VISI SAKTI: Jurnal Industri Kreatif dan Inovatif
Jurnal Industri Kreatif dan Inovatif merupakan jurnal ilmiah Program Studi Desain Komunikasi Visual Institut Teknologi dan Bisnis Kristen Bukit Pengharapan Tawangmangu yang memuat hasil penelitian pengkajian dan perancangan yang fokus pada tema-tema industri kreatif, seperti fashion, fotografi, periklanan, film, animasi dan video, desain grafis, aplikasi dan pengembangan game, seni rupa dan ranah desain komunikasi visual pada umumnya. Jurnal ini diterbitkan oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat Institut Teknologi dan Bisnis Kristen Bukit Pengharapan.
Articles
27 Documents
PERANCANGAN MASKOT PRODUK BOWAH (BOBA BUWAH NAGA)
Raia, Divanna Hikary
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 1 (2024): Desain grafis, Seni dan Budaya
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i1.317
In the business world, branding and brand identity are important keys to creating a positive impression on consumers and increasing the competitiveness of local products in the global market. This journal discusses the process of designing the mascot "Boba Buwah Naga (Bowah)" - a beverage product developed by Institute students Bukit Harapan Christian Technology and Business. By referring to the method developed by Aline Wheeler, the Bowah mascot design process includes five stages, namely research, clarifying the strategy, designing the identity, creating touch points, and managing assets. The Bowah mascot is an imaginative work that represents the product uniquely and is easily recognized by consumers. It is hoped that the Bowah mascot design will make a deep impression on the audience and become a strong foundation for Bowah's branding in the future. Apart from that, this journal is also expected to become a reference and source of inspiration for business people who are interested in brand development and product branding, especially for local Indonesian products who want to increase their competitiveness in the global market.
PERANCANGAN KAMPANYE SOSIAL BUKU ILUSTRASI MOTIVASI PENCEGAHAN KECENDRUNGAN GANGGUAN MENTAL REMAJA
Raia, Divanna Hikary;
Damarjati, Fx.
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 2 (2024): Desain Grafis dan Media Interaktif
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i2.595
The issue of adolescent mental health has become a serious concern in many countries. To address this issue, there is a need for a creative and effective approach to deliver motivational messages that can prevent tendencies toward mental disorders in adolescents. One proposed solution is to use motivational illustration books as a means to provide inspiration, motivation, and psychological support to teenagers. The research method approach used is descriptive qualitative by collecting data from sources and then analyzing it to become visual material. This social campaign aims to promote the use of motivational illustration books as a tool for preventing adolescent mental disorders. In designing this campaign, various theories of visual communication design will be employed, including layout, color, illustration, and typography, to create engaging, inspirational, and easily understandable messages for teenagers. The campaign design focuses more on the publication of motivational illustration books that can be widely accessed by teenagers. The content of these books will be structured in such a way that it is relevant to the issues commonly faced by teenagers in dealing with mental disorders. Thus, these books are expected to serve as a source of inspiration and motivation for teenagers in overcoming various challenges they may encounter.
PERANCANGAN APLIKASI GAME EDUKASI “MENGENAL ALPHABET” UNTUK ANAK PRESCHOOOL DI KABUPATEN KEPULAUAN MENTAWAI
Evandi, Yahya;
Haryatno, Yulius Rudi
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 2 (2024): Desain Grafis dan Media Interaktif
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i2.597
Perkembangan teknologi telah memberikan peluang baru dalam dunia pendidikan, khususnya dalam mengajarkan anak-anak mengenal huruf-huruf abjad. Game edukasi menjadi salah satu metode yang menarik dan efektif untuk membantu anak-anak preschool dalam mengembangkan kemampuan membaca dan menulis sejak dini. Penelitian ini bertujuan untuk merancang sebuah game edukasi yang berfokus pada mengenalkan huruf-huruf abjad kepada anak-anak preschool. Game dirancang menggunakan metode waterfall dengan urutan fase yang berurutan. Game ini akan menyajikan pengalaman yang interaktif dan mendidik, memanfaatkan elemen-elemen permainan untuk membuat pembelajaran lebih menarik. Dalam perancangan game ini, akan mengintegrasikan elemen-elemen pembelajaran, seperti pengenalan huruf, pengucapan, dan asosiasi gambar, dengan tantangan permainan yang menyenangkan. Tujuan dari permainan ini adalah untuk membantu anak-anak mengembangkan pemahaman awal tentang abjad sambil menjaga minat mereka terhadap proses belajar. Melalui permainan ini, berharap dapat meningkatkan literasi anak-anak secara menyenangkan dan efektif. Selain itu, game ini juga akan dirancang untuk dapat diakses melalui platform perangkat mobile, sehingga dapat digunakan di lingkungan pendidikan. Dengan demikian, game edukasi "Mengenal Alphabet" diharapkan dapat menjadi alat pembelajaran yang berguna dan menyenangkan bagi anak-anak preschool, serta membantu guru dan orang tua dalam proses mengenalkan anak-anak pada dunia huruf-huruf abjad.
FILM UANG “PANAI MAHA(R)L”: MEMPERTAHANKAN NILAI BUDAYA ATAU AJANG GENSI
Sahaka, Fadliani
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 2 (2024): Desain Grafis dan Media Interaktif
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i2.601
Indonesia merupakan salah satu negara yang mempunyai keragaman budaya. Hampir pada setiap daerah di Indonesia mempunyai budaya unik dan khas. Salah satunya, Uang Panai yang dihidupkan dalam acara pernikahan Suku Bugis, di wilayah Sulawesi Selatan. Peneltian ini bertujuan untuk membongkar nilai-nilai kekuasaan yang ada dalam praktik budaya Uang Panai ini. Peneletian ini menggunakan metode kualitatif dengan menggunakan teori hegemoni Gramscy sebagai dasar untuk menganalisis praktik hegemoni dalam praktik budaya Uang Panai. Hasil penelitian ini menunjukkan bahwa Uang Panai dalam budaya pernikahan Suku Bugis merupakan simbol hegemoni kekuasaan. Strata sosial keluarga pihak perempuan menjadi tolok ukur besar-kecilnya Uang Panai.
IMPLEMENTASI METODE PROTOTYPE DALAM PENGEMBANGAN WEBSITE SOLO RADIO MENGGUNAKAN APLIKASI CMS WORDPRESS
Hartanto, Hana Violetta;
Purnamasari, Kartika Prasetya
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 2 (2024): Desain Grafis dan Media Interaktif
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i2.635
Website development is an important part for maintaining the life and competiveness of an organization, including in the radio industry. Because Solo Radio is one of the famous radio stations in the city of Solo, an accurate and informative digital website is needed.. The purpose of this study is to implement a prototype method that conducts website development for Solo Radio using a WordPress Content Management System. The prototype method was chosen because it involves people directly in the production process, and the development process can be improved many times after they get their input.. The development process of this method started from gathering the user requirements, which was followed by the creation and evaluation of prototypes that lead to hundreds of iterations. Consequently, the prototype could be further developed into the final product people expected. The results of this study can be drawn on several aspects, in particular, website should have a good quality in both functional and aesthetic values. Therefore, a smooth user experience would be subjective depending on user's perspective of good user experience in website. In addition, WordPress was a website CMS with flexible and easily-managed features for content in the development of a Solo Radio website. The conclusion of this study suggests that the collaboration between developer and user will impact on the quality of a website while the selection of technology wesbite also could determine the quaility of website a company having.
KAJIAN KARYA SENI KUDA UGO UNTORO
Rumekso, Kunto Adi
Jurnal Industri Kreatif dan Inovatif Vol. 2 No. 2 (2024): Desain Grafis dan Media Interaktif
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v2i2.638
The research describes the equine artworks of Ugo Untoro, an artist from Yogyakarta who is famous for his horse-themed paintings and installations due to his love and respect for horses. The freedom, in this case an anti-style of thought in art seems to be a distinctive distinction Ugo has compared to other artists, as well as his pure and fiery emotions that enliven each of his works. The ability to capture the essence of life, experience is also the main ingredient in formulating a work of art, as well as in processing it to create a creativity, in this case in creating art. The understanding of painting techniques combined with the background story and experiences that inspire him make Ugo Untoro's works increasingly known by many people, both at home and abroad. Horses are seen by the public only as animals that help humans to alleviate certain human jobs and are considered only as animals that live according to their nature instinct until they die, but for Ugo Untoro they have their own value and are like humans or even heroes who sacrifice their energy to die as forgotten heroes. This research explains that how horses inspire Ugo Untoro in his work and how art can be a medium for him to tell people about his aspirations and thoughts.
PERANCANGAN BUKU ILUSTRASI SISTEM PENCERNAAN UNTUK SISWA SEKOLAH DASAR KELAS V DI SD NEGERI 5 TAWANGMANGU
Letisia, Laura;
Putri, Nadia;
Ariska, Ariska
Jurnal Industri Kreatif dan Inovatif Vol. 3 No. 1 (2025): Desain Komunikasi Visual
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v3i1.720
This research is motivated by the results of interviews with grade 5 teachers at SD Negeri 5 Tawanmangu, along with grade 5 students who aim to create an illustration book specifically for the digestive system material, so that each student can understand the digestive system lesson well. Because students often cannot understand each material that is explained well, and there is a lack of interesting illustrations in a digestive system textbook. The method used is qualitative, namely by interviewing and directly observing teachers and grade 5 students of SD Negeri 5 Tawangmangu. The final result that we made was an illustration book of the digestive system that contains a brief but clear explanation, using sentences or words that can be understood by children. In addition, this book also uses bright colors and interesting illustrations, and uses pop-up book elements as an explanation of this illustration book. The author really hopes that we all understand the needs of children, and support imagination in explaining the material in the book, so that children can understand each material presented.
PERANCANGAN VIDEO ANIMASI LIRIK LAGU SAYU
Puspita, Ako Naomi Ratna;
Haryatno, Yulius Rudi
Jurnal Industri Kreatif dan Inovatif Vol. 3 No. 1 (2025): Desain Komunikasi Visual
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v3i1.721
Lyric videos play an important role in the music industry, combining visual, audio and text elements to convey the message of a song. This research aims to animate the lyric video for the song "Sayu" by improving visual quality and motion graphic elements. The goal is to strengthen the audience's understanding of the meaning of the lyrics and amaze the audience with a more immersive visual experience. The creation of this work uses qualitative descriptive approach to interpretation and visualization of text. This research is motivated by awareness of the issue of preserving wild animals, especially orangutans, which are threatened with extinction. The song "Sayu" contains a strong social message about preserving wild animals, and through animated lyric videos, this research seeks to increase public understanding of this issue. In developing content, this research uses the MDLC (Multimedia Development Life Cycle) technique, creative typography, 2D animation elements, and motion graphics to create lyric videos that are more visually attractive. The expected final result is a lyric video that is effective in conveying the lyric's message and supporting public awareness about the conservation of wild animals.
PERANCANGAN LOGO, BUKU MENU DAN ILUSTRASI BANNER UNTUK MEMPERKUAT BRANDING WARUNG MIE AYAM MAK ATIK DI TAWANGMANGU
Kurniawan, Daniel Ferry;
Lero, George Bryan;
Betteng, Albert Deren Theofilus
Jurnal Industri Kreatif dan Inovatif Vol. 3 No. 1 (2025): Desain Komunikasi Visual
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v3i1.722
This research was conducted because Warung Mie Ayam Mak Atik in Tawangmangu has not had a clear visual identity since it was established in 2008. This shop does not have a logo, menu book, and banner illustration that can strengthen branding and attract customers. The research method used is qualitative, with direct observation and interviews with Mrs. Atik as the business owner to understand her visual needs. The result of this study is the design of a visual identity that includes logo design, menu book, and banner illustration with a natural concept. It is hoped that this more professional visual identity can help increase customer appeal, strengthen brand image, and make Warung Mie Ayam Mak Atik better known in Tawangmangu.
PERANCANGAN DESAIN ILUSTRASI SEBAGAI MEDIA BRANDING PENTOL KUAH BU SASTRI DI TAWANGMANGU
Haryanti, Kezia;
Dewi, Yulia Krista;
Cendana, Melkisedek
Jurnal Industri Kreatif dan Inovatif Vol. 3 No. 1 (2025): Desain Komunikasi Visual
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan
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DOI: 10.61696/visisakti.v3i1.723
In this study, we met a meatball soup seller, Mrs. Sastri, who is located in Tawangmangu, precisely in front of Balekambang. Mrs. Sastri has been running her business since 2014. The results of the interview, Mrs. Sastri's meatball soup merchandise has never had an identity at all. And in this study will focus on designing illustration designs as a branding medium for Mrs. Sastri's meatball soup merchandise. This illustration design will later use elements related to meatball soup and use a logo as the identity of Mrs. Sastri's meatball soup merchandise. The method used in designing this illustration and logo design is a qualitative method. With the creation of illustration designs and logos on Mrs. Sastri's trading cart, it is hoped that it can help improve the branding of Mrs. Sastri's meatball soup.