PERANCANGAN USER INTERFACE DAN PENGARUH VISUAL TERHADAP PENGALAMAN BERMAIN ANAK PADA APLIKASI SIMULASI GAMELAN SUNDA

PRIADI, ALAN WIKI (2023) PERANCANGAN USER INTERFACE DAN PENGARUH VISUAL TERHADAP PENGALAMAN BERMAIN ANAK PADA APLIKASI SIMULASI GAMELAN SUNDA. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

In Preserving Sundanese Gamelan Culture, the Society Has Made It Through Many Media, one of them is smartphone applications. Their various applications with the theme of gamelan culture are available and can be downloaded from the Playstore/Appstore via smartphone. But unfortunately, the popularity of these applications is still less well-known than applications that carry other genres. This may be due to the less optimal developers in implementing visual communication strategies and determining target audiences that are less specific. The author is interested in designing an application for children with the theme of Sundanese Gamelan which has a good application of visual communication strategies in its user interface, Implementation of this visual communication strategy includes applications of visual elements to user interface designs like illustrations, color element visuals, and layouts. By use qualitative methods, and data collection techniques using literature studies, observations, and interviews using theories to strengthen the analysis. From the results of data analysis research, the authors obtained results that the importance of selecting visual elements in the user interface design of simulation applications that raised the theme of culture to represent and strengthen the cultural character being adopted and to be able to attract the interest of the intended target audience. Keywords: Sundanese Gamelan, User Interface, Visual Elements Dalam pelestariannya, eksistensi gamelan dijaga melalui banyak media, salah satunya melalui aplikasi smartphone. Terdapat beberapa aplikasi yang mengangkat tema kebudayaan gamelan yang tersedia dan dapat didownload di playstore/appstore melalui smartphone. Namun sayangnya, popularitas aplikasi yang mengangkat tema masih kalah terkenal dengan aplikasi yang mengusung tema lainnya, hal tersebut mungkin dapat di sebabkan dari kurang optimalnya developer dalam penerapan strategi komunikasi visual dan penentuan target audiens yang kurang spesifik. Penulis tertarik untuk merancang strategi komunikasi visual user interface aplikasi yang mengangkat tema Gamelan Sunda yang menargetkan anak-anak sebagai target audiensnya, penerapan strategi komunikasi visual tersebut meliputi penerapan elemen visual pada rancangan user interfacenya seperti ilustrasi, elemen visual warna, serta layout. Dengan menggunakan metode kualitatif, teknik pengumpulan data menggunakan studi literatur, observasi dan wawancara menggunakan teori-teori untuk memperkuat analisis. Dari hasil penelitian analisis data, penulis memperoleh hasil bahwa pentingnya pemilihan elemen visual pada rancangan user interface aplikasi simulasi yang mengangkat tema kebudayaan, guna dapat merepresentasikan dan memperkuat karakter budaya yang diangkat, serta dapat menarik minat target audiens yang dituju. Kata Kunci: Gamelan Sunda, User Interface, Elemen Visual

Item Type: Thesis (S1)
Call Number CD: FDSK/DKV. 23 001
Call Number: SDSK/23/23/002
NIM/NIDN Creators: 42318120011
Uncontrolled Keywords: Gamelan Sunda, User Interface, Elemen Visual
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 000. Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 004 Data Processing, Computer Science/Pemrosesan Data, Ilmu Komputer, Teknik Informatika > 004.6 Interfacing and Communications/Tampilan Antar Muka (Interface) dan Jaringan Komunikasi Komputer > 004.62 Interfacing and Communications Protocols (Standards)/Tampilan Antarmuka dan Protokol Komunikasi (Standar)
000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 000. Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 005 Computer Programmming, Programs, Data/Pemprograman Komputer, Program, Data > 005.5 General Purpose Application Programs/Program Aplikasi dengan Kegunaan Khusus
000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 010 Bibliography/Bibliografi > 011 General Bibliographies/Bibliografi Umum > 011.3 Bibliographies by Specific Forms/Bibliografi dan Katalog dengan Bentuk Khusus > 011.37 Visual and Audio Visual Media/Media Visual dan Audio Visual
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 153 Conscious Mental Process and Intelligence/Intelegensia, Kecerdasan Proses Intelektual dan Mental > 153.1 Memory and Learning/Memori dan Pembelajaran
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.4 Child Psychology/Psikologi Anak
700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 745 Decorative Arts/Seni Dekorasi
Divisions: Fakultas Desain dan Seni Kreatif > Desain Komunikasi Visual
Depositing User: ADELINA HASNA SETIAWATI
Date Deposited: 13 Mar 2023 06:28
Last Modified: 13 Mar 2023 06:28
URI: http://repository.mercubuana.ac.id/id/eprint/75059

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