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Contact Name
Yudhi Nugroho Adi
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library@tekomuniversity.ac.id
Phone
+628128000110
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INDONESIA
eProceedings of Art & Design
Published by Universitas Telkom
ISSN : 23559349     EISSN : -     DOI : -
Core Subject : Humanities, Art,
Merupakan media publikasi karya ilmiah lulusan Universitas Telkom yang berisi tentang kajian Art & Design. Karya Tulis ilmiah yang diunggah akan melalui prosedur pemeriksaan (reviewer) dan approval pembimbing terkait.
Articles 70 Documents
Search results for , issue "Vol. 11 No. 2 (2024): April 2024" : 70 Documents clear
DESIGNING DIGITAL PORTFOLIO AND EDUCATIONAL PLATFORM FOR NEW GRAPHIC DESIGNER Kusumadewi, Tiara; Razi, Aria Ar; Lukito, Wahyu
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Portofolio digital sangat diperlukan di era modern, khususnya bagi para desainer grafis sebagai tolok ukur bagi klien untuk menentukan seberapa kreatif hasil otak desainer dalam menghasilkan solusi di media visual profesional. Namun, banyak orang menganggap sulit untuk membuat portofolio sendiri, terutama bagi orang yang baru memasuki dunia desain dan tidak memiliki latar belakang desain grafis karena kurangnya proyek desain yang dapat mereka kerjakan atau kurangnya mentor yang mereka miliki. dapat digunakan sebagai referensi. Penelitian ini bertujuan untuk menyediakan platform yang mudah diakses bagi siapa saja yang baru tertarik belajar desain grafis untuk meningkatkan keterampilan mereka dalam membuat portofolio yang ditargetkan yang juga dilengkapi dengan latihan-latihan sebagai respon terhadap brief klien, sehingga para desainer grafis ini juga terlatih untuk bekerja di bawah arah klien. Metode penelitian yang digunakan untuk menganalisis dan memperoleh data yang dibutuhkan adalah metode kualitatif yang didukung dengan wawancara dengan para ahli. Manfaat dari platform yang akan dikembangkan adalah menyediakan sumber belajar dengan UI yang mudah digunakan bagi siapa saja yang tertarik dengan bidang desain grafis. Ini dapat membantu di tempat kerja nanti. Kata kunci: digital portofolio, platform, desain grafis
DESIGNING ESPORTS NEWS WEBSITE (ESI KAB. LEBAK) TO PROVIDE EFFICIENT FEATURES Azizi, Fathan Tanzilal; Barlian, Yelly Andriani; Siswanto, Riky Azharyandi
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Kompetisi esports di Indonesia semakin berkembang pesat, terbukti dengan munculnya banyak tim esports dari Indonesia yang mengikuti turnamen nasional dan internasional serta dukungan pemerintah Indonesia dalam hal yang berkaitan dengan kompetisi esports. Namun, banyak orang yang merasa kesulitan dalam mencari informasi esports dan perkembangan website esports yang tidak menyediakan banyak fitur yang efisien, terutama bagi mereka yang baru memasuki dunia esports karena minimnya proyek esports yang dapat mereka cari atau gunakan. Penelitian ini bertujuan untuk menyediakan sebuah website yang mudah diakses oleh siapa saja bagi para pecinta esports atau mereka yang tertarik untuk terjun ke dunia esports untuk menambah pengetahuan mereka akan informasi esports, sehingga para pecinta esports lebih mudah dalam membuka sebuah website yang efisien, penulis bermaksud untuk membangun sebuah platform media promosi yang tepat untuk ESI Kab. Lebak melalui perancangan UI/UX website yang merupakan sarana informasi, tournament, job. Penelitian dan perancangan ini menganalisa dan mendapatkan data yang dibutuhkan adalah metode kualitatif yang didukung dengan wawancara dengan pakar esports. Manfaat dari website yang akan dikembangkan adalah menyediakan fitur-fitur yang efisien untuk informasi esports dengan user interface. Kata Kunci : Esports, Situs Web, Informasi, Desain Grafis.
DESIGNING A PROMOTION MEDIA OF SMP SANTA MARIA II SIDOARJO Worabai, Dave Edwards Maurgi; Arumsari, Rizki Yantami; Nurbani, Sri
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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The advancement of science and technology mandates adaptive change to stay current. Knowledge's pivotal role in enhancing societal competitiveness is recognized. Education is a strategic tool, fostering intelligence, skills, and positive attitudes for effective societal integration. Schools, through education, cultivate human potential and form positive identities. Law 20/2003 defines education as a means todevelop human potential. Education's root in "educate" underscores its training role. Education attainment involves school competition, necessitating essential marketing for academic institutions. Schools, as service providers, must enhance student satisfaction through initiatives and marketing strategies. Sales promotion, part of the marketing mix, adds value and incentives for direct or short-term sales, fostering loyalty, and brand awareness. Media promotion introduces products to communities, sustaining institutions' presence and reputation. Effective promotion aids schools in maintaining visibility and enrollment. Promotional efforts should align with marketing principles, though challenges persist in achieving desired outcomes. Enhanced education quality and resource allocation can be attained through improved facilities and infrastructure, enhancing student-centered learning environments. SMP Santa Maria II, Sidoarjo, a leading Catholic school, faces stiff competition and enrollment challenges. Despite efforts, it hasn't secured desired status, necessitating improved promotional strategies. This issue motivates the research titled "DESIGNING A PROMOTION MEDIA OF SANTA MARIA II JUNIOR HIGH SCHOOL, SIDOARJO." Keywords: junior high school, promotion media, SMP Santa Maria II Sidoarjo
DESIGNING "JUNI’S COLOURFUL CLASSROOM", THE EDUCATIONAL ILLUSTRATED BOOK TO INTRODUCE DIVERSITY TO CHILDREN Kurnianto, Sabrina Ramadhian; Arumsari, Rizki Yantami; Nurbani, Sri
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Racism has plagued humanity for centuries, persisting despite entering new eras of civilization. In the form of bullying, it remains a threat to students. Research unequivocally demonstrates that race-based bullying in schools is a significant concern today. This type of bullying, fueled by racial differences, detrimentally affects children's well-being and hinders their social and academic development. Thus, the research aims to design an engaging and informative illustration book promoting acceptance and understanding of racial diversity, with the goal of preventing racially motivated bullying. Based on interviews and research, the book is identified as an effective tool against racism that fuels such bullying. The paper comprehensively reviews literature on racism, race-based bullying, and educational interventions, forming a strong theoretical basis for the children's illustration book design. The research methodology involves a message design phase, including interviews with Indonesian Child Protection Commission (KPAI) representatives and experienced illustrators. This step ensures the resulting book's effectiveness for the target audience, children aged 6 to 9. The study emphasizes early education's role in promoting inclusivity, respect, and appreciation for diverse races and ethnicities. The illustration book will feature visually captivating illustration, distinct and diverse characters, and an effective easy-to-follow storyline. This design outcome is anticipated to give children with essential knowledge to address and transform their perspectives and behaviors toward diversity, racism, and the establishment of a harmonious, accepting school environment. Keywords: racism, raciall motivated bullying, diversity, children’s illustration book, edutainment.
DIRECTING A SHORT FILM ABOUT EARLY ADULTS WHO ARE EXPERIENCING A QUARTER LIFE CRISIS PHASE TITLED "BREATHE" Vidyavinaya, Gde Vikranta; Fiandra, Yosa; Rahadianto, Irfan Dwi
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Quarter life crisis is a crisis that experienced by early adults in the age range of 21-30. This crisis is caused by many factors, namely, financial, career, family, romance, etc. This problem occured due to the unpreparedness of individuals in this transitional phase due to a lack of experience, so early adults often feel stuck and overthinking. Therefore, the writer has the idea to make a short film as the main media in conveying and providing an outlook on overcoming this quarter life crisis in a way that can be said to be trivial. Breathing is not just an ongoing process of life, but also for self-control. Keywords: quarter life crisis, early adults, short film, breathe.
EDUCATIONAL BOOK DESIGN OF HIJAIYAH LETTERS "PINTAR HURUF HIJAIYAH" FOR ISLAMIC PRESCHOOL-AGE CHILDREN IN DAYEUHKOLOT Athasania, Aqilah Nadhira; Apsari, Diani; Utami, Lira Anindita
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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It is the obligation of Muslims in Islam to study, read and understand the holy book of the Al-Quran, in order to fulfill the obligation to read to be able to understand the Al-Quran, and of course, we must learn and understand the language used in the Al-Quran, namely Arabic with the alphabetical itself named as Hijaiyah letters. Indonesia has been using the method of learning Hijaiyah letters with the Iqro method created by KH As'ad Humam for a long time, this method uses a module book. However, this learning media Iqro method is a classic one, in which the book contains the Hijaiyah letters in the form of black and white colors only. In this case, learning with the Iqro book is boring for children, reinforced by the results of observations and interviews that preschool-age children (3-5 years) are often bored with this classical method because Iqro is less interesting for them. Moreover, the learning styles of these children are different, some are more suitable with listening methods, some with visuals, some with interactive methods, and others. Therefore, a more interesting and engaging learning media for Hijaiyah letters is needed, which aims to fulfill the obligations of a Muslim and increase knowledge. Keywords: Hijaiyah Letters, Learning Media, Engage, Preschool age children
THE DESIGN OF "CATVISOR" SUNSCREEN USAGE REMINDER MOBILE APPLICATION FOR COLLEGE STUDENTS Verdian, Salsabila Aurielya; Apsari, Diani; Barlian, Yelly Andriani
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Sunscreen is an important way to protect your skin from the harmful e昀昀ects of UVrays. However, many people o昀琀en forget to apply sunscreen or do not use it properly, pu琀�ngthem at risk of sunburn, skin damage and skin cancer. Indonesia is also located on the equatorwhich allows exposure to high-intensity sunlight, so it is very important for people to usesunscreen in their daily lives. Life琀椀me sun exposure is posi琀椀vely associated with skin damageand skin aging, especially in younger people, these indicate that most people's knowledge andbehavior have shown a low level of sunscreen use, including educa琀椀on about the importance ofusing sunscreen needs to be done to improve this condi琀椀on. A poten琀椀al solu琀椀on to this problemis to use media reminders to encourage people to use sunscreen. Therefore, this paper is usedto summarize the process of designing and interac琀椀ve media educa琀椀on by using qualita琀椀ve as the research method and use ques琀椀onnaire, observa琀椀on, interview and literature study as theData Collec琀椀on and SWOT and Matrix as the data analysis to remind people the importance ofusing sunscreen in our lives, and will explain the basis for crea琀椀ng applica琀椀ons as the media thatcan remind people to wear sunscreen and providing knowledge about the UV index, so thatpeople can be琀琀er understand the use of sunscreen and did not forget to use sunscreen everyday. Keywords: design for healthcare, edutaintment, interac琀椀ve design, mobile applica琀椀on,sunscreen reminder user interface
UI/UX DESIGN OF "PANAHIN AJA" APPLICATION TO SIMPLE THE SCORING SYSTEM AT ARCHERY SPORT IN BOGOR Ganiy, Maheswara Titan; Razi, Aria Ar
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Archery has been practiced as a sport for a very long time. Initially, it was a tool for hunting andfighting. Archery was also used as a weapon of war for centuries, and to this day, archery is officially asporting event held all over the world. This international archery tournament is a subject of great interestin many areas, as there are many types of bows available and the archery industry has ongoing technologyto help archers achieve their goals. Archery is counted as the safest sport with the lowest risk of injury.Just shooting arrows with a bow and arrow makes the method of archery competition very simple andeasy. The most common and real problem found in the archery arena today is that of the scoring process,where errors are often found in writing inputs to archery results, resulting in re-scoring and re-scoring.resulting in inaccurate playing positions that require Data listed on the position board. So the author triesto create a UI/UX design that is expected to continue to create an online application to solve this problem.Using qualitative methods, the author tries to find an answer to the question of how to minimize humanerror in the archery competition. the color guide will help Archer choose the correct score he wants toenter. Keywords: archery, scoring, online platform, UI/UX
"LOP EN RESING" A SHORT FILM MEDIA DESIGN AS A PART OF SOCIAL CAMPAIGN TO RAISE AWARENESS FOR TEENAGERS ON ILLEGAL RACING IN BANDUNG Haq, Alvein Dhiwaul; Bastari, Rendy Pandita; Aditya, Dimas Krisna
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Illegal racing among teenagers is a serious concern in many cities, including Bandung, Indonesia. This research explores the use of short films as a tool to prevent illegal racing among teenagers in Bandung. Research methods include interviews, literature studies, questionnaires, and observation. The results of the research are expected to provide insight into the effectiveness of short films in changing the attitudes and behavior of adolescents regarding illegal racing. The findings of this study will benefit policy makers, educators and practitioners seeking to prevent illegal racing among youth in Bandung, Indonesia and elsewhere. Keywords: Illegal racing, teenagers, short film, media design, Bandung
"SCREEN TIME POLICE" APPLICATION DESIGN TO LIMIT AND CONTROL SOCIAL MEDIA USAGE FOR YOUNG ADULTS IN BANDUNG Setiadjie, Alika Putri; Aditya, Dimas Krisna; Barlian, Yelly Andriani
eProceedings of Art & Design Vol. 11 No. 2 (2024): April 2024
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Excessive use of social media may potentially lead to an addiction that has negative effects on a person’s wellbeing. Indonesian young adults are particularlyvulnerable to be addicted to social media because Indonesian young adults use the most social media compared to other age groups and they have an average social media usage duration that exceeds the recommended usage. Apple, Android, and third-party developers have provided applications that is marketed to help users to limit and control their social media usage to overcome social media addiction. However, those applications are proven to be ineffective to limit and control social media usage due to the lack of restriction or due to the nature of the application itself. This research aims to design an alternative media that is able to effectively track, limit, and control social media usage bycombining the strengths and improving the weaknesses of the built-in and third-party applications in order to overcome social media addiction. To conduct this research, the author uses qualitative method to collect data, namely with observation, interview, literature study, and questionnaire. To analyze the data, the author uses matrix analysis. The final media that is created for this research is an application design. Benefits of this media is to be able to give an effective alternative to limit and control social media usage in young adults.. Keywords: social media addiction, screen time, young adults