<span style="color: rgba(0, 0, 0, 0.87); font-family: 'Noto Sans', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif; font-size: 14px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #ffffff; text-decoration-style: initial; text-decoration-color: initial; display: inline !important; float: none;">Pixel :Jurnal Ilmiah Komputer Grafis merupakan Jurnal yang diterbitkan oleh Universitas Sains & Teknologi Komputer (UNIVERSITAS STEKOM). Jurnal ini terbit 2 kali dalam setahun yaitu pada bulan Juli dan Desember. Misi dari Jurnal Pixel adalah untuk menyebarluaskan, mengembangkan dan menfasilitasi hasil penelitian mengenai Ilmu bidang Desain, Media dan Ilmu Seni, sebagai media bagi para dosen, guru, peneliti dan para praktisi dalam bidang Desain, Media dan Ilmu Seni dari seluruh Indonesia, dalam melakukan pertukaran informasi tentang hasil-hasil penelitian terbaru yang telah dilakukan.
Sistem Pengarsipan Dan Monitoring Surat Menyurat Di Dinas Pendidikan Gresik
The manual archiving process within the Gresik Education Office continues to encounter significant challenges, including difficulties in correspondence tracking, document misplacement, and inefficiencies in disposition management. To address these issues, this study proposes the design and implementation of a Web-Based Archiving and Correspondence Monitoring System developed using the Waterfall methodology. The system aims to facilitate the digital transformation of administrative correspondence through three primary pillars: secure user authentication, flexible digital workflows, and compliance with electronic archival standards. Core features include centralized document management, automated disposition processes, electronic signature verification, and real-time notification integration via WhatsApp. Implementation results demonstrate that the proposed system enhances efficiency, traceability, and accountability in correspondence management at the Gresik Education Office.
Copyright (c) 2025 Ainul Faradisa, Soffiana Agustin
Rancang Bangun Sistem Informasi Arsip Dokumen Impor Berbasis Web PT Petrokimia Gresik
The rapid development of information technology has encouraged organizations to implement computerized systems to improve document management efficiency and security. At PT Petrokimia Gresik, import document archiving was previously conducted using Google Drive and physical storage, which caused issues such as limited access control, risk of data loss, and slow document retrieval during audits. This study aims to design and develop a web-based Import Document Archiving Information System using the waterfall development method. The system was built using HTML, CSS, JavaScript, PHP, and MySQL. The results indicate that the system improves archiving efficiency, enhances data security, accelerates document search, and supports structured monitoring and validation processes.
Copyright (c) 2025 Arina Haq Marankahar, Henny Dwi Bhakti
Service Quality On User Satisfaction With The MyTelkomsel E-Service Mobile Application
This study aims to gain an in-depth understanding of the influence of user experience and e-service quality on user satisfaction with the MyTelkomsel mobile application. This research was conducted using a descriptive qualitative method along with data collection techniques in the form of semi-structured interviews and direct observation of active users of the MyTelkomsel application in the city of Medan. Data was obtained from 10 informants selected using purposive sampling techniques, supported by documentation of user interactions with the application. The results of the study indicate that ease of navigation, informative interface display, application response speed, and service feature reliability are the main factors that shape user satisfaction. Users tend to feel satisfied when the application is able to provide a comfortable, efficient, and responsive user experience that meets their needs. The findings of this study are expected to provide strategic input for Telkomsel in improving user experience and service quality as an effort to strengthen customer satisfaction and loyalty.
Copyright (c) 2025 Ananda Utami, Muhamad Alda, Fatimah Azzahra Putri, Bazlina Dini Amanda
Sistem Rekomendasi Snack and Beverages Menggunakan Metode Item Based Collaboration Filtering
In today's digital era, recommendation systems have become an integral part of supporting consumer purchasing decisions, including in the food and beverage industry. This study aims to develop a product recommendation system for snacks and beverages using the item-based collaborative filtering method. This method was chosen due to its ability to handle large-scale user and product data, as well as its efficiency in providing relevant recommendations based on user consumption patterns. In this study, the system calculates the average user rating and implements Cosine Similarity to measure the similarity between products, resulting in more accurate recommendations. The system also evaluates the accuracy of recommendations using the Mean Absolute Error (MAE) metric. Based on the results obtained, which is 0.285403 for the average error on 17 items, the developed recommendation system can improve consumers' shopping experience, help them find products that suit their tastes, and support the sales of snacks and beverages products in the market
Brick Wall Texture Projection Using Parameters for 3D Game Environments
Texture creation has been one of the important aspects in creating 3D environment. It could support an object that could be identified by the viewer. There has been software that providing the creation of a texture for a playable 3D game asset. The purpose of this research was to find the method of making a wall texture and to show the in-app parameters that could be applied. The objective of this research is to find any possible limitation toward using the software. As a step to make exploration thoroughly, a brick wall design has been made with initial modelling in ZBrush and Maya app. Followed by the usage of Substance 3D Painter as a variable to control the texture modification. There was more in-depth explanation in creating a defined surface texturing with in-app technical parameters.
texture, 3D game asset, in-app parameters, texture projection
Analysis of the Effectiveness of the JKN Mobile Application User Interface Design Based on the Usability Heuristic Theory of UI Principles
This study evaluated the effectiveness of the JKN Mobile interface using Nielsen’s Usability Heuristic Principles to identify issues that affect clarity, consistency, and user navigation. The research applied a descriptive qualitative approach through interface observation and visual analysis, focusing on typography, layout, color usage, iconography, and feedback mechanisms. The findings showed that several essential elements of system status were not clearly presented, such as loading indicators, data update information, and synchronization cues. Inconsistencies in icon style, visual hierarchy, and button functions further reduced predictability and increased the cognitive load on users. Some screens also displayed incomplete content and unclear action mapping, which disrupted task flow. The study concludes that improving visual hierarchy, standardizing interface components, refining navigation paths, and providing clearer feedback can strengthen usability and support the application’s role as an accessible digital public service.
Copyright (c) 2025 M. Alif Wicaksono M. Alif Wicaksono, M Garry Saputra M Garry Saputra , Abiel Yizrel Panggula Abiel Yizrel Panggula
PENGEMBANGAN SISTEM INFORMASI PERPUSTAKAAN BERBASIS KARYA LOKAL UNTUK PENINGKATAN LITERASI KOMUNITAS (KBP)
This study aims to develop and implement a web-based Library Information System as a means to enhance literacy within the Kampoeng Baca Pelangi (KBP) Community. The system is designed to simplify library data management processes that were previously performed manually, including book cataloging, member registration, borrowing, returning, and the generation of operational reports. The development process follows the Waterfall method, starting from requirement analysis, system design, implementation, up to system testing. The results indicate that the system successfully meets the primary needs of the library administrators, based on feasibility testing involving internal KBP respondents. Evaluation through a Likert-scale questionnaire produced a score of 94%, indicating that the system falls into the “Highly Feasible” category for use. Features such as book data management, borrowing/return transaction processing, collection search, and report generation are proven to enhance the efficiency and accuracy of library operations.
Copyright (c) 2025 Muhammad Tahir, Bukran Bukran, Muhammad Dava Aufa Emil Dava
Black-Box Testing Using the State Transition Technique on the Web-Based Clinic Appointment System “Citra Medica”
Software testing is an essential stage to ensure the quality and reliability of a system before it is widely deployed. One of the commonly used methods is black box testing, which focuses on evaluating the functionality of the software without considering the internal structure of the code. In this study, the black box testing method was applied using the state transition technique to test the web-based clinic appointment system “Citra Medica.” The testing process involved mapping user state flows through a transition diagram and creating test scenarios for each state change. The test results showed that all system functions operated according to the specifications, with a 100% success rate achieved in every transition scenario. This method proved effective in detecting logical errors and ensuring system stability during user state transitions
Copyright (c) 2025 Helmi Azkia, David Sugiarto, Egia Rosi Subhiyakto
Perancangan dan Implementasi Sistem Pengajuan Keluhan Karyawan Berbasis Web
The manual submission of employee complaints often leads to slow handling, disorganized documentation, and limited transparency regarding complaint progress. These issues hinder internal communication and reduce the effectiveness of administrative processes. This study aims to design and implement a Web-Based Employee Complaint Submission System using PHP and the Bootstrap framework to improve efficiency and accuracy in managing complaints. The system supports three main categories of complaints: payroll, occupational safety and health, and work facilities. It also enables employees to track complaint status through request, approved, and rejected indicators. Administrators can manage user accounts and generate official follow-up letters. Implementation results show that the system improves data recording, enhances documentation order, and increases transparency in complaint handling. Overall, the system facilitates more structured, efficient, and traceable communication between employees and management, supporting better corporate governance.
Copyright (c) 2025 Andriyanto Andriyanto, Henny Dwi Bhakti
SEMIOTIC ANALYSIS AND VISUAL IDENTITY OF THE “PIA SARONDE” LOGO AS A BRANDING REPRESENTATION OF GORONTALO'S CULINARY UMKM
This research explores the visual identity of the Pia Saronde brand—one of Gorontalo’s well-known local culinary products—by applying a semiotic perspective grounded in Roland Barthes’ theory. As a micro, small, and medium enterprise (MSME) operating in the food sector, the brand relies heavily on its logo to influence consumer impressions, reinforce its market positioning, and distinguish itself within a competitive business environment. The purpose of this study is to examine the structural components of the logo, analyze the denotative and connotative layers of meaning it conveys, and evaluate how effectively it reflects the cultural characteristics of the region. Using a qualitative descriptive approach, this study integrates visual examination of the logo with an extensive review of related literature. The analysis indicates that the logo’s yellow and brown color palette evokes a sense of warmth, sweetness, and culinary appeal, while its rounded typography suggests tradition, familiarity, and a homemade quality. Furthermore, the use of the name “Saronde” creates a symbolic linkage to the renowned Saronde Island, thereby strengthening the brand’s connection to its regional roots. Overall, the findings demonstrate that the logo successfully communicates both cultural and gastronomic associations. Nonetheless, the study recommends enhancing certain symbolic elements and improving adaptability for digital media to optimize the brand’s visual impact.
branding, Gorontalo, logo analysis, semiotics, visual identity
Application of Simple Linear Regression Algorithm for Predicting House Prices in Greater Jakarta Based on Location and Building Area Features
The research utilizes secondary data that has been preprocessed through several stages, including handling missing values, standardizing numerical attributes, and converting categorical data using One-Hot Encoding. The dataset were partitioned into subsets consisting of 80% for training purposes and 20% for model validation, and the model was then built using the LinearRegression() method available in scikit-learn. Evaluation outcomes reveal that the model effectively recognizes the linear correlation between the independent and dependent variables, obtaining MAE = 0.509, MSE = 0.464, RMSE = 0.681, and R² = 0.627. This shows that approximately 62.7 percent of the variation in house prices within the Jabodetabek region can be accounted for by the model.
Copyright (c) 2025 Drs. Jadiaman Parhusip, M.Kom., Ary Sigit Julian, Febrian Nur Hidayat, Jeremy Timothy Souk, Naufal Fakhri
Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionnaires involving children, parents, and professional animators. The collected data served as the foundation for designing characters, storylines, illustration styles, colors, and audio suitable for young audiences. The results show that 2D animation featuring bright visuals, playful characters, and educational narration effectively increases children’s interest and understanding of healthy food. The implication of this study highlights the potential of animation as an effective visual communication tool to promote nutritional education and healthy lifestyle habits from an early age.
Copyright (c) 2025 Krisna Fatichal Septiandra, Diana Aqidatun Nisa, Aileena Solicitor.C.R.E.C
Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students
Copyright (c) 2025 Ridlo Qoirul Anhari, Agus Priyadi, Ahmad Zainudin
Interactive Book Character Design: The Dangers of Instant Food for Children Aged 9–12 Years
The high consumption of instant foods among elementary school children has become a significant concern due to its potential long-term health risks. This study aims to design interactive picture storybook characters as an educational medium for children aged 9–12 years to understand the dangers of instant foods and develop healthy eating habits. This study used a mixed-methods approach combined with design methodology, including a literature review, interviews with teachers, nutrition experts, and illustrators, and a questionnaire distributed to 114 respondents to identify children's educational needs and visual preferences. The design process involved problem identification, concept development, prototyping, and validation through audience polling. This design features the main characters Lala, Lita, Ibu, and Perut Mascot, with brightly colored digital cartoon illustrations. The validation results showed that the characters and visual design align with the interests and needs of the target audience, making this medium effective in conveying educational messages in an engaging manner while motivating children to understand the risks of instant foods.
Copyright (c) 2025 Savira Nanda Budiafosma, Aninditya Daniar, Masnuna Masnuna
PERANCANGAN VISUAL BRANDING KLINIK KECANTIKAN MELALUI KONTEN KOLABORASI INFLUENCER (STUDI KASUS: EDERMA CLINIC SEMARANG)
This study discusses the design of visual branding for Ederma Clinic Semarang through influencer collaboration content. The researcher acts as the influencer to produce creative visual content that represents Ederma Clinic’s identity, increases engagement, and strengthens brand awareness among young women audiences. The research method used is qualitative descriptive with data collection through observation, interviews, documentation, and content analysis. The results show that influencer collaboration can improve brand perception, social media engagement, and customer interest in Ederma Clinic. The designed visual content successfully strengthens brand positioning as a trusted and modern beauty clinic.
Copyright (c) 2025 Riezka Safina Putri, Irdha Yunianto
Perancangan Logo Kampanye Sosial “FLOW” Sebagai Media Edukasi PTSD pada Generasi Z
This study aimed to design the visual identity of the social campaign FLOW (Find Lights Over Wounds) to promote early awareness of Post Traumatic Stress Disorder among Generation Z. A mixed method approach was applied to explore perceptions, knowledge, and the need for empathetic and communicative educational media. Data were collected through online questionnaires from 108 respondents and in-depth interviews with psychologists, psychiatrists, and PTSD survivors. The findings indicated that Generation Z required visual media that conveyed mental health messages safely and meaningfully. The FLOW logo was developed through brainstorming, sketching, and expert validation, featuring a heart and hands symbolizing empathy and healing. Soft blue, pink, and pastel yellow colors were used to create a calm, warm, and hopeful impression. The campaign effectively fostered emotional awareness and encouraged help-seeking behavior among young audiences.
Aileena Solicitor Costa Rica El Chidtian
Copyright (c) 2025 Rahma Elmira Fairuza, Aileena Solicitor Costa Rica El Chidtian, Pungky Febi Arifianto
Peran Konten Kreatif dalam Meningkatkan Brand Awareness Sopiri Driving School melalui Media Sosial
The development of digital technology has transformed how businesses build brand image through social media. This study aims to determine the role of creative content in enhancing the brand awareness of Sopiri Driving School through social media platforms such as Instagram and TikTok. The research method used is Research and Development (R&D) adapted from the Borg & Gall model, consisting of problem identification, design, development, testing, and evaluation stages. The study produced two promotional videos of 30 seconds each. The results showed that implementing creative content with storytelling and dynamic visuals significantly increased brand awareness. Trial data revealed that social media followers increased by more than 90%, and the engagement rate rose from 3.5% to 8.2% after the content was published. Moreover, 83% of survey respondents stated they recognized Sopiri Driving School after watching the promotional videos. The study concludes that creative content plays an essential role in building a professional brand image and attracting audiences through social media. An effective content strategy not only serves as a promotional tool but also as an interactive communication medium that strengthens the emotional bond between the brand and its audience.
creative content, brand awareness, social media, promotional strategy, Sopiri Driving School
Copyright (c) 2025 Rahma Putra Kusdarmawan
Perancangan Iklan Video Promosi Toploker.com Berbasis AI dengan Pendekatan MDLC
Industri portal lowongan kerja daring mengalami persaingan ketat, menuntut platform seperti Toploker.com untuk membangun brand awareness yang kuat, di mana iklan video menjadi strategi promosi yang sangat efektif. Namun, produksi video konvensional menghadapi kendala biaya tinggi dan waktu pengerjaan yang lama. Kecerdasan Buatan (AI) menawarkan solusi dengan mengotomasi produksi konten, mulai dari penyusunan naskah hingga personalisasi audio-visual. Penelitian empiris menunjukkan bahwa iklan video berbasis AI dapat meningkatkan tingkat engagement hingga 6–9 persen poin lebih tinggi dibandingkan iklan baseline dan meningkatkan efektivitas persuasi hingga 12,5% lebih tinggi dalam hal ekspektasi pendapatan. Untuk memastikan proses pengembangan konten video promosi yang menarik, efisien, dan relevan bagi audiens digital Generasi Z, penelitian ini mengadopsi kerangka kerja Multimedia Development Life Cycle (MDLC), yang mencakup tahap Konsep, Perancangan, Pengumpulan Bahan, Produksi, Pengujian, dan Distribusi. Tujuannya adalah merancang panduan teknis yang terstruktur untuk mengintegrasikan alat AI modern (seperti CapCut, Suno AI, dan Freepik AI) demi mengoptimalkan kualitas dan efisiensi produksi konten.
Copyright (c) 2025 Januar Tito Bagaskoro, Muhammad Sholikhan, Nuris Dwi Setiawan
EVALUASI REDESIGN WEBSITE BERBASIS FIGMA TERHADAP KEPUASAN PENGGUNA(STUDI KASUS PADA BBPMP JAWA TENGAH)
This study aims to evaluate the Figma-based redesign of the BBPMP Central Java website to enhance user satisfaction and visual consistency with national graphic standards. Using a qualitative descriptive approach and the Research and Development (R&D) method, the process included needs analysis, prototype design, expert validation, and user testing. Data were collected through observation, interviews, and Likert-scale questionnaires. The results show that a user-centered redesign significantly improves navigation, visual appeal, and user satisfaction with the website interface. Figma proved to be an effective collaborative tool for developing interactive and standardized design prototypes. These findings provide strategic insights for educational institutions to enhance the quality and attractiveness of digital platforms.
Copyright (c) 2025 Nadiva Andreabella Shazita, Irdha Yunianto, Muhammad Sholikhan
Pemanfaatan Fotografi Produk Berbasis Website Sebagai Media Promosi Pada UMKM Ovie Cake Semarang
Digital technologies have been developed very fast, and as a result, we have seen a big change in the way companies are marketing their products, especially in the case of Micro, Small, and Medium Enterprises (MSMEs). Ovie Cake, a local MSME in Semarang, is experiencing difficulties in seeking market expansion because the product photos on its social media have been fluctuating; thus, the engagement has dropped. The objective of this research is to find out the most applicable product photography methods and put together a promotional medium based on the website. The study utilized various methods such as an observation method, social media analysis, a photography experiment, and catalog-based website development. For photography, they picked still life combined with the 45-degree angle and high-key lighting. Properly lit product photos attract consumers’ attention and show the professionalism of the brand. The website, attracting users without borders, became a successful digital promotion platform to open new markets.
Copyright (c) 2025 Lia Handayani, Ayyub Hamdanu Budi Nurmana MS, Muhammad Sholikhan
Exploring Interactive Typography as a Visual Communication Medium to Enhance Generation Z Engagement on Digital Platforms
The research examined interactive text as a possible interactive form of pictorial communication for generation z meaningfully engaging on online platforms. By adopting a three-phase methodology towards design, realización and evaluation, the research examines how much movement, responsiveness and user interactivity influences the interpretation of the the communicative message and the emotional. The research uses an interweaving of methodologies. Methodology usability testing, engagement analytics and qualitative indicators, which indicate kinetic text, format variations, and animation responsive were more interesting, easier to understand, and shareable than static texts. Findings suggest participants read as a participant and active, as opposed to passive, which wasn't related to their use of interactions. At last the results deliver positioning for interactive text read as a new thinking strategies for the needs of generation z for authenticity and enable discourse regarding potential opportunities for augmented reality and artificial intelligence-enabled personalization
Perancangan Konten Sosial Media Untuk Meningkatkan Brand awareness Kamala Kopi
The coffee industry in Indonesia is growing rapidly and encouraging coffee shops, including MSMEs, to strengthen their branding strategies through digital media. This study aims to design and evaluate Instagram social media content to increase brand awareness of Kamala Kopi, a local coffee shop in Gunungpati, Semarang. The method used is the Multimedia Development Life Cycle (MDLC) with stages of concept, design, material collection, assembly, testing, and distribution. The content produced consists of music videos, promotional posters, and menu visuals, which were then tested through internal and external validation, as well as a questionnaire administered to 68 respondents. The research results showed a positive and significant influence of Instagram content on brand awareness of 1.007 with a coefficient of determination of 90.4%. These findings confirm that content on Instagram social media plays an important role in strengthening the visibility of SME brands and can be an effective strategy to increase brand awareness.
Copyright (c) 2025 Sekar Lintang Rachmawati, Agus Priyadi, Candra Supriadi
PERANCANGAN CORPORATE IDENTITY DALAM MEMBANGUN CITRA PADA LAUNDRY TITU BINATU SEMARANG
The development of the laundry business requires an effective visual communication strategy to build brand image and competitiveness. This study aims to design a visual branding strategy for Titu Binatu, a laundry UMKM in Tembalang, Semarang. Through a visual communication design approach, this study analyzes visual identity elements such as logos, colors, typography, and promotional media in shaping consumer perceptions. The method used is qualitative through observation, interviews, and literature studies. The results show that Titu Binatu needs a strong visual identity and appropriate promotion to reach the market, especially students and workers. Strengthening branding with offline and online media is needed so that visual branding becomes a strategic tool in business development in the digital era.
Copyright (c) 2025 Ofa Kinestu Rilta Sembawa, Aris Sarwo Nugroh, Nuris Dwi Setiawan
The Rise of Web-Based AR in Interactive Design: A Multi-Year Trend and User Experience Analysis
Web-Based Augmented Reality (AR) is an emerging interactive technology that is increasingly adopted in the fields of visual communication design and digital education. This study aims to analyze trends in the use of Web-Based AR within interactive design contexts and to identify user preferences regarding its features. The research employs a literature review and secondary data analysis, drawing from academic publications, industry reports, and online surveys conducted between 2019 and 2024. The findings reveal a significant increase in the adoption of Web-Based AR both globally and in Indonesia. Key factors driving adoption include interactivity without installation, cross-device compatibility, and rapid browser-based access. Trend diagrams, comparative tables of AR platforms (such as 8thWall, ZapWorks, and WebXR API), and user preference visualizations are presented to support the analysis. The study discusses technological challenges, adoption gaps, and design implications, particularly in education and marketing. Limitations include reliance on secondary data and limited geographic scope. The study’s outcomes are expected to serve as a reference for interactive content developers, educators, and researchers in designing inclusive and adaptive AR-based user experiences.
Web-Based AR, Interactive Design, User Preference, Immersive Technology, Trend Analysis
Copyright (c) 2025 Silvia Fardila Soliha, Yosep Aditya Wicaksono
Perancangan Sistem Informasi Invetaris Barang Berbasis Web Di PT. Paramata Baraya International Mengunakan Metode RAD
This study is dedicated to the design and implementation of a web-based inventory management platform for PT. Paramata Baraya International. replacing the manual Excel system that is ineffective and susceptible to mistakes. The Rapid Application Development (RAD) method is chosen for its quick and iterative approach to software development. The system is built using the Next.js framework and PostgreSQL as the database, with Prisma ORM for database management. Key features include item management, real-time status tracking, calibration, maintenance, equipment rental, and automatic notifications. The implementation results show a 60% increase in item search efficiency, 95% data accuracy, and an 80% reduction in manual input errors. This study is significant as a solution for companies engaged in calibration and maintenance of measuring instruments.
Sistem Informasi Inventaris, Rapid Application Development, Next.js, PostgreSQL, Inventory Management
Pengembangan Label Desain Kemasan Susu Kefir Guna Peningkatan Brand Awareness Wow Suke
This study aims to measure the effectiveness of packaging label design and promotional media (brochures) in increasing brand awareness of the WOW SUKE kefir milk and ice cream products. The method used is a Brand Lift Study, conducted through surveys with 53 respondents before and after exposure to the promotional materials. The results show a significant increase in brand awareness, from 21.1% before exposure to 49.1% after, indicating a growth of 132.7%. The brand recall rate reached 98.1%, meaning the majority of respondents immediately recalled the WOW SUKE brand when thinking of kefir milk. However, brand recognition was only 49.1%, with 50.9% of respondents still unfamiliar with or uncertain about the brand's existence. Visual design elements—such as colors, imagery, and information layout—were rated very positively by most respondents, suggesting that clear and attractive visual communication can effectively enhance brand perception. In conclusion, the study demonstrates that well-crafted packaging and promotional materials significantly improve brand awareness. Nevertheless, further improvements in communication strategy and promotional distribution, particularly through digital channels, are necessary to broaden audience reach and strengthen brand recognition.
brand awareness, brand recall, packaging design, visual promotion, WOW SUKE.
Copyright (c) 2025 Harissetyawan91, Ahmad Zainudin, Edy Jogatama Purhita
Efektivitas Motion graphic sebagai Media Kampanye Sosial untuk Meningkatkan Kesadaran Literasi Digital generasi muda
The development of digital technology has driven substantial transformation in communication patterns and access to information, especially among the younger generation. However, the relatively low level of digital literacy is still a problem that requires strategic handling. This study aims to examine the effectiveness of using motion graphics a social campaign medium in increasing awareness of digital literacy among the younger generation. research methodology applied uses a quantitative approach, utilizing interview, analysis, and survey techniques. Research respondents were exposed to the campaign through motion graphic media, and their level of understanding was measured through a comparative evaluation between conditions before and after the intervention. results the study show that the use of motion graphics as a social campaign medium significantly increases the understanding and awareness of the younger generation towards digital literacy. Attractive visualization factors, concise message delivery, and a combination of audio and animation elements have been shown to strengthen the appeal and effectiveness of the campaign. These findings indicate motion graphics can be an effective communication strategy in conveying social messages, especially in digital literacy issues. Therefore, motion graphic-based social campaigns can be optimized as educational tools for the younger generation in facing challenges digital era
Effectiveness, Young Generation, Social Campaign, Digital Literacy, Motion Graphic
Copyright (c) 2025 Muhammad isla, Citra Yustitya Gobel, Adea Zahrannisa
Perancangan Kampanye Sebagai Pendukung Program Satuan Tugas Pencegahan Dan Penanganan Kekerasan Seksual Di Universitas Ichsan Gorontalo
Sexual violence in the university environment is a serious issue that requires special attention. Ichsan University of Gorontalo, through the Task Force for the Prevention and Handling of Sexual Violence (Satgas PPKS) program, strives to create a safe campus environment free from sexual violence. This study aims to design an effective visual communication campaign to support the Satgas PPKS program. The campaign was designed using the Design Thinking approach, which focuses on understanding the needs of the target audience and producing innovative visual solutions. This study uses a qualitative method with data collection through interviews, focus group discussions (FGD), observation, and documentation studies. The media designed include social media content, posters, and infographics. The research process includes five main stages, namely empathy, problem definition, ideation, prototype, and testing.
Sexual Violence, Visual Communication Campaign, Design Thinking, Poster, Infographic
Copyright (c) 2025 Risti Puspita Sari Hunowu, Apsari Dj. hasan, Muhamad Alit Pratama Imran
Perancangan Karakter Boardgame “Jejak Karapas: Pahlawan Laut Kecil” Dengan Pemanfaatan Enam Jenis Penyu Laut di Indonesia
Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aesthetic preferences. Validation results indicated that expressive and imaginative characters resonated most with players. The game serves as a creative medium to encourage environmental responsibility in a fun and approachable format for young audiences.
Sea turtles, Environmental conservation, Educational game, Children's education, Marine ecosystems
Copyright (c) 2025 Zahra Rizky Nabilla, Mahimma Romadhona, Pungky Febi Arifianto
DESAIN KARAKTER UTAMA WEB KOMIK RADEN SAWUNGGALING SEBAGAI MEDIA PENGENALAN TOKOH LOKAL BERSEJARAH UNTUK REMAJA USIA 17-21 TAHUN
The declining awareness among youth about local historical figures such as Raden Sawunggaling inspired the creation of this web comic. Aimed at teenagers aged 17–21, this project seeks to reintroduce local history through a visually engaging and interactive medium. The comic features a flowing narrative, semi-realistic illustrations, and strong elements of East Javanese culture. Its design was informed by qualitative and quantitative research to align with the preferences of the target audience. The web comic format was chosen for its accessibility, cost-efficiency, and relevance to the digital habits of today’s youth. This medium is expected to reignite interest in local history while serving as a creative and educational approach to cultural preservation.
Sejarah lokal, web komik, remaja, pelestarian budaya.
Copyright (c) 2025 I Putu Rayga Ondias Putra, Alfian Candra Ayuswantana, Masnuna Masnuna