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PERANCANGAN DESAIN ANTARMUKA WEBSITE SDIT ATTAQWA AMBULU SEBAGAI MEDIA INFORMASI TERPADU
The advancement of digital technology demands educational institutions to deliver information more effectively and in a centralized manner. SDIT Attaqwa Ambulu, an integrated Islamic elementary school in Jember Regency, still relies on conventional media such as banners and brochures, and its social media presence is not yet fully optimized. Observations, interviews, and questionnaires revealed that much of the school’s information—such as programs and activities—remains inaccessible to current and prospective parents.
This study aims to design a user interface for SDIT Attaqwa Ambulu’s website as a centralized and user-friendly digital information platform. The research adopts the Design Thinking methodology, which includes five stages: empathize, define, ideate, prototype, and test. Data were gathered through field observation, interviews with teachers and parents, and public surveys. These were analyzed to define user needs and translate them into a visual UI design.
The result is a website prototype that is informative, interactive, and reflects the school's Islamic identity. It includes key content such as the school profile, tahfidz programs, extracurricular activities, facilities, and an online admission system (PPDB). The visual design emphasizes consistency in elements like tosca green as the primary color, child-friendly modern typography, and intuitive icons and illustrations. A hierarchical navigation structure ensures systematic access to information. Validation from school stakeholders and UI/UX professionals showed positive responses. Usability testing using the System Usability Scale (SUS) yielded an average score of 86, categorized as “Best Imaginable,” indicating that users found the interface intuitive and visually pleasing.
In conclusion, this design not only meets the need for an integrated digital information medium at SDIT Attaqwa Ambulu but also strengthens the school's image as an Islamic, professional, and digitally adaptive institution. The study can serve as a reference for other schools and a foundation for further technical implementation.
Keywords: user interface design, school website, integrated information media, UI/UX, SDIT Attaqwa Ambulu, Design Thinking
PERANCANGAN VIDEO MOTION GRAPHIC SEBAGAI MEDIA EDUKASI PENANGANAN DINI GANGGUAN MENTAL ATTENTION DEFICIT HYPERACTIVITY DISORDER (ADHD) PADA ANAK
Mental disorders such as Attention Deficit Hyperactivity Disorder (ADHD) in
children often go unnoticed at an early stage due to a lack of awareness and understanding
among parents and the general public. Early comprehension is crucial to ensure that
children receive appropriate support for their growth and development. In this context,
visual educational media can play an important role in delivering informative content in
an engaging and accessible format, especially for non-medical audiences.
This final project presents the design of an educational medium in the form of a motion
graphic video intended to provide foundational knowledge about ADHD in children. The
development process followed multimedia design methods, including literature review,
data collection through observation and questionnaires, scriptwriting, storyboard creation,
and two-dimensional animation production. Elements such as narration, illustration,
graphic style, and motion are combined to ensure the educational message is effectively
conveyed to the target audience s, young parents and educators.
The resulting video is approximately 3–5 minutes in duration, explaining the definition of
ADHD, its common symptoms in children, and some early non-medical approaches to
addressing the condition. The choice of motion graphic as a medium stems from the need
for compact, visually appealing, and digitally shareable educational content.
This project aspires to contribute to raising public awareness and understanding of ADHD
in children, while also encouraging the creation of more inclusive and relevant visual
educational tools for today’s information landscape.
Keywords: motion graphic, ADHD, education, children’s mental disorder, visual
communication desig
Pengaruh Work Life Balane dan Stres Kerja Terhadap Counterproductive Work Behavior Pada Karyawan Tenaga Keamanan PT Griya Resik Mandiri
In an increasingly competitive work environment, organizations are not only required to enhance productivity but also to pay attention to employees' psychological well-being. Poor Work Life Balance and high levels of Work Stress can drive employees to engage in counterproductive behaviors. This study examines the influence of Work Life Balance and Work Stress on Counterproductive Work Behavior. This research was conducted on security personnel at an outsourcing company involving 96 respondents. Data were collected through questionnaire distribution and analyzed using the Structural Equation Modeling-Partial Least Square (SEM-PLS) method. The results indicate that Work Life Balance has a negative effect on counterproductive behavior, where an imbalance between life and work increases counterproductive behavior. Work Stress has a positive effect on counterproductive behavior among security personnel, where increased work stress drives counterproductive actions by security personnel. These findings indicate the importance of work-life balance and stress management in suppressing work behaviors that are detrimental to the organization.
Keyword: Human Resource Management, Counterproductive Work Behavior, Work Life Balance, Work Stress
PERANCANGAN LOGO SEBAGAI IDENTITAS VISUAL PADA UMKM BINAAN DINAS KOPERASI UKM DAN PERDAGANGAN KOTA SURABAYA
Peran Desainer Komukssi VIisual Dalam Meningkatkan Branding PT Colar Creativ Industri (Living) Melalui Maskot & Media Platform Tiktok
Pembuatan Desain Infografis Konten Media Sosial Dinas Komunikasi dan Informatika Kabupaten Sidoarjo
Perancangan Kampanye Edukasi Tentang Penanganan Anak Pengidap ADHD Bagi Orang Tua Usia 26-35 Tahun
Attention Deficit Hyperactivity Disorder (ADHD) is a Neurodevelopmental Disorder that can cause imbalances in various aspects of life and significantly impact a child’s social and academic life. Differences in brain function among children with ADHD require specific approaches to care and treatment. However, many parents still lack understanding of the proper ways to manage children with ADHD. To address this issue, an educational campaign can be conducted to help parents become better prepared in providing optimal care for their children.
This campaign is designed using a qualitative method, involving the collection of primary data (interviews and questionnaires) and secondary data (literature reviews and mass media). These data are synthesized to generate keywords that serve as the foundation for the campaign design.
The keyword “Be Strong and Optimistic Parents” becomes the basis for the verbal concept (campaign name, tagline, language style, and campaign material), visual concept (design style, colors, and typography), and media concept based on the AISAS strategy. The use of campaign media such as social media (Instagram), pocket books, campaign videos, billboards, posters, brochures, and various merchandise is packaged according to the established concept to optimize the dissemination of the campaign activities to the target audience.
This educational campaign design is expected to enhance parents' understanding of handling children with ADHD and serve as a reference for future design research related to ADHD treatment
PERANCANGAN PICTURE BOOK AUGMENTED REALITY KISAH GAYATRI RAJAPATNI SEBAGAI MEDIA EDUKASI KESETARAAN GENDER BAGI PEMBACA JENJANG SEMENJANA
Gayatri Rajapatni was the first queen of the Majapahit Kingdom, the wife of Raden Wijaya, the founder of Majapahit. During Gayatri's lifetime, patriarchal culture was very deeply rooted in society, but Gayatri was able to show that as a woman she could contribute to Majapahit. Unfortunately, stories about Gayatri's life and services are not widely recorded in historical records. Patriarchal culture still exists in Indonesian society today. This results in gender inequality between men and women. Therefore, educational media about gender equality are needed for society. The target demographic for this educational media is children aged 10-12 years. At this age, children's characters are being formed and will determine their morals in the future.
In the process of collecting data to carry out the design, the method used is a mixed qualitative quantitative method. The data required is primary data and secondary data as a basis or reference in making the design. Primary data collection is carried out by conducting interviews, observations and questionnaires. While secondary data collection is obtained by studying existing literature.
The concept of the main media of this design is an illustrated book that contains a story about Gayatri. Using Indonesian with a non-standard style. The story conveyed is a biography and service story of Gayatri which is interspersed with an imaginative storyline of the journey of the two main characters to emulate Gayatri's character. In the book there are interactive elements of Augmented Reality (AR) containing animation and audio to convey other information that is not found in the narrative text in the book.
With this design, it is hoped that it can become an educational media for children to form anti-gender discrimination characters. This design produces an interactive Augmented Reality illustrated story book about Gayatri Rajapatni whose positive values can be emulated as a medium for educating gender equality
Analisis Pengelompokan Provinsi di Indonesia Berdasarkan Kesejahteraan dan Akses Air Bersih Menggunakan K-Means Studi Kasus : Studi Independen PT GreatEdu
Indonesia, as the world's largest archipelagic country with over 17,508 islands and more than 360 ethnic groups, possesses abundant natural resources. However, it continues to face significant challenges in ensuring access to clean water and improving community welfare. According to data from Statistics Indonesia (BPS) in 2021, only 70.52% of the population had access to safe drinking water, with notable disparities across regions. Key factors influencing water access and welfare include the availability of basic infrastructure (such as electricity, sanitation, and clean water facilities), household spending patterns on essential needs, and environmental conditions. Although there has been steady improvement in access to clean water and sanitation over the years, urban areas still have significantly better access compared to rural areas. This analytical project aims to explore these challenges and opportunities using data-driven approaches to provide deeper insights into improving access to clean water and public welfare across Indonesian provinces. Through the Independent Study Program in Data Analytics at GreatEdu, students from UPN "Veteran" East Java are expected to contribute meaningful analysis and innovative solutions. This initiative not only enhances students' competencies in data analysis but also supports tangible efforts toward improving living conditions and promoting sustainable development in Indonesia