SAYUDHA, AHMAD DZAKY FAISHAL (2025) PERANCANGAN ANIMASI PENDEK TENTANG JEJAK DIGITAL BERJUDUL "VOID OF REGRET". S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
The rapid growth of social media has transformed how teenagers interact and construct their identities in the digital world. However, the lack of awareness regarding digital footprints often leads to serious issues such as reputational damage, data misuse, and cyberbullying. Responding to this, the present project aims to design a ±2-minute educational animation titled “Digital Footprint Awareness for Teenagers.” The animation applies a personal and reflective narrative approach, delivered through a fictional character named Roy—a teenager who experiences the consequences of his past digital behavior. The design process follows the design thinking methodology, for ideation, including empathize, define, ideate, prototype, and test stages. Visually, the work features a semi realistic 3D character style, incorporating digital interface elements such as notifications, glitches, and comment threads to enhance message delivery. The design results in the form of animation with an emotional storytelling approach and a modern visual style are able to build engagement with teenage audiences and convey messages effectively. This work is expected to be a contribution to efforts to increase digital literacy among the young generation of Indonesia. Keywords: Animation, Digital Footprint, Digital Literacy, Teenagers, Storytelling Perkembangan media sosial yang sangat pesat telah mengubah cara remaja berinteraksi dan membangun identitas diri di dunia digital. Namun, rendahnya kesadaran terhadap jejak digital sering kali menyebabkan berbagai permasalahan seperti pencemaran nama baik, penyalahgunaan data, hingga cyberbullying. Berdasarkan kondisi tersebut, perancangan ini bertujuan menciptakan film animasi edukatif berdurasi ±2 menit dengan tema “Kesadaran Jejak Digital pada Remaja”. Karya ini menggunakan pendekatan naratif personal dan reflektif, disampaikan melalui karakter fiksi bernama Roy, seorang remaja yang mengalami dampak dari jejak digital yang ia tinggalkan di masa lalu. Metode perancangan yang digunakan adalah design thinking, untuk ideation, yang mencakup tahapan: empathize, define, ideate, prototype, dan test. Visualisasi karya mengusung gaya semi realistis karakter 3D dengan, elemen antarmuka digital seperti notifikasi, glitch, dan komentar untuk memperkuat pesan. Hasil perancangan berupa animasi dengan pendekatan storytelling emosional dan gaya visual modern mampu membangun keterlibatan audiens remaja dan menyampaikan pesan dengan efektif. Karya ini diharapkan menjadi kontribusi dalam upaya peningkatan literasi digital di kalangan generasi muda Indonesia. Kata Kunci: Animasi, Jejak Digital, Literasi Digital, Remaja, Storytelling
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