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Contact Name
Ahmad Ashifuddin Aqham
Contact Email
ahmad.ashifuddin@gmail.com
Phone
+6285726460045
Journal Mail Official
suwandi@prin.or.id
Editorial Address
PUSAT RISET DAN INOVASI NASIONAL UNIVERSITAS SAINS DAN TEKNOLOGI KOMPUTER Alamat: Jl. Majapahit No.304, Palebon, Kec. Pedurungan, Kota Semarang, Jawa Tengah 50199
Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM)
ISSN : 28290283     EISSN : 28290186     DOI : 10.55606
Core Subject : Art,
Sub Rumpun ILMU SENI PERTUNJUKAN 1 Senitari 2 Seni Teater 3 Seni Pedalangan 4 Seni Musik 5 Seni Karawitan 6 Seni Pertunjukkan Lainnya yang Belum Disebut Sub Rumpun ILMU KESENIAN 1 Penciptaan Seni 2 Etnomusikologi 3 Antropologi Tari 4 Seni Rupa Murni (seni lukis) 5 Seni Patung 6 Seni Grafis 7 Seni Intermedia 8 Bidang Ilmu Kesenian Lain Yang Belum Tercantum Sub Rumpun ILMU SENI KRIYA 1 Kriya Patung 2 Kriya Kayu 3 Kriya Kulit 4 Kriya Keramik 5 Kriya Tekstil 6 Kriya Logam (dan Logam Mulia/Perhiasan) 7 Bidang Seni Kriya Lain Yang Belum Tercantum
Articles 193 Documents
Penerapan Design Thinking dalam Perancangan Pion Karakter Board Game Laskar Kristus untuk Usia 8-12 Tahun Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.8622

Abstract

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.
Desain Karakter Webtoon Tokoh Penemu Sains dan Teknologi untuk Remaja Usia 15-18 Tahun Febriyanti Putri Ruspandi; Aris Sutejo; Sri Wulandari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.8628

Abstract

The results of the 2022 PISA indicate that science skills and interest in Indonesia are still low. One way to increase interest in science is by introducing inventor figure of science and techonology. However, alternative learning media that are communicative and relevant to adolescents' media consumption habits are needed. Therefore, this study aims to design a character design for an inventor in the field of science and technology for a Webtoon comic as an educational tool for adolescents aged 15–18. This study used qualitative and quantitative methods. The qualitative method was used to understand the needs and interests of the target audience and to gather information from the literature for scientific sources in designing the inventor character. The quantitative method was used as one of the character design evaluation criteria, based on voting results by adolescents aged 15–18. The character design used Marika Nieminen's principles: demographics, silhouette and shape, color, and characteristics. Several alternatives were used to generate character designs, which were then evaluated to determine the final design. The character design evaluation will be assessed using several variables within an evaluation framework.
Perancangan Media Infografis SOP Keselamatan Kerja (K3) Pada Lingkungan Industri Manufaktur Daniel M Simbolon; Bambang Tri Wardoyo; Meily Cristina; Ekananda Haryadi; Menul Teguh Riyanti; Wegig Murwonugroho; Yosua Reydo Respati; Dikdik Adikara Rachman; Tommy Hari Prihatanto; Leonardus Aryo Gitoprakoso Widyarto
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.8640

Abstract

Occupational Health and Safety (OHS) is a crucial aspect in manufacturing industries due to the high risk of workplace accidents caused by heavy machinery, chemical substances, and intensive production activities. Companies usually provide Standard Operating Procedures (SOP) as safety guidelines; however, SOPs are often delivered in long textual formats that are less engaging, making workers reluctant to read or difficult to understand quickly. This study aims to design an infographic-based SOP media as an effective visual communication tool to improve workers’ understanding of safety procedures. The research applies a qualitative method with a design approach through workplace observation, interviews with HSE personnel, literature review, and design validation using questionnaires. The results produce infographic media in the form of posters and signage presenting PPE usage procedures, hazard warnings, and evacuation steps using safety color codes, icons, and readable typography. The conclusion indicates that infographic SOP media is more effective than text-based SOP because it improves readability, comprehension, and workers’ memory of safety procedures.