{"title":"Pengaplikasian Disruption Roadmap sebagai Konsep Berpikir dalam Proses Kreatif Pembuatan Kampanye Periklanan","authors":"Timothy Aldorino Budiono, Vanessa Yusuf","doi":"10.30998/jd.v10i2.13103","DOIUrl":"https://doi.org/10.30998/jd.v10i2.13103","url":null,"abstract":"kreatif","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73854059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Issues regarding issues of gender inequality in Indonesia are still in the spotlight and public attention. Where in the old traditions of the Malay and Javanese archipelagos, patriarchal culture is represented as a model of the dominant society. The patriarchal culture places the position of men's degrees above all else and women's degrees are always under men. This is what causes social inequality, especially for women. This study aims to provide insight into the importance of gender equality as an effort to prevent discriminatory cases and acts of violence against women through the 2D animation visualization of the Roro Mendut character who has the courage to fight against patriarchal culture. This study uses 2 methods, namely quantitative and qualitative methods, namely by interview or interview and data collection through library research, namely books and journals. The result of this research is the design of Roro Mendut's 2D animation which is full of moral values, courage, determination, struggle, and freedom of choice.
{"title":"Mengulik Keteguhan Hati Melawan Budaya Patriarki melalui Perancangan Karakter Animasi 2D Roro Mendut","authors":"Nur Aula Octavia, A. Rachman, R. Kurniawan","doi":"10.30998/jd.v10i2.13194","DOIUrl":"https://doi.org/10.30998/jd.v10i2.13194","url":null,"abstract":". Issues regarding issues of gender inequality in Indonesia are still in the spotlight and public attention. Where in the old traditions of the Malay and Javanese archipelagos, patriarchal culture is represented as a model of the dominant society. The patriarchal culture places the position of men's degrees above all else and women's degrees are always under men. This is what causes social inequality, especially for women. This study aims to provide insight into the importance of gender equality as an effort to prevent discriminatory cases and acts of violence against women through the 2D animation visualization of the Roro Mendut character who has the courage to fight against patriarchal culture. This study uses 2 methods, namely quantitative and qualitative methods, namely by interview or interview and data collection through library research, namely books and journals. The result of this research is the design of Roro Mendut's 2D animation which is full of moral values, courage, determination, struggle, and freedom of choice.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74285879","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Asrama merupakan hunian yang ditempati dalam jangka waktu tertentu dan biasanya berada dekat dengan lingkungan sekolah. Fasilitas yang ada di asrama biasanya berupa kamar tidur, ruang makan, dapur bersama, kamar mandi, ruang berkumpul hingga ruang belajar untuk siswa. Yayasan Terang Kasih Bangsa memberikan pendidikan dan asrama gratis berbasis alkitabiah, holistik dan kontekstual di Papua. Asrama sekaligus panti asuhan bagi anak-anak dari pedalaman ini merupakan salah satu bagian penting dari yayasan, sehingga diperlukan perancangan interior asrama yang melengkapi kebutuhan dan dapat membuat anak-anak nyaman walaupun berada jauh dari rumah. Oleh karena itu dalam perancangan ini, pokok permasalahan yang diangkat adalah bagaimana desain interior asrama putri yang baik dan nyaman bagi anak-anak yang berada jauh dari rumah. Metode yang digunakan dalam perancangan ini adalah design thinking dengan tahapan: understand, observe, point of view, ideate, prototype, dan test. Perancangan ini akan menghasilkan 1 set desain interior asrama yang baik dan nyaman ditempati oleh anak-anak dari pedalaman walaupun berada jauh dari rumah.
{"title":"Konsep Delightful Dormitory pada Interior Asrama Putri Terang Kasih Bangsa di Papua","authors":"","doi":"10.30998/jd.v10i2.13462","DOIUrl":"https://doi.org/10.30998/jd.v10i2.13462","url":null,"abstract":"Asrama merupakan hunian yang ditempati dalam jangka waktu tertentu dan biasanya berada dekat dengan lingkungan sekolah. Fasilitas yang ada di asrama biasanya berupa kamar tidur, ruang makan, dapur bersama, kamar mandi, ruang berkumpul hingga ruang belajar untuk siswa. Yayasan Terang Kasih Bangsa memberikan pendidikan dan asrama gratis berbasis alkitabiah, holistik dan kontekstual di Papua. Asrama sekaligus panti asuhan bagi anak-anak dari pedalaman ini merupakan salah satu bagian penting dari yayasan, sehingga diperlukan perancangan interior asrama yang melengkapi kebutuhan dan dapat membuat anak-anak nyaman walaupun berada jauh dari rumah. Oleh karena itu dalam perancangan ini, pokok permasalahan yang diangkat adalah bagaimana desain interior asrama putri yang baik dan nyaman bagi anak-anak yang berada jauh dari rumah. Metode yang digunakan dalam perancangan ini adalah design thinking dengan tahapan: understand, observe, point of view, ideate, prototype, dan test. Perancangan ini akan menghasilkan 1 set desain interior asrama yang baik dan nyaman ditempati oleh anak-anak dari pedalaman walaupun berada jauh dari rumah.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84072248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Confection waste in Kalijambe Village has not been utilized optimally. The existence of the waste was responded to by the confection owner by selling it to other parties to be used as material for making doormats and stuffing chairs. It is still lacking in processing because it is not utilized in terms of functional and aesthetic values. This qualitative research uses data collection methods in the form of observations, interviews, literature studies, and experiments. The experimental process of confection cloth waste went through several stages in the form of a coloring process, Yarn Design, and Tapestry Weaving Techniques. The results of the experiment can provide results in the form of new materials derived from confection waste. Therefore, further exploration of the confection waste is needed so that it can be fully utilized. This can provide potential for the processing of confection cloth waste with weaving techniques which are used as fashion products that have functional values as well as aesthetic values.
{"title":"Pemanfaatan Limbah Kain Konveksi di Desa Kalijambe Menggunakan Teknik Tenun Tapestri untuk Produk Fashion","authors":"Aukha Lukansa Tsaltsalbila, C. Puspitasari","doi":"10.30998/jd.v10i2.13912","DOIUrl":"https://doi.org/10.30998/jd.v10i2.13912","url":null,"abstract":". Confection waste in Kalijambe Village has not been utilized optimally. The existence of the waste was responded to by the confection owner by selling it to other parties to be used as material for making doormats and stuffing chairs. It is still lacking in processing because it is not utilized in terms of functional and aesthetic values. This qualitative research uses data collection methods in the form of observations, interviews, literature studies, and experiments. The experimental process of confection cloth waste went through several stages in the form of a coloring process, Yarn Design, and Tapestry Weaving Techniques. The results of the experiment can provide results in the form of new materials derived from confection waste. Therefore, further exploration of the confection waste is needed so that it can be fully utilized. This can provide potential for the processing of confection cloth waste with weaving techniques which are used as fashion products that have functional values as well as aesthetic values.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"62 3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87737689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penerapan Konsep Rancangan Elemen Interior dan Furniture pada Panti Wreda Rukun Senior Living","authors":"Mira Suci Tia, Atridia Wilastrina","doi":"10.30998/jd.v10i2.14160","DOIUrl":"https://doi.org/10.30998/jd.v10i2.14160","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"106 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88090891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Sayembara Logo BNI Life 24 Tahun sebagai Dasar Putusan Pemenang dengan Metode Skoring","authors":"","doi":"10.30998/jd.v10i2.15987","DOIUrl":"https://doi.org/10.30998/jd.v10i2.15987","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88531211","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. The purpose of this research is to reveal the concept and layout of a photo book entitled the concept and the layout of a Lullaby photo book by Abi Rafdi Aufar. Gestalt Theory is used for one of the approach concept analysis methods in this photo book. The result of this study is the discovery of basic ideas in the form of thematic sleep and fantasy or dream realms. The elaboration of the concept is divided into 9 sections, including: story ideas, editing of photo sources, sequencing, production of design decisions, printing and binding. Layout classification is arranged in the form of combining photos with illustrations, and photos with photos. The structure of this book is not arranged like an ordinary book, as evidenced by the arrangement of the index, offering sheet and colophon placed at the end of the book. About 95% of the photographs are composed with a combination of illustrations, so that a new perception emerges in reading his photographic works. Illustrator interacts, responds with photos from photographers. The elaboration scheme for the dissected photo book design plan can be a model for book design in general, it can also be used for photo books in particular. The expected impact of the results of this research is that it can open opportunities for researchers, photographers and also book designers, especially photo books to use the concept preparation technique and layout arrangement systematically using a photo book design planning scheme by developing a focus on other themes.
{"title":"Konsep dan Layout Buku Foto Lullaby Karya Abi Rafdi Aufar","authors":"Wulandari Wulandari, Ariefika Listya, Yulianto Hadiprawiro","doi":"10.30998/jd.v10i2.15937","DOIUrl":"https://doi.org/10.30998/jd.v10i2.15937","url":null,"abstract":". The purpose of this research is to reveal the concept and layout of a photo book entitled the concept and the layout of a Lullaby photo book by Abi Rafdi Aufar. Gestalt Theory is used for one of the approach concept analysis methods in this photo book. The result of this study is the discovery of basic ideas in the form of thematic sleep and fantasy or dream realms. The elaboration of the concept is divided into 9 sections, including: story ideas, editing of photo sources, sequencing, production of design decisions, printing and binding. Layout classification is arranged in the form of combining photos with illustrations, and photos with photos. The structure of this book is not arranged like an ordinary book, as evidenced by the arrangement of the index, offering sheet and colophon placed at the end of the book. About 95% of the photographs are composed with a combination of illustrations, so that a new perception emerges in reading his photographic works. Illustrator interacts, responds with photos from photographers. The elaboration scheme for the dissected photo book design plan can be a model for book design in general, it can also be used for photo books in particular. The expected impact of the results of this research is that it can open opportunities for researchers, photographers and also book designers, especially photo books to use the concept preparation technique and layout arrangement systematically using a photo book design planning scheme by developing a focus on other themes.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"53 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77423803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Fairy tales are stories that are used for early childhood with the benefits of growth, thought, entertainment, and moral messages. Now in modern times, kids do not follow fairy tales because there is gadget technology that causes laziness and poor development. Early childhood development is an important stage in children’s growth, so it is necessary to design something that can help with this problem. The solution to this problem is that kids like animation based on the visual style of funny pictures and entertainment. Fairy tales can be used as entertainment and good moral messages upon educational media. The research method used is a type of research method based on qualitative and data collection is carried out in 2 ways, namely literature and observation to support the writing and planning process. The purpose of this research is to make animated educational videos that can help the problem of laziness that can happen in early childhood. The result of the research is to produce an educational video of animated fairy tales with 2-dimensional animation techniques with one of the fairy tales namely “Bunda Sejati” which contains a good story and good moral messages for early childhood.
{"title":"Perancangan Video Edukasi Mengatasi Kemalasan Anak melalui Dongeng “Bunda Sejati” dengan Teknik Animasi 2 Dimensi","authors":"Imron Imron, N. Nadya","doi":"10.30998/jd.v10i2.14628","DOIUrl":"https://doi.org/10.30998/jd.v10i2.14628","url":null,"abstract":". Fairy tales are stories that are used for early childhood with the benefits of growth, thought, entertainment, and moral messages. Now in modern times, kids do not follow fairy tales because there is gadget technology that causes laziness and poor development. Early childhood development is an important stage in children’s growth, so it is necessary to design something that can help with this problem. The solution to this problem is that kids like animation based on the visual style of funny pictures and entertainment. Fairy tales can be used as entertainment and good moral messages upon educational media. The research method used is a type of research method based on qualitative and data collection is carried out in 2 ways, namely literature and observation to support the writing and planning process. The purpose of this research is to make animated educational videos that can help the problem of laziness that can happen in early childhood. The result of the research is to produce an educational video of animated fairy tales with 2-dimensional animation techniques with one of the fairy tales namely “Bunda Sejati” which contains a good story and good moral messages for early childhood.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90457308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Media Promosi Iklan Taman Nasional Komodo melalui Animasi 2D","authors":"Mohamad Zhofran Ardyan, A. Rachman, R. Kurniawan","doi":"10.30998/jd.v10i2.13144","DOIUrl":"https://doi.org/10.30998/jd.v10i2.13144","url":null,"abstract":"Media","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88707378","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perancangan Video Musik Hidup Bersih dan Sehat sebagai Sarana Kampanye PHBS untuk Anak-Anak di Kabupaten Badung","authors":"","doi":"10.30998/jd.v10i2.14275","DOIUrl":"https://doi.org/10.30998/jd.v10i2.14275","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"34 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82727214","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}