals that were generic and failed to reflect the emotional and social character of the group. Through a human-centered design approach and Design Thinking methodology, the project aimed to create a cohesive, contextual, and meaningful visual identity aligned with the values of the community. Qualitative research was conducted through interviews and questionnaires involving the owner, admins, and developers. The design process was iterative and participatory, involving the creation of a logo, icons, illustrations, and social media content—all developed in response to community feedback. Key visual elements such as the microphone symbol, bright color palette, and personalized avatar illustrations were used to build a narrative that visually represented the voice-chat function and collective identity. The results showed strong positive responses from the community. The new visuals were considered more lively, consistent, and representative than previous AI-generated designs. These findings reinforce the vital role of human designers in producing meaningful, context-aware branding that surpasses AI efficiency. 
Perancangan Animasi Keris Berbasis Augmented Reality sebagai Sarana Pengembangan Hasil Kebudayaan Jawa dengan Media Baru Anung Rachman; Rendya Adi Kurniawan; Isnawati Muslihah; Aufara Fiqi Fatahilah
DeKaVe Vol 18, No 1 (2025): DeKaVe Vol. 18 No. 1 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v18i1.12877

Abstract

When it comes to cultural richness, it can’t be denied that Indonesia has abundant amount of cultural products. As Indonesian citizens who love culture, the diversity of existing cultural products should always be preserved and developed in order to maintain the echo of the existence of a distinct culture. It goes well with a statement that says, “culture is a reflection of national character and identity”. Referring to the meaning of the word “preserve” whic is maintaining the philosophical values as they are in an existing culture, while “developing” in this context means taking the values from the original Indonesian culture and then combining them with new external elements without losing their very own characteristics. This scientific text explains the process of designing a short animation in the form of a keris which had been combined with a touch of fantasy, and then displayed using augmented reality (AR) system. This animation plays its role to developing one of the Javanese cultural product, especially keris, without losing the distinctive characteristics of the keris itself. In creating this animation, the author, who also acts as the animation designer, used Clip Studio Paint software to create visual assets for the animation, then converted it to GIF format using the Procreate appliacation, and finally imaged it in AR form using a software called Adobe Aero. The result of this series of processes is a QR code that can be scanned with a smart phone which will display a short animation of the keris itself in AR form. But, note that the audiences must first download Adobe Aero on their smart phone to watch the animation.
Perancangan Animasi Gatotkaca Sebagai  Media Edukasi Makanan Ultra-Proses Menggunakan Metode Design Thinking Pratiwi, Diana Hakim; Adi Kurniawan, Rendya; Muslihah, Isnawati; Rachman, Anung
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

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

Abstract

Ultra-processed food (UPF) is increasingly dominating dietary patterns despite its well-documented negative health impacts. The low level of public awareness about the dangers of UPF highlights the need for educational efforts that are both effective and engaging, especially for teenagers and young adults. This study aims to develop the Gatotkaca character design as an educational medium for ultra-processed foods within an educational animation context. Gatotkaca was chosen due to his strong cultural and heroic image, which are expected to resonate with the target audience. The study uses a qualitative descriptive approach and adopts the design thinking method, consisting of empathize, define, ideate, prototype, and test. Data were collected through direct observation (primary source) and literature studies (secondary source). The findings indicate that visual media such as animation has strong potential in conveying health education, particularly regarding UPF. The animated video is expected to serve as an informative, entertaining, and emotionally engaging educational tool. This design offers a fresh approach by combining modern visual storytelling with cultural elements
Co-Authors Abdul Adli Akhlishon, Machadz Achmad Noerkhaerin Putra Adi Kurniawan, Rendya Akhlishon, Machadz Abdul Adli Albani, Salmaan Daffa Alifia Ananda Putri Alrazi, Camila Zahra amanah, nurul Ananto Singgih Agung Wicaksono Andre Eka Setya Nugraha Anindhitya, Hanung Anisa Lailatul Mukarromah Annisa Nugraheni Aqviriyoso, Roman Ardina Candra Kirana Ardiyanti, Afifah Nur Aris Ardiyanto Aris Setiawan Arumdani, Yeni Asmoro Nurhadi Asmoro Nurhadi Panindias Asmoro Nurhadi Panindias Atikah, Tata Aufara Fiqi Fatahilah Aurora, Catherine Naomi Bahtiar, Ilham Cahyaning Brian Paramarta Camila Zahra Alrazi Camila Zahra Alrazi Candra Feriana Candra Kirana, Ardina CITRA Dewi Utami Citra, Benelora Novia Cornelius Bryan Indriantara Dhevin Kawistoro Ngabekti Dite, Stri Agneyastra Ditya Fajar Rizkizha Dwi Ardiana Setyawardhani, Dwi Ardiana Dwi Ismiati Fairus Iqbal Muhamad Fajar Rizkizha, Ditya Fajri Rahma Pratiwi Feriana, Candra Hanung Adi Nugroho Ipung Kurniawan Yunianto Irfan Girji Bilnutama Ismiati, Dwi JIHAN KAUSAD KAUSAD, JIHAN Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan Laras Hati, Haninda Sekararum Magenta, Evan Arwagavin Maharani, Aulira Iska Mohamad Zhofran Ardyan Muslihah, Isnawati Naomi, Catherine Ni Luh Putu Ratna Suandari Noor Afela Salsabila Nugraheni, Annisa Nugraheni, Naura Hafizha Nur Aula Octavia NURHADI, ASMORO Nurul Amanah Panjaitan, Angelia Piliang, Noval Dhana Ardhani Pipit Wijayanti Pratama, Yoga Adhitya Pratiwi, Diana Hakim Primadewi, Nerfita Puspa Ramadhania Rafika Ulfah Rahmaningtyas Rendya Adi Kurniawan Rendya Adi Kurniawan Riady, Natasya Safarani Risanuri Hidayat Rizkizha, Ditya Fajar Roman Aqviriyoso Sartika Sasmita, Salsabila Hayu Setya Nugraha, Andre Eka Siagian, Grace Ekklesia Siti Helmyati Siwi Mahanani Prijayanti STRI AGNEYASTRA DITE Tata Atikah Khoirunisa Tiara Mara Antika Yulianti, Shakila Dwi Yunianto, Ipung Kurniawan Zulfa Arrifqi Umaimah