Pixel :Jurnal Ilmiah Komputer Grafis
type: channel
description: <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.
publisher: UNIVERSITAS STEKOM
language: en
publication name: Pixel :Jurnal Ilmiah Komputer Grafis
issn: 1979-0414
items: Integrasi Yolov8 Dan Opencv Untuk Sistem Verifikasi Kelengkapan Apd Pada State Machine
items: Perancangan Konten Video Berbasis Media Sosial sebagai Upaya Meningkatkan Engagement pada Usaha Jilbab Ansania Semarang
items: Design of an Integrated Visual Identity System for Mbarep Tour and Travel
items: Penggunaan Elemen Visual Dalam Membangun Identitas Brand Pada Konten Media Sosial Instagram Produk Kopi Kutjur Kabupaten Pasuruan
items: Motion Graphics Sebagai Media Edukasi Seksual Untuk Anak Usia Dini Mengenai Batasan Tubuh Kepada Orang Tua Di Kejawan Putih Tambak
items: Perancangan Layout Card Game Edukasi Tentang Hewan Langka di Indonesia
items: Perancangan Desain Karakter Dalam Game Entangled Untuk Usia 19-25 Tahun
items: Transformasi Mitologi Roro Kidul dalam Komik Digital Nusantara Droid War
items: Visual Communication Design for Online Promotion via Facebookat CV. Cahaya Grafika in Demak
items: Desain Karakter Untuk Pencak Silat PSHT Kota Surabaya
items: Sistem Pengarsipan Dan Monitoring Surat Menyurat Di Dinas Pendidikan Gresik
items: Rancang Bangun Sistem Informasi Arsip Dokumen Impor Berbasis Web PT Petrokimia Gresik
items: Service Quality On User Satisfaction With The MyTelkomsel E-Service Mobile Application
items: Perancangan Desain Promosi Online Instagram Ilustrasi Digital Guna Meningkatkan Brand Awareness Di Purple Bubble Studio
items: Sistem Rekomendasi Snack and Beverages Menggunakan Metode Item Based Collaboration Filtering
items: Brick Wall Texture Projection Using Parameters for 3D Game Environments
items: Analysis of the Effectiveness of the JKN Mobile Application User Interface Design Based on the Usability Heuristic Theory of UI Principles
items: PENGEMBANGAN SISTEM INFORMASI PERPUSTAKAAN BERBASIS KARYA LOKAL UNTUK PENINGKATAN LITERASI KOMUNITAS (KBP)
items: Black-Box Testing Using the State Transition Technique on the Web-Based Clinic Appointment System “Citra Medica”
items: Perancangan dan Implementasi Sistem Pengajuan Keluhan Karyawan Berbasis Web
items: SEMIOTIC ANALYSIS AND VISUAL IDENTITY OF THE “PIA SARONDE” LOGO AS A BRANDING REPRESENTATION OF GORONTALO'S CULINARY UMKM
items: Application of Simple Linear Regression Algorithm for Predicting House Prices in Greater Jakarta Based on Location and Building Area Features
items: Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
items: Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
items: Interactive Book Character Design: The Dangers of Instant Food for Children Aged 9–12 Years
items: PERANCANGAN VISUAL BRANDING KLINIK KECANTIKAN MELALUI KONTEN KOLABORASI INFLUENCER (STUDI KASUS: EDERMA CLINIC SEMARANG)
items: Perancangan Logo Kampanye Sosial “FLOW” Sebagai Media Edukasi PTSD pada Generasi Z
items: Peran Konten Kreatif dalam Meningkatkan Brand Awareness Sopiri Driving School melalui Media Sosial
items: Perancangan Iklan Video Promosi Toploker.com Berbasis AI dengan Pendekatan MDLC
items: EVALUASI REDESIGN WEBSITE BERBASIS FIGMA TERHADAP KEPUASAN PENGGUNA(STUDI KASUS PADA BBPMP JAWA TENGAH)

Integrasi Yolov8 Dan Opencv Untuk Sistem Verifikasi Kelengkapan Apd Pada State Machine
type: item
description: This study proposes a computer vision-based system for automatically verifying the use of Personal Protective Equipment (PPE) in industrial environments. The system integrates the YOLOv8 object detection model, OpenCV for image processing, and a State Machine mechanism to manage the verification workflow. The verification process begins with employee identification through ID card scanning, followed by real-time detection of the head, safety helmet, and face mask using a camera, before generating a final PASS or FAIL decision. System evaluation was conducted using 250 testing scenarios to assess both model and system performance. The results show that the YOLOv8 model achieved an mAP@50 of 93.9%, while the overall verification system obtained 98.4% accuracy, 98.4% precision, 100% recall, and a 99.2% F1-score. The implementation of the State Machine contributed to a more stable and consistent verification process by ensuring that each inspection stage was executed in the correct sequence. These findings demonstrate that the proposed system can effectively support automated PPE compliance monitoring and has the potential to enhance occupational safety management in industrial workplaces.
subject: Articles
  topic: section
subject: Verifikasi APD; YOLOv8; OpenCV; State Machine; ID Card; Helm; Masker.
  topic: keywords
creator: Mochammad Firza Ainurrahman
creator: Deni Sutaji
creator: Henny Dwi Bhakti
rights: Copyright (c) 2026 Mochammad Firza Ainurrahman, Deni Sutaji, Henny Dwi Bhakti
date: 2026-07-07
publication date: 2026-07-07
starting page: 92
ending page: 105
doi: 10.51903/pixel.v19i1.3745

Perancangan Konten Video Berbasis Media Sosial sebagai Upaya Meningkatkan Engagement pada Usaha Jilbab Ansania Semarang
type: item
description: The development of digital technology has encouraged the use of social media as an efficient promotional tool for businesses, particularly micro, small, and medium enterprises (MSMEs). One type of content frequently used is video, as it can convey messages visually and engage audiences. However, inadequate content design can lead to low engagement rates on social media. This study aims to design social media-based video content to increase engagement at the Jilbab Ansania Semarang business. The method used in this research is Research and Development (R&D) with a Design and Development (D&D) approach, which includes the stages of needs analysis, design, development, implementation, and evaluation. Data collection techniques include observation, interviews, documentation, and literature review. The research results show that videos tailored to the target audience and social media platform can increase engagement. This is evident in the increase in likes, comments, shares, and views. Therefore, creating video content focused on social media has proven effective as a digital promotional tool to increase engagement for the Jilbab Ansania Semarang business.
subject: Articles
  topic: section
subject: Video Content
  topic: keywords
subject: Engangement
  topic: keywords
subject: Visual Branding
  topic: keywords
subject: Social Media
  topic: keywords
subject: Digital Promotion
  topic: keywords
creator: Muhamad Arif Aulia Ardana
creator: Aris Sarwo Nugroho
rights: Copyright (c) 2026 Muhamad Arif Aulia Ardana, Aris Sarwo Nugroho
date: 2026-07-06
publication date: 2026-07-06
starting page: 85
ending page: 91
doi: 10.51903/pixel.v19i1.3682

Design of an Integrated Visual Identity System for Mbarep Tour and Travel
type: item
description: The tourism industry faced hyper-competition where visual identity became a vital asset, particularly on digital platforms. Mbarep Tour and Travel struggled with disintegrated visual management, resulting in a low engagement rate of 1.34 percent and significant inconsistencies in typography (70 percent). This research aimed to design an Integrated Visual Identity System as a strategic solution for brand differentiation. The Research and Development method was employed using a hybrid workflow that integrated CorelDRAW for vector precision, Gemini artificial intelligence for mascot three-dimensional enhancement, and Canva for operational templates. The outcome was a comprehensive identity system, including refined logos, standardized typography, and a brand mascot, all codified in a Graphic Standard Manual. Post-implementation results showed 100 percent effectiveness in resolving visual inconsistencies and increased the engagement rate to 1.79 percent. This system successfully transformed the brand into a more professional and competitive entity.
subject: Articles
  topic: section
subject: Integrated Visual Identity System, Brand Differentiation, Hybrid Workflow, Graphic Standard Manual, Social Media Branding
  topic: keywords
creator: Hanggo Titis Prasetyo
creator: Fitro Nur Hakim
rights: Copyright (c) 2026 Hanggo Titis Prasetyo, Fitro Nur Hakim
date: 2026-07-06
publication date: 2026-07-06
starting page: 78
ending page: 84
doi: 10.51903/pixel.v19i1.3598

Penggunaan Elemen Visual Dalam Membangun Identitas Brand Pada Konten Media Sosial Instagram Produk Kopi Kutjur Kabupaten Pasuruan
type: item
description: Social media is a platform for obtaining information, entertainment, and real-time communication. One of the platforms widely used in business activities is Instagram due to its ease of use and effectiveness as a promotional medium. However, the use of social media needs to be supported by appropriate visual element management to attract attention and build consumer trust. This study aims to analyze the relationship between visual elements in content, brand identity formation, and their influence on consumer perception. The method used is qualitative, involving observation, interviews, and questionnaires distributed to 124 respondents. The results show that before the redesign, Kopi Kutjur's content lacked visual consistency. After implementing consistent visual elements such as color palette, typography, supergraphics, and layout, the content becomes more structured and develops a clearer brand identity. Keywords: Instagram, Visual Elements , Brand Identity, Digital Promotion, Local Cofee
subject: Articles
  topic: section
subject: Instagram, Visual Elements , Brand Identity, Digital Promotion, Local Cofee
  topic: keywords
creator: Nabila Cessarila Prassiwi
creator: Widyasari Widyasari
creator: Aditya Rahman Yani
rights: Copyright (c) 2026 Nabila Cessarila Prassiwi, Widyasari Widyasari, Aditya Rahman Yani
date: 2026-07-06
publication date: 2026-07-06
starting page: 70
ending page: 77
doi: 10.51903/pixel.v19i1.3593

Motion Graphics Sebagai Media Edukasi Seksual Untuk Anak Usia Dini Mengenai Batasan Tubuh Kepada Orang Tua Di Kejawan Putih Tambak
type: item
description: Cases of sexual violence against early childhood in Indonesia remain high, while children's understanding of body boundaries and parents' readiness to provide sexual education are still limited. This study aims to design an educational medium in the form of motion graphics to convey body boundary concepts to young children through parental guidance. The research employs a qualitative method with the Multimedia Development Life Cycle (MDLC) approach, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. Data collection techniques consist of literature study, observation, and questionnaires conducted in the Kejawan Putih Tambak area. The findings indicate that children still have difficulty understanding body boundary concepts, while parents are aware of the importance of early sexual education but feel hesitant and uncomfortable delivering it. The developed motion graphics media is considered effective as it presents information in an engaging, communicative, and easily understandable way. Therefore, motion graphics can serve as an effective solution to assist parents in delivering sexual education to children from an early age.
subject: Articles
  topic: section
subject: Motion Graphics, Sex Education, Early Chidhood, Body Boundaries, Parents
  topic: keywords
creator: Lutfiah Ismiati Rofiah
creator: Bayu Setiawan
rights: Copyright (c) 2026 Lutfiah Ismiati Rofiah, Bayu Setiawan
date: 2026-07-06
publication date: 2026-07-06
starting page: 60
ending page: 69
doi: 10.51903/pixel.v19i1.3591

Perancangan Layout Card Game Edukasi Tentang Hewan Langka di Indonesia
type: item
description: This study aims to design a card layout for an educational card game about endangered animals in Indonesia. The research uses qualitative and quantitative methods, including observation, interviews, literature study, and questionnaires. The design process involves identifying information needs, developing layout structures, and producing several design alternatives. The results show that the selected layout has good readability, clear information hierarchy, and an appealing visual composition based on respondent evaluation. The arrangement of visual elements such as illustration, typography, and icons is structured systematically to enhance user understanding. Thus, the card layout functions not only as an aesthetic element but also as an effective visual communication medium in supporting interactive learning.
subject: Articles
  topic: section
subject: Card Game
  topic: keywords
subject: Layout Design
  topic: keywords
subject: Visual Communication Design
  topic: keywords
subject: educational media
  topic: keywords
subject: Endangered Animals
  topic: keywords
creator: Steven Handoko
creator: Restu Ismoyo Aji
creator: Pungky Febi Arifianto
rights: Copyright (c) 2026 Steven Handoko, Restu Ismoyo Aji, Pungky Febi Arifianto
date: 2026-07-06
publication date: 2026-07-06
starting page: 52
ending page: 59
doi: 10.51903/pixel.v19i1.3588

Perancangan Desain Karakter Dalam Game Entangled Untuk Usia 19-25 Tahun
type: item
description: The Entangled game is designed as an interactive medium to convey the problem of ghost nets to the 19–25 age group through a visual novel format that relies on narrative and visuals as a means of communication. This medium is presented to highlight the problem of ghost nets which are a serious threat to marine ecosystems because they destroy habitats, endanger marine biota, and impact the social and economic aspects of coastal communities, but are still poorly understood by the younger generation due to the limited availability of engaging and communicative educational media. In designing this game, character design plays a key supporting element that helps convey conservation messages emotionally and narratively through character representation, dialogue, and relationships between characters in the storyline. The method used is a mixed method with data collection through interviews, literature studies, and questionnaires, which are then developed using the Game Development Life Cycle (GDLC) approach to ensure the game design process runs systematically.
subject: Articles
  topic: section
subject: Educational Game, Visual Novel; Ghost Nets, Character Design , Environment
  topic: keywords
creator: Diah Permatasari
creator: Aninditya Daniar
creator: Alfian Candra Ayuswantana
rights: Copyright (c) 2026 Diah Permatasari, Aninditya Daniar, Alfian Candra Ayuswantana
date: 2026-07-06
publication date: 2026-07-06
starting page: 43
ending page: 51
doi: 10.51903/pixel.v18i2.3582

Transformasi Mitologi Roro Kidul dalam Komik Digital Nusantara Droid War
type: item
description: Perkembangan komik digital di Indonesia telah mendorong transformasi mitologi Indonesia ke dalam bentuk visual kontemporer. Salah satu representasi tersebut adalah karakter Roro Kidul dalam komik digital Nusantara Droid War, yang menampilkan tokoh mitologi Jawa dalam setting futuristik. Studi ini bertujuan untuk menganalisis representasi visual Roro Kidul menggunakan Teori Bahasa Visual. Metode yang digunakan adalah kualitatif deskriptif, menggunakan teknik observasi visual, dokumentasi panel komik, dan tinjauan pustaka. Analisis dilakukan dengan mengidentifikasi isi wimba (komik tradisional Indonesia), metode wimba (komik tradisional Indonesia), dan bentuk ekspresi internal dan eksternal. Hasil penelitian menunjukkan bahwa karakter Roro Kidul direpresentasikan melalui elemen visual seperti pakaian yang didominasi warna hijau, ornamen emas, gerak tubuh yang tenang, dan manifestasi naga putih dan hitam sebagai simbol kekuatan ganda. Penerapan skala, perspektif, dan komposisi panel memperkuat hierarki visual dan posisi karakter sebagai tokoh utama. Bentuk ekspresi internal dan eksternal membangun kesinambungan makna dan menekankan otoritas simbolik karakter. Studi ini menunjukkan bahwa komik digital dapat menjadi media komunikasi budaya yang efektif dalam mentransformasikan mitologi Indonesia tanpa menghilangkan struktur makna budayanya, dan menekankan relevansi Teori Bahasa Visual dalam analisis visual media populer.
subject: Articles
  topic: section
subject: roro kidul
  topic: keywords
subject: komik digital
  topic: keywords
subject: bahasa rupa
  topic: keywords
subject: representasi visual
  topic: keywords
subject: mitologi jawa
  topic: keywords
creator: Dwi Jaya Arisyana
rights: Copyright (c) 2026 Dwi Jaya Arisyana
date: 2026-07-06
publication date: 2026-07-06
starting page: 34
ending page: 42
doi: 10.51903/pixel.v19i1.3558

Visual Communication Design for Online Promotion via Facebookat CV. Cahaya Grafika in Demak
type: item
description: This study aims to develop and evaluate a Visual Communication Design (VCD) strategy for online promotion through Facebook at CV. Cahaya Grafika in Demak. The research applied a design-based approach, combined with audience perception testing using a Likert-scale questionnaire distributed to 30 respondents aged 18–44 years. The development produced five main outputs: Facebook photo posts, profile and cover design, group posts, story-format content, and adaptation for printed banner media. The results show significant improvement in visual attractiveness, message clarity, brand recognition, and engagement performance. The findings indicate that systematic visual optimization enhances promotional effectiveness in both digital and print media.
subject: Articles
  topic: section
creator: Siti Nur Koiriyah
creator: Santi Widiastuti
rights: Copyright (c) 2026 Siti Nur Koiriyah, Santi Widiastuti
date: 2026-07-06
publication date: 2026-07-06
starting page: 24
ending page: 33
doi: 10.51903/pixel.v19i1.3505

Desain Karakter Untuk Pencak Silat PSHT Kota Surabaya
type: item
description: Pencak silat is not only interpreted as a martial art, but also as a medium for character building and life values. The Persaudaraan Setia Hati Terate (PSHT) has teachings about brotherhood, courage, and social responsibility that need to be communicated in a relevant way in today's visual era. This design aims to create a character that represents the identity of PSHT Surabaya through a Research and Development (R&D) method with the stages of Planning, Production, and Evaluation (PPE). As a result, the rooster character was chosen as a symbol because it reflects the philosophy of courage and exemplary behavior. This design is expected to become a communicative visual identity while strengthening the organization's image.
subject: Articles
  topic: section
subject: character design
  topic: keywords
subject: PSHT
  topic: keywords
subject: visual identity
  topic: keywords
subject: pencak silat
  topic: keywords
creator: Muchammad Iqbal Baihaqi
creator: Aris Sutejo
creator: Sri Wulandari
rights: Copyright (c) 2026 Muchammad Iqbal Baihaqi, Aris Sutejo, Sri Wulandari
date: 2026-07-06
publication date: 2026-07-06
starting page: 15
ending page: 23
doi: 10.51903/pixel.v19i1.3492

Sistem Pengarsipan Dan Monitoring Surat Menyurat Di Dinas Pendidikan Gresik
type: item
description: 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.
subject: Articles
  topic: section
creator: Ainul Faradisa
creator: Soffiana Agustin
rights: Copyright (c) 2025 Ainul Faradisa, Soffiana Agustin
date: 2025-12-24
publication date: 2025-12-24
starting page: 207
ending page: 219
doi: 10.51903/pixel.v18i2.3369

Rancang Bangun Sistem Informasi Arsip Dokumen Impor Berbasis Web PT Petrokimia Gresik
type: item
description: 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.
subject: Articles
  topic: section
subject: document archiving
  topic: keywords
subject: information system
  topic: keywords
subject: MySQL
  topic: keywords
subject: PHP
  topic: keywords
subject: web-based system
  topic: keywords
creator: Arina Haq Marankahar
creator: Henny Dwi Bhakti
rights: Copyright (c) 2025 Arina Haq Marankahar, Henny Dwi Bhakti
date: 2025-12-24
publication date: 2025-12-24
starting page: 195
ending page: 206
doi: 10.51903/pixel.v18i2.3365

Service Quality On User Satisfaction With The MyTelkomsel E-Service Mobile Application
type: item
description: 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.
subject: Articles
  topic: section
subject: User Experience
  topic: keywords
subject: E-Service
  topic: keywords
subject: Mobile App
  topic: keywords
subject: MyTelkomsel
  topic: keywords
creator: Ananda Utami
creator: Muhamad Alda
creator: Fatimah Azzahra Putri
creator: Bazlina Dini Amanda
rights: Copyright (c) 2025 Ananda Utami, Muhamad Alda, Fatimah Azzahra Putri, Bazlina Dini Amanda
date: 2025-12-24
publication date: 2025-12-24
starting page: 189
ending page: 194
doi: 10.51903/pixel.v18i2.3355

Perancangan Desain Promosi Online Instagram Ilustrasi Digital Guna Meningkatkan Brand Awareness Di Purple Bubble Studio
type: item
description: This research aimed to design an online promotion strategy on Instagram using digital illustration to strengthen Brand Awareness at Purple Bubble Studio. The study applied a descriptive qualitative method with data collected through interviews, observations, and documentation. The design process followed research and development stages, including analysis, visual design, expert validation, and implementation. The findings indicated that promotional activities were carried out consistently through scheduled posts three times a week, various content formats, and the use of chibi-style illustrations with pastel color palettes as visual identity. These strategies effectively improved audience engagement and strengthened the studio’s Brand Awareness. The study concluded that digital illustration served as an effective visual communication tool to enhance brand identity and audience recognition on social media.
subject: Articles
  topic: section
subject: Promotional Design, Digital Illustration, Instagram, Brand Awareness, Purple Bubble Studio
  topic: keywords
creator: Ofi Kinestu Rilta Sembawa Ofi
creator: Santi Widiastuti
creator: Nuris Dwi Setiawan
rights: Copyright (c) 2026 Ofi Kinestu Rilta Sembawa Ofi, Santi Widiastuti, Nuris Dwi Setiawan
date: 2026-07-06
publication date: 2026-07-06
starting page: 1
ending page: 14
doi: 10.51903/pixel.v19i1.3337

Sistem Rekomendasi Snack and Beverages Menggunakan Metode Item Based Collaboration Filtering
type: item
description: 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
subject: Articles
  topic: section
creator: M. Riza Alfarrel
creator: Wina Witanti
creator: Edvin Ramadhan
rights: Copyright (c) 2025 M. Riza Alfarrel
date: 2025-12-24
publication date: 2025-12-24
starting page: 180
ending page: 188
doi: 10.51903/pixel.v18i2.3319

Brick Wall Texture Projection Using Parameters for 3D Game Environments
type: item
description: 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.
subject: Articles
  topic: section
subject: texture, 3D game asset, in-app parameters, texture projection
  topic: keywords
creator: Eveline Dau Leja
rights: Copyright (c) 2025 Eveline Dau Leja
date: 2025-12-24
publication date: 2025-12-24
starting page: 170
ending page: 179
doi: 10.51903/pixel.v18i2.3318

Analysis of the Effectiveness of the JKN Mobile Application User Interface Design Based on the Usability Heuristic Theory of UI Principles
type: item
description: 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.
subject: Articles
  topic: section
subject: user interface
  topic: keywords
subject: usability heuristic
  topic: keywords
subject: Mobile JKN
  topic: keywords
subject: visual communication design
  topic: keywords
subject: mobile apps
  topic: keywords
creator: M. Alif Wicaksono
creator: M Garry Saputra
creator: Abiel Yizrel Panggula
rights: Copyright (c) 2025 M. Alif Wicaksono M. Alif Wicaksono, M Garry Saputra M Garry Saputra , Abiel Yizrel Panggula Abiel Yizrel Panggula
date: 2025-12-22
publication date: 2025-12-22
starting page: 160
ending page: 169
doi: 10.51903/pixel.v18i2.3315

PENGEMBANGAN SISTEM INFORMASI PERPUSTAKAAN BERBASIS KARYA LOKAL UNTUK PENINGKATAN LITERASI KOMUNITAS (KBP)
type: item
description: 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.
subject: Articles
  topic: section
subject: Library Information System
  topic: keywords
subject: Web-Based System
  topic: keywords
subject: Literacy Enhancement
  topic: keywords
subject: Waterfall Method
  topic: keywords
creator: Muhammad Tahir
creator: Bukran Bukran
creator: Muhammad Dava Aufa Emil Dava
rights: Copyright (c) 2025 Muhammad Tahir, Bukran Bukran, Muhammad Dava Aufa Emil Dava
date: 2025-12-15
publication date: 2025-12-15
starting page: 130
ending page: 139
doi: 10.51903/pixel.v18i2.3307

Black-Box Testing Using the State Transition Technique on the Web-Based Clinic Appointment System “Citra Medica”
type: item
description: 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
subject: Articles
  topic: section
subject: appointment system
  topic: keywords
subject: black box testing
  topic: keywords
subject: software testing
  topic: keywords
subject: state transition
  topic: keywords
subject: website
  topic: keywords
creator: Helmi Azkia
creator: David Sugiarto
creator: Egia Rosi Subhiyakto
rights: Copyright (c) 2025 Helmi Azkia, David Sugiarto, Egia Rosi Subhiyakto
date: 2025-12-22
publication date: 2025-12-22
starting page: 148
ending page: 159
doi: 10.51903/pixel.v18i2.3282

Perancangan dan Implementasi Sistem Pengajuan Keluhan Karyawan Berbasis Web
type: item
description: 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.
subject: Articles
  topic: section
subject: Web-based complaint system
  topic: keywords
subject: employee complaints
  topic: keywords
subject: php
  topic: keywords
subject: Bootstrap framework
  topic: keywords
creator: Andriyanto Andriyanto
creator: Henny Dwi Bhakti
rights: Copyright (c) 2025 Andriyanto Andriyanto, Henny Dwi Bhakti
date: 2025-12-15
publication date: 2025-12-15
starting page: 118
ending page: 129
doi: 10.51903/pixel.v18i2.3266

SEMIOTIC ANALYSIS AND VISUAL IDENTITY OF THE “PIA SARONDE” LOGO AS A BRANDING REPRESENTATION OF GORONTALO'S CULINARY UMKM
type: item
description: 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.
subject: Articles
  topic: section
subject: branding, Gorontalo, logo analysis, semiotics, visual identity
  topic: keywords
creator: Siska udilawaty
rights: Copyright (c) 2025 Siska udilawaty
date: 2025-12-22
publication date: 2025-12-22
starting page: 140
ending page: 147
doi: 10.51903/pixel.v18i2.3251

Application of Simple Linear Regression Algorithm for Predicting House Prices in Greater Jakarta Based on Location and Building Area Features
type: item
description: 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.
subject: Articles
  topic: section
subject: House Price Prediction
  topic: keywords
subject: Machine Learning
  topic: keywords
subject: Simple Linear Regression
  topic: keywords
creator: Jadiaman Parhusip
creator: Ary Sigit Julian
creator: Febrian Nur Hidayat
creator: Jeremy Timothy Souk
creator: Naufal Fakhri
rights: Copyright (c) 2025 Drs. Jadiaman Parhusip, M.Kom., Ary Sigit Julian, Febrian Nur Hidayat, Jeremy Timothy Souk, Naufal Fakhri
date: 2025-12-15
publication date: 2025-12-15
starting page: 110
ending page: 117
doi: 10.51903/pixel.v18i2.3240

Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
type: item
description: 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.
subject: Articles
  topic: section
subject: Animasi 2D
  topic: keywords
subject: Realfood
  topic: keywords
subject: Usia dini
  topic: keywords
subject: Pembelajaran
  topic: keywords
subject: DKV
  topic: keywords
subject: Media Pembelajaran
  topic: keywords
subject: Anak anak
  topic: keywords
creator: Krisna Fatichal Septiandra
creator: Diana Aqidatun Nisa
creator: Aileena Solicitor.C.R.E.C
rights: Copyright (c) 2025 Krisna Fatichal Septiandra, Diana Aqidatun Nisa, Aileena Solicitor.C.R.E.C
date: 2025-12-15
publication date: 2025-12-15
starting page: 105
ending page: 109
doi: 10.51903/pixel.v18i2.3230

Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
type: item
description: 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
subject: Articles
  topic: section
subject: educational game
  topic: keywords
subject: javanese script
  topic: keywords
subject: MDLC
  topic: keywords
subject: Unity
  topic: keywords
subject: culturan preservation
  topic: keywords
creator: Ridlo Qoirul Anhari
creator: Agus Priyadi
creator: Ahmad Zainudin
rights: Copyright (c) 2025 Ridlo Qoirul Anhari, Agus Priyadi, Ahmad Zainudin
date: 2025-12-15
publication date: 2025-12-15
starting page: 96
ending page: 104
doi: 10.51903/pixel.v18i2.3222

Interactive Book Character Design: The Dangers of Instant Food for Children Aged 9–12 Years
type: item
description: 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.
subject: Articles
  topic: section
subject: kids
  topic: keywords
subject: Interactive Book
  topic: keywords
subject: Instant Food
  topic: keywords
creator: Savira Nanda Budiafosma
creator: Aninditya Daniar
creator: Masnuna Masnuna
rights: Copyright (c) 2025 Savira Nanda Budiafosma, Aninditya Daniar, Masnuna Masnuna
date: 2025-12-15
publication date: 2025-12-15
starting page: 86
ending page: 95
doi: 10.51903/pixel.v18i2.3218

PERANCANGAN VISUAL BRANDING KLINIK KECANTIKAN MELALUI KONTEN KOLABORASI INFLUENCER (STUDI KASUS: EDERMA CLINIC SEMARANG)
type: item
description: 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.
subject: Articles
  topic: section
subject: Visual branding
  topic: keywords
subject: Influencer collaboration
  topic: keywords
subject: Content design
  topic: keywords
subject: Ederma Clinic
  topic: keywords
subject: social media marketing
  topic: keywords
creator: Riezka Safina Putri
creator: Irdha Yunianto
rights: Copyright (c) 2025 Riezka Safina Putri, Irdha Yunianto
date: 2025-12-15
publication date: 2025-12-15
starting page: 76
ending page: 85
doi: 10.51903/pixel.v18i2.3217

Perancangan Logo Kampanye Sosial “FLOW” Sebagai Media Edukasi PTSD pada Generasi Z
type: item
description: 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.
subject: Articles
  topic: section
subject: PTSD
  topic: keywords
subject: social campaign
  topic: keywords
subject: educational media
  topic: keywords
subject: awareness
  topic: keywords
creator: Rahma Elmira Fairuza
creator: Aileena Solicitor Costa Rica El Chidtian
creator: Pungky Febi Arifianto
rights: Copyright (c) 2025 Rahma Elmira Fairuza, Aileena Solicitor Costa Rica El Chidtian, Pungky Febi Arifianto
date: 2025-12-09
publication date: 2025-12-09
starting page: 57
ending page: 66
doi: 10.51903/pixel.v18i2.3198

Peran Konten Kreatif dalam Meningkatkan Brand Awareness Sopiri Driving School melalui Media Sosial
type: item
description: 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.
subject: Articles
  topic: section
subject: creative content, brand awareness, social media, promotional strategy, Sopiri Driving School
  topic: keywords
creator: Rahma Putra Kusdarmawan
creator: Irdha Yunianto
creator: Nuris Dwi Setiawan
rights: Copyright (c) 2025 Rahma Putra Kusdarmawan
date: 2025-12-09
publication date: 2025-12-09
starting page: 67
ending page: 75
doi: 10.51903/pixel.v18i2.3216

Perancangan Iklan Video Promosi Toploker.com Berbasis AI dengan Pendekatan MDLC
type: item
description: 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.
subject: Articles
  topic: section
subject: Konten berbasis AI
  topic: keywords
subject: MDLC
  topic: keywords
subject: Prompt Engineering
  topic: keywords
subject: Video Promosi
  topic: keywords
subject: Toploker.com.
  topic: keywords
creator: Januar Tito Bagaskoro
creator: Muhammad Sholikhan
creator: Nuris Dwi Setiawan
rights: Copyright (c) 2025 Januar Tito Bagaskoro, Muhammad Sholikhan, Nuris Dwi Setiawan
date: 2025-12-09
publication date: 2025-12-09
starting page: 42
ending page: 56
doi: 10.51903/pixel.v18i2.3197

EVALUASI REDESIGN WEBSITE BERBASIS FIGMA TERHADAP KEPUASAN PENGGUNA(STUDI KASUS PADA BBPMP JAWA TENGAH)
type: item
description: 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.
subject: Articles
  topic: section
subject: website redesign
  topic: keywords
creator: Nadiva Andreabella Shazita
creator: Irdha Yunianto
creator: Muhammad Sholikhan
rights: Copyright (c) 2025 Nadiva Andreabella Shazita, Irdha Yunianto, Muhammad Sholikhan
date: 2025-12-09
publication date: 2025-12-09
starting page: 33
ending page: 41
doi: 10.51903/pixel.v18i2.3191