The commuter train is one of the mass transportations that connect several regions around Jakarta, these regions were Bogor, Depok, Tangerang, and Bekasi. The user and the train station with all of the facilities within it are the aspects that relate to commuter train mobility activities. In practice, there are still problems relating to facilities for users with disabilities that haven’t optimally functioned, including signage that designed for users with disabilities at commuter train stations. A special approach is needed to gain insights from users with disabilities related to their experience and needs that can be processed into consideration when designing signage in the commuter train station area so that they are able to overcome the problem that they encountered when using the facility.
2: 3: 5 ratio as a composition technique was first introduced in 2017 as an exploratory research paper by the corresponding author. This research is the initial part of the ratio's developing process as a visual composition technique in logo design using the experimental ratio’s identification methodology on existing logos from several types of well-known company logos and then re-adjust them using the 2: 3: 5 ratio. The result of this paper is to provide recommendations on how to use ratio composition to achieve the best visual composition results by using ratios in design or redesign logo design.
Pengelolaan limbah rumah sakit dilakukan harus sesuai dengan persyaratan yang mengacu pada Peraturan Menteri Kesehatan 1204 tahun 2004. Limbah rumah sakit adalah semua limbah yang dihasilkan dari kegiatan rumah sakit dalam bentuk padat, cair dan gas. Salah satu upaya yang dilakukan rumah sakit dalam rangka penyehatan lingkungan yakni menyelenggarakan pelayanan sanitasi rumah sakit, yakni pengelolaan limbah. Pengelolaan limbah merupakan salah satu aspek strategis dari rumah sakit, karena dengan pengelolaan limbah yang baik akan menciptakan citra yang baik dari rumah sakit. Hasil survei pendahuluan yang dilakukan di Rumah Sakit Umum Haji Surabaya, menunjukkan bahwa pengeloaan limbah medis di rumah sakit haji dikelola oleh petugas kebersihan yang kemudian dibuang ke tempat sampah medis dan di musnahkan oleh pihak ketiga atau outsoursing yang bekerja sama dengan Rumah Sakit Umum Haji Surabaya.Pada pelaksanaan kegiatan pengelolaan limbah, sebagian petugas kebersihan dalam melakukan penanganan limbah padat tidak menggunakan Alat Pelindung Diri (APD) seperti sarung tangan, masker dan sepatu yang dapat menimbulkan resiko kecelakaan pada petugas kebersihan. Diketahui juga bahwa hal ini dapat meningkatkan resiko terjadinya kecelakaan kerja terhadap petugas kebersihan. Resiko kerja yang dialami oleh petugas kebersihan merupakan masalah kesehatan dan keselamatan kerja di rumah sakit yang perlu mendapat perhatian. Sumber bahaya yang ada di rumah sakit harus di analisis untuk menentukan tingkat resiko yang merupakan tolakPage 2ukur untuk kemungkinan terjadinya kecelakaan akibat kerja dan penyakit akibat kerja pada petugas kebersihan.Kata Kunci : Limbah Medis, Petugas Kebersihan
2: 3: 5 ratio as a visual composition technique is introduced by author in previous ADADA International Conference 2017 in Gwangju City of South Korea. The ratio’s is simplify complex 1: 1.618 golden ratio composition knowns as the golden section to simple form of composition. This paper follows up the previous exploration in order to deepen the exploration phase of 2: 3: 5 ratio as visual composition technique. The first step in developing phase is experimenting the ratio to find basic grids structure that can be used in any graphic design layout and digital interfaces. The experiment are conducted using the ratio pattern behavior from the previous research to lock some ratios attributes and behavior for standardized output and find possible example from it. The purpose of this research is to give recommendation on how to make simple basic structure grids for graphic design layout using 2: 3: 5 ratio. The possible outcomes of this experiment should be reflecting basic structure grids that commonly used in layout and page compositing design and also presenting another grids possibilities from the ratio’s. This basic composition grids from the ratio’s are also identified in design layout and user interface using selected sample of mobile application UI design and editorial page design.
The digital and virtual era creates a dependency between arts, science and technology. Knowledge and applications, currently, can no longer be separated, so there are overlaps between these concepts. In terms of interactive art, aesthetics no longer only arises because of its visual and sound beauty. This study investigates the diversity of aesthetic in virtual reality, especially with educational game content. This paper describes the aesthetic elements that occur in the experience of interaction through educational games. The case study of existing VR projects led this investigation of the aesthetics of interaction. The previous projects will be analysed for describing the aesthetics of interaction elements. We use the MDA framework (Mechanics, Dynamics, and Aesthetics) for study the learnable material as an element of aesthetic in virtual reality. Finally, we conclude that educational aspect potentially provides aesthetic elements in the play experience of the games with virtual reality technology.
This paper extends the previous paper written by author for ADADA International Conference 2017 to introducing 2: 3: 5 ratio as a finding in order to seek a simplified approach from 1: 1.618 golden ratio knowns as the golden section. The 2: 3: 5 rasio used to identify the visual of nature propotion and composition in two dimentional picture, the ratio then used to find its property to be indentified further in user interface composition design of a website and android mobile application that presumed to be designed by using the golden section. This research purpose is to find the 2: 3: 5 ratio’s properties and consistancies through visual identification for its future implementation in website and mobile user interface design as composition technique in order to please the eyes the way golden section naturally does with simpler steps.
Airport is the main entrance gate to visitors all across the world and it has to be provided with wayfinding to help passengers navigate themselves from one point to another. In 2017, the main airport in Indonesia, Soekarno-Hatta International Airport (SHIA) expanded its terminal and operated Terminal 3 to serve international flights from several airlines and also domestic flights specifically for Garuda Indonesia airlines only. To accommodate the needs to guide these passengers from one point to another, SHIA provided itself with airport wayfinding that were placed in all areas in many forms of signage. The propose of these signs are to guide passengers with different background, languages, and nationalities to find their ways inside the terminal building in unanimous understanding of the passenger flow without confusion. An initial research done by observing the all-access area in the departure and arrival floor, the finding indicated that some of the signage provided were misplaced and visually inconsistent from one and another, proved by the amount of visitor that still prefer to ask an officer on duty and also some make-shift signage made by printing paper that were placed in some key decision point areas by the airport authorities. Based on the initial research, further research initiated using qualitative methods by observing as the first person being the passenger that needs to navigate oneself from one point to another in four plots. This research aim is to analyse the effectivity of existed signage provided in SHIA to guide passengers in four different scenarios, involving departure and arrival in both international and domestic area of the terminal. By researching the effectivity of signage placement and information design system in SHIA, it becomes evident that passenger confusion applied mostly in arrival area in both international and domestic wings. The confusion appeared as the result of the misplaced signage, the visual inconsistency, the order of information provided in existing signage, and also the area that aren’t well-lit in some vital points. This research proved the lack of information efficiency occurs in one of the busiest airport in Indonesia and it affected passenger flow, especially in arrival area on both international and domestic wings of the terminal.
ASCENDER is a single player 2D puzzle platformer PC game which has an explorative world called GOA set under the land of a realm. The game equipped with the basic of all game visual design assets such as characters, environment, properties, visual effects, and user interface. Environment visual design were created by game visual artist to provide a realistic and beautiful set of environmental assets, props and scenery element required for game character exploration and interaction. Designing visual game environment involved visual artist, story writer, game designer and curve level designer. The design process itself included brainstorming, creating concept art, coloring, layering (parallax), and compositing. Environment design build with consideration based on story, world logic, and gameplay, can be effective and immersive for the player to enjoy the game experience, exploring the world, interaction of the game, solving puzzle, and follow the storyline.
Sering kali banyak orang yang datang ke suatu kawasan, baik itu kawasan perkantoran, perbelanjaan maupun kawasan wisata biasanya, kawasan dengan banyaknya pendatang memiliki luas kawasan yang terbilang besar. Hal tersebut yang mengharuskan kawasan tersebut untuk memfasilitasi pengunjungnya dengan petunjuk arah yang mampu memberi informasi serta menavigasi dengan baik dan benar. Kawasan seperti itu akan memiliki dua jenis sign system yang berbeda yakni diluar ruangan serta didalam ruangan. Dua jenis sign tersebut sudah jelas berbeda satu sama lainnya baik bentuk, ukuran, konten visual, konten informasi dan material yang digunakan oleh kedua jenis sign tersebut. Key words : Sign System, Design , Kawasan
Media promosi merupakan salah satu bagian penting untuk menunjang kegiatan promosi terutama bagi sebuah perusahaan di lingkungan bisnis. Media promosi hadir dalam begitu banyak pilihan alternatif, dimulai dari media cetak seperti poster, flyer, baliho dan brosur yang berfungsi untuk memperkenalkan secara detail sebuah gagasan mengenai produk atau jasa dari perusahaan. Namun, seiring de- ngan berkembangnya teknologi di era globalisasi, terjadi perubahan dengan hadirnya sebuah media yang lebih bersifat interaktif. Media interaktif tersebut hadir dengan fungsinya yang lebih fleksibel, dinamis, global dan dapat berubah mengikuti waktu dan jaman. Kemudian media interaktif ini menjadi sangat kompetitif dan dapat secara efektif mengerti kebutuhan konsumen sesuai dengan kondisi waktu yang sedang berlaku. Kemudian komunikasi akan secara efektif terbangun untuk tetap menjaga sebuah kemitraan dalam lingkungan bisnis khususnya business to business . Kebiasaan dari pelaku bisnis juga menunjukkan bahwa peran media interaktif tidak lepas dari lifestyle masyarakat di era ini, terutama bagi mereka yang bekerja dalam lingku- ngan profesional. Pengiriman data, informasi terbaru mengenai produk, event berkala hingga kegiatan promosi untuk menjaga hubungan kemitraan seperti potongan harga hingga bonus dapat lebih cepat dan lebih menyuluruh kepada target dengan menggunakan media interaktif. Media interaktif juga hadir untuk menunjang adanya hubungan timbal balik agar terjalinnya komunikasi yang lebih tepat yang kemudian dikemas lebih persuasif dan menarik. Keywords: Media interaktif, Komunikasi, Business to business , Pelaku bisnis, Profesional, Globalisasi.
Visual logo merupakan salah satu wajah atau identitas sebuah perusahaan ketika mereka berada ditengah-tengah masyarakat, visual logo mewakili dari adanya identitas setiap perusahaan, logo memiliki peran penting dalam menunjang setiap bisnis atau usaha dari tiap perusahaan, dan visual logo mampu memberikan dampak atau pengasosiasian bagi setiap orang yang melihatnya. Perkembangan zaman mempengaruhi beberapa aspek mengenai perkembangan visual dari berbagai jenis identitas visual yakni berupa logo dari sebuah institusi pendidikan atau Sekolah. Salah satu perkembangan yang terjadi adalah ditemukan adanya sebuah perubahan pada trend dari visual sebuah logo yang diterapkan pada tiap sekolah, banyak visual logo pada sekolah khususnya di Tangerang Selatan masih menggunakan pendekatan-pendekatan tradisional, yang dimana pendekatan-pendekatan tersebut lebih mengkomunikasikan sebuah makna yang dapat diperlihatkan secara simbolis melalui visual logo yang memiliki pengasosiasian makna dari simbol yang sudah ada di tengah-tengah masyarakat dan mudah untuk dipahami. Penelitian ini bertujuan untuk mencari tahu mengenai elemen-elemen visual yang sering digunakan oleh pihak sekolah sebagai bahan pertimbangan mereka ketika proses perancangan visual logo. Keywords: visual logo, identitas visual, institusi pendidikan, Sekolah Menengah Atas
Explanation of PP No.28 of 2008 related to the National Industrial Policy (KIN) sets Cimahi city as a base of animation industry development and as a leading sector in the field of animation, film and ICT.Vocational high school animation rated by industry experts is quite attractive but less in terms of competence and result qualities.This study reveal the lack of competence of animation education at vocational high school level in Cimahi based on quality parameters of the drawing test from students sketch presentations.Therefore, to improve its potentials, a formulated education strategy and student entry test based on drawing is needed followed with refining other educational process.
Foundation year as starting point to build a college attitude for colleger in Visual Communication Design department at University of Multimedia Nusantara never had been evaluated before, whilst value of affection domain that concern attitude was getting stronger attention from government especially for those who want to get job certificate through official government competency test. This paper tried to identify proper design colleger attitude values through university foundation year ac tivity phenomenon and linked them to an official university rules about attitude and describe their specific role to enhance their current education competency.
Visual design as a physical real object are resulting from a series of thinking processed based on cognitive abilities and supported by motoric activity, which on design academic environment with the same curriculum, their value may vary from one class lecturer to another. This phenomenon is tend to happen in design school or university with much classes and students learning the same curriculum. On the process, the matter of how a visual design is assessed on each design class was often entirely up to their lecturer, therefore, their portion of subjective judgement based on their each own unique cognitive experience is inevitable. This paper is discuss about how those subjective judgement on a visual design can be minimalized by making a visual quality standart assessement parameters based on taxonomy of education. In a pursuit of quality, those parameters and criteria of how a visual design is assessed by each class lecturer should become foundation for all visual design grading process to maintain a quality value of good design based on exact parameters to made a necesarily and appropriate action for academic evaluation.