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Contact Name
Wandah Wibawanto
Contact Email
wandah@mail.unnes.ac.id
Phone
+6281805156852
Journal Mail Official
dkv@mail.unnes.ac.id
Editorial Address
B9 lt 2 ruang dosen SR Kampus Unnes
Location
Kota semarang,
Jawa tengah
INDONESIA
Arty: Jurnal Seni Rupa
ISSN : 22527516     EISSN : 27218961     DOI : https://doi.org/10.15294/arty.v9i2
Arty: Jurnal Seni Rupa focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Contributions may encourages the following types of articles which are completed research papers, student papers (research done by students), and case studies. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 261 Documents
DEWARUCI BOARD GAME DESIGN AS A WAYANG INTRODUCTION MEDIA FOR CHILDREN 10-12 YEARS OLD Dewi, Fajrina Cahya
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.306 KB) | DOI: 10.15294/arty.v9i2.40296

Abstract

Wayang is one of the artistic heritages that contains various good teachings in life. But now, there are many young generation forgets about wayang, and don't even know it. Watching Wayang Shows all night long is hard for children, that's why an alternative media are made in the form of games that can be played by children to introduce Wayang characters..The process of working in designing board games includes: (1) Pre-Production, including data collection, goal setting, concept determination, (2) Production, including content design, sketching, digitization, layouting, and printing (3) Post Production. This study project has produced a dummy board game theme about Dewaruci, where in the game, the theme of characters and stories of Dewaruci can be introduced to children. The work of the study project is expected to help children to get to know the noble artistic heritage. In addition, this work can be a motivation and inspiration for other creators who create works with archipelago content.
ADVERTISING DESIGN FOR ACCESS STUDIO Aziz, Ahmad Abzal
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1384.984 KB) | DOI: 10.15294/arty.v9i2.40297

Abstract

Access Architect is an architectural design studio in Semarang, which was founded in 2016. As a company that is still relatively new, Access Architect faces competition from companies that have been engaged in this field before. But there is no promotional media with visual standardization that supports building and enchancing company image. On the other hand, the presence of promotional media is important because it directly relates to clients and remembers Access Architect as a company that is still relatively new. The design of promotional media created for Access Architect includes company profile and portfolio catalog, corporate identity applications, animated videos, and slider website. The manufacturing process is done by manual and digital techniques using Corel Draw and Adobe After Effects applications. The process of designing this promotional media goes through several stages of the work process, namely the preliminary process, pre-production process, the production process, and the post-production process. With the design of promotional media it is expected to help introduce Access Architect in the community, expand the marketing area, and improve the image of the company in order to compete with the competitors.
MOTION GRAPHIC ADVERTISING FOR LIL HAJJ WAL UMROH PROMOTION Regar, Ahmad Rokhi
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.34 KB) | DOI: 10.15294/arty.v9i2.40327

Abstract

Dewangga Lil Hajj Wal Umroh in the face of market competition, requires a promotional media with a high level of appeal for its target segmentation, and is able to represent the theme of the pilgrimage properly. Therefore we need a promotional media in the form of Motion Graphic ads. The design of this promotional media advertisement aims to create a promotional media in the form of Motion Graphic advertisement for Dewangga Lil Hajj Wal Umroh, with a persuasive message to increase Dewangga Lil Hajj Wal Umro's customers. The method of making the work of this study project includes five stages: (1) Preparatory / Prelimenary (Research of the Client, Determination of the target audience, and placement of the media); (2) Funding (Material, production, display); (3) Pre Production (Selection of production equipment, making concep art, making storyboards); (4) Production (Creating character assets and environments, moving objects / animatting, dubbing and sound effects, audio and video editing); (5) Post-production (DVD burning, exhibition). The results of this study project were two Dewangga Lil Hajj Wal Umroh Motion Graphic Ads. Work I has a duration of 1 minute 10 seconds with 9 scenes. Work II is 43 seconds long and has 10 scenes. Both of these advertisements have 1280 x 720 px video format.
USER INTERFACE AND USER EXPERIENCE OF INDOSPORT MOBILE APPLICATIONS USING A USER CENTERED DESIGN APPROACH Fadli, Muhammad Raffi
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.294 KB) | DOI: 10.15294/arty.v9i2.40365

Abstract

An alternative solution for Indosport, considering the increasingly advanced smartphone development and also followed by the rapid growth of its users in Indonesia. The purpose of this study project is to produce a product in the form of a user interface (UI) and user experience (UX) design in helping to realize targeted mobile applications and not forgetting to apply the principles of visual communication design namely unity and variety, hierarchy, contrast, proportion and balance. The UI and UX design methods go through several stages of work in sequence: pre-production process, production process, and post-production. This design results in UI and UX designs that are equipped with user flow, interface designs, illustrations and prototypes. The main page of the Indosport mobile application is News, Activity, Calendar, and Profile which later on these pages there are several features that are different from the previous page. The making of this UI uses several visual languages such as medium close up, full shot, long shot, close up and medium long shot in the image section contained in the article as well as the depiction of field styles used to almost all visual UI elements. Using several principles in design, namely time to learn, speed of performance, rate of errors by users, retention over time, and subjective satisfaction. The resulting design forms will be distributed directly to the Research and Development division and the IT division from Indosport to be made a native.
APPLIED PHOTOGRAPHY FOR TKP COFEE HOUSE’S COMPANY PROFILE Asyfahani, Cahya Naufal
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.778 KB) | DOI: 10.15294/arty.v9i2.40367

Abstract

The purpose of this study project is to produce a company profile design that will be combined with product photography according to company needs, so as to convince potential franchisees to use the TKP Coffee House services and can confirm the positioning of the TKP Coffee House as a cafe that has superior product quality. The design of the company profile combined with this photography will be published in printed form, namely booklets, and in the online form, namely social media, and websites. The process of designing a company profile with a combination of photography through several stages of the process of creating a sequence of pre-production processes, production processes, and post-production processes. The design of a company profile with a combination of photography is expected to help the TKP Coffee House build its image in the audience and potential franchisees, provide added value, and making the TKP Coffee House cafe able to compete with its competitors.
DESIGN OF “PUTRI KUMALA” POP-UP BOOK AS CHILDREN STORYTELLING Rizka, Maulia
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (631.626 KB) | DOI: 10.15294/arty.v9i2.40370

Abstract

Storytelling is a positive activity that can help stimulate various aspects of child development. Storytelling activities were usually done by parents or storytellers for their children. Folklore is one of many stories on the topic of storytelling. But with the development of folklore as a topic in storytelling increasingly displaced by the influx of foreign culture. Princess Kumala is one of the folk stories from the Semarang Regency that has an interesting storyline and contains moral values that can be exemplary. In this study project, the author wanted to visualize the folklore of Princess Kumala into a pop-up book as a media in storytelling. Pop-up books can offer a new experience of reading stories more interestingly and interactively. With the creation of pop-up book, Princess Kumala is expected to be an interactive media for parents or storytellers in delivering a story. As well as a means of preservation of local folklore
MERCHANDISE DESIGN AS PT RADIO CHANDRA TARUNA PROMOTION Trifandianto, Ivan
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.394 KB) | DOI: 10.15294/arty.v9i2.40371

Abstract

Radio is one of the information media that is a daily food by the community. The existence of radio in people's lives certainly cannot be separated from the function of radio as a medium of information and for entertainment. In Semarang, there are a lot of private radios present to entertain entertainment and information, one of them is Chandra Taruna Radio (RCT FM) which is a seasoned radio in Semarang City. This radio is in the Bukitsari Region, Banyumanik, Semarang. In Semarang there are a lot of radio competitors who are competitors of Radio Chandra Taruna (RCT FM) itself. So there needs to be an effort, to build a corporate image and listener loyalty so that listeners can faithfully listen to RCT FM and attract potential advertisers on this radio. The aim of this study project is to produce a merchandise design, which illustrates the elements of the merchandise design that illustrates the role of RCT FM as a radio that provides information and entertainment. So that it can increase the attractiveness of prospective listeners and prospective advertisers and increase the loyalty of old listeners. The process of designing merchandise through several stages of the process of creating the sequence of pre-production processes, production processes, and post-production processes. The results of the design of merchandise PT. Radio Chandra Taruna based on its type namely, in the form of t-shirts, tote bags, tumblers, notebooks, mugs, hand fans, and key chains. With the design of this merchandise is expected to help PT. Radio Chandra Taruna built its self-image to the audience, added value, and made PT. Radio Chandra Taruna can compete with its competitors
“CINDELARAS” KIDS ILLUSTRATION AS A MORAL LEARNING MEDIA FOR CHILDREN Wardani, Kemala Pintaka
Arty: Jurnal Seni Rupa Vol 9 No 2 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (616.406 KB) | DOI: 10.15294/arty.v9i2.40372

Abstract

Moral learning can be taught through stories, which act as orientations and role models to stimulate understanding which then becomes the habituation and personal character of the child. In this study project moral learning is presented in stories in the form of comic books, with Cindelaras's story as example. The comic book creation process goes through several stages of the creative process namely the pre-production process, the production process and the post-production process. The main work produced was a dummy form from a comic book titled "Cindelaras: A Boy with Rooster" and several merchandise works as supporters such as bookmarks, key chains, art prints and stickers. All the sequences pages of this comic are visual illustrations that tell the story of Cindelaras' journey in fighting for justice. In this comic also illustrated how Cindelaras behaves to parents, people who need even those who are evil to him. This comic has the main message that every good or bad deed will return to the culprit. This work is analyzed from the technical aspects, aesthetic aspects and illustrative aspects. Technically, the entire work is done in digital format and techniques with Adobe Photoshop CS5 applications, while viewed from an aesthetic aspect, it highlights visual elements that are depicted such as colors, lines, drawing styles, and so on. The illustrative aspect explains how illustrations play an important role in communicating stories in this comic book. Through this comic book illustration creation it is hoped that it can add to children's reading recommendations as a medium of moral learning as well as a means of promotion to introduce native Indonesian folklore.
BOARD GAME AS LEARNING MEDIA FOR TPQ AL HUDA BABADAN BARU UNGARAN Oktavani, Veni
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.622 KB)

Abstract

The design of board games as a learning media for TPQ Al Huda is motivated by the realization of the teacher on the high enthusiasm of students when conducting Friday's agenda which is filled with playing. Realize with that kind of situations, the teacher wants to take advantage of this condition by giving educative games because the needs of students who not just playing but also to have basic knowledge of dinul Islam in order to understand and practice the Quran. The design begins with by analyzing the needs of students, determining the design strategy and the making of element visual appropriate with the characteristics of the age of the target audience. The purpose of making this design is to produce a classic board game as a learning media who could create fun learning situations. Board Game implementation is expected to motivate the students and to teach the basics of dinul Islam with fun way so the students are enjoy the learning proses
APPLIED FOOD PHOTOGRAPHY FOR GOODFELLAS RESTO WITH STILL LIFE APPROACH Kurniawansyah, Hendrik
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.26 KB)

Abstract

Goodfellas Resto is a restaurant with a luxurious and upscale atmosphere during the Dutch era. The concept of a mixture of urban and classic is the hallmark of the restaurant which is operated in a cultural heritage building by the famous architect Thomas Karsten. Along with the increasing competition in the restaurant business, coupled with the rampant promotion of food menus from various new restaurants, several long-established restaurants have to maintain their existence. From this problem, Goodfellas intends to re-photograph the mainstay menu, new menu, and several promo menus for the event and promote it. The method used includes 3 stages of the process, namely 1) the pre-production process includes; data collection, SWOT analysis and setting goals. 2) the production process includes; image capture and printing process. 3) post production process includes; media validation and printing of food photography media. The resulting work consists of food photography that carries a still life approach.

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