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PENDAMPINGAN PENGGUNAAN APLIKASI FIGMA SEBAGAI ALAT DESAIN UI/UX UNTUK MENINGKATKAN LITERASI DIGITAL SISWA SMK NEGERI TUGUMULYO Firdaus, Firdaus; Eli Suryani; Kiki Fitaloka
Jurnal Pengabdian Masyarakat Sabangka Vol 5 No 01 (2026): Jurnal Pengabdian Masyarakat Sabangka
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/sabangka.v5i01.1766

Abstract

The development of digital technology today requires adequate digital literacy skills. This Community Service Program (PKM) took the form of mentoring on the use of the Figma application as a UI/UX design tool, aiming to enhance the digital literacy skills of students at SMK Negeri Tugumulyo. This PKM was also expected to develop students' UI/UX design abilities so they can compete in the creative industry. The target participants were 11th-grade students from the Software Engineering (RPL) department at SMK Negeri Tugumulyo. The implementation methods for this mentoring included lecture, discussion, demonstration, and Q&A session. The material covered an introduction to UI/UX design, its process stages, and how to utilize the Figma application. The activity concluded with a quiz with prizes to test participants' understanding. As a result, participants gained a better understanding of digital literacy, increased their knowledge about UI/UX design, and learned to utilize the Figma application as a UI/UX design tool. As a follow-up plan, more in-depth training will be conducted on the utilization and use of the Figma application as a UI/UX design tool, to prepare students for careers in the field of digital design.
Analysis of Visual Elements on the Movie Poster Suzume Kiki Fitaloka; Andreas Slamet Widodo; Ambar Mulyono
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.682

Abstract

The poster was one of the visual media that served as a messenger primarily for the sense of sight to convey messages that needed visual communication and message symbols to be understood as well as for the promotion of the film. The study was intended to find out the meaning that visual elements posed on movie posters. The research methods used are qualitative descriptive analytics using the technique for collecting data for literature studies and observing the "Suzume" and semiotics film poster of Ferdinand De Saussure used as a research method to help researchers examine the visual and signature elements on the poster. Semiotics is the study of signs, bookmarks, and maps and the relation between them under a convention in the community. In the study, signs related to the film and visual posters are made beyond the reference to the movie scene.