PERANCANGAN ANIMASI PENDEK TENTANG JEJAK DIGITAL BERJUDUL "VOID OF REGRET"

SAYUDHA, AHMAD DZAKY FAISHAL (2025) PERANCANGAN ANIMASI PENDEK TENTANG JEJAK DIGITAL BERJUDUL "VOID OF REGRET". S1 thesis, Universitas Mercu Buana Jakarta.

[img]
Preview
Text (HAL COVER)
01 COVER.pdf

Download (326kB) | Preview
[img] Text (BAB I)
02 BAB 1.pdf
Restricted to Registered users only

Download (74kB)
[img] Text (BAB II)
03 BAB 2.pdf
Restricted to Registered users only

Download (413kB)
[img] Text (BAB III)
04 BAB 3.pdf
Restricted to Registered users only

Download (116kB)
[img] Text (BAB IV)
05 BAB 4.pdf
Restricted to Registered users only

Download (918kB)
[img] Text (BAB V)
06 BAB 5.pdf
Restricted to Registered users only

Download (96kB)
[img] Text (DAFTAR PUSTAKA)
07 Daftar Pustaka.pdf
Restricted to Registered users only

Download (87kB)
[img] Text (LAMPIRAN)
08 Lampiran.pdf
Restricted to Registered users only

Download (630kB)

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

Item Type: Thesis (S1)
Call Number CD: FDSK/DKV. 25 048
NIM/NIDN Creators: 42321010080
Uncontrolled Keywords: Animasi, Jejak Digital, Literasi Digital, Remaja, Storytelling
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 > 006 Special Computer Methods/Metode Komputer Tertentu > 006.7 Multimedia Systems/Sistem-sistem Multimedia > 006.75 Social Multimedia/Multimedia Social > 006.754 Online Social Network/Situs Jejaring Sosial, Sosial Media
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 > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja
700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 741 Drawing and Drawings/Gambar dan Seni Menggambar > 741.5 Cartoons, Caricatures, Comics Drawings, Comic Books/Teknik Menggambar Kartun, Karikatur, Komik > 741.58 Animated Cartoons/Animasi Kartun
800 Literatures/Kesusastraan > 800. Literatures/Kesusastraan > 808 Rhetoricand Collections of Literary/Retorik, Retorika dan Kumpulan Karya Sastra > 808.5 Rhetoric of Speech/Retorik Pidato > 808.54 Recitation/Gaya Membaca > 808.543 Storytelling/Mendongeng
Divisions: Fakultas Desain dan Seni Kreatif > Desain Komunikasi Visual
Depositing User: khalimah
Date Deposited: 18 Sep 2025 04:01
Last Modified: 18 Sep 2025 04:01
URI: http://repository.mercubuana.ac.id/id/eprint/98061

Actions (login required)

View Item View Item