DIVAGATRA - Jurnal Penelitian Mahasiswa Desain https://ojs.unikom.ac.id/index.php/divagatra <h3><strong>About the Journal</strong></h3> <p><strong>DIVAGATRA - Jurnal Penelitian Mahasiswa Desain</strong>&nbsp;(<strong>ISSN <a title="ISSN - BRIN" href="https://issn.brin.go.id/terbit/detail/20210427231950853" target="_blank" rel="noopener">2776-656X</a></strong>) is a regular journal published by the Fakultas Desain, Universitas Komputer Indonesia. DIVAGATRA is published twice a year in April and October. This scientific journal aims to disseminate the scientific works of Diploma (D3), Bachelor (S1) and Master Degree (S2) students in the fields of design, art and culture. The focus and scope of articles that can be published by this journal are in the fields of Interior Design, Visual Communication Design and Graphic Design as well as other design and culture fields.&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;<a title="SINTA Profile" href="https://sinta.kemdikbud.go.id/journals/profile/11272" target="_blank" rel="noopener"><img src="/public/site/images/irma/SINTA_S5.png"></a></p> <p>&nbsp;</p> en-US <p><img src="/public/site/images/irma/CC-BY-SA_icon_white_h50.png"></p> <p>Authors who publish articles in <strong>DIVAGATRA</strong> agree to the following terms:</p> <ol> <li>Authors retain the copyright of the article and grant the journal right of first publication with the work simultaneously licensed under <strong>CC-BY-SA</strong> or <strong>The Creative Commons Attribution–ShareAlike License.</strong></li> <li>Authors can enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li> <li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) before and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See <a href="http://opcit.eprints.org/oacitation-biblio.html">The Effect of Open Access</a>).</li> </ol> <p>&nbsp;</p> irma@email.unikom.ac.id (Irma Rochmawati, M.Ds.) divagatra@email.unikom.ac.id (Irma Rochmawati, M.Ds) Tue, 30 Apr 2024 00:00:00 +0700 OJS 3.1.1.4 http://blogs.law.harvard.edu/tech/rss 60 PERANCANGAN KOMIK WEB TENTANG KISAH PEREMPUAN HEBAT DALAM ALKITAB https://ojs.unikom.ac.id/index.php/divagatra/article/view/11332 <p><em>Nowadays, young people are increasingly able to access various information from the internet easily, both useful information and harmful information to their spirituality and personality. This can happen to younger generations of Christians who become more interested in worldly things over the internet than spiritual ones. Currently, the topic is the story of the great women in the Bible, Abigail and Esther, which deals with the issue of gender equality.</em> <em>This is a visualization and simplification of stories from the Bible. It requires literature study, interviews, and focus group discussions and then the data is analysed and used as a foundation in designing media, with communication concepts that use casual language and are informative, as well as creative concepts that use is Korean comic style that young people like today, with color compositions that match the story setting, and vertical comic layouts so the one who read can understand and enjoy it.</em></p> <p>&nbsp;</p> Audree Graciela Salomita Peyoh, Christine Claudia Lukman, Hendra Setiawan ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/11332 Tue, 30 Apr 2024 23:52:36 +0700 Analisis Elemen Visual Pada Komik “Pupus Putus Sekolah” https://ojs.unikom.ac.id/index.php/divagatra/article/view/11814 <p><em>Digital comics are currently gaining popularity among many people, especially teenagers. Not only serving as a form of entertainment, they can also be utilized as a means of conveying information. The objective of this research is to understand the use of visual elements in conveying messages and information through the comic "Pupus Putus Sekolah." This study employs a descriptive method, illustrating specific situations and describing facts and their relevance to the researched visual elements applied in the comic "Pupus Putus Sekolah" in a factual, detailed, sequential, and precise manner. The research relies on illustrative data, and the data collection technique involves observation or scrutiny of the visual elements used. The researcher utilizes the method of observation, listening, and reading the entire season and episodes of the comic "Pupus Putus Sekolah," noting essential information for data collection. Meanwhile, the analysis involves classifying the collected data into its types, analyzing and interpreting the data, presenting the analyzed data, and drawing conclusions. Based on the conducted analysis, the findings reveal that visual elements such as panels, perspectives, gutters, speech balloons, sound effects, illustrations, story, splash, motion lines, symbolism, and storytelling play a crucial role in influencing how the comic's narrative content is conveyed.</em></p> Adinda Yuliaqanita, Romauli Amanda, Robiah Salsabila, Shafira Khoirunisa ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/11814 Tue, 28 May 2024 17:21:36 +0700 Perancangan Gim Digital tentang Camilan Tradisional Khas Sulawesi sebagai Media Edukasi untuk Remaja https://ojs.unikom.ac.id/index.php/divagatra/article/view/12306 <p><em>Indonesian regional snacks are highly valued for their cultural significance due to their distinctive taste, composition of ingredients, and processing techniques. Due to the globalization of free trade exchange and the ease with which information can be exchanged in the modern technology era, teens' interest in traditional snacks from different parts of Indonesia is currently waning. Especially on the island of Sulawesi, many traditional food vendors have forced to close their doors as a result of the Indonesian people's adaptation to the digital world over the past five years. With the purpose of educating and acquainting teenagers aged 12 to 18 with typical Sulawesi snacks, this mix-method study used a glass box method approach. The design visualization results use a simple chibi cartoon graphic style so that the content in the game may be readily conveyed and understood by the target market, while the data collecting and analysis results use literature studies and questionnaires. Thus, in an effort to maintain the cultural flavor of typical Indonesian snacks, this digital game can be utilized as an instructional tool regarding common Sulawesi snacks.</em></p> James Riady Thomas; Miki Tjandra; Dewi Isma Aryani ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/12306 Tue, 28 May 2024 17:23:57 +0700 Studi Visual UI dan UX pada Gim Persona 5 Royal https://ojs.unikom.ac.id/index.php/divagatra/article/view/12339 <p><strong>Abstract</strong>: This journal discusses the intricacies of User Interface (UI) and User Experience (UX) design introduced in Persona 5 Royal, the definitive edition of the critically acclaimed role-playing game Persona 5. The journal begins by providing an overview of Persona 5 Royal's UI design, highlighting key design features and aspects that contribute to a better and more immersive gaming experience. It analyzes the integration of new features, such as simplified menus, enhanced navigation tools, and refined visual aesthetics, and evaluates their effectiveness in improving player engagement and accessibility. It also provides insights into the strengths and weaknesses of Persona 5 Royal's UI and UX, offering valuable perspectives for designers, developers, and general game enthusiasts. Ultimately, this research seeks to celebrate and appreciate Persona 5 Royal's UI and UX design achievements while providing critical insights into the ongoing evolution of game design in the modern gaming landscape or industry as a whole.</p> Alman Fauzan Hidayah, Irma Rochmawati ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/12339 Tue, 28 May 2024 20:55:13 +0700 Perancangan Informasi Pengolahan Mangrove Jackie Gold Melalui Media Buku https://ojs.unikom.ac.id/index.php/divagatra/article/view/12463 <p><em>Mangroves are tropical species that usually grow and develop on coastlines and river estuaries exposed to tides. Mangroves, which are usually still seen as plants that protect beaches from seawater abrasion, are used as tourist attractions, but other uses of mangroves can also be used as ingredients for processed products. Jackie Gold is an MSME that has successfully processed mangroves into several food and beverage products. The research method used is qualitative by conducting interviews, observations, and literature studies finding that mangroves can be made into various products but are still ineffective. This is because the community does not know about mangrove-processed products. This led researchers to design information media through book media as a solution. This design aims to inform the public about mangroves which can be used as processed products. The use of books is expected to increase the understanding and knowledge of the Indramayu coastal community.</em></p> Hari Saptaji, Arif Try Cahyadi ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/12463 Tue, 28 May 2024 20:58:36 +0700 Desain Karakter Motion Graphic Biografi W.R. Soepratman untuk Anak Muda https://ojs.unikom.ac.id/index.php/divagatra/article/view/12659 <p><em>In a study, it is stated that Generation Z prefers consuming audio-visual content. In this case, motion graphics can be used as a media to portray the biography of W.R. Soepartman. However, in the motion graphic video, there is still no character design of W.R. Soepratman. Therefore, there is a need for the design of the character of W.R. Soepratman as the main character in the motion graphic video. </em><em>The character design becomes the visual identity of the character of W.R. Soepratman as well as other characters in the motion graphic video. Therefore, character design becomes an important aspect in the design process and serves as a visual identity to portray the characteristics of W.R. Soepratman. </em><em>Therefore, research is conducted in an effort to generate design ideas for the character design and develop them into a design concept suitable with motion graphic. The character design in the motion graphic biography of W.R. Soepratman serves as a visual asset that functions as the visual identity of historical figures and characters present in the motion graphics. A simple and minimalist character design is obtained with the primary function of depicting the character. Simple and minimalist character shape form can facilitate the animation process in motion graphics.</em></p> Faisal Amri Diarrahman, Widyasari Widyasari, Mahimma Romadhona ##submission.copyrightStatement## https://creativecommons.org/licenses/by-sa/4.0/ https://ojs.unikom.ac.id/index.php/divagatra/article/view/12659 Tue, 28 May 2024 21:02:46 +0700