cover
Contact Name
Antonius Denny Firmanto
Contact Email
garuda@apji.org
Phone
+6282359594933
Journal Mail Official
jumadi@apji.org
Editorial Address
Jl. Bondowoso No.2, RW.2, Gading Kasri, Kec. Klojen, Kota Malang, Jawa Timur 65115
Location
Kota malang,
Jawa timur
INDONESIA
Seniman: Jurnal Publikasi Desain Komunikasi Visual
ISSN : 29861888     EISSN : 29866170     DOI : 10.59581
Core Subject : Art,
Bidang kajian dalam jurnal ini termasuk sub rumpun Ilmu seni Pertunjukan, ilmu Kesenian, Ilmu Seni Kriya, Ilmu Media dan ilmu Desain. Jurnal Riset Rumpun Seni, Desain dan Media menerima artikel dalam bahasa Inggris dan bahasa Indonesia
Articles 123 Documents
PERANCANGAN INDOOR MODULAR BOOTH DISPLAY UNTUK PRODUK PAKAIAN ARDHINA BATIK GORGA Rani Hermita; John John; Wahyuni Latifah
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.755

Abstract

The growing development of shopping centers in the city of Medan creates business opportunities, starting from creating innovations in business opportunities. Currently, there are many kinds of markets emerging to accommodate business people, both new and old. So that many design problems have arisen in the display booth, the selection of appropriate materials and construction systems so as to answer the need for displays that have many functions (multifunctional), namely as accommodation for clothing display needs that are easy to disassemble (knockdown). In addition, to market their products, this market activity is an alternative to promote their brand, so that it can be known by the wider community. The method used in this design starts from the empathize and define stages starting from data collection, direct observation and interviews, both to tenants and pop-up market organizers. After the data collection stage is complete, the existing data is then analyzed. Then proceed to the ideate stage, through the process of brainstorming ideas, solving a problem, and determining the values ​​of the design. After the ideate stage, proceed to the prototype stage, where the process of visualizing ideas to get the desired results to the manufacturing stage is realized in the form of a prototype with a scale of 1:1. After the prototype is finished, a test is carried out to get feedback from users and refined through the implementation stage to perfect the product. The result of this design is that products that have been designed are oriented to be transformed into various models from the same material, with functions that can accommodate the needs of clothing displays that are still fulfilled in each module. The application of the modular concept is applied with a knockdown system, using a stalbuis pipe consisting of 3 sizes, namely, 40 cm, 21.2 cm, and 20 cm. To connect the stalbuis pipe using uno joker connections, nuts and bolts connections, and inner connections. As a flat cross section using canvas tarpaulin which consists of 2 sizes, namely, 13 cm x 51 cm and 4 cm x 51 cm.
Proses Produksi Program Acara Televisi Ketuk Pintu di Salam TV Ja’far Ja’far; Azbar Rifa’i; Ali Akbar Siregar; Mahadir Muhammad
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.850

Abstract

This research discusses the production process of the television program "Tap the Door" at Salam TV. The program aims to help underprivileged and needy individuals, as well as provide emotional support to them. Salam TV, as a da'wah television station, uses this program as a medium to educate the public about social issues and encourage active participation in helping those in need. This research uses a descriptive qualitative method with interviews, document review, and literature sources as data collection techniques. The informant interviewed was the producer of the Tap Pintu program. The research was conducted at Salam TV, North Sumatra. The production process of this event program consists of three stages, namely pre-production, production, and post-production. This research concludes that the production process of the "Ketuk Pintu" event program involves pre-production preparation, production activities such as shooting and interviewing, as well as the post-production stage which includes editing and airing. This research provides an overview of the production process of television programs with a focus on the "Ketuk Pintu" program at Salam TV.
Light Novel Puti Legenda Siamang Putih Siska Dian Utami; Budiwirman Budiwirman
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.978

Abstract

Light novel are a form of lightweight novels that originate from Japan and are usually aimed at teenage readers. Light novels have various characteristics, including the user of informal language, and lighter and easier-to-read stories. This design aims to present areading material that can be accepted by the younger generation with the Minangkabau cultural influence in the frorm of the Sumbang Duo Baleh Gadih Minang. Data was collected through observation, literature research, and questionnaires, and then analyzed using the 5W+1H method. This design will result a light novel book titled “Puti: the legend of the whit gibbon”, which will present a fantasy story blended with Minangkabau culture. Supported by media such as w-banners, web banners, web novels, bookmarks, posters, totebags, and notebooks.
E – Katalog Official Honne Payakumbuh Monica Kirana Utomo; Eliya Pebriyeni
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.990

Abstract

Official Honne is a fashion brand that sells Muslim fashion products such as dresses and hijabs which was pioneered by Azzahra Sukma Rusita. This Muslim fashion brand was founded in 2019 which is located in Payakumbuh. The Muslim fashion products produced by Honne are limited edition products that are not widely available on the market with elegant and luxurious designs created by the owner making these products in great demand by Muslim consumers. Official Honne does not yet have a promotion that contains complete product information. After conducting an interview with the owner of the Official Honne, the owner of the Official Honne business finds it very helpful if there is an attractive promotion for the products offered by Honne. Seeing the business conditions of Official Honne which have been established since 2019, it is necessary to design attractive and appropriate promotional media and information to promote Official Honne Muslim fashion products.
Dampak Kegiatan Ekstrakurikuler Terhadap Keterampilan Menari Siswa Siswa SMP Negeri 34 Kerinci Wina Hestilia; Indrayuda Indrayuda
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.1021

Abstract

The purpose of this study describes the impact of extracurricular activities on the dancing skills of SMP Negeri 34 Kerinci students. This type of research is qualitative research with descriptive methods. The object of research is students of SMP Negeri 34 Kerinci. This research instrument is the researcher himself. Data collection techniques are carried out by observation, literature study, interviews and documentation. The steps of analyzing data are collecting data, identifying data, classifying data and drawing conclusions. The results showed that students' lack of confidence when doing dance exercises in extracurricular activities, due to students' fear when the teacher told students to come forward and also difficult to understand the material taught, difficult to capture the movements taught by the teacher. The results of the evaluation of dance extracurricular activities at SMP Negeri 34 Kerinci proved that of the 34 people tested, there were 20 students who got A (Very Good), 10 students got B (Good) and 4 students got C (enough). From the overall evaluation results, the teacher held a meeting with the principal for students who got the highest score (Very Good) to be included to take part in the Kerinci Regency FLS2N next year, and had the opportunity to participate in inter-school competitions such as Exspo and Pensi. This shows that SMP Negeri 34 Kerinci is progressing.
Onthel Sebagai Ide Penciptaan Dalam Karya Seni Grafis Dewi Ildami Hasibuan; Irwan Irwan
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.1029

Abstract

The purpose of the Final Project is to visualize the classic onthel bicycle in the development of the times as an idea for the creation of graphic works in serigraphy technique with a combination method, colet method, afdruk method and cut pattern method. The method of creation carried out in the final work has stages from the beginning of the process to the end, namely the preparation, elaboration, synthesis, concept realization, and completion or finishing stages in the work. In the process of making the final work measuring 69 cm x 49cm using serigraphy on canvas, there are 10 pieces with titles namely: Renewal, Communication, Trend, Sad, Driver, Influence, Obstacle, Identity, Message, and Consistent.
Re-Design Packaging Cookies Deanke Padang Audina Gusma Triana; Fauzan Aulia
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.1043

Abstract

Deanke is an artisanal cookies business that sells online. The products offered by Deanke are specific in the field of cookies and brownies. The purpose of this Final Project is to produce a new packaging design for Deanke's cookies, by maximising the function of packaging as a means of product communication and branding to consumers so as to increase Deanke's brand awareness. The method used in this design is the 4D method consisting of Define, Design, Develop, and Disseminate with data analysis method through SWOT Analysis. This design will produce the main media in the form of packaging and supporting media in the form of social media, menus, thank cards / gift cards, stickers, posters and x-banners which are tested for feasibility to the target audience. It is expected that through this packaging design can achieve the main objectives in maximising the function of packaging, through a better packaging structure and increasing Deanke's brand awareness.
Visual Identity Velocity Burger & Coffee Kota Padang Kevin Hasbi Apriarto; San Ahdi
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1044

Abstract

This design is designed in such a way as to produce an alternative media for consumers from Velocity Burger & Coffee to know more about the products being sold and what merchandise is provided by Velocity Burger & Coffee. The problem identified is the number of visitors or customers who do not know what products they sell, and what facilities are provided by Velocity Burger & Coffee. To find a way out of the above problems, the SWOT analysis method is used which stands for strengths, weaknesses, opportunities, threats. This method begins with finding and understanding the problems experienced based on data, then proceed with designing the media from the results of previous data analysis, then developing or designing from the initial design, and the final design results are disseminated through several digital platforms or print outs. This design will produce an output, namely media posters, roll up banners as media to convey information regarding products and merchandise sold by Velocity Burger & Coffee. Making media posters and roll up banners has proven effective in increasing awareness and attracting people to buy food and beverage products from Velocity Burger & Coffee. This is evident from the fact that the message conveyed in the poster media is easily understood by the target audience. And besides designing the main media, several supporting media were also designed, such as: Posters, Roll Up Banners, Social Media, Totebags, Accessories, T-shirts, Lighters, and Stickers.
Perancangan Skin Outfit Minangkabau Pada Game PUBG Mobile Sebagai Bentuk Promosi Konten Lokal Minangkabau Hafizatul Ismi; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1065

Abstract

Minangkabau has a variety of cultures, starting from clothing, architecture, motifs, beliefs, songs, and visual characters. One of the uniqueness of Minangkabau is that it has traditional clothing that is its own characteristic. One of the famous traditional clothes in Minangkabau is Bundo Kanduang clothing. Skins have various types, one of which is Skin outfit which is a skin for characters in the game. This Minangkabau skin outfit is designed for the PUBG mobile game or known as Player Uknown's Battleground mobile. The delivery in designing this skin outfit uses the main media Manual Book. Manual book that contains history, making skin outfits, skin items and supporting media, namely T-shirts, posters, stickers, x banners, totebags, hangers / merchandise and Instagram social media to promote. The compounding method used is Glassbox with a 5w + 1h data analysis method, namely what, who, when, where, why, and how. With the completion of this Manual Book, it is hoped that it can become a media that has effective and communicative information for the target audience.
Implementasi Desain Interior Terhadap Kenyamanan Pemustaka Di Perpustakaan Pusat Universitas Negeri Padang Rekha Awdina; Heldi Heldi
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1066

Abstract

The purpose of this research is to (1) Analyze the interior design factors that affect the comfort of library users in the layout on the second and third floors of the Padang State University Central Library. (2) Analyze the application of interior design layout to the comfort of library users on the second and third floors of the Padang State University Central Library. (3) Analyzing the obstacles in the application of interior design to the comfort of visitors on the second and third floors of the Central Library of Padang State University.This research uses descriptive research with a quantitative approach. The sample in this study were visitors to the Central Library of Padang State University using purposive sampling technique, the number of samples taken by researchers amounted to 20 samples. The types of data used are primary data and secondary data, techniques and data collection tools used questionnaires using a Liker scale to score each question item. The questionnaire was distributed directly to respondents who were met at the Padang State University Central Library.The results of this study are analyzing interior design factors that affect the comfort of the library users have an average score of more than 3.40 which means that the library users already feel comfortable in the Central library of Padang State University. Analyzing the application of interior design layout to the comfort of the library users has an average score of more than 3.50 which means that the library users already feel comfortable in the Central library of Padang State University. While analyzing the obstacles in the application of interior design to the comfort of the visitors with the results of an average score of more than 2.60 which means that they quite agree with the statement that there is still a lack in the application of walls, ceilings, and furnishings (furntutre). So additions and improvements are needed such as walls, ceilings and furniture in the Padang State University Central Library.

Page 6 of 13 | Total Record : 123